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Akumakaji

Akumakaji

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Akumakaji
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  • Not exactly on topic, but yes, the basement should be the killers domain. Yet it has 4 lockers, and if it spawns in the killer shack, one of the absolute strongest loops in the entire game.

    I never understood why he killer shack has to be the survivors playground and recreational facility, but I guess it was done, to increase interaction and let the survs step foot into it?

  • Just to be clear: you guys are complaining about the skill check you have to land in order to get DS off, right?

    I mean, I know that its supposed to be a hard skill check, but isn't this check sorta balancing the perk? It literally gives you a chance to get off the killers shoulder, when you should be surefire sacrificed. That's the purest definition of a second "chance".

    Granted, I don't have that perk unlocked for myself, but I have seen plenty of videos of it in use.

  • Regarding DCs its a kind of double-edged sword. I can see how it instantly puts the survivors in a bad spot, but on the other hand I don't see why I should always punish myself, just because some dude rage quits in my face (or on my shoulder).

    So normally I don't play any less kill-y, but it massively increases the odds of giving the last one the hatch.

    BTW, one of my last games I had a player raging at me, that I got a 4K. He complained that good killers always let the last one escape, as it is more blood points for everyone. And when I asked if he gives mercy hooks to 0K killers he said "of course. I mostly farm, so I don't care. Bad Killer :("

    I was kinda confused by that one, but I guess he was the very, very odd one out, if he was serious.

  • I understand that DS is sometimes needed to counter tunneling, but as always, a lot of players nowadays will use it sorta offensive, ie run circles around you and try to bait you into downing them.

    I sometimes think that the 1min is pretty long, for it punishes even killers who don't tunnel, if the survivors misuse it, and on the contrary punish ALL survivors, because if I down someone 30s after they were unhooked or something, I will leave them slugged, because they could have DS, wasting everyone's time.

    And there was one very frustrating situation, were the last survivor on the map was on the hook, unhooked himself via Deliverance, and I downed him. I had a bad feeling and didn't pick him up, but I had to hook him on the hook closest to the gate, so he crawled out. One meter before he got out I picked him up and got hit by the DS and he escaped, just like that.

    I felt quite cheated out of a fairly won kill, but I mean, it sorta was his build, I guess, so I can't complain too much. Still, it felt pretty aweful seeing him crawl away with nothing that I could do about it.

  • @danielmaster87 said:

    Leatherface's ability to camp is OP. "Uncounterable" if I may, at least for the survivor on hook and their rescuers.

    Because his chainsaw goes through multiple survivors, instead of stopping after downing 1 like Hillbilly, he can guarantee a kill on someone as soon as they get hooked. You can punish the killer by having the remaining 3 survivors finish the gens and get out, but it just doesn't sit right with me. If it was any other killer, there would always be a chance for hook bombing into BT, DS, and Dead Hard. But because it's Leatherface, none of that matters. The only semi-counter to him camping for the survivor on hook is having Deliverance/DS. That allows you to get off the hook without someone needing to unhook you in the face of the camper. But if he wants throw the game to slug/tunnel you out even with that perk combo, he will because that was his plan anyway.

    There are several other killers that come close to Leatherface-like camping capabilities, but I usually don't complain about those because they're limited or take preparation.

    Trickster with Main Event can pretty much guarantee a hook trade. However, that ability for some reason is put on a timer. If you don't use it, you lose it. So it's not consistent for camping, although his regular knives are often good enough for camping. But it's not uncounterable, because there could be a hook bomb where everyone takes the perfect amount of knives for each other, throw in BT, DS, Dead Hard and they're out.

    Oni can hold onto his power and activate it when people come to unhook. However, he has to activate it early if he wants to guarantee the hook trade, because I kid you not, his powering up animation is so long that survivors can unhook in front of you and start running before it's even over. If you do preemptively activate it though, you might run out of it before the survivor is dead, and in that short fatigue animation survivors can just unhook in front of you, and you lose it all.

    This is why Myers's camping capabilities are probably the closest to Leatherface's. Assuming he's 99'd his Tier 3, he can instantly tap it and down the rescuer, or deter people from rescuing. Activating Tier 3 preemptively is not necessary with Myers, because there's no lengthy start-up animation. Assuming you wait out his Tier 3 and try to hook bomb again, he can get another Tier 3 back in like 6 seconds apparently. Because his meter doesn't go all the way down to the start after losing Tier 3, and instead goes back to 1/4 or 1/2 filled towards Tier 3, he can practically guarantee another Tier 3 as soon as you come to unhook someone, even if he just came out of Tier 3. You could theoretically send someone or multiple people in who have been fully stalked, but who really knows how much they've been stalked? (My justification for calling infinite Tier 3/Tombstone uncounterable and unforseeable.)

    Hillbilly has a chainsaw, so he can hook trade on the survivors, but it's nowhere near as powerful as Leathface because he can't go through multiple people with his chainsaw. His chainsaw is also slow to start up and clunky, and he could miss unlike Leathface's chainsaw which is basically impossible to miss with, so even he isn't guaranteed the hook trade, especially with hook bomb/BT/Dead Hard shenanigans. I find that his overheat is more punishing than Leatherface's when holding his ability, so it's not you can pre-rev forever.

    Leathface's power is just boring to me, even moreso than Nurse. It really shows with his camping. Any other killer has to have precise aim and hit survivors twice and respect pallets. But him? No. You just rev the chainsaw and either get a down(s) from the huge attack hitbox in front of you, or you break a pallet instantly. Playing him normally won't even get you that many kills, because you can still be gen rushed and survivors can just drop pallets instantly. But if you down someone once, camp 1 to death, and then maybe get another kill with NOED if there's still survivors around, and that's a 2k, which is probably more success than if you were to play him normal.

    I don't like stuff that has no counterplay. God pallets, god windows, gen speed, rollback, Nurse, Flashbang against Wraith, etc. But Leatherface's camping is at the top of the list for many people.

    It saddens me that Bubbw gets so much flack for having such a premium camper kit, but that's just the reality of it. Some peeps will claim that camping is the only way you can play Bubba outside of baby ranks, but I call bs at that, as I play him fairly regularly and never camp, unless its und EGC and you obviously have nothing better to do.

    What I love about Bubba is, that he puts the fear of the killer back into survivors. There is just something primal about him jumping out at you, revving his chainsaw and go ham. No cute bodyblocking or protection shenanigans work against him, if he gets you, you go down, so get the (BAD WORD) out of there.

    My favorite is Tinkerer with Bubba. Often I got one survivor hooked pretty fast, and because of Bubbas camping reputation, a lot of survivors will just hold M1 at the gens, so werben Tinkerer goes off I often can jump right into the middle of a gen rushing party and start sawing. Its quite simple and not very sophisticated, but oh boy, is it fun.

    So people who camp with Bubba leave all his awesome potential on the road. He isn't fast, but Tinkerer works disgustingly well with him, provided that you are willing to move his lazy bum.

  • All said and done here, by others peeps.

    If they were nice and gave me some fun chases, but not BMed, I occasionally give them the hatch or gate. Also if I totally dominated the game and crushed them, but sometimes it feels good to utterly demolish a team and then get a 4K :)

    Also, I love to first down then. If a good player gets downed by me when they got two light bulbs of the gate lit, I often show mercy and just open the gate and evem give even a lift inside.

    These days I sometimes encourage them in the after game chat to give a poor killer, who got totally crushed by the survivors, a mercy hook. Change and the de-escalation of the rising hatred between the two groups can only happen, if we understand each other and give the occasional human nod in an otherwise brutal game about slaughtering and sacrificing each other.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710186#Comment_2710186

    My guess is that by the time the server gets the information from both players and does the validation the clients have already had to start their animations and sound effects. So those start going, then the sever sends a message saying “oops, flag on the play!” and the actual hit result is revoked.

    Yeah, ai though along that same lines. But you don't need any kind of imagination to see that this solution, again, leads to a bucket full of unfair situations; the blade wiping animation without any payoff is so punishing and every time it happens my heart sinks and a shake my head, while telling myself "this is fine, its just a game". But still, its very, very frustrating, and I wish that something, anything, could be done about it.

    I mean, we have teleporting survivors after hit validation or downs all the time, so couldn't the server just end the killers animation with a prompt if it detected that our hit was, indeed, a miss?

  • W00t, you are for real? I thought this was just a click baity troll thread, but you are actually meaning it? Smh

  • I usually switch in Lightborn when I see 3-4 flashlights in the lobby. This teams are usually out for blood and the flashlight is their means of achieving this.

    That being said, I am also pretty good at faking flashlight saves, ie I always look away and sometimes walk a bit off-kilter. Most of the times it works and they try it again and again, it's hilarious.

  • The pinky finger is obviously Clowns best add-on, but it's not very good to run if you wanna learn Clown, because it teaches you nothing valuable and just encourages reckless "in your face" gameplay that only lasts as long as you have bottles.

    I love playing Clown, he is just very fun to play, but sadly a tad bit on tube weaker side. Many people who play him regularly think that it would help him immensely if he had two separate ammo pools and would still reload both. This way not only secretly OP Clowm mains, who know how to utilize yellow bottles, might use them and they would see a bit more play.

  • Very solid guide :)


    I will add a quick tipp myself, if someone else already wrote about this just humor me, for I haven't read the whole thread.

    So, most often experienced survivors will know about your ranged power and fear and respect it, allowing you in return to disrespect certain pallets.

    If you are chasing someone towards a pallet and you stick your sword into the ground 9/10 the survivor will not drop the pallet, because they fear being locked in the animation and getting hit, so just lift it out again once you are past the pallet and sometimes you can even hit a cheeky survivor who tried to pull a 180° to hit you after the shockwave, which is a commom thing if you fire too often.

    Obviously, if you are too close, they will just throw the pallet, but this way you can often just run through paths that would be closed in your face, if you played any other killer.

  • Just for clarification: while his cages work like hooks and can eventually sacrifice survivors, they don't interact with anything that is hook dependent so BT, DS but also Pop or BBQ don't proc. In my everyday build I usually run BBQ, M&A, Nurses Calling and Scourge Hook Pain resonance. I normally hook survivors the first time normally, no matter if they are damned and as second hook send then to the cage. This way I get my BBQ stacks and any DS shenanigans don't interest me and I can tunnel if the game went south, but also play more friendly, if I am in control.

  • I want to become a Pyramid Head main and have been playing him quite a bit over the last week. After some getting used to his somewhat clunky sword (well, it IS exeptionally large, so thats ok) he pretty damn rocks! I really love playing him and occasionally you can mori the whole team for free, which just feels awesome.

    I love to combo Monitor & Abuse and Nurse's Calling, as his smaller terror radius and the healing wall hack will give you a lot of opportunities to down survivors through walls, who didn't see it coming.

    He is a really fun killer and worth the time investment to properly learn him.

  • Well, ok, server based hit-validation made the perk "more fair", but why is the killer stuck in a hit animation? If the game can roll back a down or injury, it should also end the "lets clean muy blade" animation instantly and let the killer be back in pursuit. This is what really grinds my gears :V

    Ok, I didn't hit, I miss, but then please don't let me be stuck in this useless animation!!!11

  • @Chocolate_Cosmos said:

    I noticed something when I was playing killer for the past days on this map. Where the hell are all hooks?! Why there are so few of them suddenly? I am not kidding, I had situation where on the top floor, like half of the floor didn't have a hook. Or sometimes in the first floor there is like one hook in the middle and then one half of the lower floor of the map has no hooks at all?! I allready lost a Survivor because of it (and I had Agitation perk lol). And no, not because I killed someone on the hook there. And no, not because of Survivors offerings.

    I never had this issue before. It feels like it was suddenly changed without notice.

    I have seen a few threads about this very topic here in the last couple of days, so it seems to be some new-ish problem with the hook spawns on certain maps.

    Mitwich is the biggest offender, I regularly have problems there, but I also had a Grim Pantry match this week were I nearly got a 4K, but I couldn`t physically reach any hook at all! I downed one survivor at an exit gate and walked her as far towards the hook as I could. She wriggled off, ran to the exit gate, I downed her some 10m earlier, lugged her all over to the hook, she wriggles off, I catch her again. The third time, I come within a sliver of hooking her, ie I already see the hooking notification, but she wriggles off a final time and this time can vault some stuff and make enough distance to escape. I am not salty that I didn't get a 4K, mind you, but when the hook spawns are that busted that you cant hook a survivor on an outdoor map, without any interference from anyone else, three times in a row, then something is sus.

    When The Eyrie was new I also noticed that the hooks spawned very few and far appart. If felt like work finding a hook and getting there just in time, but things have perked up on that map and of late it doesnt feel that bad anymore.

    So I got the hook spawn problem on this maps: Midwich, Grim Pantry, The Eyrie.

  • "And that's the thing, the bodyblocking as killer feels wrong and fustrating as heck, so i see both sides of this. But my gut feeling says leave it in, it's teamwork in action."

    You are right that it is a teamwork action, and thats why I didn't ask for its removal, but for a bulldoze action, because I just feel that 100% bodyblocking is very, very odd. From a tactical standpoint its a cool tool, but against a fully commited and coordinated team you got no chance and can't even reach the hook.

    Not every killer is a 8" muscle bound nightmare, but most are. And killers are supposed to be the power role, yet the 100% effective bodyblocking makes you feel powerless like few other things in the killers game, and due to all the second chances perks it poses little risk for the survivors.

    But I am not adamant, I am just throwing ideas out there, and maaaaybe some dev will pick one of these ideas up? You never know, stranger things have happened.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704306#Comment_2704306

    But isnt that how most Killers get Nerfed.....out of spite because Survivors dont want to learn how to deal with Killers....like Spirit

    I wanna argue, but ... but ... but you made a good point there. Still, do we have to resort to this tactics in oder to get anything done?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705505#Comment_2705505

    No, they’re actually about the median size. Literally about half the maps are larger than Eyrie and the others I mentioned above.

    For reference, Eyrie et al are 9984 square meters. Here’s the area counts of the maps in order (excluding RCPD since the wiki doesn’t have its area)

    7264 - 1

    8448 - 1

    8704 - 2

    8832 - 1

    8960 - 2

    9090 - 1

    9216 - 4

    9472 - 2

    9728 - 1

    9984 - 7 (Eyrie of Crows is here)

    10240 - 3

    10304 - 1

    10496 - 2

    10752 - 4

    11008 - 1

    11264 - 2

    12032 - 1

    (I’m not sure why people keep believing Eyrie is a larger than normal map. It’s like some urban myth that won’t go away,)

    Its long, but rather narrow. You can basically always see the other side of the map.

  • @GannTM said:

    How do you even know your MMR is mid/high?

    Excuuuuuse me. I am Killer Iri1! Duh.

  • This toxic circle jerk.... we must brake out of it, end it somehow. Maybe we have to train an AI to award bonus blood points if you were nice yo your opponents in the after game chat :D

    Besides that, your example shows that there will always be aweful people online who will find something to complain about you or someway to demean you as a person, but most peeps just are here for the game.

    We really shouldn't strengthen the "us vs them" mentality any more then necessary.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705388#Comment_2705388

    You're not wrong, but I see it more from Survivors.

    If play a Killer and get steamrolled? Survivor bile. 'ggez' 'git gud' 'baby killer' etc.

    I play Killer and barely win? Survivor bile. More 'ggez', 'baby killer' 'barely won' etc.

    I play Killer and steamroll? Survivor bile. 'Filthy camper/tunneler/slugger', 'scrub killer' etc.

    I player Survivor and we lose? Survivor bile at their teammates.

    I play Survivor and we barely win? Survivor bile at the Killer.

    Play Survivor and we steamroll? More Survivor bile at the Killer.

    I hate to say it, but I rarely, rarely see a Killer attacking Survivors after a match. Usually they just bail to the next match.

    More than half the time; It's Survivors cutting the Killer down for winning, or kicking him for losing, or blaming their teammates for losing. There's a reason 'The Survivor's Handbook For Killers' became a meme, and it's not because of Killers.

    Sadly this mirrors my own experience. While finishing all the different Adept Killer achievements I sometimes even apologized to the survivors for playing so balls to the walls and no quarter given. I can't remember a single time were survivors showed any sympathy to me when they steamrolled.

    Some people solve this problem for themselves by saying "you are enemies on opposing camps. You don't suppose to like each other" and that might be true to a certain extent, but this is still a game and the opposition is still just another playwr trying to enjoy a flawed, but pretty cool, game, so why does it hurt so many people pride to show some respect and decency to the other side?

  • @Adjatha said:

    As dumb and trolling as all of the OP's posts always are, having alternate ways to escape is, actually, a good concept for the game. Sitting on Gens or running from the killer are the only two game modes survivors currently have, and it gets real old, real fast. If survivors had alternate paths they could take, it would add variety to the types of gameplay you can engage in.

    Maybe there's a special hatch that always spawns in the killer's shack and to open it, you need X special keys that can only be gained by going into specific lockers.

    Maybe there's an invocation you can enact to create an escape rift, and that requires hunting down various glyphs across the map and taking progressively more penalties onto yourself to break the trial's bonds.

    Maybe there's a sacrificial idol that you can find in the chests and while holding it, your aura is revealed to the killer. If you're able to keep channeling into it for long enough, however, you die but the gates automatically power on for the others.

    Literally, anything else other than holding M1 and doing 2-4 childishly easy skill checks over 40-80 seconds.

    Alternate Escape - Ritual: Appease the Entity

    To pull this off, when the killer has a strong 3 Gen the survs can go to the basement and partake in a dark and forbidden ritual in order to appease the Entity. This will have them all working together on the basement hook, and when they finish the ritual one survivor gets randomly sacrificed, while all others escape.

  • @BenihimeWrath said:

    I would really love the Big Daddy drill dash from Bioshock 2 to be the power. It felt so satisfying and cathartic to ram things to death. It would also be a great gap closer or travel tool. You could have a refueling system so that carefully managing fuel would be the main mechanic.

    Maybe with mini turrets to act as sentries that shoot smol bullets that act like tricksters knives? (2-3 only) Survivors can just crush them like victor.

    Yuuush! Drill dashing is the thing Big Daddys love! How could it work out? The easy comparison would be to the two chainsaws, who are both instant downs, but while strong, that sounds pretty boring and uncreative to me.

    So how about this: activate the ability to drill dash forward, if you hit the survivor you can dash again within a short time span or keel drilling, something like that. The thing that made the drill so awesome in Shock2 was that you kept drilling till you ran out of fuel or the enemy was dead, so I would love this same relentless energy.

    Btw, I guess the Drill is like 100% the Big Daddy we want, we got too many ranged killers of late and an imposing close quarter killer is just what the doctor ordered.


  • @Myla said:

    Honestly Big daddy would be awesome for this game and rapture as a map would add more variation to their boring maps.

    also

    https://www.youtube.com/watch?v=qXNLiez_4a0

    *Edit

    Also imagine the lights on his face glowing red whenever he's on a chase against a Survivor.

    Oh wow! This looks so cool! I really hope that we will see this come true one day.

  • Bubba by a wide margin. Mind you I play fair Bubba and take pains to only tunnel or camp when I go against gen-rushing tryhard, sweaty and well organized groups that sabotage each and every one of my attempts.

    But I get lots and lots of DCs against him.

    Trickster is always hated. I don't play him a lot, but when I did his tomes quests, I got a lot of DCs, too.

    Besides that it's mostly salty rage-quits, like when I got a right hunch and bust into a three man gen-repairing party 20s into the game and get my first hook just handed to me, that's when I also get lots of DCs.

    Today I had a rather cute DC. I was playing Oni on Disturbed Ward and a shirtless Dave was constantly trying to get my attention by BM and pointing at me. He saved a few teammates that way, but he wasn't half as good at looping as he thought and went down and on the hook.

    Then I got the infamous Oni-snowball rolling and slugged the whole team. Dave was the last one to go down and the first one on the inescapable hook, so as soon as his tender flesh felt the hooks cold touch, he DCed.

    I mean, I can relate to the rage somewhat, but he constantly got in my way and was not very good at looping and only got saved by his Dead Hard. So what's the point of this DC? 20s later the game would have been over, now he had to eat a DC penalty ^^

  • @Kebek said:

    Yes add pickaxes so that survivors can just mine holes into the outer walls and escape.

    Clearly escaping a match in 4 minutes by slamming gens is too exhausting and unfair for survivors.

    Lol, a pickaxe escape would actually be fun, once in a while :D

    But jokes aside, balance is a finicky thing. OP clearly is lost at how to do well against the killers and is definitely not one of the more problematic gen rushing and killer abusing swf deathsquads, so lets see how we can help him.

    Most likely OP should learn how to loop and watch a few videos on that matter. Looping is the no 1 skill that will help you escape the killers clutches and help the team by giving them the time to do gens.

    Once I learned how to loop halfway okay-ish I broke out of the low survivor MMR, were every killer seems to camp and tunnel, and got some decent games out of it. But most low MMR killers are just as lost and overwhelmed and see tunneling and camping as the only way to get a foot on the ground.

  • Actually, most of these sound pretty fun and not OP, but its always hard to judge without seeing it live in a game.

    Still Killers should get back the power role handle and be imposing and scary and not the playthings of survivors.

  • @WeirdlyBearded said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704635#Comment_2704635

    The camping and tunneling increased for a bunch of reasons. Mostly because of survivors bullying killers and idk something called bboons. Yes survivors bully killers. I hear so many survivors talking about it and their bully builds etc. Survivors want to create imaginary rules and impose them on killers but dont give back any kinds of "respect". Survivors have earned what's been happening. Point blank

    You are mostly right with your assertion.

    What always gets me thinking, and which I talked every now and then about here in the forum:

    Killers are often more altruistic then the survivors. When a killer gets the ball rolling and totally stomps the enemy team, they might feel pitty for the survivors and give the last one the hatch. Or they might meme around and carry the last two slugs to the exit game.

    But the hight of altruism a killer can expect is not to get BM or that the survs leave in a timely manner. Only once did I get a pitty hook from a survivor and I guess the concept is pretty alien to most, even though I would guess that everyone experienced a hatch gift every now and then.

    And then you got this killer destroying swf groups that are hellbend on making the killers experience as miserable as possible. Oh well, I don't want to get rambling again, but I guess that more killers show empathy for the other side then the other way around.

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704635#Comment_2704635

    Considering the population is 1 killer for every 4 survivors, I'd say it's filled with entitled survivor mains more than killers.

    You would expect that,indeed. But that it aint the case, but you got vastly more unsatisfied, angry, fuming and bitter killer mains tells it's own story about the state of the game.

  • @ShinobuSK said:

    It works with PH, because I never played Artist and have 14% progress

    There was a bug that was recently fixed, where this achievement would only be advanced with Artist's crows. Now it mostly tracks all instances of killer instinct, but the Legions feral frenzy.

  • Exactly! No one wants a single player experience vs bots or something, but with a new killer you really, really want a way to see and experience their kit without risking it in a live game.

  • I think you are trying way too hard to shoehorn something, anything, into the DH validation mold, because you are angry at how things turned out and just to get back at the survivors or whatever, but flashlight saves aren't it and I find this here outright cringe. Flashlights can be dumb at times, but most of the time I got flashlight blinded, I kinda made a mistake and deserved it, didn't check for survivors around or didn't face a wall, but was too greedy.

  • Truth be told, for the longest time I bought into the myth that NOED was an unfun clutch and training wheel perk and that you shouldn't use it im serious builds etc.


    But after some pretty brutal encounters in the modern DH/BT/CoH/Bodyblocking meta, I don't feel that such reservations hold much water anymore. Hell, sometimes I forget that I got the perk equipped and get confused when a survivor just disappears... until I notice him writhing on the floor. Lol.

    So I don't use NOED all the time, but I have it now sprinkled in liberally over my different killers and don't feel bad about it.

  • That's what you got when the item descriptions are functions of the base time. If you look at this from a purely mathematically standpoint, its valid and fair, but from a practical standpoint its obviously garbage.

  • @IlliterateGenocide said:

    i hope not. flashlights are already a weak item

    To be honest, DH was already strong before the hit validation was enforced, so something being strong or weak shouldn't have an influence on the correct validation of actions.

    But flashlight save validation isn't a problem that I noticed, so we shouldn't make this a problem just out of spite.

  • I think you should be able to instantly switch between the two Twins, so that you could so real tagteam actions and coordinated chases.

  • One way to do it is via farming. Granted, the nurse doesn't inspire the same level of trust as a derpy Pig or Ghostface, but it can be done:

    Equip the 3rd blink add-on and Bloody Party Streamers or Anniversary Cake. Then walk backwards or move around the map by just hitting the air constantly. With some luck the survs will notice and farm a bit with you.

    Then just chill with them at a generator, maybe whistle an innocent tune, and when they are happily working, do your three blinks and grab one of them.

    Easy peazy, lemon squeezy.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704011#Comment_2704011

    And it's the healing, since it's the Killer who has to scrabble for every second of every match.

    When a hit can take upwards of 2 minutes to happen, given the jungle gyms, pallets, and other BS, and be erased in a handful of seconds; the healing is stronger.

    When the hit can take 2 minutes, and 3 gens can pop in 2 minutes, and the healing erases that hit in under 30 seconds; the healing is too strong.

    Truth be told, a chase shouldn't take 2min of your time, at least not regularly.

    Even against non-gen-rushing soloQ's the Gens would be flying left and right, because no one got anything today besides that one guy that you were chasing for 2 full minutes.

  • @Shroompy said:

    I play it

    I dont let it play me

    Honestly, this sounds like a 90s era video game commercial slogan. Lol.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704041#Comment_2704041

    It’s not both. It’s allows you to heal yourself at 100% which is normal speed

    Here you go, fam.

    IMG_20211219_004217.jpg


  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703989#Comment_2703989

    Ty but i know what it is. More commenting on how us consolers cannot participate i them, despite patches often doing more warm to our platforms, particularly us still toiling on the older machines.

    Appreciate the response though! :)

    Ah! I totally missed that, makes sense :) Well, thanks for your kind words and maybe this helped some confused lurker out :p

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704015#Comment_2704015

    The OP simply asked how I would change NOED.... I wouldn't change NOED but that's not what was asked

    And how is that restricted... The more Totems available the more power it has

    And solves one of the biggest gripes against NOED... either cleansing all 5 Totems or just get lucky enough to see a dull Totem change into a Hex

    Cause by cleansing one Totem it negates the Exposed status effect... but leaves the rest as is

    And it solves the "gone in 20 seconds"....

    Fair enough.

    Its the same like Pentimento: you got all this awesome, stackable debuffs and think "wuuuut? This is crazy", but I would bet money on it that no one ever saw The Entity block all totems in a random life game, because that's more then just a little bit unlikely.

    Exposed is the main effect from NOED, ie why you would equip it. And if you only get it with all 5 totems untouched, then you will never see it in a real game, as most survs nowadays will finde at least one totem asap just to bless it.

  • @Impartiality said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703657#Comment_2703657

    You do realise it’s not +100%. It heals at 100% of healing speed which means normal healing speed. Self care heals at 50% of healing speed which is half.

    Actually its both: you get +100% healing speed and selfcare, which normally sets your healing speed to 50%, but which essentially gets completely ignored, because the +/- chancel each other out.

    Other sources of healing get the full bonus, so if you unhook someone within the range of a CoH and have We will Make It, you heal at an insane speed.

  • @Colton147147 said:

    Queue times are long due to a lack of survivors. When there is a lack of survivors, the queue will be longer. When there is a surplus of survivors, the queue is shorter.

    /s

  • @jesterkind said:

    The perk's core design is absolutely fine, so I wouldn't be looking to change anything about that, but there are two things that I think should be changed regarding NOED.

    1: It should be able to spawn over a boon if it needs to. This should also go for Plaything, too, but that's a separate thing. This wouldn't even be all that powerful- keen survivors will notice their blue aura snuffing out, it just feels more right thematically.

    2: It should reveal itself to survivors as soon as it activates, not when someone's hit by it. The perk has plenty of counterplay at all stages of the match, but in its current state there's one person who doesn't have much of an opportunity to react to it, and that's not particularly fair.

    But the things you bring up under 2 is what I love about NOED the most: they loop you and try to keep you busy while the last gen is done and then bait you some more, so that someone can open the door, and then BAM! Slamdown and everyone panics and feels fear from the killer again! At least for the next 30s, because by that time the old hares of the survivor group will have found the totem and cleansed it.

  • @RaSavage42 said:

    Make it like TOTH with the amount of Totems remaining in the trail have effects

    Also make all Totems lit like Hexes

    1-2 Grants a Speed bonus

    3-4 Makes the Exit Gates regress (maybe grants Exposed for 15-30 seconds)

    5 Grants Exposed for 60 seconds

    And who would wanna slot this anymore if it were that restricted and weak? Its like all the stage 2+ Pentimento stuff, but reversed: no one ever sees this stuff, because that's not how the game works.

  • @JPLongstreet said:

    Consolers: what's a PTB?

    Public Test Build - essentially a server where you can play the new, unreleased stuff or tweaked patches to see how they would behave in a life environment with real people, who like to break stuff and making OP builds.

  • Truth be told, for the longest time I bought into the myth that NOED was an unfun clutch and training wheel perk and that you shouldn't use it im serious builds etc.

    But after some pretty brutal encounters in the modern DH/BT/CoH/Bodyblocking meta, I don't feel that such reservations hold much water anymore. Hell, sometimes I forget that I got the perk equipped and get confused when a survivor just disappears... until I notice him writhing on the floor. Lol.

  • Today I tried out The Artist again, but got a pretty bad round. The survs were very good and looped awesome, while evading nearly all my Crows and I narrowly got 1 kill, but all in all it wasn't a bad game, because no one BM me and they all left in a timely fashion, because I chose the right portal and essentially escorted them right out.

    But in the after game chat one player had such a field day and inflated ego amd belittled me for playing so bad and that he was so much better at playing The Artist and what not. And I tried to answer "so what? Aren't you allowed to try something new and not be instantly awesome at it?" but he shot it all down and challenged me to a 1v1 to show me how awesome his epeen was. Well, I wanted to say something along that line, but the censoring doesn't allow the mildest of words, so he just laughed and laughed, so eventually I left.

    I don't care much about the after gamr chat and actually enjoy the salt mine there, but this dude was so full of himself. We all know how the game usually snowballs into one direction eventually, but this kind of players are exactly the ones that can bully people out of trying something new and leaving their comfort killer zone.

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