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Boddy604

Boddy604

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Boddy604
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  • Get BBQ. Then every game is 50k+bp.

    I dont find it grindy at all.

  • @AggressiveFTW said:

    If you'd exclude their slugging skills, they're pretty weak as of right now. So that's why I'm asking you what buffs and changes they should receive.

    Why would you exclude that? It's like the whole point of their design.

  • Im a survivor main too and I've always avoided Moris (have like 35 red moris on doctor) cuz it's an unfair mechanic.

    Might start using them now.

    Point is, you don't need moris to win. You've used them as a crutch & now it's time to learn to walk.

  • @Greatamygdala said:

    https://forum.deadbydaylight.com/en/discussion/comment/1807299#Comment_1807299

    So until then like months since this is BHVR it's okay for THREE guaranteed survivors to escape despite messing up their gen priorities because hatch spawns at 1 generator? Alright then lol

    If three survivors escaped through hatch after completing 4 gens, im sorry but you got outplayed.

    They wouldve completed the 5th.

    The ACTUAL salty play is 2 getting out after 3. Thats where u got robbed. Anything less is u whining.

    Spoken as a killer.

  • @Merridew said:

    https://forum.deadbydaylight.com/en/discussion/212190/my-thoughts-on-the-mori-changes

    I agree that you should have to hook everyone once before you can Mori, instead of hooking people twice.

    https://forum.deadbydaylight.com/en/discussion/comment/1806565#Comment_1806565

    No but the problem with Mori's was they'd tunnel and Mori you off first hook. Now instead of fixing the problem they just made it to where that killer just has to tunnel you more to Mori you. They completely forgot that if a killer genuinely wants the survivor dead, via hook or Mori, they'll just tunnel them to death. But if they made the requirement to hook everyone once, then that would force the killer to actually go after every Survivor, ultimately taking more time than just tunneling someone off first and second hook and then getting the option to Mori.

    Tunneling wastes so much time. Killers who do that rarely get 4ks & dont rank up. Thats why most dont. Theyll adapt

  • If you got tunneled twice, then mori'd, they could've just picked you up and killed you on hook.

    Mori wasnt the problem there.

  • If theyve struggled on the hook, mori will work.

  • @Cerebral_Harlot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805814#Comment_1805814

    If only one survivor is allowed to escape, won't that just be to the detriment of other remaining survivors?

    Yep.

    I could see them making keys only open hatch for a smaller window. Then having addons to increase the time.

    But i think the most likely outcome is hatch gets a progress bar with addons to speed it up.

    Then survivors cant sprint to it pop it open and escape with killer right on their heels which is what usually happens that feels so bad for killers

  • Same. I've only ever used them if im frustrated with my last match & wanted an easy win.

    This change makes them still powerful without being a complete fun killer for everyone.

    I've got a ton of them I might start actually using.

  • And everyone was killed so what exactly is the problem?

  • Let em hold Vic while Charlotte goes for someone else. In that 45 secs Twins can easily have two people injured and then when Vic gets released again, that can be two very quick downs.

    People put way too much belief into Charlotte is useless.

    Killers like Doctor, Pyramidhead, Clown, etc, get hits all the time without using their power. Charlotte is no different.

    Play them right and the survivors are spending huge chunks of the match just hiding and healing which they can't ignore cuz Victor sees the blood so brightly.

  • Mori after 1st hook just promoted tunneling to get 1 person out of the game asap and snowball from there.

    Keys need a change but have way more conditions to be met. The survivors still need to play well to get full value from them.

    It's not the same thing. I play both killer & survivor. Red mori has always just been an easymode win button whereas I've died a ton while having a key.

    They're both problematic but not even comparable.

  • Honestly they should just make DS so it doesn't proc when grabbed from something (lockers, unhooks) and it deactivates after working on a gen. That's the abuseable part of it.

    DS shouldn't promote a playstyle which allows survivors to intentionally get downed so they can get away easier.

    If you jump in a locker, save someone from a hook, or start working on a gen, DS deactivates. Still a good perk but can't be abused anymore. It'd then be strictly to counter tunneling.

  • The new killer is bugged. Latency has never been an issue for me. The patch today should fix hit reg. It was nice but bugged on oni so it was disabled.

    The game is far from perfect but its fine overall. Just avoid playing the new killer for now till a hotfix is released.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801928#Comment_1801928

    But you would never hear him uncloak then,which i think would be a bit too much

    What do u mean. If he uncloaks in his tr, u hear it. If he uncloaks outside of it, then he has heartbeat when hes in range.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801928#Comment_1801928

    I agree that he should have true invisibility. But if they got rid of his bell from across the map, what is the purpose of Bone Clapper? If ppl knew that his bell can only be heard while being in his TR, Bone Clapper wouldn't do anything for you.

    Change it. Bone Clapper now makes it so Survivors hear the bell as though wraith is right behind them no matter where they are on the map.

    I'll bet you set off a couple skill checks here n there as players jump off gens thinking theyre being chased.

  • Wraith should have true invisibility. And do away with being able to hear the bell from across the map. You should only hear it inside his TR.

    For Demogorgon I think he'd be fine if his addons were more useful. I dont think there's much wrong with his base kit

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1801337#Comment_1801337

    "Babysitter: Unhooking someone makes them leave no scratch marks. Cool. You see the killers aura. Cool. Killer sees your aura. Hold on, why?"

    Have you stopped to think about how the Perk is called "Babysitter"? The goal of the Perk is to take the pressure off the Survivor who got unhooked and apply it to yourself. Because the Killer is going to be applying pressure to someone and you just caught his attention by unhooking his sacrifice; might as well be you he pressures instead of the guy who is now one hook stage closer to dying, right?

    People get upset that Babysitter tells the Killer to chase you when that is literally the point of the Perk. I don't understand why no one can grasp that. Babysitter is only bad if you can't loop or otherwise effectively divert the Killer. If you can, it's really, really damn good. People complain about tunneling so much but then clown on the literal best anti-tunneling Perk in the game. It baffles me.

    "Second Wind: Upon getting off the hook, you auto heal after 30 secs. Awesome! But you're broken and can't be healed otherwise. Alright, fair enough. And it only works if you first heal someone else a full health state by yourself. Wait, why is that necessary?"

    Because if it had no activation requirement, it would just be a free autoamtic heal whenever you get unhooked. Literally no time will be wasted trying to heal. For no penalty.

    And healing is, like, really, really easy to do unless you're going against Plague. Second Wind is fine.

    "Booting a gen makes you drop heartbeat until the gen stops regressing. Siiiiick. But the gen is highlighted to all survivors. Yeah ok, that seems fair. And there's a cooldown before you can use it again. Wait, why? Shouldnt it be one or the other?"

    I don't have an answer for that one. Trail isn't good lol

    "Meta perks are meta because they don't have unnecessary downsides that limit their effectiveness."

    The limits to non-meta Perks don't make them not good; the limits make them require thought and effort to be made effective, something that the meta doesn't require.

    I run babysitter with distortion to make it do what I want and find it way more effective that way. So I disagree there.

    For Second Wind, i've made a thread about it before that the condition should be the same as Aftercare's. In that you only need to complete a heal. If someone has even started self care or a second survivor runs in to help, no perk. It hold back the perk too much for it to be consistently reliable.

  • There's a lot of perks that are almost good but are ruined by weird/unnecessary conditions.

    Steve's perks are a great example.

    Babysitter: Unhooking someone makes them leave no scratch marks. Cool. You see the killers aura. Cool. Killer sees your aura. Hold on, why?

    Second Wind: Upon getting off the hook, you auto heal after 30 secs. Awesome! But you're broken and can't be healed otherwise. Alright, fair enough. And it only works if you first heal someone else a full health state by yourself. Wait, why is that necessary?

    Same goes for a lot of killer perks.

    Trail of Torment for example.

    Booting a gen makes you drop heartbeat until the gen stops regressing. Siiiiick. But the gen is highlighted to all survivors. Yeah ok, that seems fair. And there's a cooldown before you can use it again. Wait, why? Shouldnt it be one or the other?

    Meta perks are meta because they don't have unnecessary downsides that limit their effectiveness.

    There's so many perks that are aaaaalmost really good but collect dust cuz they're just not quite good enough.

  • Idk for Blight tbh.

    For Twins though, a sewers map. Lots of long, narrow interconnected tunnels & service rooms.

  • Maps like the swamp should actually be... swampy. If the killer chases you into the water, you both have to wade through it slowing move speed.

    On one hand, a survivor could trick a killer into getting stuck in it (hillbilly charge, nurse blink, etc). And on another, a killer could do the same. Could make for some funny/interesting moments.

    On maps like Ormond, they could have the same mechanics just instead of water, itd be snowdrifts.

  • I cant think of a single scenario where a survivor would want to drag someone screaming in pain somewhere and not just heal them instead.

  • A half a gen is gonna do a lot less for u than a hook save will in terms of rank. Just saying

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1799912#Comment_1799912

    I guess it’s worth mentioning that Victor sees blood glow brightly by default, so at least he benefits from Hemorrhage.

    This. Same with Spirit. Hemmorage has a niche but it could quickly become more mainstream with new killers/addons/perks

  • That's not that bad once one is down. Break it and their loop is gone. Definitely unfortunate though

  • Slugging is a viable strat. If you're bleeding out on the ground, that's your team's fault. Not the killers

  • @FixThisGame69 said:

    Here's some ideas (I am not saying to make all of this happen, just brainstorming ideas):

    - Make the window to kick victor longer, or shorten his pouncing range.

    - Why should victor see bright red blood? He shouldn't be allowed to see anything if hes this fast.

    - Nerf victor's speed.

    - Make it so even hitting an injured survivor brings you back to charlette.

    - Make the switching time longer. After kicking the baby, victor cannot be used for at least another 30 seconds or more.

    - Change No Mither to no longer begin as injured, just give two health states plus all effects, but still give a way for the killer to know who is running it.

    - Make charlette a 110% walk speed at LEAST if you keep victor this fast.

    - Victor shouldn't be able to damage anyone in a locker.

    - Decrease detection range for victor.

    - make it so victor cannot detect crawling or crouching.

    - bloodlust is a crutch that should be removed, because griefing killers can just refuse to kick the pallet and guarantee you die at the end.

    - bring back the sabotaging of Trapper bear traps. He can lock down end game with whisper + 1 trap at a door. This is bullcrap unfair for the last survior left because their random teammates sucked.

    You sound like a potato

  • @ScardeyCat said:

    Ever since the new killer the twins came out, I’m having some issues. I feel like the new killer promotes camping, because Victor can be left very close to the hook which makes rescuing someone extremely difficult. If we don’t want Victor to basically lunge attack us when we go for the for the unhook, we have to make a decision to rescue in pairs and leave gens or get a rabid, annoying, mini savage, wild animal on our back. The other thing is I understand that it takes switching back-and-forth and there is a bit of an issue with the killer Charlotte trying to get to the other side of the map where she may have left Victor. That cannot be very time efficient. I do play survivor and killer so I can see things from different sides. When I am playing as survivor against the twins, or any campers (mostly insidious Bubbas, Billy’s, invisible Wraiths and Deathslingers), it’s just very frustrating. Devs can you please do something about killers camping at the hooks? Please? Anyone else feel like this?

    Run uban evasion and crouch. Victor gives no info to charlotte for survivors who are crouched

  • Run urban evasion & crouch. Victor doesnt notify Charlotte if the player is crouched.

    Exact same mechanic as Hag traps and Executioner trails

  • Play ghostface.

    Teabag.

    Profit.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1796161#Comment_1796161

    300k over a single month is like nothing when I can earn 1 million in like 2 hours with the right loadout.

    So then why do u care? Clearly u already earn enough for what u want.

  • @Cerebral_Harlot said:

    Was that ever fully implemented? I thought it only was only gathering data before?

    No it was. And it needed some more work. I got completely stuck at rank 10 if I played only Doctor cuz it had decided I'm a good Doctor and would match me vs nothing but red ranks. Every. Game.

    Got impossible to rank up but wasnt ranking down either. Swapped to a different killer and boom, green ranks again.

    This system sucks for high ranking killers. That system sucked for players trying to rank up.

  • @freddymybae said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795669#Comment_1795669

    This camping hurts the killer more then helps him can’t stand people crying about camping just do dam gens. And save ur mate later no need to rush in and be stupid

    For sure. I was more thinking of this scenario in the endgame. We go open door then do this

  • Its 10k a day on the 1st week. Even if thats all they do (which it wont be) thats still 300k for nothing.

  • So if we're gonna be that literal, then killers are only actually killers when they mori since the entity does the actual killing.

    See how ridiculous that sounds?

  • Borrowed time & teamwork. My swf group does it often. Someone runs in and bodyblocks to take a hit while another unhooks and we're outta there.

  • @azame said:

    Yes I said it. If I'm gonna be honest here playing a killer like trapper is fun because you have more opportunity to mindgame instead of letting your power end a chase for you. I digress though. Every killer has a power that helps them in some way. Trapper for example a killer typically seen as "m1" has traps he can use to zone, or end a loop temporarily.

    For an "m1" killer that sounds pretty good if you ask me. How about wraith. His cloak and speed while invisible let's him get free first this and can be used for a hit and run playstyle. While it isnt necessarily the strongest it still can get the job done.

    My point is no killer is actually just m1 and anyone who says so is objectively wrong. Before the people who say charlotte is. Victor is her power.

    What's the point of this post?

    "No killer is an M1 killer cuz they all have a power"

    Well... duh. Killers have powers. If your power isn't something that downs people, you're an m1 killer.

  • @Timeman63 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795451#Comment_1795451

    I second this. Along with knowing for certain that my Static Blast will hit someone and always get value out of it, Whispers is a great tracking tool in general, and it has immensely improved my Doctor gameplay.

    I'm one of those people that get bored running "The Meta" builds, so I'm much more daring with my builds once I invest enough bloodpoints and earn enough perks for a killer.

    For Legion, I sometimes run an exhaustion build (Thanatophobia, Blood Echo, Mindbreaker, and one other perk of my choosing). It may not be the most generally strong build, but it constantly makes exhaustion perks disabled and ensures that Survivors are severely hindered if they decide that staying injured against Legion is a good idea, since Legion excels at generating pressure through the constant need to heal for risk of being snowballed.

    For Clown, I actually have a different approach than some players might have. Since Clown's chase ability is already quite strong when used well, I often bring perks that help with tracking in order to make up for some of his weaknesses, rather than enhancing his chase ability (although bringing Save the Best For Last is fun for when you really want to steamroll Survivors). The thing is, if Clown can't find immersed Survivors to start chases with, he is left with nothing, and no amount of chase or lethality perks will help him there.

    That's my perspective of things really, bring perks because they work well with a power or playstyle, not just because they're strong on their own.

    We sound similar. I do a lot of unusual stuff. With Survivors too.

    But yeah, whispers is almost must have on doctor. Early game you're on them in seconds and with bbq & discordance combined with whispers, you really never let the pressure off at all.

    Plus when last gen is popped, you dont need to cycle the doors, you know which one theyre heading to soon as you get close and you know if theyve left for the other too.

  • Whispers 3 guarantees you never waste your AoE.

    Unsure where they are atm? Walk around till whispers turns on and that's a guaranteed hit. Chase is on.

  • @Cerebral_Harlot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795427#Comment_1795427

    Have you tried repression doc yet? I'm curious how that might play.

    I haven't. I run Whispers, Ruin, BBQ, & Discordance. Wouldnt mind trying it but unsure which two of those I'd wanna drop.

  • @Dpooly said:

    Used it to save myself a few times and it's kinda like DS in that, the Killer gets butthurt that you hit em with it and tunnels you out of the game even though it's a one-time use perk that can be easily avoided. Admittedly, I'm not the best looper but yeah, it's got me killed more than helped me. Deception is the best of Èlodie's perks imo if you run it with Q&Q and Head On...really messes with Spirit and other strong Killers lol

    I really wanna try it with Lithe & Dance with me. Having a 2nd way to drop scratch marks in theory should let me gain a good bit of ground.

    Fake jump in locker, wait for them to open it then lithe/dance with me outta there.

  • @TicTac said:

    Do you look for the best build for a specific killer or do you create a build and decide then which is the best killer for it?

    How important is the synergy with the killer power for you? Or perk synergy?

    Do you test many possibilities or are you using the same most of the time?

    I theorycraft what would be best for that killer & their power & try it out.

    Then I pay attention to what feels like I'm getting value out of and what feels wasted or not as good as I thought it'd be and tweak it some more.

    I thought Tinkerer would be good on Dr cuz of how he controls maps but it's not. He's too slow to get there in time so I switched to Discordance and was immediately like "ohhhh this is way better"

  • @chargernick85 said:

    Got a Mori daily with my Huntress two or three days ago well she was P3 level one so obviously I had to level her up to get a Mori. Now this is where things get interesting I am now level 30 and have not gotten a Mori did you take them out of the game? Seems really weird to me considering how it feels to have better odds consider im P3.

    Just bad luck probably. I just had to level up Jeff to p2 60something just to finally get Self Care. Had like 35 perks unlocked by that point.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795371#Comment_1795371

    yeah this is always been an issue since I've played dead by daylight even if I'm just playing with one other person. I hopped into a custom match with one other person the other day to test out a perk to see if it had synergy with another perk and it did it in a Lobby in a freaking custom match with one other person

    Ive been playing about a year and a half and its existed as long as ive been around. You'd think it'd be an easy enough fix.

  • Strange. I wonder if the volume of perks added is just starting to make the og one's processor have an aneurism.

    Only consistent issue i run into is lobby issues. Every few games in swf, someone in party will leave lobby on our screens but not theirs or for 3 of us itll say we're looking for match but then the 4th will be like "you guys gonna ready?

    Only way to fix it is to restart the entire game or we'll sit in lobby forever.

  • What system? Im on the OneX and dont have that issue at all.

  • @Deadlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795251#Comment_1795251

    It may just be my computer, but he seems super sensitive and janky.

    There's a pretty hefty learning curve to him.

  • No offense but the way you describe the twins makes it sound like you just have no idea how to play them.

    Cant say Ive ever heard a killer complain about Victor's speed either lol

  • Exposed is exposed. Victor cant Mori em tho lol

  • All survivor dailies that were worth less than 30k are now worth 30k minimum.

    Cant remember the redt but it was all listed in the patch notes.

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