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BreadTheThief

BreadTheThief

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BreadTheThief
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  • I've only ever played on the PC with a controller. I hit red ranks normally as a Survivor, highest ever has been Rank 1. I can attribute maybe 5% of my losses to inefficiencies inherent to a controller in a KBM environment, and even that might be high. The overwhelming majority of the time, I lose because I did something dumb.

    Give crossplay a chance. It's not that bad. Framerate issues are another kettle of fish, however, and I do empathize there.

  • @Dr_Loomis said:

    Bill and his cigarette.

    HOW does this man continue smoking even when he's hanging on a hook? Does it help numb the pain?

    I think smoking is a bad habit, but you can't deny Bill's threshold for pain and enjoyment of tobacco. He doesn't have a smoker's cough either. Sure he may splutter a bit when injured, but we'll accept that.

    Also, what do you call Bill using Iron Will?

    "In my restless dreams...I see that frown...Silent Bill."

    ๐Ÿ˜€

    Cheers.

    A bit? Dude sounds like he needs an iron lung when he's hit!

  • Play what you want. It's a test build. I'd personally suggest you should play to test things, but that's not on you to do. Even against standard killers with live-version perks and nothing new, I'm playing Cheryl with her perks, so information and data are gained on both sides. In your case, I would learn how effective my perks are vs. Ghostface; you would learn what my perks could do playing against me.

    The only match I've had where that wasn't really the case was a Myers running around with an Ebony Mori trolling people by tunneling off the hook into the mori. Match lasted 4 minutes and not really anything was gained on either side (killer openly acknowledged they were trolling).

    But it was 4 minutes. Survivor queues are instant. Shrug and move on.

    Also, test build shouldn't last much longer. Personally would like another week, but we'll see.

  • Favorite: BUNNY FENG.


    Least Favorite: I don't really know, since there are a large number of cosmetics that I don't care for and thus don't really rank. Almost all of Yui's are awful, IMO. Also, that new Legion mask should be 10 kinds of creepy but comes off as cartoonish and dumb looking.

  • Oh, totally. If you have the time and the ability, play each of the first three! SH1 still oddly holds up despite being a PS1 game. They'll provide you with a canon explanation of why the town is as messed up as it is. Plus Harry and Heather are great protagonists.

  • If you haven't played Silent Hill 2, I highly recommend it. You need no knowledge about the rest of the series or the larger story and the story and atmosphere are almost without equal in any game before or since. The graphics are definitely dated and the gameplay is stodgy (intentionally, however), but the experience is 100% worth it. It's simply one of the deepest stories written for a video game, ever.

    Plus it's spooky as hell. I didn't beat the game until 8 years after it had released. Couldn't get through that apartment complex without whimpering and turning the game off.

  • I mean, sure, that would be cool, but I think they wanted it to be roughly the same time frame as hotboxing someone in a cage. An overhead chop directly lifted from Silent Hill 2 gets the job done.

    I think his actual mori is a bit more underwhelming. He pins you and then stabby boi stabs. It's on message, but it feels like it could have been more.

  • My thoughts on them:

    Executioner

    Deathbound is nifty for both finding Survivors and hiding yourself via Obscured. It's probably better for Executioner than others, just because it's not a great idea to clump up near him so you can force Survivors apart and make one suffer for it. I think it's pretty ok.

    Forced Penance is just bad. Triggering it requires a very specific circumstance and the Broken effect does not last long enough to really capitalize on. Recommend a rework. I have yet to see this do anything meaningful.

    Trail of Torment is pretty all right, but doesn't last long enough and has a ridiculous cooldown. I'd recommend altering both for the better. The design of the ability is nifty as heck, though. Alternatively, consider removing the yellow generator notification for more jumpscare potential (but keeping the timers as-is).

    Cheryl Mason

    Soul Guard is highly situational. Reads better on paper than it plays in practice. Over 6+ hours last night I had it work beneficially exactly once. Granted, PTB isn't running a ton of Hex perks right now, but I still have trouble envisioning a scenario where I'd want to be Hexed rather than cleansing the glowing totem. I think this is straight mediocre.

    Blood Pact is basically Empathy plus Haste without a range requirement but with a restriction to the Obsession. Weirdly, this one is a pretty nifty perk for someone else to have while you're the Obsession, because then you get to see them and they can see you! I think it's a fine information perk, though others like Bond are likely better.

    Repressed Alliance is where I agree though. This perk is awesome. Even if the killer isn't running a regression perk, the generator is lit up like daylight for all your teammates who may not know where you are. You're telling them where a generator is, but importantly and if used right, you can tell them where a final generator is that is almost complete. I used this a ton last night and reliably had late game generators I was chased off completed the moment that the Entity released the gen. I'm considering running it all the time moving forward.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1307806#Comment_1307806

    Pallet/flashlight saves are only countered if the downed survivor has the tormented status effect.

    He doesn't counter Unbreakable because you were alway able to just pick the survivor up

    DS isn't exactly countered because if PH is using the cage then the survivor will be sent to the other side of the map,giving the other survivors more than enough time to rescue and hide if he even chooses to go back to the cage.

    His anti-loop abilities aren't pretty ok and give you more than enough chances to dodge it (There is even a visual clue when the attack is about to hit).

    He's fine as he is.No nerfs required.

    I'm going to agree with this as an almost exclusively Survivor player.

    The Executioner is probably the most fun killer to play against in the game right now. Even though Silent Hill is a nasty-looking place, he feels like a breath of fresh air. But playing against him is different and requires a different approach.

    Yes, he "counters" the off-the-hook Survivor perks like BT and DS. I use quote marks because 1.) he doesn't always, as he needs you to be Tormented and 2.) even given that he still hooks plenty, depending on the game state. He doesn't do anything vs. Unbreakable that another Killer couldn't do just by picking you up.

    And let's talk about that countering. By doing so, he slaps you in a cage on the other side of the map. This actively discourages the two behaviors that BT and DS are taken to counter, namely camping and tunneling. At best, he is looking at a 15-20 second jog to get to the cage, assuming nothing distracts him or no other issues take precedence. It's not uncommon for the cage to spawn near-ish to a Survivor working on a generator, who then takes ~5-7 seconds to run over and release their teammate. They both can then beat feet and leave or stay and heal, seeing what the Executioner does. I ran Botany all last night (didn't use We'll Make It because PTB is 99% Executioner) and was reliably able to release the caged Survivor and fully heal them and leave before the Executioner arrived. With practice, you can even get scary accurate with where cages will spawn, so that when a Tormented Survivor goes down, you're already on your way there to release them.

    He can deny pallet/flashlight saves, but again and as above you need to be Tormented. A good Executioner will Torment you via the chase, but other than this there isn't a reliable way to apply the effect. Crouching takes you right through it, and those blood trenches do not last forever (or even that long). Even given all that, I rarely see pallet/flashlight saves anyway, both of which are stopped by any other killer who uses environmental/situational awareness. Not something I'd pitch a tent over.

    The Executioner is not more difficult to loop, just different. He has an ability that can end chases at loops. However, it comes with a frankly huge telegraphed graphic and always extends out in a straight column from the center of where he's looking. It's weird, but the best way to dodge this ability is to look at him and see where he's looking. When he misses, he has a reset time long enough to allow you to get to the safe spot and start looping again. He has no ability to break pallets quickly. People compare him to the Huntress at loops, but I find that disingenuous, because her hatchets are not as cleanly telegraphed and are harder to dodge. I'm admittedly a mid tier looper on a good day and I could loop him constantly, across players of multiple skill and rank levels. It was fun as hell.

    Finally, his mori... isn't. It has the exact same trigger requirements as caging someone, and is only done when they are downed after having gone through two hook states. It's basically just caging them a third time, except you get a cute mori flourish as opposed to just putting them in a cage. There's been a ton of misunderstanding about how that ability works.

    I'm not saying he's perfect and doesn't need any changes. I'd like to see Torment disappear if you are hooked or caged (right now it's just if you are caged), just to stop degenerative situations where DS or BT would have been useful perks but are too easily denied by the Executioner. I'd also like to see Exhaustion reset if you are caged. But I really don't want to see him eat any real nerfs. Right now, I think he's a high skill cap killer that is fun to play against and offers a different game experience than other killers. I'd really hate to see that get watered down into just another M1 killer with an easily ignored or countered M2.

  • They ain't great. Situational to outright bad.

    Forced Penance is outright bad. It requires a situational trigger and the effect disappears before you can reliably take advantage of it. It just doesn't really do anything. I saw it trigger a few times over hours of testing last night, with nothing gained by the killer and the Survivor at worst just waiting it out and then healing, and at best continuing to loop the killer then breaking off and healing once they could. Waste of a perk slot, in my opinion. This one needs a rework.

    Trail of Torment is situational and likely just needs a numbers buff in order to be viable. It doesn't last long enough and the cooldown is brutal. But I was surprised by it a few times and it definitely made crossing the map to another gen hair-raising while it was up. Alternatively, maybe remove the yellow glow on the generator. Jump scares are fun and it's also fun to have to maintain situational awareness against traditionally non-stealth killers.

    Deathbound is pretty okay for the Executioner, but not so great for other killers. There's a lot of chatter about the alert function being weak-ish, but none about the Oblivious status effect that hits if the Survivors separate. The Executioner does very well if Survivors bunch up on each other, so it's easy for him to split groups and have this trigger. Oblivious isn't a game debilitating effect, sure, but removing information the Survivors have is useful. I know that I've been chased off a gen too late and took a hit because I didn't see him coming while under this perk's effect. And it lasts a while, too.