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Cetren

Cetren

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Cetren
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  • It seems most likely that you sacrificed a survivor on the hook that would be in that area, which happens quite frequently on the game. Just gotta pay attention to where you death hook people, since that hook becomes unusable.

  • Or, here me out, you could play the game and if you die you die. Crazy concept I know. When I play survivor, I've had to sign up to the fact that I don't always win. The nice thing is, when I die, I dont even have to DC, the game automatically takes me to the end game screen. Isn't that great? :)

  • I will never understand why Surge has to be a basic M1 down but infectious fright doesn't.

  • Sounds like your team got...

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    .

    .

    .

    .

    SHREKED

  • You just have to be on the gen when it gets finished. You don't have to repair them start to finish. Have a friend or two 95 a gen and you'll have three done in the normal game time.

  • @MADPEPPERONI said:

    https://forum.deadbydaylight.com/en/discussion/comment/922088#Comment_922088

    elaborate. is it fun for both sides? To queue up wait and have a 3 minute game and the killer doesn't pip neither do any of the survivors its just not well designed. 2 hooks and it working at endgame i believe would be a great change

    If you're dying in three minutes you suck, mori or no mori. Hell, the gens are powered in around 5 most games.

  • You should never stick to one strategy primarily. Your plan of action is going to change every game depending on the situation. Camping and tunneling admittedly isn't fun, and it shouldn't be used all the time, but when a simple first down costs you more than half of your dependable objectives, its time to make up the pressure by getting someone out of the game. Or vice versa, when you can afford to leave and you would gain more by doing so, you should.


    If a pallet is mindgameable, go for it. If the survivor is starting to get the upper hand. Break it. It depends on the map generation and how they dance with the pallets.


    The idea that you would primarily play one way is inefficient because every map and survivor groups are different.

  • Brutal strength. Helps get hits early in the game to charge his power, and it saves a lot of time breaking pallets with brutal strength when you're enraged as opposed to breaking them with demon strike.


    Whispers. Once again, for getting first hits and general tracking. It also combos well of blood orbs to let you know if you're actually tracking someone or if the orbs are leftover from earlier in the game.


    BBQ, obviously for hooking, popping your fury, and getting quick chase pressure.

  • Tier 70, several weeks ago. I did buy like 7 tiers though.

  • This is specifically why I didnt use the Q/E binds to bypass the flick max, is that I'd get used to his intended lunge instead. Wasn't worth getting excited about all those sharp turns when they wouldn't stay.

  • Why does it matter? To fuel the survivors vs killer mentality?

  • @SpacingLlamas said:

    They'll never do that

    They don't want people hacking the game and get like 100million points for example. That's what their reasoning was a few years ago and why it would likely never happen

    Thats not possible anymore since the devs track that stuff on their backend now.


    Even if it were possible, nothing is stopping people from just hacking in two million BP to spend at a time.

  • @SpacingLlamas said:

    Or they should just increase the bloodpoints cap to 2 million

    Or better yet, remove the bloodpoint cap.

  • Same thing as Myers. If he can capitalize on your teammates mistakes, he can activate his power. You can still do well enough to pip despite this.

  • Honestly, I've been surprised at how annoying it is to go against. I wouldn't have thought it as very effective either, and as killer you'll never know in a chase whether or not they were exhausted before the chase began. But man, playing as survivor, even if you don't get chased before your exhaustion goes away, forces you to walk everywhere for 45 seconds if you want it to be back up before the killer comes. Particularly if you're using balanced landing or head on, it takes the perk that turns dangerous players like long drops that will stagger you and lockers into safe perks, and disables it. So if you get found... yeah.


    Its one of those things where you will never think it makes that big of a difference as killer, but if your purpose is to annoy survivors, then its a very good perk.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/904386#Comment_904386

    The issue with the perk is that it's too specific. When it comes into play it's amazing, but there are a lot of games where it DOESN'T come into play making it hard to justify running.

    Unless you are facing one of a few Killers or the Killer is running one of a few perks the only real benefit is the crows interaction, which while nice isn't needed since you can crouch by the crows anyways.

    The amount of time saved by not crouching there isn't by itself enough to justify a perk slot. So the perk is a gamble, which can be hard to justify running even though it's extremely effective when it matters.

    I understand that, and its a fair point, but every other perk in the game is the same way. Every time you run self care, or inner strength, there is a chance the killer will tunnel you off the hook every time you get unhooked so your perk never comes into play, leaving you wishing you brought more chase perks.

    If you run DS and hit a killer that slugs for a fair portion after a survivor gets unhooked, than its worthless. Unless he grabs you and you hit that skill check, its a dead weight in your slot.

    Same with Unbreakable for killers that don't slug. Same with Adrenaline if you don't live to see the gates powered.


    EVERY PERK IN THE GAME has a situation where it won't come into play where another perk would've been more effective. Calm spirit just isn't meta so people don't run it. Its not about it being situational, because every meta perk is dependent on the situation you're put into by the killer.


    I just find it funny people will run Adrenaline, DS, Unbreakable, Iron Will, and then complain when they go up against killers with infectious fright. They can have fun complaining about slug Oni, I'll have fun not having to worry about it.

  • @LuckySors said:

    https://forum.deadbydaylight.com/en/discussion/comment/904171#Comment_904171

    Iron will would only have no screams and no groans of pain. That is if they decide to use my idea ( i doubt it ). Also calm spirit is currently very underwhelming and definitely not worth a perk slot as not only do most killers not use crows to find survivors but the screaming aspect is so situational it would make very little impact on Iron will, moreso calm spirit.

    Calm spirit is amazing. Even one or two survivors running it completely shuts down an infectious fright snowball, allows you to hide in lockers against an iron maiden huntress, brings the free anti-stealth opportunities of doctor down to zero, and prevents good killers from using crows to pinpoint locations in the area. I can't tell you how many times I would've passed a survivor by if they just hadnt disturbed one crow a few seconds ago flying back to its perch. The only people who could possibly see this as underwhelming are people that don't run the perk and people that don't utilize crows in tracking as killer.


    I'm not saying its an outstanding perk, but it more than justifys a slot, which is more than can be said for some perks in the game.

  • @Aven_Fallen said:

    If you consider "useful" as "Gets its effect". Sure. But then many other Perks are "useful", and still not worth taking.

    BL is now one of them - sure you can get away in high Structures. Sure you might be able to lose a Killer when you drop and dont run. But is it worth taking? Nope. Even before, several Maps where you would not be able to use it effectively. This did not change at all.

    The Stagger Reduction was the reason why you can consider if you want to use DH or BL. Since this is gone now, there is only one choice for an Exhaustion Perk.

    It... Still has stagger reduction though. Its reduces the stagger from the first fall. It's just as good as before, you just can't use its passive effect multiple times in the same chase.

  • Deathgarden mask looks good because you can't see her face. Checkmate atheist.

  • Calm spirit is fine how it is. Also you want iron will to have zero pain noises zero screams and zero crows set off? Its already one of the best stealth perks in the game.

  • They just need to fix using Q/E to bypass the flick restrictions. It makes his attack to unfair, and hits that shouldn't be possible become easy when you can turn your character far easier than intended. All the balance is thrown out the window.

  • For some reason I read this as buffle leg. Don't ask me why, I'm not sure either. But in both cases I agree.

  • I think people overestimate how useful his orbs are for tracking except at the very beginning of the game when no one else is injured.

  • 100% agree with this. As time goes out, its going to become harder to justify adding new killers that don't introduce anything new into the game. With that in mind, what does the Oni introduce?


    Not one shot mechanics.

    Not a sprint attack ability.

    Not a limited time mode that makes you more powerful.

    There isn't a single new mechanic or even new gameplay style born of the killer. Lets look at the demogorgon. What did he introduce that was brand new?


    Not a long attack that is charged up.

    Not the ability to break pallets with this attack.

    Not being able to teleport to different locations.


    In fact, I think the only reason either of these two have been considered different or interesting is their unique audio and ambience, which they did a great job with, but that quickly becomes old and once again leaves a stale taste to the killer. Just like demo, give the oni some time for his flare to die down and it'll just be another killer in the new Billy-Myers-Oni trifecta of instant down killers.


    They need to release killers that REALLY change the game and introduce new mechanics. Here's a list of outdated mechanics they could use;


    -Fog

    -Crows

    -Skillchecks

    -Luck

    This is just a few. There's also been datamined stuff they could introduce as well, such as artifacts.

  • I agree, its not easy enough yet. The fact that perks like unnerving can counter it is pretty broken imo. That's why they needed enduring because everyone was running it to counter DS.

  • @LordRegal said:

    Nope, hard disagree. I’ve had Kindred as a guaranteed perk slot for 2 years and managed to get to rank 1 multiple times. This being without any exhaustion perk or DS because I don’t use teachables on survivors and the survivor I play has neither. Kindred was buffed to all hell and has gone from being strong for solo survivors to GODLIKE for solo survivors. If that’s not worth a perk slot for you, then I’m sorry but that’s your choice. It’s too strong to be basekit, 100%.

    ^^^


    Optimization is what makes a team strong. Doesn't matter if they have comms, comms just really help. If free optimization is what you want, run kindred. Otherwise....

  • Trading hits is a thing. It takes time for the pallet to fall. If you don't have enough of a lead then well... You go down.


    Also if you suspect the killer will hit you through the pallet just don't pull it down. You can leave it up for later and in a best case scenario the killers early swing wouldn't be enough to catch you since you're still moving at running momentum and not pallet throwing momentum. Either you get to use the pallet for later or you don't get hit. Win win.

  • Imagine thinking legion is good at all, much less thinking that after his nerf.

  • @Peanits said:

    While I get what you're saying, we did just give every 18 free cosmetics earlier this week. The point of giving people the event cosmetics was to compensate for the fact that people had lost them due to loss of progress. We found a better solution that would have allowed us to award them only to people who had earned them. I'm sorry if the free cosmetics we gave you weren't good enough, but this way is more fair to the people who put in the effort to get them.

    Does this mean there's even a tiny scrap of hope that this solution could get me my legacy back after I lost it due to a progress wipe?

  • Step 1: Work on a generator. This can be accomplished by approaching one and holding M1. Watch out for skillchecks!

    Step 2: Run kindred. There's especially no excuse now that's its been buffed to help YOU and not just your teammates.

    Step 3: Leave when the gates are powered.

    Step 4: ??????

    Step 5: Profit.


    In all seriousness though, the only reason campers and tunnelers get kills is because survivors feed them. If they're wasting their time on one person (camping OR tunneling) every other person should be on a gen, and the end result should be a measly 1k. Too many times I see camping killers that should've lost the match end up with three or four kills because survivors have this "no man left behind complex." Cut your losses and leave, and don't be mad at your teammates when they decide not to feed a bad killer points and kills.

  • I'd be a tiny bit understanding if the killer could somehow force the bug to proc.... But it seems to be totally random. Sometimes when you're hooked it happens and sometimes not.

  • Patch 3.3.5:

    "We've banned players who placed The Trapper's traps on the ground. We'd like to remind players that this behavior is completely unacceptable, thanks for the cooperation who reported people who play The Trapper."

  • Myers is by far the better choice in terms of power or efficiency. Demogorgon just isn't a good killer.


    But it does depend a lot on how you like playing the game. I personally really hate playing as myers so I would play demo in spite of the fact that he's a complete downgrade comparatively. So its up to you.

  • Yup at level 70 person here. There's no benefit.

  • Lets be real, the fact that emblems punish you for downing efficiently is a little ridiculous. Particularly with one shot abilities.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/875091#Comment_875091

    Yeah she doesn’t pip easily but neither does Billy. Does that make him impossible to rank up with? Billy has an instadown and doesn’t get as many hits but people still play him. If I wanted to I could always pip with Plague but I just don’t care enough. Rank doesn’t matter to me. I always end up at Rank 1 anyways.

    Most survivors don’t cleanse against me and I always end up snowballing because they are all one shots. They all get pressured to cleansed when I start killing off their teammates and that’s a lose-lose scenario on their part. I prefer if they DON’T cleanse because they are easier to find and I can down them in one hit. Damned if they don’t cleanse and damned if they do cleanse. Plague still has the potential to down survivors easily.

    If you can’t see Plague’s potential then don’t play her. It’s that simple. She is very solid killer. I do just fine with her and I’m FAR from the best killer.

    I'm honestly shaking my head after reading this nonsense. I think I need to go wash my brain with some good Billy games after this.

  • Liscence probably didn't agree to it.

  • It just depends on what you feel will be most successful. An optimal outcome involves you getting your second hook before another generator is completed or before you lose your first hooked survivor. Sometimes staying at the hook accomplishes that perfectly. If it doesn't though.... you lose.

  • I mean you can. But camping gives an open invitation to do gens, and once the gates are powered, good luck catching anyone unless the first chase happened to chew through literally all the resources on the map.

  • I think you might be taking it a little too personally buddy.

  • Hey guys, sorry it took my so long to check back in with the thread. I've read all the replies, of which I was surprised there were so many! And heard everyone. I'm not going to try to debate anyone here or change anyone's mind, a lot of the ideas I put into my original analysis were just a combination of my own thoughts from playing Demo, and a little bit of throwing stuff at the walls to see what stuck. I'm glad to see there's a lot of people that agree with me, and I hope Demo gets changed in the future. If anyone has any questions for me I'd love to answer them, or if they do wanna debate me you can add me on steam. See you guys in the fog!

  • I'm sick of people saying its getting gutted. Nothing is being changed for people who don't abuse loops with drops. In fact, for these people, and for stealth players, balanced will be significantly better due to it muffling the sound of falling, which is usually a dead giveaway of your location. Not only that, but you still get the stagger reduction, which means you don't lose any of the speed boost due to being staggered after a fall. Its still going to be my go to exhaustion perk.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/862018#Comment_862018

    Would you rather stock up in map offerings you'll never use?

    What? No. I was being serious. The reason I never find streamers is because every rare offering spot per bloodweb is stocked to the brim with map offerings. And the worst part is with every new realm thats introduced we get a new map offering, which makes BPS even more rare.

  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/862020#Comment_862020

    There is no death garden meg Mask available on Consoles by any means, unless I am a complete idiot.

    Yeah I know, just being sarcastic. Your only real hope is that Deathgarden somehow becomes popular enough for a console release, or they add the mask to the in game store on console to buy with cells or shards.

  • Just buy deathgarden lol 4head

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