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Bennett_They1Them

Bennett_They1Them

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Bennett_They1Them
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  • @Clueless said:

    Pinhead and Pig, good luck getting the trap off with the chains interrupting you constantly.

    ooh, nasty. nice one.

  • @RodDeWitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677506#Comment_2677506

    Yeah I know that im waisting one plaything totem, but with that build I can use all the totems in the map, plus their pentimento repaired versions, with undiying I will only have 4 hex totems

    O.K.

  • @CheeseAnton said:

    So there's this Bubba in the basement that's surrounded by beartraps...

    better yet, bubba using demo portals.

    just imagine Bubba in his pregame stance disappearing down a demo portal like Mario down a pipe.

    I wish I had the editing skills to make that animation.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2677396#Comment_2677396

    The gas prevents fast vaults, it doesn't force the slower vaults the chains do though.

    oh, my bad.

  • @RodDeWitt said:

    This build is not the new meta, is what I need to run so I can play agaisnt boon totems, and sometimes is not even that strong, can we just get a nerf to boon totems please???

    undying also helps.

    also, ruin/plaything/thrill accounts for 6 totems out of five, so you're wasting a quarter of plaything's utility.

  • Win or lose, I always have fun with Twins. It does help that I can't remember the last time I lost a game with Twins.


    I also love basically every other killer.

    I wish Ceno's chains were more rewarding/easier to land, Legion could maybe use a secondary ability, and I wish clown had some passive slowdown, but I don't have any major issues with any killers.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2676687#Comment_2676687

    No one would use COH. It’s like deleting the perk

    they should just make it so it gives everyone 50-75% on healing. that, or, at the very least, it shouldn't benefit from increases to healing speed.

  • @dugman said:

    I don’t play Clown a ton but I do try and use his yellow bottles at appropriate times.

    • At a loop you can toss a yellow to the side the survivor is on, run toward them, and drop a pink on your side. They have to leave the cloud before it procs or they get hit, so you get the speed boost and they don’t. Then if they try and stay at the loop you will be sped up and they will hit the pink cloud and slow down, a double whammy. Or if they abandon the loop you still have gotten the speed boost and can pink gas them on their way out.
    • The add on that lets you see auras while under the effects of the yellow gas is pretty handy. Toss a yellow right before you get where you think people are hiding and it helps.

    I do think Clown is still a bit weak, I’d love to see his pink gas force slow vaults similar to Pinhead’s chains. Or maybe make Clown the first 120% base speed killer. Either or something similar would go a long way.

    The increased speed would actually fit his lore pretty well. it'd also make him scarier.

    it'd also be nice if the intoxicated effect was a bit like madness, and had ranks that increased based on how long you spent in clouds. (reversed by going into yellow/over time)

    also, I'm pretty sure it does force slow vaults.

  • @glitchboi said:

    By antidote, I mean the yellow gas.

    I personally use it every game. It almost always has its way of being useful in my games. Closing in distances, catching up in tiles you wouldn't normally be able to with only the tonic, etc. It's a powerful utility in combination with the tonic that people sleep on.

    However, the reason why I'm asking this is because I never see Clowns use it when I go against them. Maybe it'll because he's so uncommon to go against, maybe they're doing a daily, I don't know.

    It's convenient, and it's got its uses. situational uses.


    Here are some tips for getting use out of it:

    1. Don't use it in chase unless you lose track of the survivor you're chasing.
    2. Throw it way ahead of you (24-ish meters.) to get the proper activation timing.
    3. Don't bother increasing the gas spread, since you want to control who gets those benefits and how.
    4. Throw down a yellow bottle before reloading, if you've got bottles left before reloading. you'll get a nice speed boost coming out of the reload, which'll help with any lost distance from reloading.

    in chase, it's usually more efficient to just throw purple bottles.

  • @WishIcouldmain said:

    Killer side: I refuse to run NOED. It’s a dumb design in my opinion you run and get huge power for doing nothing really. You eq

    Survivor side: Dead Hard. Once again dumb design. You’re able to erase your mistake by the push of a button with the measly requirement of your injured. And with how validation works now. It literally does more then it’s suppose to.

    Noed for killer (unless I'm running a devoted endgame build, which is rare)

    Prove thyself for survivor. gen speeds don't need to be increased, and why make the game shorter and less fun for everyone? I'll occasionally run DH, but I generally avoid it since it's boring.

  • @GannTM said:

    She’s amazing. I love playing as her and against her. I don’t think she’s all “hold W” as people say. There is counterplay and she does have something to do against hold W that is fun to play around.

    honestly, anyone who says she has no counterplay obviously hasn't tried crouching under crows or using verticality to their advantage.

  • @lauraa said:

    Plague was one of my first killers, but I fell off from her pretty hard once I started branching out. With Boons: SS and CoH having huge implications, as well as the recent Plague buffs, I figured now is a perfect time as any to go back to ol' faithful. And besides, I had to try the Prayer Tablet for myself.

    I don't have much unlocked on Plague, so I thought why the heck not, let's be a boss and run Fearmonger. Sounds good on paper with the Dead Hard fix. Combo that with Tinkerer to approach generators that have broken survivors on it, and none of them can SB or DH. If I'm using my power, they are just toast.

    I've just been running Jolt, Fearmonger, Tinkerer, Ruin and so far I haven't lost, so I feel uncomfortable changing my build yet, although I am curious to swap out Jolt for Pain Resonance. Yesterday came close though, a 4 man swf managed to pop all 5 generators on Cornwind with everybody alive, and I only pulled off a 3k by hooking near a Gate where there was a fountain, and camped the fountain.

    I honestly can't tell if Fearmonger actually does anything, or if the survivors just don't have exhaustion perks, or if the survivors are just potatoes. Yet when I watch twitch streams, it definitely annoys the survivors and comes in clutch even if I don't realize it. Definitely a great time saver since it saves you from dealing with the survivors extra health state with DH. I can't believe I'm shilling for this perk, I ran it kinda as a joke at first.

    Not only is Plague a great killer right now imo, she's a great budget killer since her prayer tablet build only needs a brown and a yellow addon.

    Why aren't more people playing Plague in these trying times?

    Beermonger? did I miss a joke here?


    Fearmonger's irritating for survivors, since it disables exhaustion perks if you sneak up on them. it also disables any aura reading, which is nice. it's just good atmospherically, honestly.

    also, "ol' faithful" is a wonderful pun.

  • @CheesyFokker said:

    Relatively new to this game... but not to online gaming. Been playing PC games since 1994... Back when we were learning to "lag shoot" playing Mechwarrior 2 on the Kali servers over a 56K dialup connection. So yeah.... I'm older than probably most here. Most of the people I end up in a match with, are probably my kids ages... who are the reason I am here.

    We get together here once a week and play SWF matches until enough of their friends join us, then move to custom matches, rotating as the killer. It's a ton of fun... and it's a way for us to do something together we all enjoy... even though we aren't even in the same state. Though... I did vow years ago to stop playing shooter games with my son, after watching him lob knives across the map at me while playing Call of Duty... and being hit when he didnt even have line of sight on me. Or the time he totally wiped an old Army buddy of mine... who is an actual sniper... who called me after and said "I am never playing with your son again... I kill people for a living, and I never even saw him!" Those memories were brought back swiftly, when my son (playing huntress) hit me with an axe, from across the map, through a doorway, through a building, through a window, while I was running past the other side of it. Good times :)

    But... as it would happen... I ended up loving the game just on my own. So I play a few matches when I get home from work each day. Even dragged a buddy I work with into it.

    When I picked up the game... I got all of it. I started playing when the Hellraiser DLC was released, so my first killer was PInhead... and wow... did I suck horribly at him. Took forever to get the hang on his chain attack... but I moved on other killers from there.

    I "guess" I would be considered a killer main. I run Plague most of the time, switching over to Spirit from time to time as well... and I really enjoy them both. Plague is my favorite... I literally laugh when I puke on people... and learning to get more distance out of the vomit than survivors expect has been fun. Spirit is fun too... and I don't think the nerf is as bad as some do. I have started playing Artist a little... and yeah, the "Crow-Sonar" is insane. I thought it might be a bit much when I tried her, then when I ended up facing her and watched her systematically target every generator on the map... yeah. Makes it pretty had to do gens when you have to keep pulling off to dodge crow shaped artillery.

    As a killer... I don't camp... It's just bad manners. I don't see the fun in it. I also don't tunnel... but I will say this... FFS... can you wait until I am a few steps away to unhook someone? If I am right there when you do it, I am gonna turn around and swing... and someone is getting hit.

    T-bagging at the exit gates, and whiners in post match chat dont bother me, because I play fair. I spread out the hits and hooks, I move away from the hook and look for someone else to chase, and I try not to go after the same person. We are all here to have fun, and if your idea of fun was me "letting" everyone escape... well... killers are here to have fun too.

    T-bag and taunt me during the match though? You are going on a hook as fast as I can get you there.

    I do tend to let the last survivor go if the match was a good one. Even if I could clearly get a 4K match. I have dropped plenty of players on the hatch, or led them to it, or dropped them at the gate. Its nice when I get a "thanks" at the end... but its rare, and its no big deal when I dont. As long as we had fun.

    My current go-to survivors are Ace (my first one... because he's kinda me) and Nea (because the crouchy-crouchy thing is fun for me) I will probably try Jonah soon too.

    This will "most likely" be my only post here... its more of a wave to those I have been in matches with, and to those I will be. Video game forums (bulletin boards for old timers like me) have not changed... at all. I read them now for entertainment when I am drinking coffee in the morning... to get updates from the devs... and a few ideas here and there. There will always be people (and always have been) that come here to complain because they want something changed to benefit them, rant about changes being made, rant about others, hone their trolling skills, or swing their flaming keyboard warrior swords around. Doesn't do anything for me.

    Well... this ended up being a much longer "Hello DBD People" post than I had planned on. But... that's who I am, and I look forward to seeing everyone in the fog.

    <S>

    welcome to the fog! :)

  • @Fantasy said:

    You don't think The Artist's power is dangerous? You trippin.

    I don't mean that it's not dangerous, it's just not the same as a hatchet or something.

  • @Impartiality said:

    Lol, the artists power gets easy downs. Legions power can’t down at all. How is there even a comparison lol

    well, they're both information killers.

    also, I did say they're foils to each other, meaning similar but different.

  • @ReverseVelocity said:

    I wouldn't. It's perfect as it is, it's the ultimate Ace up the sleeve perk that gives you another chance for a comeback without being too oppressive. Freddy's other perks are far more in need of buffing than Blood Warden.

    Remember Me could do with the 2.7.0 nerf reverted (so back to 6 stacks for 30 seconds extra time), and maybe let it get stacks on special attacks as well.

    Fire Up just needs extra numbers, I'd like 6%, personally.

    Also while we're at it please let me play Old Freddy again, thanks.

    honestly, I think the black box should just let you play as old freddy for a game.

    maybe you can only get people in the dream world by using the teleport bind, so it replaces teleport.

    also, if you wanted to play old freddy, you could get close by using Pentimento on wraith. Kinda.

  • @Marigoria said:

    I've been using the perk for 2 days because I wanted to spice things up a bit, and have noticed that I get hit on hook, nodded at and even facecamped way more than I did when I wasn't running it.

    I do not teabag or point or whatever.

    Has anyone had the same experience?

    that's bizzare, no.

    if anything, I'll usually give no mither users a second chance or two if I down them right away so that they get a chance to play.

  • @Faulds said:

    Balance wise, since SWF have an info advantage against solo q, it might sound smart to create a vocal chat so that advantage disappears. And then, you'd be able to make killers viable against anything.

    But, on another note, since survivors are pretty entitled and easily triggered... would it be really good to add a vocal chat if it creates more toxicity while in game? That is what i'm worried about, and why i'm a bit against it.

    What's your thoughts?

    TF2 style "callout" system or more emotes could be fun, but I don't need randos being jerks while I'm trying to play.

  • @Tr1nity said:

    Can you put 3 crows down to a gen to get an insta-down on start?

    no, but you can get an injured state if you move them far away from each other and time it right.

  • @gentacle said:

    They were a really good killer whose gameplay frustrated survivors (which SHOULD be normal because no one should ever be like "thank god i'm up against this killer haha") so they had to get the axe. It's a damn pity and right now the only twins mains left including myself basically play them out of spite I think lol.

    Maybe they'll give them some love now that killer numbers are shrinking but I doubt it. At least forced penance gives them some of their old power back but it feels bad having to use a slot on that because everyone's running CoH.

    I mean, I play them because they're almost always fun.

  • @Ssajbambusa said:

    The thing about the boons... they are simply too fun and use and survivor mains will protest.

    I don't expect anything to happen to boon perks, knowing bhvr.

    I do think that boon perks themselves are issue (for example I don't think CoH is op), the very boon mechanics are the problem.

    Killer have 4 perks, survivors have 16. Killer's hexes are one time use, survivor boons have unlimited uses and provide bonus to entire team... It's just too strong for a single perk slot, math doesn't check in the already survivor sided game.

    My solution: Every survivor can bless a totem a finite amount of times: 2+x where x is amount of boon perks in your loudlout. So Having just one boon in loudout gives you 3 times, having all 3 gives you 5 times. Then you simply cannot do it again. Alternatively totem can simply break after being snuffed out for the third time - which would be interesting mechanic now that we have Hex:Pentimento

    "Alternatively totem can simply break after being snuffed out for the third time - which would be interesting mechanic now that we have Hex:Pentimento"

    Honestly, that's probably the best option.

  • @beatddb said:

    I've been playing her a lot and holy ######### she's powerful, I've never felt more in control of a match before. It feels so satisfying to hit people through the map.

    I would put her in S tier right below Nurse and above Blight and Spirit, and the best thing is she has more counterplay than Nurse so she feels more rewarding to face if played right.

    I think this is a great addition to the game because honestly seeing just nurses, blights and the occasional huntress was getting boring. I wish BHVR kept releasing strong killers with good counterplay so it feels good to play as and against them. I'm very proud of the devs for this killer she's fun as hell to play as and against.

    I think her skill cap is probably the highest in the game right now (queue angry comments), but she's really fun to play at all levels of skill (queue more angry comments)

  • @TapeKnot said:

    There are two kinds of people. Those who wear cosmetics because they like how look or want to show off, and those that wear cosmetics because it provides camouflage and gives them a higher chance of staying undetected. Which kind of person are you?

    Style, unless I'm playing with a devoted stealth build as survivor (in which case, I'll wear considerably fewer bright colours) or ghostface.

  • @Ssajbambusa said:

    @Bennett_They1Them Wrong poll, my dude.

    woops, sorry.

    nah, the anti slugging perks are fine.

  • nerf CoH so it doesn't stack with other healing perks and works more slowly while healing yourself.

  • @Lynxx said:

    Only if it also takes killer 14 seconds to setup, 24 on a hex/boon.

    3s/6s and you've got a deal.

  • @StarLost said:

    Okay granted, I mostly play killer - so many some of you survivor veterans can explain this sort of oddness.

    Situation 1: I give you gate. Before leaving, you give me a final hit (cool) and put down your toolbox/medkit/flashlight. Why do you leave your items behind?

    Situation 2: I'm chasing you, you are doing decently - but then you jump off a ledge (without balanced landing) giving me an instant and immediate down.

    Situation 3: At the start of the match, you spend at least 3 seconds teabagging at each other. Is this some sort of traditional greeting?

    Situation 4: Sometimes you slam out gens and avoid chases so judiciously that all of us end up with the same (low) BP. When you've already won, why not get into more chases/take some damage?

    I'm sure I'm forgetting at least one.

    1. it's a way of showing respect, since items are so valuable.
    2. probably a mistake.
    3. traditional greeting in soloQ.
    4. Noed fear, I guess.
    5. you're definitely missing a few.
  • @Punitive said:

    I think it is. This meta perk has saved more lives than the peniciline vaccine itself, lol. Not only dead hard though, but also those perks that grant you a second opportunity with not a big penalisation. Of course, they are necessary, I can't realistically tell you the time I found it as a last resource and saved my life. But this not hide the fact that many of those times in which I used it was because I was the ONE who made the MISTAKE, not the killer. Interestingly, if you compare DH to the other exhaustion perks out there, they clearly work diffferent: live, sprint burst and balance landing are the ones which can reallistically create a gap between chases but these must be triggered anticipately and clarly one of them awards you from playing efficiently: smash hit. In my opinion, this last perk should conserve the benefits of the actual cooldown. In a sum, players should be penalised for their mistakes in game and not be encouraged to use meta perks because they save you again, again and again. This is what encourages a positive core of a balance skill-based game. Though, you played poorly, you get penalised. You play effectivelly, then you are rewarded. No big deals in that. I hope you can understand my point.

    it's annoying.

    unless you get hit verified while using your power.

  • @DeadByStreetlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675862#Comment_2675862

    Hmm, maybe later. I see the title and the little picture in the tab but the site is not loading for me.

    very odd.

  • @Bennett_They1Them said:

    A few things, first.

    A) I'm biased. I love Twins, they just feel really clunky, and that's their big weakness.

    B) I don't think it's an unpopular opinion that they've been getting lots of quality of death changes recently. DH validation, Exponential, etc. I generally get downs with charlotte, so those don't affect me as much, but still.

    C) Victor needs cosmetics. 'nuff said.

    D) It'd be really nice if Charlotte was more than just an M1 killer.

    E) Victor's unbinding cooldown needs to be longer, and the 8s stun needs to be banished to the void.

    F) QoL changes would make Twins more fun to play as and against.

    G) The TV Tropes page for DBD (Twins especially) is funny. I highly recommend you check it out some time.

    I'm realizing I shouldn't have made this poll anonymous.

  • @Ssajbambusa said:

    @Bennett_They1Them Like I posted before I cannot agree with removing the clicking entirely and here's whiy:

    sometimes you screw up the timing and notice it during the flashing... so you can still pause for split second to correct the initial error and get the flashlight save. Your solution makes it impossible, while mine just burns a little bit more of the flashlight.

    that's fair. I hadn't thought of that.

  • @TheMidnightRidr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675693#Comment_2675693

    Well BHVR has made it clear they don’t want him to be able to do that, so I think this is a good compromise.

    wait, what?

    they did?

    that's a shame...

  • @tenoresax said:

    I know there'd probably be issues with model sizes because some of these bosses are really big compared to the player character but for the sake of the poll, ignore that :)

    Personally, I think Artorias would work super well since he's one of the series' most iconic characters and his erratic animations in his boss fight would fit really well into the game, I've no idea what his power could be though.

    The Rotten.

  • @TheMidnightRidr said:

    Currently as it is, if Trickster lands enough knives to gain main event he has a limited time to use it, I think 30 seconds. If the timer runs out, main event is lost completely and he must build it back up from scratch.

    An idea that I’ve thought about to help with this is to keep the timer as is, but if the timer runs out, instead of having to rebuild from scratch, what if he instead only lost a quarter/half of his power gauge? If you wanted it down to the amount of knives, maybe between 6 and 15 knives or so?

    What are your thoughts? I think this would help the sense of urgency as to both not waste his main event when it’s not necessary and also to prevent it from being lost completely if not given an ample opportunity to use it all without letting him hold onto it and use exactly whenever he wants.

    it should held until activated like blood fury.

  • @Marigoria said:

    When you get farmed from the hook, the perk activates and gives you the BT status.

    Could we get something like this for solo Q? Pretty sure it would become meta with all the farming team mates who don't even know how to take a hit.

    RBT? that's just Pig.

  • @DeadByStreetlight said:

    Maybe a stupid idea.

    What if if youre playing legion and the chase music sounds like it came from in-ears?

    I wrote some songs for that.

    RosinRush.ca is the link.

  • @DeadByStreetlight said:

    No idea what and why, but I'm missing a killer with a voice modulator like in scream. I like trickster and other killer who can actually talk.

    Legion has a skin for that.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/296297/should-charms-not-be-locked-to-specific-roles

    also, Pride pins shouldn't take up a charm slot. also, there should be more pride pins. and pronoun buttons.

    also, there shouldn't be a limit to the number of charms you can wear.

  • @Ssajbambusa said:

    So I made a poll about flashlight clickers, here's the opposite.

    To be honest, hitting a survivor on the hook is actually pretty bad idea already, because even without Kindred the survivors will know you camp and can just rush gens... or you give them free window for an unhook... so discouraging this actually benefits the killer and not survivors... but sitll:

    Punish toxicity of hitting survivors on the hook by pausing their sacrfice progression timer.

    maybe.

    after the first hit on hook, it's toxic, but the first is usually to prevent the horribly loud cream sfx.

    maybe it'd be best to also make sure it's not abused by making it cease to function if the killer is in chase with another survivor, since that meant they probably missed.

  • @BenSanderson55 said:

    My definition of "toxic"

    Survivors: Loops well, can flashlight save easily, saboing/bodyblocking hooks

    Loops well: requires intimate knowledge of pallet spawns, distances, killers reach, killers power, optimal pathing, experience, etc HARD

    Flashlight save: awareness, timing, aiming, experience MEDIUM/HARD

    saboing/bodyblocking: awareness, distances EASY

    Killers: Tunneling, camping, slug

    chase the same person, stand still or walk around general area of hook EASY

    avoid bt/ds go after unhooker or just wait out bt/ds, continue tunneling same person, camp again EASY/MEDIUM

    leave person on the ground less than a min (only if unbreakable) EASY

    With that said killer still stresses me out more than survivor so I understand why camping and tunneling is done and in some situation is ACTUALLY strategic but not usually. SWFs can counter this easily, soloq usually not. I play soloq mostly.

    This is also not to complain about camping and tunneling in general, just to point out that IMO its much easier to camp and tunnel than to say loop the killer for several gens or even flashlight save a few times.

    all just my opinion and I've only played a year not 5 so I'm prolly wrong aout some stuff or leaving stuff out.

    honestly, most "toxic" survivor play is just arrogant altruism, which is usually fine by me.

    killer toxicity means that you don't get to play the game sometimes.

  • @Faulds said:

    In your experience, what is more difficult? Solo q or Killer gameplay?

    The problem with solo q is the brain dead survivors (even with mmr on)... the problem with the killer gameplay is the reverse: survivors are too strong if played right.

    In my experience, killer's gameplay is more fun to me... even if it certainly got a lot more difficult since the mmr is on.

    What's your thoughts?

    Killer's almost always fun, soloQ can be really frustrating.

  • @gammatsunami said:

    I cant find one that is clicking for me. Would love some ideas.

    Maybe tinkerer / scourge hook ( hers, cant remember name ) / discordance / im all ears?

    Or 3 hex's to try get them to cleanse, then use pentimento?

    thrill, pentimento, plaything, Pain resonance.

  • @SkerpiTwitch said:

    Im glad we finally got a new killer that can compete on high mmr.

    Build is use: Hex plaything, Hex: pentimento, scourged hook: Pain resonance and Tinkerer. Its very powerfull with a decent amount of map/tile knowledge.

    Not only is this build amazing or her abilitie to counter loops easily, but we can finally play the game without the perks (like ruin/pop/etc) that have been dominating for a while.

    Plz BHVR, dont nerf her!

    love that build, for sure.

    if you want to play more aggressively/stealthy, try swapping tinkerer for devour or thrill.

  • @Sandt21 said:

    The best counter to The Twins is the DBD Devs

    ouch. that's too true.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2674932#Comment_2674932

    Overwhelming Presence is trash. The only item it realistically does anything to is flashlights, and not even that for Hag, the killer who needs Franklins the most.

    It's really not that big a deal if you don't get to use your item in a game. The only issue I have with Franklins is that it bypasses White Wards.

    honestly, overwhelming should have passive tr based charge drain.

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