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Bleediss

Bleediss

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Bleediss
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  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/826682#Comment_826682

    That right there is one reason they dont. There's no reason to waste time kicking a gen if you think someone is gonna tap it 5 seconds after you leave. Pop makes it so kicking the gen has an ACTUAL impact. I've also had some luck using Surge too since you start regressing gens without wasting time kicking em.

    From a survivor perspective Surge has been a bit of a joke to me. Normally when it procs I'm still on the gen and see that the regression did barely anything.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/826682#Comment_826682

    That’s the whole original point of PGTW though. It’s to compensate killers (such as Clown) that simply cannot waste time kicking gens and need to maintain chase momentum.

    A perk existing doesn't really fix the lazily designed mechanic, though.

    I'm sure Overcharge was supposed to make kicking a generator worth it yet here we are.

  • Well, given how many killer mains don't kick a generator unless they have Pop because it's a waste of time, yeah it should have a higher impact. It's a bit silly right now survivors can tap a gen mid-chase and be completely fine.

  • Killers actually take 80 seconds in a chase? That's laughable.

  • @DeKillerKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/822165#Comment_822165

    Sorry, but thanks to this forum my brain now thinks "Boring and Uninspired" is synonym for Unbalanced and Unfair.

    Understandable. Most boring and uninspired things I want changed are because I feel it would just provide a better experience for both sides by having something more interesting in the game to shake up gameplay.

    This can of course be done with the base concept still there, like Freddy's being that his add-ons slow the game down.

  • @anarchy753 said:

    If you removed perks that slow down the game, you'd basically have to slow down the game by default to compensate. It wouldn't remove what's passive and dull about them, only make them baseline.

    If you nerf the ######### out of other aspects to compensate then you just make it miserable for survivors. Yeah gens go quickly but where's the fun if chases start lasting 20 seconds on average?

    I mean that's the idea behind it.

    To make the game slow as a baseline would mean having more build variety for killer.

    And of course survivors would be adjusted as well so it isn't miserable for them, maybe even giving them some perks as a baseline as well, because I have to be honest here, I do get quite tired of having to run perks like Borrowed Time every single match, reducing my build variety.

  • @DeKillerKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/822149#Comment_822149

    And that's time the killer needs to use effectively. Playing killer, especially in high ranks is a game of seconds. You can't afford to make that many mistakes. One critical mistake can cause you to lose all of your pressure in one go.

    Plus it's not really that much wasting time. If the killer doesn't have Red Paintbrush, just fail a skillcheck like old Freddy. If they do, then go find an alarm clock to wake up.

    Are you telling me he is unfair and unbalanced and "unfun" when you have a lot of ways to turn him into a complete M1 killer with no powers during a chase?

    Walking across the entire map to the alarm clock isn't wasting that much time? Not sure how you can reach that conclusion.

    Failing a skill check still means a generator getting regressed and also alerting him about where you are.

    Also I didn't even say he was unfair, or unbalanced, like if you actually read you would see me say "but I don't think it deserves a nerf or anything." but hey putting words in my mouth and talking about "but killer is hard!!" is easier than understanding that I just find the add-ons and build in general very boring and uninspired.

  • @DeKillerKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/822110#Comment_822110

    I mean you're only slowed if you're in his Dream World. You don't want to be in his Dream World. The longer you're in there the more you're penalized. That's why you need to wake up. To negate 2/3rds of his power.

    Yes, but that means wasting time still.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/822060#Comment_822060

    Unpopular opinion here but I'd be interested in some number tweaks. Similar to how survivors have a maximum healing speed, I feel there should be a maximum slowdown speed. You'd still have Pop, etc to put ontop of it but the ott slowdown would be lessened.

    I'd rather just the actual game be addressed if this much slowdown is needed to play the game for some people.

    Also, Freddy slowdown add-ons make me think add-ons in general need to be looked at.

    I say this because the best add-ons to me are ones like Scratched Mirror, where it completely changes the killer in such a way you feel like you're getting another killer out of using the add-on as it opens up using different builds and playstyles just to compliment the add-on.

    And then there's Freddy's slowdown add-ons, woah, so interesting, I slow down the game passively with nothing else changed, very inspired.

    Really, though, I'd love for Freddy to have slowdown add-ons that slow down the game in a unique way because they throw something different into his kit for him to use.

  • General rules to follow vs a Plague:

    • Cleanse if you're on death hook or all generators are powered and you need to escape.
    • If you do cleanse, do it as far away as possible from objectives, this forces Plague to leave everything important just for a power-up.
    • If you cleanse, then don't do something that immediately gets you sick again, as it ruins the point of cleansing. I see this a lot where people will cleanse and then do a hook save on someone who's sick, making the cleanse pointless.
    • At the start of the match, avoid getting sick at all costs as Plague getting everyone sick is her number one priority. This means avoid touching infected objects and also getting hit by her vomit, which leads into my next point.
    • In chases at the start of the match before you're sick, treat Plague like Huntress, and break LOS on her in a chase constantly, take corners very sharp, use walls, crouch behind objects when necessary, and be aware of what's infected like windows and pallets so you don't get sick by accident. The longer she can't infect you, the more time she wastes.
    • Once sick, don't try to be stealthy vs Plague, you're incredibly loud even with Iron Will and she can find you easily through the coughing and also green cloud of sickness around you.
    • If she has corrupt purge, then treat her like Huntress again in chases.
    • Not many are aware of this, but pallet stunning a Plague while she has corrupt purge will cause her to lose corrupt purge completely. A good Plague won't ever fall for this, but it's still helpful to know.
    • If Plague does take corrupt purge and there's no easy escape like an exit gate or hatch, then treat it like a tier 3 Myers and go into areas Plague shouldn't be patrolling, like an already completed gen, this way she has to commit away from her objective just to try and get an easy down on you.
    • If other teammates cleanse when there's no reason to, then you should cleanse, and try to get sick again, then cleanse again so that you can hopefully reset all of her pools and give her just one power-up for 60 seconds. This will take more than one teammate to do, though.
    • Be aware that many loops in this game Plague can't mindgame because she's way too tall, so just tilt your camera up a little and see if you can see her.
    • If you feel like corrupt purge is about to end, but you're not sure, then look at her censer, if there's still red particles coming from it then that means she still has corrupt purge.
  • Freddy and Plague, easily.

    I have to admit, though, I hate the concept of Forever Freddy and think mostly bad players use it because they can't apply enough pressure without all of the slowdown perks, but I don't think it deserves a nerf or anything.

  • People are free to play how they want, although, I think many ways of playing are quite pathetic and a waste of energy.

    For example, I was playing Spirit on the swamp map, and was slugging one person so I could find a Blendette and kill her off as well, since I genuinely don't like playing vs people who wear clothing to be immersed for 5 minutes doing nothing.

    It took a while, but I finally found her, and then before I could hook her she DC'd.

    Post-game chat she said "haha i dc'd on purpose so you couldn't hook me."

    I didn't really care that she DC'd and made that obvious, but she kept thinking I cared and I guess that's just how she plays the game; wanting to do stuff that they think will irritate the killer, when to me it's their loss cause they get no BP and derank.

    I face killers like this as well, faced a Myers who ran NOED and facecamped people first hook.

    Post-game chat says "get wrecked SWF, got one of your buddies."

    All of us were solo survivors who just happened to play well together, but hey some killers are convinced any team that's good must be a toxic SWF and that they have to play toxic as well to get revenge or something, idunno, quite sad, though.

  • Well, people love to overrate killers who have any sort of potential to end a chase faster.

    "wOW HE HAS A SLOW, MUST BE A KILLER WHO ENDS CHASES INSTANTLY, OP."

    And then people realized Clown suffers from a ton of flaws:

    • Literally no map pressure in his kit.
    • Doesn't end chases nearly as fast as desired.
    • Can't even counter some of the strongest loops in this game, as someone who is meant to counter looping.
    • Still has to deal with pallets unlike Huntress who can throw over them or hit people right after the animation.
    • Reload time takes forever without add-ons and you're forced to not reload in many situations because you lose too much pressure, turning you into an M1 killer with no power.
    • Exhaustion perks still just laugh at Clown and his power.

    See I don't even understand why we have Clown when there's Huntress, who's basically a strictly better version of him because she suffers from bad map pressure as well yet she actually does her job of ending chases extremely well and it's why she's one of the best killers in the game.

    Look at Freddy even, his snares are Clown's power except there's no penalty to using them, and on top of that he can teleport to generators, giving him some of the best map pressure in the game.

    At this point Clown is just a failure in design to me. His power is nothing special and there's nothing to show for it either, it just slows people, that's it, nothing fun or really powerful.

    I think for a rework his bottles are fine, they just need to do way more. Maybe make them flammable? Burn pallets down or windows. Or set people on fire? Literally blind people even where they can't see anything? Hell you could give him multiple bottles full of different stuff and you can just toss whichever one you feel like and get a different result for each one, that would be really fun.

  • @senki527 said:

    https://forum.deadbydaylight.com/en/discussion/comment/819403#Comment_819403

    The problem is they just walk or crouch on the edge of the map where they never find the totems

    Find the Ruin yourself then. If they still move along the edge of the map then they're probably new players and scared, which you just have to deal with.

  • You know they can still cleanse the totem while roaming around doing nothing, right?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/819272#Comment_819272

    Ugh.

    The killer NEEDS to know you have it so that No Mither works as intended: an anti slug perk, and an anti tunnel perk for running in to aid a team mate. When you get downed the killer is more likely to abandoning tunnelling (thus giving your fellow survivor a second chance) when the killer is 100% aware you can revive yourself and doesn’t want you doing that and losing a hook.

    But pretty much every time the killer knows you have it, they tunnel you to death because you're permanently injured, and this happens the moment the match starts.

    How about meeting you half-way? The killer will be notified when they down the injured survivor that they have the perk, so they won't slug the person and instead hook them.

  • No Mither, it's a good concept, but it needs work to be somewhat viable.

    Reducing the grunt sound by 100%, removing the broken status icon so the killer doesn't know you're running the perk, and maybe increasing the dying state recovery speed would make the perk a lot better, while still having the huge con of being permanently injured.

    Iron Maiden, really fun perk concept to me, but most of what this perk offers you can't really capitalize on in time.

    Making the exposed status effect last somewhere between 30-60 seconds, changing the scream bubble notification to an aura read for 3-5 seconds, and maybe even increasing the locker search speed would make this perk really solid and super fun to run on a lot of killers.

  • @Endstille said:

    @Bleediss

    Can you explain to me why killers have to be difficult to play? I mean as survivor you take 3 friends, play optimal stick to the objective and you will have the easiest of games the entire time.

    Not every single killer has to be super difficult to play, it's just that when looking at killer variety, for every Nurse and Billy I face, I face 5 Spirits, which gets incredibly boring and frustrating after a while.

    Spirit being harder to play I feel would bring more variety, as Nurse before nerfs and servers was considered the best killer in the game, yet I rarely saw her at red ranks compared to Spirit, probably because she's way harder to play than Spirit so people just turn to the easier killer.

    Also, if you're against a bad killer I guess you can have easy games in a 4 man SWF, but if you face a good killer you can't just turn on autopilot and expect an easy win, you have to actually play well and make the right decisions, which to me is good; a challenge for every player in the match.

  • I've been playing her a lot and of course facing her a lot, I think the changes she needs are pretty simple: rework her add-ons (base Spirit is fine imo) and make her more difficult to play well.

    Killers like Hag, new Nurse, and especially Doctor, have add-ons that make the killer function in a different and unique way, introducing different playstyles and builds.

    This is incredibly healthy for the game as it promotes playing a killer in more ways than one and is refreshing for survivors, as facing a killer with these types of add-ons means that the killer may be running something different, playing differently, bringing variety to that killer alone rather than killers in general, which is often how survivors can even achieve variety.

    Spirit doesn't follow these types of add-ons at all. Pretty much all of her add-ons make her a strictly better killer than she is by default by buffing things she already does, which gives her no variety, as everyone knows when you face a Spirit, they're going to play very similarly unless they run one build that offers little variety still (Totem Spirit with Prayer Beads and Mother-Daughter Ring), which even then this build is incredibly unfun to play against and doesn't promote healthy variety.

    Moving on, I really do feel that Spirit should be changed to be more difficult to play, maybe a level below Nurse, because even Billy is difficult to play properly and he's also one of the best killers in the game, so why should Spirit be that much easier?

    It's not really fair for me to have little experience on Spirit and still manage to 4k most of my matches with her without trying much just because of how easy it is to do well with her due to her power not being hard to understand or use for how powerful it is.

  • Not sure how this would be an unpopular opinion.

    If Survivors are too focused on gens and try to save someone last second before they hit struggle phase, then the Killer should camp out the struggle phase before the Survivors get the unhook, which will lead to what looks like you getting farmed off the hook, but that's on the Survivors for delaying the hook save so long.

  • I've played a lot of Nurse since her nerf. She's near unplayable due to dedicated servers more than anything and I can give you several examples as to why:

    • Almost every time you blink, you will experience rubber banding and teleport back a little bit, which more often than not will cost you missing a hit
    • You can get stuck in things like trees and various other objects where you literally cannot move at all until you blink again. I've experienced this even after hooking someone, which once again, more often than not will cost you missing a hit.
    • When you go for a blink lunge sometimes you'll get an M1 without the lunge, again, costs you missing a hit.
    • When charging a blink it can glitch out where you can't actually blink, instead, you have to let go, watch as you don't blink, stare at your hand holding what looks like 20 blinks now, and start over.
    • Unrelated to Nurse, but Survivor movement is a lot faster since dedicated servers when it comes to doing things like a 360, and you can get spun incredibly easily, which hurts Nurse a lot as if you miss, you'll get punished heavily.

    You have to deal with all of what I listed before you can start judging how the nerf is, which to me it doesn't feel like the worst nerf at least for good Nurse players, but hey I can't confidently say that because of dedicated servers.

    Add-ons can also help a lot with making the nerf not feel as significant, although I'm not sure if it's enough to turn me away from playing Spirit simply because Spirit doesn't feel nearly as bad to play on servers.

  • I honestly think they should combine Aftercare and We're Gonna Live Forever while also adding healing as another way to get a stack, maybe two heals to get a stack? All of this would fit the perk theme perfectly and make it way more appealing to run.

  • It's really not worth it by itself. Only use it in combination with Dying Light which even then I still wouldn't recommend since Legion struggles with getting downs.

  • Honestly, try watching Fungoose, he's an educational streamer and 4ks most of his killer matches with no add-ons or Ruin and voices his decision making so you understand his thought process.

    He helped me a lot personally with understanding how to play killer efficiently without Ruin or add-ons, especially lower tier killers who absolutely need you to be efficient when you play this way.

  • Going to second the Fungoose build that was mentioned, it's very good and you can swap out Discordance for another information perk like Whispers, Tremors, BBQ, etc.

    As for add-ons, Black Incense to me is one of the most powerful killer add-ons in the entire game; the amount of information it gives you is insane and will make survivors want to cleanse when they know how much info you're getting out of them being sick.

    Iridescent Seal can also be quite strong, but it's an expensive investment as you need a build centered around it and a map offering if you want the add-on to be really powerful, but all of this leads to a very fun and unique version of Adiris.

    Apples are very good for having a plan B to turn the game around if something goes wrong.

    Increased effectiveness is one of her best since it's easy to access through multiple add-ons and can lead to super fast downs on people because they get broken near instantly into an M1.

    Rubbing Oil is great, especially paired with increased effectiveness. It says it moderately increases the charge speed, but moderately is actually a 100% increase, making it take only 0.8 seconds to fully charge. You can see how that combined with a 25%/50%/75% more effective Vile Purge is powerful and gets people down in a chase super fast when normally it would take a lot more time.

  • The Exposed effect should last 30-45 seconds and the reveal last 5-8 seconds or alternatively change it to an aura reveal lasting 3-5 seconds so it gives you a bit of tracking. Maybe even give the survivor the Hindered status effect? Would help a lot with making the perk good.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/758806#Comment_758806

    Really?!

    I love Coulrophobia. I still come across mid chase healers so this perk is still great for this. Plus in conjunction with Sloppy Butcher and Bloodhound they ain’t hiding anywhere.

    The ones I face don't really do that so I can't get much use out of the perk. It's good that you're managing to find a use out of the perk, though.

  • PGTW to me is one of the best killer perks in the game and the best gen regression perk.

    Bamboozle is decent, but often you won't need it if you're a good killer player, and the perk can also teach you bad habits like just holding W at loops simply because you have Bamboozle and want to abuse that. The only killer I'd recommend using Bamboozle on is Myers because of his faster vaulting speed, making Bamboozle very scary.

    Coulrophobia is really bad even in a Terror Radius build due to survivors rarely wanting to heal when they know you're near. There's other problems with the perk as well like having to find someone that's healing to begin with and the effect not even being that great for the effort put in just to get it to be active.

  • Make it work after everyone has been hooked once or make it work for a maximum of 2 survivors.

    1st option would prevent stuff like tunneling and work well with the many killer players who like to run BBQ.

    2nd option would still make the offering very strong, just not nearly as broken.

  • Forever Freddy is DC worthy to me just because most of the players who run it are also incredibly bad at Freddy and killer in general, making the match super boring as you know their build is nothing interesting as well.

    Would much rather face very skilled Freddys' who can crush my team with builds other than Forever Freddy as that actually provides a fun and challenging match.

  • Some general tips for clown:

    • You can hit your bottle on a high surface level and make the cloud expand in the air until it reaches the ground, giving you a bigger AOE than usual. Very helpful on loops like the cow tree loop on Coldwind maps, where the cloud can cover the entire loop.
    • When trying to land a hit on survivors in a loop, you can get value out of bottles even if survivors don't walk into the cloud simply by zoning them off of windows and other obstacles, forcing them to take bad pathing and give you a pallet or a hit.
    • Be aware of when it's safe to reload bottles as the downtime from reloading them is massive and can cause you to lose a lot of pressure.
    • Direct bottle hits cancel channeled survivor actions like healing, repairing, unhooking, etc. Practicing landing direct hits is good just for this as it can completely change the pace of a match by cancelling one of these actions.

    As for add-ons:

    • Thick Cork Stopper. Helps a lot with having less downtime on reloading bottles so you can continue to pressure.
    • Sticky Soda Bottle/Cheap Gin Bottle. More bottles means more freedom with using them and also slows down how quickly you're going to have to deal with the awful downtime of reloading bottles.
    • Solvent Jug. One of his best add-ons due to how quickly it can end chases because the survivor can't use their exhaustion perk.
    • Flask of Bleach. A favorite add-on for many for good reason: it makes survivors super slow and paired with Solvent Jug, a survivor can't really break out of the slow, giving you a pallet or hit very fast if you're skilled with Clown.
    • Redhead's Pinky Finger. Good and fun add-on to use if you can land the direct bottle hits. I'd probably recommend a map offering with this one, though, as some maps can be a pain for landing a direct hit.

    For builds:

    • Hex: Ruin, Brutal Strength/Enduring, Discordance/Whispers/BBQ, Sloppy Butcher (Franklin's if there's a lot of items). Super basic build, will help you with learning how to play the killer without having to worry about perks as they all help you passively.
    • Hex: Ruin, Pop Goes the Weasel, Save the Best for Last, Discordance/Whispers/BBQ/Tremors. Very safe and consistent build.
    • Pop Goes the Weasel, Hex: Devour Hope, Hex: Haunted Ground, Discordance/Whispers/BBQ/Tremors. Way more advanced build for when you're super experienced with playing Clown and killer in general, but can definitely work for a hyper aggressive build that can snowball fast and make survivors panic.

    Note that Clown has a lot of different perks that work well with him, leading to many different builds, so don't be afraid to shift perks around until you find something you really like.

  • It's not really great in the sense that it's for a situation you should be trying to avoid in the first place.

    I'd rather just bring a map, personally.

  • I don't think an objectively best build exists if there's no focus.

    If I'm wanting to loop the killer for 5 gens, I'd take a build completely different from a build where I want to rush gens and do nothing else.

    Playing solo or as a SWF also matters for what perks to take.

  • @RIP_Legion said:

    https://forum.deadbydaylight.com/en/discussion/comment/747764#Comment_747764

    That was before the nerf, Legion has a lot more counterplay now than before.

    Nope, I heard that comment a little under a week ago on the stream.

  • Well, a streamer I watched for a little bit said "Legion has no counterplay like Nurse and Spirit."

    So I guess those people exist and that's why they DC.

  • @Sauceman_Tim said:

    https://forum.deadbydaylight.com/en/discussion/comment/737670#Comment_737670

    In my experience he's definitely not bad but there are better killers who do what he does better. Hag, Freddy or billy.

    I don't think Hag is better, but I mean if I just respond to a killer with "Well another killer is just better," then I wouldn't see the point in playing most killers. He's not bad at all, though, has good map pressure and his lunge shuts down several loops; lunge can also mindgame survivors.

  • Because people are convinced he's bad for whatever reason or they find him boring.

  • Seems like it would just lead survivors to taking more perks that killers would call "unfun".

  • They're perks for different purposes. Intervention for guaranteed stall and Tremors for information, but the bit of stall is nice too.

    I'd probably suggest Tremors on those killers, as Myers is really the only one who can get a high amount of value out of Intervention.

  • I haven't faced a Nurse or Spirit in 10+ matches. Red ranks to me is just getting stupid teammates and losing a match in 3 minutes due to it.

  • Ghostface is a pretty good killer and Tremors is a very good perk you can get from him. His other 2 perks are pretty mediocre, though.

    Legion is quite bad right now (still make them work in red ranks personally) and should improve at some point through an update, but we're not sure what's planned for them. They do have Discordance, though, which to me is one of the best detection perks in the game. Their other perks are quite mediocre or just memes, though.

    So overall, Ghostface, unless you really want Discordance.

  • Devour Hope is a really fun perk and fits well for a fast and lethal playstyle. Pairs insanely well with Haunted Ground to make a really scary perk duo.

  • I got gen grabbed by a Myers at the start of a match so uh...

  • Haddonfield is special in that most of the map is completely miserable for killer to deal with while with other maps it's usually a central building or few parts of the map that are miserable.

    EDIT: By the way I feel like Yamaoka Estate should be added to the list.

    Really irritating map to play on as killer due to the visibility being complete garbage and the size feeling overwhelming on several killers.

  • Surveillance is a really good detection perk and helps you with protecting generators, however, I feel like you have to take advantage of that to make the perk good which means having a playstyle with that in mind.

    I've seen some players use it and ignore the notification to where the perk doesn't get very much value and other detection perks would be better for their playstyle.

    If you want a build for the perk specifically I'd suggest a gen protector build, perks like PGTW, Brutal Strength, and Discordance are very good for this so you can constantly protect a gen and make it difficult for survivors to try and work on it.

    Using specific killers also helps as some are better at protecting gens than others. Namely Spirit (insanely good at it with addons), Freddy, and Doctor, some others are also good at protecting gens.

    Knock Out is an alright perk, really depends on facing a SWF or not and the map as well for how good it is (some maps downed survivors are quite visible while on others not so much).

    Most people use it in builds focused on slugging survivors, but I find that it can be useful on its own in situations where you'd rather slug and do something else, where survivors can take a while to pick the downed person up giving you more freedom.

    Alert is honestly really underrated for solo survivors. It can give you a massive amount of information that helps you with knowing where the killer is, which pallets are being used (found this very helpful for pathing later on in chases), and which generators are being worked on. All of this can help you be way more efficient with your decision making and pathing.

    I think the only problem is that it'll probably give you a lot less info if you just get tunneled and chased constantly, not the worst of cons to me.

    Vigil I haven't seen or used, but looking at the numbers, and knowing how some of the status effects usually work, it really doesn't seem like it's worth a perk slot.

    I'm guessing you would primarily use it for the exhaustion recovery, probably best with Sprint Burst, but from my experience with those types of perks, recovering 8 seconds faster wouldn't make any difference.

  • I think pseudo-infinite describes these loops. 'Cause you'll eventually hit them, it just takes forever if the survivor isn't stupid which makes it feel like an infinite.

    Honestly, I don't blame killers who DC on some of these maps, though, after playing basically only Legion as killer and running around trying to M1 people, some loops really do take way too much time.

    Recently had to deal with two players on Grim Pantry with Balanced Landing and I couldn't do much; constantly losing LoS throughout two structures next to each other where it took forever to land a hit.

    Ormond is also obnoxious (ironically enough given the killer), pretty much everyone just runs to the main building and wastes a ton of my time.

    Really just any map where there's a central building of some sort that gives survivors a ridiculous loop to play with.

    And the worst part? I actually notice a lot of these survivors aren't good at looping outside of these areas. I faced a Meg the other day with Balanced Landing on Coal Tower who would always stay around the tower to loop. Anywhere outside of that tower she got hit in 10 seconds.

    EDIT: By the way, map design is seriously flawed when certain loops become completely broken with Balanced Landing while they become a trap and you get hit easily without it. I've noticed this just from playing with and without the perk on several of these maps as well as facing survivors with and without the perk.

  • I think it's less "I hate that this survivor is looping me," and more "I hate that 3 other survivors are working on generators while I'm trying to down this survivor."

    Ending a chase can take a very long time if the survivor is good and knows how to loop properly.

    As killer, this is awful for you because you're on a timer and have to stop survivors from doing generators or else they escape, but if someone loops you for a long time and you can't down them soon enough then you might see 3 generators pop when you finally down them.

    This here is why the top tier killers are top tier. They stop looping or they have very high map pressure so people will stop doing generators, some even do both.

    I can't really get mad at survivors for looping, though, they're just playing the game how it was intended to be played whenever the killer starts chasing you.

    If anything when I'm mad, I'm mad at the map design and how stupid some loops are where it takes forever to end the chase and that to me is a problem with the game design and I wouldn't mind loops being changed so chases are shorter while killers are also adjusted for this so certain killers don't become completely broken.

  • Maybe if survivors didn't bully low tier killers people wouldn't switch to killers like Nurse and Spirit.

    I deal with a lot of survivors who are toxic when I play Legion even though I play very fair and don't try to be toxic to people just cause that's how they are to me.

    Although, I must say I don't understand killers during this event who bring a Mori and try to end it as fast as possible. I normally just bring a BP offering and play normally, lol.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/713990#Comment_713990

    What you should do something like this:

    https://www.youtube.com/watch?v=1Ux34NIkZ6E (play at 13:22).

    Basically with the momentum gained from a lunge, and a little back and forth to gain additional momentum (which he didn't do because he already had wraith uncloaking extra speed), you should overpass the hay ball, landing where the survivors end the vault. Needs some practice, but if you master it you can save some time. And if you're good enough you can do kinda the same thing with the Badham school hole, just much more difficult.

    Be very careful to stick to the wall, avoiding that round thing, otherwise it would bump you, and you won't succeed.

    Yeah that's what I've been doing. I can still catch them on the hay when they try to vault back if I'm fast enough, right?

  • @YaiPa said:

    Learn to see through corn first things first, it's harder with Hag or Legion but it's something you need to do asap. Rancid Abattoir and Torment Creek can either be slightly ok or terrible based on rng, so that's nothing you can really do, as those god windows are super strong. Thompson's house is also extremely hard due to the non mind game-able fences loops. And, every map has the beloved cow tree loop, very hard to deal with, it's an heavily survivor sided loop, the only thing you can do is loop it (either clockwise or anti-clockwise, I don't remember now) in a way that survivors have to take the mid-vault.

    Coldwind are heavily survivor sided, and I haven't even talked about the harvester, thanks not many survivors know how to loop efficiently the harvester (but, learn how to do the trick to hit survivors after they vault).

    I've been getting better at seeing through the corn and tracking people as that's also a big part of the map being so difficult. How do you trick survivors on the harvester, though? Often I'll fake going up to hit them, force them to vault, and then drop off around a corner of the structure so I can cut them off and land a hit, but often they won't drop off the ledge so they'll just vault back.

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