AetherBytes
AetherBytes
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@JigsawPiggy said:
And if you're carrying a survivor when the EGC runs out, you automatically drop the survivor and the ground eats them.
Honestly I'd be fine if they disabled this in favor of letting the killer hook. If the survivor does get dropped then the ground can eat them.
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Killer: Turning a 1k into a 4k because the survivors swarmed the same gate and kept getting hit.
Survivor: Looping a killer only to seemingly disappear around a corner and lose them.
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@dezzmont said:
The devs tested it and then said categorically it will never ever ever ever happen.
Camping is purely a survivor sided issue caused by bad survivor play. This is counter intuitive, it SEEMS like the killer is choosing to camp, but the killer is actually playing purely reactively when it comes to the hook.
The killer's ONLY objective is based on what the survivors do. If the survivors themselves divebom the hook, or just don't repair gens? The killer literally has no choice but to camp. If the killers do gens? Camping is terrible.
Good survivors don't let their teammates get camped not because they are sicknasty at instantly rescuing their bud from the killer, but because they put the killer under enough pressure that they can't take the luxury of spending a whole flippin 3 minutes (for perspective, that is enough time for 3 survivors to repair 7 generators counting skill-checks, so literally every generator in the map, including the 2 you don't need to do) unless the killer has a very good reason to suspect that they are actually pressuring 3 survivors while camping.
If you remove the reward for camping, suddenly the killer has no incentive to hook. What the devs found is the killer... just slugs. Every time. Because if you are literally not allowed to defend your hook, hooking the survivor is BAD actually, even if you don't WANT to defend them. It costs you time to bring a survivor to a hook, and your 'reward' is 1/3rd of their way to death, and giving the survivors the ability to instantly heal them to full. If camping doesn't create an objective the killer can defend, suddenly you have no reason to want to hook, because it actually makes the killer gamestate worse. If you slug, the survivors either need to invest time into healing the downed player, or the downed player has to heal themselves which means they aren't insta-unhooked.
Killers will always camp unless the survivors pressure them. It isn't just 'you counter camping by doing gens.' You get the killer to stop hanging out by the hooked survivor by doing gens. The killer needs a reason to leave based on the survivors threatening him. If the survivors refuse to threaten the killer, the killer should be able to do whatever they want. Acting like the killer shouldn't be able to get the kill if survivors don't do gens is like saying the killer shouldn't be able to down survivors even if they don't run away: If you don't make things hard for the killer, guess what? It isn't hard for the killer, and they are going to walk all over you. Give em something to think about other than 'Wow I could just get rid of this guy right now and there isn't a damn thing the survivors can do about it."
Camping is purely a survivor sided issue caused by bad survivor play. This is counter intuitive, it SEEMS like the killer is choosing to camp, but the killer is actually playing purely reactively when it comes to the hook.
It's situational tbf. 95% of the time it is srvivors causing it but theres always that one killer who just camps
If you remove the reward for camping, suddenly the killer has no incentive to hook. What the devs found is the killer... just slugs. Every time. Because if you are literally not allowed to defend your hook, hooking the survivor is BAD actually, even if you don't WANT to defend them. It costs you time to bring a survivor to a hook, and your 'reward' is 1/3rd of their way to death, and giving the survivors the ability to instantly heal them to full. If camping doesn't create an objective the killer can defend, suddenly you have no reason to want to hook, because it actually makes the killer gamestate worse. If you slug, the survivors either need to invest time into healing the downed player, or the downed player has to heal themselves which means they aren't insta-unhooked.
This is seen already in a lot of games. about (and this is personal experience) 20% of the time, it's riskier to pick up and carry a survivor over attacking or pressuring another. A slug takes up 2 people's time (the healer and the slugged) while a hook only does that after you waste time hooking them, which only takes up the downed survivors time.
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Whenever the entity gets blocked off it'll target the next perk first if its available, thats why you buy your way to 2 perks first, then claim one and hope the other isnt grabbed
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@Saltjar34 said:
We'll make it is a great perk. Whenever I'm feeling generous, I like to use this instead BT to instantly heal my unhooked teammate. It's great when the killer isn't proxy camping or when you're not in a rush to unhook someone.
Unfortunately just like Hope which is outclassed by Adrenaline, We'll Make It is still outclassed by BT. The reason behind this is that the unhooker rarely survives the rescue which really cuts a good portion of its duration. To make matters worse, the unhooked survivor gets no bonuses meaning the perk's effect is reduced greatly. I have an idea to remedy that
Every time you rescue a survivor from a Hook, both you and the survivor gain an additional 50 % speed increase to healing up others for 30/60/90 seconds.
We'll Make It stacks with instances of itself up to a maximum of 250%
There are 2 reasons why I like this change.
1. To use with Solidarity so that the unhooker can get healed really fast
2. To increase the efficiency of the perk
idk why people say adrenaline outclasses hope. Adrenaline gives you one burst of speed, while hope gives a bit of extra speed for a good time; its usually enough for most killers to mistime swings.
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If there were only as many gens as there are that need to be powered what stops the killer from guarding the last gen and/or trapping the ######### out of it?
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1839153#Comment_1839153
I think they could do with their detection add-ons being changed to speed add-ons, tbh.
Id totally be fine with this, he needs more speed than detection range.
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Honestly i want legions frenzy speed to be buffed. Most of the time you cant catch a survivor who just holds w
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@gatsby said:
People sometimes forget that a lot of what makes many Killers strong is exploiting mechanics in a way that probably wasn't part of the Devs original design concept.
Hag/Twins- Using your power to essentially face camp while multitasking the other Survivors.
Spirit- Standing still for free hits because Survivors can't tell when you're using your power.
Pyramid Head- Using your power to tunnel through Decisive. Using power to hit both Survivors on unhooks.
Demo/Pig- Exploiting the "basic attack" mechanic to have permanent 8 stacks on STBL.
Huntress- Hitting Survivors with close range hatchets because the cooldown is less than a standard M1.
Wraith- Using your hitbox mechanics in cloak to push Survivors into corners or out of pallet dropping range.
Ghost Face- Using the broken stealth reveal mechanics to expose Survivors that are looking directly at you.
Any others you can think of? It's funny that all these exploits of Killers were probably complete oversights by the Devs originally and they slowly just became "features" that were part of their overall balance. Remove most of these things and a lot of these Killers would become trash tier.
ghost face aint broken, thats his design and most people just call it bugged so they have something else to blame for them failing to realize ghost face had good positioning.
33% of ghost face needs to be visible and in a certain range to break him; which rewards the killer when they position well in a way that they can stalk without being revealed. If you need to break him oit move in range or in a circle around him to expose more of him.
Its not a bug, thats his design. Im yet to encounter this "broken" behaviour except when hes legitimately positioned in a way to stop it.
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@slinger said:
I'm gonna have to respectfully disagree with you. Pig is exceptionally weak imo. That slow down is the only thing she has going for her.
Even that means nothing to a determined survivor, ive popped gens with an active trap on my head and didnt even feel pressured.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1836862#Comment_1836862
+1, I can always tell who is running spine chill when playing as Ghostie, as they bolt immediately after stalking, and will be moving cautiously even when I've got stealth mode on.
I've been running this perk in all my builds too, it's saved me on gens giving a warning in advance of the terror radius pretty much every match!
As a blendette who specializes in taking a chase only to suddenly disappear, it's important to get a headstart and to know if I've been made so its a perfect perk.
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@ebony_mori said:
I don't believe they ever can. With many of the killer backstories ending in their own demise, I see the Entity as a form of afterlife. The survivors are lost souls of those who have passed and are trapped in their own personal hell. I like to think the exit gates merely lead to another map where they are forced to repeat all over again. Even death just puts them somewhere else- enduring the pain but never getting away. This would explain how the survivors- no matter their backstory or education- are able to repair generators. Claudette, for example, would not otherwise have the knowledge to repair generators unless they have done so repeatedly before and learned via trial and error. The more they are subjected to their own personal hell, the better they are at escaping- aka, the ranking system. The killers are in no better position. Clown, for example, loves to kill. However, he is always up against four survivors who have repeatedly escaped the Entity's lair. Hag was an innocent person prior to their trauma, same with Spirit. The killers are either forced to relive their trauma's and the worst emotions they faced during their lives, or be constantly outwitted and scammed out of doing the one thing they love to do- kill.
That's my opinion anyway! No one can escape the realm. Only avoid as much pain as possible before having to do it all again.
Im not saying this to make you feel bad or the like, and only for thinking on, but the entity can't be a form of afterlife. It may have such capabilities (Rin AKA Spirit for example) but most if not all of it's inhabitants disappeared, even if they were in some public disaster (For example, Adam. He was in a public disaster with plenty of people, but his body had just disappeared). It seems more like it snatches them away on the brink of death into it's own "dimension" where it has complete control.
Killers follow a similar setup. Some on the verge of death (Rin, again), some just never are seen again (Ghostface presumably, trapper, wraith, hillbilly). They seem to be more snatched at opportune times than having died.
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@abc_9000 said:
i was thinking about having a soldier as a survivor and a prison guard as the killer.
I actually had an idea of a prisoner being a "brute" killer, which feels like it might have inspired Oni now that I think about it..
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Jacket from Hotline Miami. He's already a murderer, and is technically the good guy in his media, even if he's a sociopath.
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@Heartbound said:
Not gonna lie I like NOED, but then the generators never get done and you're playing with 3 perks...feels good bapping an overly confident survivor though.
I mean if the gens dont get done you dont need NOED anyway so its a win either scenario.
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@Junrei said:
PC
So, this one just happened in a game and I was able to reliably reproduce it - you can put a survivor into dying state and make them stay inside the locker.
If a survivor is in a locker and you keep them in there with Victor, all you need to do is wait with Charlotte in front of the locker - the moment they destroy Victor and jump out of the locker, all you need to do is M1 them and they end up as a slug inside the locker with no chance of being picked up by others.
Just to be safe, I collected my survivors around the locker where the first survivor was met with this fate and attempted to reproduce it - it worked immediately.
I disconnected that game because it felt dirty to me, but I'm gladly taking the penalty for discovering something like that.
Can you supply a video?
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Honestly auto aim needs to be removed, it's cucked me more times than it's saved me.
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@ChurchofPig said:
First off, to those who celebrate, Merry Christmas. To those who don't, still happy holidays.
Now for this hilarious match that just happened. The match starts and things go great for me as Freddy. Three people get downed near the basement and I put them in there. Now here's the funny part. I get my teleport and I teleport as far away as possible in hopes that the last person will save everyone (there were bloody party streamers played so I felt bad). Instead, she hid for the entire 2-ish minutes and everyone died on first hook. Then she found the hatch and waited for me, she dropped a pallet on my head then teabagged me and jumped in. I find this hilarious. She literally did nothing all game and she thought teabagging would like show me that I can't catch her and she's better than me or something? Even though she hid and let everyone die on first hook. That was just hilarious to me. When I play survivors I wouldn't have let everyone die on first hook, even if it seemed hopeless I would have tried. So would anyone else?
Sometimes I abandon survivors (though not this blatantly), I'd prefer to get myself out over getting anyone else out. Nevertheless, I will try. I once spent 15m after finding hatch to find the other survivor left so we could both key away. However, if it comes to it, I'm getting out of there over saving you.
Also who tf teabags after this?
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1836816#Comment_1836816
He's the only stealth killer I dislike playing against because he can actually sneak and it catches me off guard but i don't actually dislike him i just get mad because he jump scares me and i hate jump scares.
I actually prefer him because of this. He's actually scary to go up against.
Nevertheless, if you dislike ghost face, use spine chill. Its useful against most killers, so you're not missing a perk, and it counter GF nicely.
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@Scoted said:
Tunnelling is a big problem in the game and makes the game very frustrating for survivors.
Should DS be implemented as base kit to deter killers from tunnelling - one time use of 60 seconds after they got off the hook.
Let me know your opinions in the comments!
Not until it's reworked into something truely anti tunnelling instead of something that you can rub in a killers face and waste their time.
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@Slashstreetboy said:
Ever since rumor has it that keys will be next on the chop block, the issue has become more obvious. I get key matches every other game.
I think they are severly unbalanced, since they share great similarities with the (now) old Moris. They effectively circumvent huge chunks of the objective to win a match prematurely (old moris cut off 1 hookstate, key can cut off several gens, usually 2 or 3 ppl escaping with 1 or 2 gens left), robbing the opposing side of either their well deserved victory or their chances at achieving them.
Add the fact Survivor can randombly stumble upon a key and you get yourself a pretty messy imbalance.
In my opinion, hatch should only spawn when all gens are done or there´s only 1 Survivor left. Key can only be used for 1 person to escape (so multi key escapes require multiple keys, to keep the achievements related to it doable).
Honestly, as a balanced player, I'd just say that hatch keys shouldnt be obtainable in the bloodweb and should only be chest findable at their current rarity. That way a key is a gamble. You might find one, you might not. Sure you can escape with one, but people tunnel those with keys anyway, so the odds of getting out with it decrease just by having it.
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@Cable2486 said:
https://forum.deadbydaylight.com/en/discussion/comment/1821992#Comment_1821992
Unfortunately I have to disagree with you. Killers like Meyers, Doc, Wraith, ghost face, and hag stealth camp too well already. I ran a game with Wraith just to test it, where I ran Make your choice, insidious, M&A, and Bloodhound, with the purple All-Seeing add-on and Coxcomb clapper, and it was just a horrible game of rinse and repeat. Hook one, hide a short ways away where I can see the hook, bing the bell, let insidious go, then wait for second stage. If rescuer came before, I down the rescuer, hooked them, tracked the escapee, downed if not stage two before they were rescued, are moried them if they had reached stage two before being rescued. The game ended in 3 minutes.
Legion is a surprisingly good stealth camper. Insidious near the hook, then Frenzy the entire enemy team who came to rescue.
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what do you guys think?
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medkits. I specialize in tacking aggro, taking a hit, disappearing for 10s, before being healthy and continuing a chase without ever losing the killer
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@TransverseCaster said:
After years of playing I've switched to Freddy and I've finally hit rank 2, yet I still suck and get beat hard. When that happens I go to the corner of the map and wait for the survivors to just open the gate and leave. But they don't. They follow me to the corner and just stand behind me for five minutes.
If you do this please stop. Just end it. It's already over. Two hooks by the end game with no kills isn't a fun game for me and I'm ready to do something else.
I actually see this more as people poking at an afk killer wondering whats going on. If you want them to leave just be a little active and they'll leave
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@VikingWilson said:
Game-breaking perk. Kills the entire atmosphere. OP with SWF that already has a fifth perk with map-wide comms.
I hate object, but it's not really broken; most killers seem to refuse to act on info obsession gives them. If I have a survivor hooked and I see object running for them, I know the location of two survivors
quick edit: Saying this as a killer. As a survivor ive never used object.
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@enescan7404 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829843#Comment_1829843
What do you mean with "as long as all gens aren't done"?
Because end-game collapse is in effect and the game will end anyway eventually
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I'd say just move it. No need to block it; simply moving it enforces the normal gameplay of "look for it"
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@Pipefish said:
If you have the opportunity to tunnel someone out of the game. Do you or do you try to spread it out. I know getting tunneled is no fun on the survivors end but neither is killer on large maps when you move at 110% speed and the survivors are gen rushing you by splitting on gens. Assuming you say you don't, what other strategies would you recommend, be much appreciated!
Depends. If gens are speeding by too quick I will attempt to re-establish a steady speed by killing as fast as possible. If it's a reasonable pace, though, I prefer to spread damage and give a few extra chances.
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@immortalls96 said:
Corn, crotch camera on blight, tall grass, walls only survivors can see over, cramped fov...I dunno about you fellas but I'm getting so sick of not being able to see..survivors get satellite overview vision but we can't even get a decent fov on killers..its frustrating playing blight on a swamp or the corn or having these walls that only block killer vision while survivors can still see you just fine..it makes the game feel so much more sluggish and Janky..
Could we at least open discussion on an fov upgrade?? At least then we may not be completely blinded by tall grass
Blight has a low camera so you dont run onto small props you didnt see
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@White_Owl said:
It's an interesting theory, but I think it's true only for some. For example in Bill's lore it explicitly says all he ever wanted was an enemy to fight, so he probably enjoys the realm.
Others like Jake or Laurie just have a very strong survival instinct, so they don't care in what situation they are, they just want to survive somehow.
https://forum.deadbydaylight.com/en/discussion/comment/1744940#Comment_1744940
I'm not sure when it was changed, but it's now knowledge that the Entity doesn't feed just off hope, but any strong emotions.
Bill doesn't enjoy it, its more of a "The only thing he knows" kind of thing. I could hate being a construction worker, but at bills age you don't exactly have any other path you can take. At least in the entity's realm he can help others escape while he's at it.
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@Yarheeguy said:
https://forum.deadbydaylight.com/en/discussion/comment/1764070#Comment_1764070
you know, I would say this as a theory
I believe the Entity can revive people from the dead, only that theirs would be lost and messed up, if it happens to a survivor, then they would go insane and unable to do anything, same goes with killers, they could attack survivors but unable to be placed on hooks.
which is why it allow Victor to be the exception, with him hunting down the survivors while his sister hooks them.
back to the John topic, yeah, the Entity can't abduct dead people, but can bring people who are dying and put them in the realm where their wounds are healed or have no pain. remember, it can abduct anyone from any time, I don't know how the picking process works, but I believe it tries to make sure its existance isn't noticed, so it can only abduct a certain person at the right moment.
the reason it adducted Amanda instead of John is because while John is the true Jigsaw killer, he doesn't 'kill' per say, he gives people a chance to survive his games. while Amanda believes that people should die, which is why she made unwinnable games which leads to her downfall, so out of the two, Amanda would be more easier to control than John.
(also for my earlier statement, that means Amanda literally disappeared in front of John, Jeff and Lynn, but all three would die right after anyway, so it wouldn't matter, just that when the police arrive at the scene, they never recover Amanda's body)
Picking process is usually anyone filled with some sort of rage and/or capable of destruction while still being controlled. For the former, in the case of The Spirit, the entity originally was aiming for Rin's father, but sensed the rage and despair in Rin and decided she was a much more worthwhile killer. For the latter, Leatherface. He doesn't understand the trials, only that the survivors will somehow have him killed (a fear carried over from the real world) and the entity replacing his parents who he always listened to.
I also like the dynamic with Amanda. John wasn't a good fit for killer because he had a "one and done" concept (which he only ignored for those who had done something horrible again), and would only target people he knew did bad. None of the survivors really fit this MO, a lot of them actually helped people throughout life and were at worst just loners who drifted by and caused no-one harm.
Amanda wasn't so restrained, willing to attack anyone she saw as evil and put them in almost if not completely unwinnable positions, and would most likely only get madder if someone did survive the traps.
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Springtrap would be a great fit thematically, its just the lore behind it would make it extremely hard to write spoiler free backstory for him.;
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@eiredrake said:
It's in through time though? Or has the entity just been around a really long time? Maybe it's some sort of timeless critter like the Prophets from Deep Space 9.
What I mean is... if the Entity is chilling out in our time and goes "Hey there's a Plague lady back in 1800 bce (or whatever) that'd make a cool pawn.. lemme snag it."
or did the Entity exist back in 1800 bce and snag her then and she's just been trapped all this time.
or is the Entity outside of time like.... some Lovecraftian nightmare that exists separately from what we perceive as linear time and just snags people whenever or wherever they are.
The entity and the earth's time are not a parallel line; hell, time doesnt exist in the entity's realm. Technically every character thats added has been in the trials from the start, while also being new and just never seen before.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1777392#Comment_1777392
I don't think FNAF belongs in DBD. and it's not just kids there are people in their late teens that can play this game that want it too, for some stupid reason.
They're argument is
"But do you know the lore behind springtrap???? it would fit perfectly in DBD."
no it wouldn't, I really wish people would stop asking for him.
Theyre not wrong, but if you bring springtrap into it youd bring fnaf lore in and thats just a big no. I may enjoy the fnaf lore, but dbds lore has a nice structure to it and any fnaf would ruin that.
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Spring trap could mechanically be interesting, but ######### bringing fnaf lore into dbd as it is.
Scooby doo though? What?
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1775393#Comment_1775393
No Killer is always easier. Press W until you see a survivor. Press W until you can M1 two times. After you down him Hook him and never leave the Hook, esay kill for him.
Killer is easier because high ranks dont know what theyre doing and how to stop them. At low ranks? They know how to counter every killer.
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As an item: No. Mori's are a sacrifice that allows you to mori people. The tombstone piece is an addon
As a mechanic: Yes. A tombstone kill is just a standing mori and even gives points to any dailies that require you to kill with myers.
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Felix. His perks sounded good especially the desperate measures perk, until you learn it doesnt stack.
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Killer is easier at higher ranks, but survivor is disproportionally easier at low ranks
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1773918#Comment_1773918
So he wears their faces and eats them in self-defense?
Leatherface is evil. He's not the "most" evil of the killers but he's a serial killer cannibal who wears the skins of his victims. Being insane doesn't make him not evil.
This is basically a nature vs nurture thing. He was taught to do that. To him, that's normal. While objectively it's evil, he doesn't know; he's been taught that everyone but his family is evil.
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@TMCalypso said:
Whether or not survivors escape or die doesn't matter in the slightest. It is whether or not The Entity gets what it wants...all those emotions of dread, hope, fear, etc. Killers are there to ensure survivors keep producing those emotions. Killers who fail or refuse to do this are, I believe, tortured. There are exceptions though. Like Pyramid Head, for example. The Entity has zero control over it.
I also wouldnt be surprised if Ghostface never really gets punished either. Whilst he might have failed, lorewise, he is trying. Torturing him wouldn't help a bit nor would it help the entity.
I can just imagine the entity whacking Demogorgon with a roll of newspaper though. "Bad demodog, go sit in the corner." *whine*
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Leatherface isn't... evil, exactly. The entity scares him into slaughtering survivors based on the fears from before he was brung into the realms, so while he is murdering them, he believes he's doing it in self defence.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/197159/which-killers-are-actually-dead
My presumption was all of them. My understanding is that every survivor and killer experienced a kind of death when being taken by the fog, without it necessarily having felt like dying.
I.e. they’re not even aware that they’re dead.
Not in all cases. While yes, Freddy is "dead" the entity offered to let him partake in the trials and he accepted iirc.
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@Wooden_Enthusiasm said:
I think they're all fine except haddonfield and ormond if I get sent to those maps it usually means its a group running some extremely annoying perks ontop of just being really obnoxious
Its sad that this map is ruined for me because as a survivor i actually like it, its just the toxics always ruin it.
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https://www.youtube.com/watch?v=yBHjp_cNo4s
I was the leatherface
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If its popping multiple times thats wasting time on the perk and in fact is needed since you have multiple gens near completion.
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Calm spirit. This is coming from someone who prioritizes stealth over looping however, so being able to stay silent even under effects that usually expose your location is a godsend.
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1773787#Comment_1773787
Your second example is exactly what happened. Slid off the side of car and still got me with pounce.
Can he side swipe windows with pounce?
Best way to think about his pounce is an extremely fast, high range lunge attack with extended recovery. If they can hit you with a normal melee in a situation they can hit with a lunge.
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@Heartbound said:
I personally find Demogorgon to be one of the weakest of the cast. The ones I see usually try to lunge at you during vaults or pallets. The stun from a failed pounce is enough to let you run another loop. Go up to the window like you're going to vault. If his mouth is open, then don't.
His strength isn't really that strong. It's his portals. You'll either see two strategies. The Demogorgon will either place the portals on generators, or next to generators.
If they're on generators, destroy them. Every time he opens his mouth he'll see you through killer instinct. You can't let him watch you do generators.
If they're off to the side a bit, the Demogorgon is using his portals for travel. Leave those up, but watch them when you do the gen. The Demogorgon only has a limited number of portals and if you finish the generator in that area and leave the portal up he's a lot weaker through the rest of the match. He has a teleport to the middle of nowhere. How exciting.
In a chase outside of the lunge he's just a normal killer. Do what you always do. Die, I mean, loop.
Demogorgon is usually weak, however, unlike other killers, he benefits massively compared to them from perks. A good demo can keep Devour Hope alive pretty easily, and its usually GG from there. NOED + Infectious = an endgame build so deadly I usually let others go for gate first when i run into it. Any perks that grant undetectable work on him due to his lunge allowing him to close the gap before survivors realize hes there, and aura reading is kinda broken on him.
The best way to deal with a Demogorgon is:
- Identify his perks and work around or against them. A demogorgon may have a massive advantage when it comes to perk uses, but that adds up to a massive disadvantage if it's countered in some way.
- Attempt to finish gens with a portal nearby and dont seal the portal. Assuming you're careful, this cripples him in the endgame unless he planned ahead, in which case he'd be playing most of the game with 1-3 portals missing.
- Don't fall for lunges. While mostly something you'll just have to learn, a demogorgon will almost never pounce until you're definitely in range or they think you'll drop the pallet (there are a few of us who play fast and dangerous though and pounce at the first opportunity, so be careful).
- Make him fail lunges. A missed lunge grants enough time to make a fair bit of distance (hell, even a successful one does) and as such, if the lunge misses (or lands and you were healthy) attempt to lose him rather than loop him.