Boddy604
Boddy604
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- Boddy604
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Doctor is my fave killer. I play a few but mostly him and ph.
My tip would be get Whispers 3 on him asap. If whispers is active, your aoe will hit everytime. Plus it's so good on him once last gen is done.
Overcharge is nice but I'd couple it with another gen perk cuz the better survivors dont miss that skill check nearly as much. I personally prefer ruin (who doesn't) because he keeps so much continuous pressure that it's normal for me to have 2 kills before they find it.
My Dr build is Whispers, Ruin, Discordance, and BBQ and I find it really effective.
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@JustHeretoHaveFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1794810#Comment_1794810
If a hag is facecamping, (which does suck, but I digress,) just suicide on hook. There's no penalty, you get BP, killer gets BP, everyone wins.
The problem with DCs is that it's usually done out of spite. A survivor or killer gets upset by one facet of a match and takes it out on others. As a killer main, I have never once DCed, no matter how toxic the survivors were. People have DCed for so many stupid things while facing me:
I closed the hatch.
I found them first.
I pulled off a sick mindgame.
I found their hiding place.
I was about to hook for the 3rd time.
I was running Franklin's and caused them to lose their key.
I played a certain killer.
I used a certain perk.
Ive only ragequit once. And it was killer downed all 3 of us (4th was dead) and then they just stood there staring at us while we bled out on the ground. No time for that.
When i play killer, i main doctor and id say probably one in four matches someone ragequits as soon as i use my aoe lol
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I find Deliverance is only really worthwhile if you also run Decisive Strike. Usually when you need to unhook yourself it's because you're getting camped or people can't get to you before you go into struggle.
I'm not a huge fan of it just because of the condition that you have to safely unhook someone else first. Seems like overkill on a perk that can only be used on your 1st hook.
In short, it's good with DS & BT but it can also feel really inconsistent when it's not available and you actually need it.
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I like Deathbound for keeping up pressure. Doesnt help Victor a ton as it only procs after the heal but when you've got multiple people hurt it really helps keep it that way.
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@Jay_Whyask said:
The reason why people get so upset when they lose is because they didn't have enough time to enjoy the trial.
I'm sure you've felt it before, getting slugged at 4 gens, survivors spread out across the map avoiding pressure & completing 3 gens 80 seconds into the trial, a meta killer with an ebony mori one hook killing you 40 seconds into the trial.
It's far to common, and far too easy to make a trial feel like an extended queue for your next match. That's the problem, that's what you should be complaining about. When the killer kills you with a mori getting killed isn't the problem, how fast you got killed is the problem. When the survivors escape them escaping isn't the problem, how fast they escaped is the problem. Survivors being invincible for 60 seconds wouldn't matter at all if the trial didn't end as soon as the killer whiffs a swing. Killers tunneling wouldn't be a problem if the sacrificial process didn't jump forwards every time you get hooked.
That's the problem, we simply don't have enough time to enjoy Dead By Daylight.
That stuff doesn't really bother me. Well maybe getting tunneled and Mori'd right away lol
The most frustrating and deflating thing for me is Huntress red hatchets and addon Michael who can Mori without downing you.
Mechanics like that shouldnt even exist. You can outplay the killer and get killed over something that's virtually unavoidable.
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@chieften333 said:
So to start off, the twins as a killer have severe issues that the devs did not see coming in internal testing.
Someone has made a post explaining the issues with the twins in an in-depth manner much better than I ever could, read it if you want: https://forum.deadbydaylight.com/en/discussion/210797/the-way-people-play-with-the-twins-proves-an-interesting-point#latest
for those who do not want to read it I'll summarize. The twins have thrown the spotlight on the issues of camping and slugging.
Now the devs have said before that they consider camping/tunneling/slugging to be valid tactics. But, they have implemented perks that act as band aid fixes for the abuse of those mechanics. DS for tunneling, BT for camping, and Unbreakable for slugging. It is worth mentioning that the only one of these that completely counters it's related issue is unbreakable. The devs also have somewhat recently brought up the point of how fun it is to go against something.
Those tactics (except camping) can make up for shortcomings in the match. Tunneling can keep survivor on a hook, thus requiring someone to get them off. Slugging is used to be able to apply massive slowdown by preventing multiple survivors from working on gens, while forcing a healthy survivor to pick them up. The main point is these tactics slow the game down to a point where the killer can win against coordinated teams.
So with all of that in consideration, why have the devs not addressed these issues? They are aware that fun is a factor in gameplay. But have not made Any attempts to make protections from those tactics in the base game. Despite many survivors complaining about how unfun they are.
At the same time, they have ignored the issue of match speed, something the 'unfun' tactics are used to address by players. That issue was to be resolved by the Early game slowdown mechanic, something that has not been mentioned for about a year, despite many voting for questions related to it in the QnA vote.
So why have those core issues not been addressed in the four years this game has been out?
Give your thoughts, sorry if this post comes off in a certain way. The intention was not to talk smack about the devs, but ask a legitimate question.
I say this as someone who plays way more Survivor than Killer.
There is NOTHING wrong with slugging. If the killer is good enough at chases to down multiple people fast enough, good for them. Well played.
There should be a bigger penalty for camping but at the same time, if there was then wouldnt the survivor strat become collapse on hook so killer gets penalized?
And idk how to enforce tunneling. When I do play killer, soooo often I see the unhook and head back that direction and the person unhooked runs out right in front of me. Am I tunneling or are they just bad?
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1794397#Comment_1794397
I think it wasn't mixed, the moment the second bottle hits the ground the tonic gas went away.
Either it was perfectly timed, only one gas cloud can be out at a time, or your right and they mix.
actually i do believe it was perfectly timed because you can see that the gas starts dissipating before the next bottle hits the ground and it was around 9ish seconds when it started dissipating which is around the time clowns gas at default lasts.
If the white is a delay then I'd almost bet that the yellow one deals damage. Can't think of any status effect that'd need a delay.
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@AChaoticKiller said:
i honestly don't think the second bottle increases your speed (a lot of people think it might), say what you want and i'm not saying it can't but why would an antidote make you faster isn't it supposed to do something when interacting with the tonic?
I think after you get hit by the tonic gas for a limited time if you also go into the antidote gas you will get a heavy debuff. It would make sense as if you look in the video the tonic gas has its effect right away judging by its color but there's a delay with the antidote gas from where it lands as a white gas until it turns orange.
I think that once you go into the antidote gas as it is orange the slow down, screen blur, and maybe another effect will be worse than the default tonic effects. However if you only go into it as it is white you won't be affected by it in fact it might even cure you of the tonic effect and i think that because if you could get the effect to apply that easily it would also have a weak effect so adding strategy to the antidote gas would justify it having a strong effect. Meaning you need to throw the antidote bottle to block off routes so the survivor can't pass through it before it turns orange and if they pass though it as it's orange they will be severely punished. the only question is if they need to also be affected by the tonic gas for the extra debuffs to apply when going through the antidote gas.
I kinda thought it was white at first cuz the purple hadnt entirely dissipated yet. Meaning each bottle has its own effect and combined they create a 3rd.
Speculation is fun.
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I was kinda surprised to hear Freddy was the guy they were targeting tbh. Didnt think he was a big problem.
And I say that as a survivor main. (Who also plays killer)
Honestly the only killers I legitimately hate facing are red axe Huntress (regular one is fine), Mori Michael (regular one is fine), and Bubba (he's not overpowered, he's just so unfun to play against. Personal opinion. His sweep attacks go for too long)
But in terms of actual power? I didnt think he should be at the top at all.
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Never stay in one place more than like 30 secs. Get to your spot, heal, and go. If you're getting crows you're being wayyyy too cautious.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1793018#Comment_1793018
I mean considering the best perk combo in the game for killers is arguably ruin + undying + discordance; stacking on gens is a really bad idea in the overwhelming majority of cases. Discordance is a really nasty perk with ruin; exactly because survivors want to stack up to get them done fast and ignore ruin.
On my Doctor I don't run undying (partly cuz it refuses to show up in my bloodwebs lol) but I run Ruin, Discordance, BBQ, and Whispers and I agree. Ruin with Discordance is nasty.
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@Hyd said:
https://forum.deadbydaylight.com/en/discussion/210762/stop-with-the-hook-entitlement
Seems you're a rare breed of survivor. The seemingly larger majority have all sorts of rules the Killers should abide by in order to foster whatever they deem to be a "fair" game.
"Must suck to have to camp to get kills" people say to me on occasion, when really I left to go hunt and one of their buddies ran through my traps screaming their head off, so of course I turned around to go deal with it. I'm just supposed to let them go? Allow the save when I know they're lingering in the area? My job is to kill, and theirs is to avoid detection, win the chases, and escape. They failed. Do better next time, sorry, not sorry!
I interpreted their post more as "I'm a survivor who doesnt bother saving other survivors"
Must be tough to get bloodpoints hiding in a corner.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/210694/you-proved-me-wrong-devs-qna
"Demo while not being incredibly strong is one of the more balanced and well designed killers in the game aside from the god awful hitboxes. "
They said that Demo will only get slight Tweaks. I agree that Demo is in a good Spot, he is pretty underrated. I guess Tweaks would be to make Rat Liver Basekit (this was said that they are looking into that a few months ago), some Add On-Reworks and maybe change some stuff when it comes to his Stealth (being Undetectable) after coming out of a Portal.
Who knows. I guess the Changes to Demo will be really minor.
Tbh with how much noise he makes, he should just be stealth all the time.
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A killer that can burrow underground and pop up to attack.
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Honestly, i barely ever use the cages. I'd rather keep them in torment & be able to mori them instead of the death hook. Those precious seconds at the end of games are valuable.
I only do when I'm worried about DS. Or I've got multiple down & one's gonna get saved before I get the other.
While you can't see them, it's pretty easy to know where they are. Just head to the part of the map that's furthest from you and you almost always see scratch marks on the way.
Not seeing them has never bothered me.
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@DaKnight said:
https://us.v-cdn.net/6030815/uploads/4EBA2UAOQ7UJ/capture-png.png
Been rolling over people with this killer all day. The best combo I have noticed is extra speed + faster pounce charge.
Super strong killer. Victor cannot be avoided, anywhere. Any injured survivor is a down. Any health survivor is injured.
Those ranks make me think that was my group u went vs lol. I agree though. There's a HUGE difference between a good twin and an average one.
Victor in the right hands is a god damn nightmare lol. People saying "just circle a rock" havent faced a good one
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Don't nerf the strong stuff. That's so shortsighted.
Buff the massive ######### pile of useless perks that never get used cuz they dont do enough.
That's how you make the game more interesting. Give people more viable choices.
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@bgbomb said:
I read you guys said that rank gap 5 is not bad.
how could it be not bad?
rank gap 5 is literally the limit the system can do it's worst.
if you are not a beginner.
your rank should higher than rank 10.
so rank gap 5 is literally half of the range and you guy can say it is not bad?
It can do a lot more than 5.
Im only rank 17 rn cuz I skipped killer for a couple months and got reset from purple all the way back to 20. But last night I played doctor & they were 2,3,6,&6. Still killed 3 & 4th got hatch so w/e but by no means can it only be split by 5. Rank 10 killers see almost nothing but red ranks.
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@Stealth said:
https://forum.deadbydaylight.com/en/discussion/comment/1790035#Comment_1790035
No because it's a trade off. You secure one kill and let the others escape.
https://forum.deadbydaylight.com/en/discussion/comment/1790047#Comment_1790047
You have to bring those, they aren't free.
Covered that already. Keep up.
Survivors arent making it to hatch without perks.
Next.
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@Wesker09 said:
Here and even on twitter people are upset with all the deadzones but I don't see the issue. Survivors had so many pallets especially on blood lodge (don't get me started on this map) that they would just waste every pallet willy nilly and so many were safe and not really mind gameable that it got so unbearable, heck when I played survivor I had no worries since there were just so many it didn't matter.
I know it can suck but maybe learn to play smarter and more resourceful and not just waste pallets like crazy (looking at you solo teammates)
Play around the dead zones and maybe use sprint burst more often to help with it?
There's a middle ground here.
Too many pallets. Bad for killer
Huge chunks of map with no safety. Bad for survivor.
If they want Ormond to be as wide open as it is now, increase the thickness of the gusty winds and at least make it hard to see through so Survivor isnt spotted from literally across the map.
Played as both sides and it feels empty
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Because she's just a killer without a power without Victor, I like Monitor & Abuse on her. Let's you close more distance before they get heartbeat
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1789980#Comment_1789980
That at base would admittedly be more useful than Broken as Broken is redundant in a state where the survivor cannot heal/be healed anyway.
The broken addon doesnt kick in until Victor is removed.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1790047#Comment_1790047
Those are perks and offerings. Hatch is base game. Did you miss that part?
And if a survivor doesnt use perks, theyre never gonna last long enough to make it to hatch. Whats your point?
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No problem with this. Cuz of his speed, Victor can snowball so hard. It's good there's counterplay.
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Bring in a red mori
Use Devour Hope
Everything you want you already have.
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Weird. I played 5 matches yesterday and got twins in 3 of em. Same sorta ratio today. Id kinda like a break from em tbh 😅
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I started out as a doctor main and the ragequits got so bad i had to learn other killers just to have a normal game.
"Hacks! You didnt miss a single aoe all game! Reported!"
Bruh... I run Whispers. I never miss them.
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They have one addon where Victor inflicts blindness and another where he inflicts Broken.
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Not sure if this is what you're running into but I have noticed more Survivors running Flip Flop since twins went live.
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@Drekathar said:
https://forum.deadbydaylight.com/en/discussion/comment/1786015#Comment_1786015
Yes. Looping the killer for 2 minutes is an incredible feat and gives your teammates A LOT of time to finish gens but you get punished for it . Even if say you loop the killer while your teammates do 5 gens which come on; you're a god if you do that; you lose 1 pip because you didn't do anything else.Also, with killers man it's so annoying. If 3 ppl dc at the beginning of the match and 1 gets hatch right after you lose 1 pip. If you down everyone and they suicide on first hook you lose points. If you finish the game super quick because you are a beast killer guess what, you lose points. How is this fair? You can only get merciless killer by stretching out the game. It is so annoying. I hate it.
Yep. I can understand not gaining rank for super easy wins but you shouldn't be penalized for winning.
The only exception being survivors who hide and wait for hatch.
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To play: Doctor & Executioner
To verse: Nurse & Oni
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To play: Doctor & Executioner
To verse: Nurse & Oni
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@ItzPixelYT said:
Seriously like it seems much longer to blind a killer now and you can barely tell you've blinded them, not to mention having to learn another angle yet again...ergh
Survivor main but played a bunch of pyramidhead last night. Flashlights feel useless. I was able to walk straight at someone and lunge them while they held it up in my face. My whole screen went white but the stun never happened
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Killer gets priority if you both attempt to use it at the same time
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As someone who plays more survivor than killer, I think regressing doors is fair enough. Although that might be better as a perk than a permanent thing. Something like slower door progression & they regress if left? Could really screw over survivors not expecting it.
The rest is rubbish though. If they teabag at the exit, just chase them out and get your free hit, you've already lost anyways.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1787689#Comment_1787689
Can't run a custom lobby with just 1 person boyo. smh
Idk what its like on other platforms but on xbox, you can just use the lfg feature and anytime there's new content, it's filled with posts of ppl just wanting to practice and test stuff out.
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When I started playing him, I realized quickly that I'm conditioned to aim for the head from years of fps games.
Soon as i started actively aiming for body shots, my accuracy went way up.
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Lithe. By far. Lithe/Dance With Me saves my ass in every game I'm running it.
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@Chilli_man2400 said:
https://us.v-cdn.net/6030815/uploads/S9VT71B394IO/f4721076-891c-4d6b-9128-8729b24debc4.jpeg
After playing the Twins for 3 games I can already confirm they absolutely suck they make Clown look like Spirit. That’s how bad they are.
there buggy not strong there fun to use but not strong enough to make me want to play again. I’m not going to get into the whole rushed chapter thing cause honestly it’s already well known but already these killers need a change very bad
I think people are underrating the twins. By a lot.
Ive gone up against them a few times now and most of the time, people use Victor really sparingly and that ends up being an easy win vs them.
Then there was 2 games where the killer used him constantly (rank 1 & 3) and holy ######### did it feel oppressive.
Yeet him and go for cover to heal and hear him get released again 6 secs later. He's back on you in seconds.
Playing in a 4 stack SWF group where everyone is rank 2-7 and we had no idea how to handle them in those two games specifically.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1787689#Comment_1787689
How the hell does this have so many upvotes?
"Just do custom games to learn a killer." Is one of the worst arguments I've ever heard.
And "random strangers should go easy on me cuz it hurts my feelings" is a better one?
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I feel like the frequency of this happening makes it a non issue. Better luck next time?
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If you just wanna try the new killer, start a custom game dude.
People still wanna rank up. It's not their fault you dunno what you're doing.
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While its not op by any means, I've been running Nurse's/Deathbound together on pyramidhead and really enjoy it. Basically if you heal anywhere on the map, I know about it.
Got it comboed with BBQ & Ruin and just feel like I basically always know where everyone is on the map.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/210035/new-boring-killer-possibly
I am unable to play (stupid hotspot pooped out at 76%) however I can infer a killers strength, and Twins needs buffs right now.
Victor is controlled by the survivors pretty much, not the killer, a survivor could make Charlotte not have a power for 45 seconds and so many things counters them as well
-running around a tall rock
-crushing victor when he misses
-crushing victor while he is idle
-stunning victor with a pallet or head-on (yes this does crush him, meaning AMN counters Victor)
-high walls
-kidnapping victor still exists, just not as long
-if victor is not on Charlotte, she has basically no power in the chase
Almost all of these cons shouldn’t exist but they do because her power is controlled by the survivors
Tbh i think youre gonna be a bit surprised when you do get to play.
I watched a bunch of video too and when I actually faced the twins, I was surprised.
Victor is fast. Like really fast. I tried to loop rocks and he'd stop half loop and then dive on my face. Whoever I faced had clearly had some time on them.
And then you shake him off and crush him but 6 secs later, you hear him get released again and he was back on me again in seconds.
Idk if they're that powerful, I feel like they'll actually be much weaker on more closed in maps than Ormond where I faced them but I need more time to forge a real opinion.
But first impression? If the person playing them is good with Victor, they're a handful to deal with. More than I expected from watching video.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1785968#Comment_1785968
Victor's charge attack isn't an M1 hit so it shouldn't.
I figured as much. Thanks!
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@Drekathar said:
Yes, it's dumb. It doesn't encourage efficiency or making the right decision in the moment. Say you enter a match where the killer does not catch you and you manage to also do a gen or two but you don't need to save any survivor. Well, if you're red rank you've lost a pip there. You just need to tick boxes if you want to rank up. I was in a game like that where nobody got caught and we did the gens super fast. Everyone escaped and depiped. Don't bother winning. Do 2 gens, 2 saves, 2 chases and you're good. Escaping is irrelevant unless you're barely piping. I'm a killer main but since I've started playing survivor at red ranks I've realised why most survivors are toxic and force the killers into chases just because or why they go to exit gates, heal up and then come to bully the killer. It's all about points. You need to be somewhere in the middle to have a proper experience. If you're unlucky or have played poorly you depip even if you've escaped; If you're way better than the killer is then you need to f around for a while so you don't depip. The worst of all is when your teammates get chased all game and they don't bother with gens and they also do trade saves and stupid stuff while you do all gens then you all escape. Guess who's the one losing the pip and having the least points in your team? After you do 2 gens or something your objective points cap and you are essentially doing work for nothing. Imagine that, you lose rank points for doing your main objective too much.
This is what drives me nuts. If one survivor loops the killer for 2 mins, all the gens are done but you cant leave or you lose rank.
Its dumb.
It happens to killers too though. I've stopped using red moris because I have to intentionally not down them too quickly before I kill them or I lose rank.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1785765#Comment_1785765
I don't see how she's good at getting people injured. She's a 115% M1 killer without Victor and Victor attaches to any healthy person he attacks. Meaning she can quickly injure one person due to how quickly Victor can traverse the map, but following up for that down after Victor attaches to that person is not always possible.
Now if the survivor is already injured then yes Victor can have a field day quickly downing the survivors as you don't lose control downing a survivor with Victor. But getting to the point where the team is injured is still going to take time as Charlotte.
Does noed apply to victor as well?
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It happens.
The thing I think is dumb is deranking after a win.
Like sorry I killed everyone too fast?
Or sorry I never got any hook saves cuz we finished all the gens before they caught anyone?
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Would need a pretty lengthy cooldown to switch between them. Otherwise you just park one at each gen and dominate the map.
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@PanicSquid said:
I kinda want a killer that can either possess a generator and ambush survivors that work on it, or one that can mimic a generator.
It would be meme-y but also sounds hilarious.
I had a thought that a killer who could spawn a fake gen in the map that just disappears a few secs after u start working on it but gives killer a notification could be fun.