Cetren
Cetren
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- Cetren
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Comments
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No. Just get the character to level 10 and throw them on. Minimum effort and investment.
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@altruistic said:
It (pallet spawns) are based on an algorithm. If you watched or read anything from the Devs you should know that..
The map actually didn’t have enough pallets, so that particular tile received two.
I have seen it on Rotten Fields a couple times.
Yeah, I should and do know that. I was just pointing out that I hadn't seen double pallets in a long time, and now I just did. You didn't have to come in acting demeaning about it. Thanks.
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I'd take thana over dying light any day, unless there's a specific reason I'd want dying. Dying Light only effects 3 survivors, doesn't gain stacks from attacking the obsession, and hands out a healing buff that counteracts the slower heal speed in the first place. Plus you don't have to commit to a chase and a down and a hook to get a stack, a simple swing and leave is enough to get the slowdown.
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Agreed on nurse. I played her to get the 500 blinks achievement and WOW. Sometimes she bugs out so that she doesn't get her move speed for her last blink, and then moves are regular speed DURING HER FATIGUE. Or when he power decides to go AWOL and just spams itself, meaning you have no way of telling how charged a blink is. If she's that buggy when she gets her nerf, I probably won't be playing her again.
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Even if you do surprise them, small loops or even around around a rocket lasts far too long against a tier 1 Myers. The only saving grace is that he doesn't have a red stain, but his slow move speed negates the advantage you would get by taking a surprise turn in the first place. It's pointless.
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He wasted 60 seconds. Assuming one person came to the rescue, that should be two free gens. That's shifting the game in your favor, not in his. Plus, as long as there is an obsession in the game, he doesn't know for sure whose running it. If he does that for everyone he downs of the hook, that's up to 4 minutes of free time for everyone else! Never seen someone complain about free escapes before.
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Red rank killer is all about efficiency. One bad mistake can literally change the outcome of a match, because deadb by daylight is a heavily snowballed game. Thus the only way to really do well at red ranks is to play perfectly. It's a war of attrition, make less mistakes than they do and you'll win. And yes, sometimes not camping or not tunneling is a mistake. Use it tactically and tactfully.
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Screenshot it and add it to a salt collection. Only useful thing to do with worthless comments.
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Because killer is the reactionary role. You go to where they are. All four people on one side of the map? If the killer never goes over there, the game will literally never end. Where does the killer patrol? Where they hear the survivor's repairs. When the killer chases you, you choose where to go, they HAVE to follow. (if they want to catch you that is, which they must eventually do in order to win.)
As the reactionary role, they need the information, and as a survivor, you really don't!
Edit: As for names, you can choose what it is and change it pretty much anytime, so it doesn't seem like an issue for me.
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There was an idea on another thread of adding a tree house that you could jump out of on the center tree.
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If you're running BBQ you really don't need ruin. I would go with ruin, but it's a really oversaturated perk. Other than that I think enduring is a safe bet.
Personally I'd swap out nurse's too, but to each their own.
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I think it's good one of the most fun maps to play on. As survivor, there's enough pallets that you never have to worry about running into a dead zone, and as killer just about every pallet can be mind gamed so it depends on the skill of both the survivor and the killer. That being said, if you try to mindgame one of the pallets in the hallway, by the gates, you really aren't a good survivor and it's not the maps fault you got caught.
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A big factor for me is how they play. If I can tell that they're communicating with each other, and just being generally toxic, I'll go out of my way to make the match as frustrating as possible, even at the cost of me winning. If they're just screwing around, using meme perks, or doing poorly, maybe it's time to ease up and just enjoy the match.
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@Mr_K said:
Gens before friends
This is my catchphrase pretty much. Or I'll just chant Gen rush gang over and over until it's finished. Generators are more important guys!
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@SleepyWillo said:
I mean... If you ate 3 out of 3 DS's doesnt that imply a certain level of tunneling...?
I mean one can happen in an average game, 2 potentially... but to get hit by all 3?
They jumped in a locker and stayed there. So I zoomed over and pulled them out. I guess you could technically consider it tunneling, but if I can't see or hear anyone else after the stun then sorry. Should've run away from the hook instead of waiting for me to come back. ¯\_(ツ)_/¯
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I believe that they designed him with his portals being the main part of his ability, with his shred being secondary.
... But the shred is honestly the most useful part of his kit. So it's a shame that he only has 3 Add-ons that affect his shred. And not even in a significant way. To me is most comparable to ghost face. His power is designed around marking people. But it's so niche that you only ever really use it when you hit a situation that it serves well. You primarily use the shroud to get rid of your terror radius and red stain for mindgames. This means his best Addon are the three he has that increase his power recovery speed, and none that affect his stalk.
Demo is the same way. You can use the portals, but for the most part you work for them harder than they even help you. So his best Add-ons will always be the few that affect his shred and he won't have any that change his power in helpful ways. It's sad really.
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An interesting idea Ive come across is that prayer beads would remove the ability of the spirit to grab survivors in her post-phase state. So no more Gen grabber spirit, but still a good add-on that you can jumpscare people with.
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Whispers is a really nice perk to have along because they're going to get immersed once they realize being seen = death. If you don't want to spend 30 minutes on each attempt I'd highly recommend it.
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@Aven_Fallen said:
Where is what you said? Or is this not as interesting? Can I upload salty Killer Screenshots as well?
Does Spirit really need NOED? Can I ask more questions? Can I take Lyoner instead of a question?
I was silent at first. He sent a salty message. I said "gg" he spammed that message. I said "Sorry but I'm still not salty" and left the lobby. Those quotes are verbatim by the way.
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@Vampirox said:
LOL "Harydyharhar Clownboi" you didnt cover up your name at the top right corner XD
Oops. Ah well. I was having a bunch of clown meme games right before this so. XD
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/753133#Comment_753133
I mean Clown's chase potential is quite good in my opinion. What makes him unviable in my opinion is his awful amp pressure. But Clown is quite good at downing survivors fast, of course depending on the loops a survivor gets to, so Dying Light could actually work quite well on him.
Compared to what though? Hillbilly, wraith, huntress, nurse, demogorgon, Freddy, Hag, etc. All have stronger chase potential. Even killers whose powers aren't made for chases are still a bit more useful, like Ghostface. His chase potential is on par with pig, a Trapper with a trap in his hand and none set up, and a tier 1/2 Michael and a Leather face with no charge Add-ons. Assuming, of course, the flask of bleach add-on isn't being used, in which case I would absolutely agree that his chase potential is quite good.
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BBQ is one of those perks you should swap out if you're looking for maximum efficiency. I'm assuming you're using it for BP like most other people, but if you want kills, you're going to want to swap it for something better. The clown is one of those killers who can't act on the information that BBQ gives you, so it's not great on him.
Also I'd personally recommend Brutal Strength over bamboozled, but both perks serve the same purpose.
Dying light is an interesting perk, but clown is once again not a great killer to take it on because he isn't able to quickly down survivors, which is what makes it an effective perk, stringing multiple quick downs for a game lasting slow down. If you want a slowdown perk in general, sloppy butcher is great. Clown only has M1, so every hit you use will activate it, and it's great for cutting chases in half if you can interrupt survivors before the heal is completed. However, sloppy butcher is slowly being anticipated and prepared for by survivors bringing healing perks to counteract it, and doesn't slow down gens. For clown I would personally recommend sloppy or thanatophobia.
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It makes the hook more dangerous. No more doing funny dances around the hook and then having them get a free unhook because you went through a lengthy hit cool down. I'll trade it in to be honest.
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Anything that brings interaction consistency is a healthy change in my book.
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@pemberley said:
I’m all for Plague buffs but I personally would rather see Black Incense baked into her kit. With Old Freddy gone, there’s room for a killer with strong tracking and Plague would be a perfect fit.
I would also like to see status effects, particularly exhaustion, and her terror radius being interactive in some way like Doc. I would like Plague to be the bane of a Neaon’s existence.
I personally dislike how playing Plague and against her means healing is off the table, it takes such a huge amount of pressure away from her and denies healing builds entirely. I would gladly settle for Corrupt Purge nerfs in favor of a Plague who becomes a vile force to be reckoned with.
Healing builds being denied is one of the more frustrating part of playing against a Plague. Nothing like having up to four perk slots go down the drain just because of the killer you're going up against. If we're reworking her to have more access to corrupt Purge, I think it's be interesting if having maximum sickness would just injure survivors one health state instead of breaking them. Then make it so healing or taking damage from the sickness resets it's progress back to as if you just got infected. Interacting with infected objects like windows and pallets would give it a bit of a boost of infection progress.
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Comraderie should work both while a survivor approaches you struggling on the hook, and if you approach a survivor who is struggling on the hook. If you're near somebody in struggle phase, someone is getting more time.
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If you buy Deathgarden, the mask should automatically be unlocked the next time you launch the game. At least that's how it worked for me.
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@Boss said:
I always thought it'd be kinda neat if the lights on the Exit Gate Switches are more than just markers of how far it has opened.
What if letting go of the Switch instantly regresses progress to the last light?
- 0 lights on = If let go of Switch, instant regress to 0%
- 1 lights on = If let go of Switch, instant regress to 25%
- 2 lights on = If let go of Switch, instant regress to 50%
- 3 lights on = If let go of Switch, instant regress to 75%
- And obviously, there's no "letting go" at 100%
Only downside I see is after closing the hatch, you usually can only make it out by powering up the door until right before the first light. Could be an interesting buff to wake up to have it save progress between the lights though. And requiring a perk to 99 the gate could shake up a couple people enough to swap out a meta perk for wake up.
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Don't unhook when the killer is standing next to the hook?
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I don't understand the argument that making survivors unique would create a survivor meta. No matter how dead death garden is, it's a great example of how you can make survivors unique and not have a broken meta where everyone plays the same character.
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I made demo my psuedo main and I think the most frustrating part about him is how map dependant he is. I don't think I've been in or seen a single game where a demogorgon does well on fractured cowshed for example. There's just too many loops that you can't utilize shred around, and not very many good corners to tuck portals into. On the other hand, the Demogorgon does very well on large maps, such as the pale rose, or the Hawkins lab. Lots of places to put portals, pallets that you can use shred on to force early drops etc.
I think the shred attack is too easy to dodge, but the reason that's frustrating is because it turns situation where it should be a powerful attack into a waste of time. For example, trying to hit someone running along the side of the shack, or next to one of the long fences on Badham. A simple turn to the right is enough to completely woosh the attack. I've learned to counter this by aiming slightly to the side, so if they try to dodge it they still get hit, but once again, he's map dependent because this isn't always possible!
I remember a specific instance where on Badham the shack spawned with a generator inside, and a firebarrel on the opposite side of the window. This made it nearly IMPOSSIBLE to land a lunge attack. The generator blocked a lunge going to the window and the pallet, and the firebarrel made it so even if they turned right at the pallet to go around the side where demo would theoretically be the strongest, ends up being completely safe because they can pop back around the barrel making them completely immune to a lunch attack from behind.
TL;DR I main demogorgon, but he's very map dependent for both aspects of his ability to be useful, and I'm tired of loading into a game already knowing that the outcome will be defeat because of map generation.
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I kinda gotta agree with this though. It seemed all good until it started going off on discrimination and reevaluation. You're playing an online video game, just settle for saying GG and moving on. Definitely not boy scouts.
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You learn how to play nurse and spirit, and bring a mori.
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@Kilmeran said:
@Cetren I'm probably going to end up buying the entire DLC just for completion reasons. I own every other Killer and Survivor already.
I only play about 20% survivor, and have to be careful about my survivor rank now since sometimes the 9-year-old likes us to SWF once in a while (he mostly plays around on Killer), and as you can imagine he hovers between Ranks 18-20, but I played against Demo a few times and enjoyed it.
As Killer, since my video game play time is limited and we reset ranks every month, I'll however between Ranks 15-17 or so, so I'm not in the higher ranks where killer choice matters nearly as much. I'm likely getting Demo.
I like the Stealth killers, don't get me wrong, but after some matches as Myers, Pig, or learning GF, I like a different style. That's why I also do Legion and Clown. I have Hag at level 40, and might pick her up a little more, haven't decided yet. So, Demogorgon sounds fun.
Hey . . . which should I unlock first, then? Trilling Tremors or Surge? I plan to do both, just curious which to go for first.
Personally, I'd rather run surge, but I do think thrilling tremors is the better perk. So if you like surge, go for it, if you're looking for the best perks, get thrilling tremors.
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I'd always encourage people to pick up demo, he's definitely not an amazing killer, but he's super fun to play as and against. But he doesn't really fit into a stealth killer style, since it's up to you. If you don't want to buy the whole DLC, you can always buy the demo by himself for 500 auric cells. Plus since the DLC specific cosmetics are only for Nancy and Steve, you won't be missing out on any cosmetics or anything.
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The demogorgans hit window for the shred ability isn't very wide. There's a lot of room to dodge in either side, I can imagine why playing with a controller would make that more difficult.
As for the second issue, the shred attack has to be preformed after fully charging Of The Abyss. Hitting a hit as soon as its available won't count towards the daily. I believe that it even states so in the ritual.
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Trapper. Trap placement is key, and it's usually not difficult to know where survivors will run to and which areas they'll check for traps. On top of that, being able to instantly shut down a chase and denying entire loops with one trap is really strong. He's not the best killer by any means, but you can do very well with him without too much elbow grease.
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@BBQnDemogorgon said:
I also used to get complaints and threats all the time until i switched to Demogorgon.
I guess because he's new and everyone wants to face him but get spirits instead?
But yeah the DbD community has a problem with people blaming/worrying about what others are doing.
It seems to be getting better over time but very very slowly.
I've started maining demogorgon, and I think it's just because he's by far one of the most fun killers to play against. His shred makes chases intense but not too short, and his portals incentive map pressure and switching targets.
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The problem with GG was that it should be used first by the losing play to concede that fact that their opponents played well to beat them. It's a courtesy thing. But everyone only says GG when they crush the other team and it's slowly becoming more of a thing toxic people use to indicate they enjoyed the easy win. So basically if you wanna be polite
gg when you lose.
gg when you win only after the losing team says gg first.
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@go1gotha said:
OP in skilled hands. Together with addons, OP in the hands of any noob.
Time to play guess who has never gone against a baby nurse.
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Recycle. It's be niche and frustrating if it just got buffed. LF camping and the like. A general rework to make it effect all hooks and their timers would help pressure people to get off gens and go for unhooks instead.
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Dwight. If it ain't Dwight, it ain't right.
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Pro clown tip: Don't play clown.
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Give her a vault animation ffs. It's not mind gaming, it's just an unfair advantage that other killers need more than she needs.
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Survivor: just a jack of all trades. Really depends on the game. I like going for unhooks, but I'll try to finish a Gen first. I like mindgames, win or lose, it makes the chases more fun than just running around a pallet.
Killer: Was going to main demogorgon but after a short amount of time at rank 1 I decided to use the blood points to level up nurse and spirit instead. As soon as I have stridor three I'll start playing spirit with nurse games in between until I can play both effectively.
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That's not even particularly true though, even running in a straight line can waste a lot of time. In most cases, a decent head start and 1 hit can let you literally run across the entire map before the killer can catch up. This is especially effective when the gates are powered, when distance is more important than time, and when going against killers with a slower than average movement speed. And, just like looping, it's just brainless holding W until you catch up the the survivor.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/719101#Comment_719101
Other killers can't look up to avoid the blind while breaking pallets, spirit and hag share the same problem, their heads look down during the animation so you can never blind them. I don't think this is intentional.
It's intentional. It used to be that the shorter killers. (only hag at the time) looked straight while breaking pallets. But it means that unlike other killers, they never lose LOS on a survivor when they break pallets, give them a big chase advantage. So they changed them to look down just like the tall killers.
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I like waiting the minute to slap them back on the hook. You get so many DC's once they realize they're not getting a free escape. It's hilarious.
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Dwight with blue aviators, blue tuxedo, and the black tights.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/718692#Comment_718692
The portals aren't supposed to end chases tough.
The shred is
I know. My point was setting up your portals doesn't help you with chases like with the Trapper. The shred is very nice, but the more I use it the more I realize it's usually a better option to just go for a regular hit. There's few situations where you're guaranteed to hit, and the lunge is for the most part even easier to dodge than the Billy's chainsaw. Any survivor worth their salt will be able to paint it out really easily. Not only that, but unless you get lucky or a survivor messes up, it doesn't help you in jungle gyms, which is where it should be the most useful. It doesn't help that the cool down for missing breaks LOS and is long enough to be extremely punishing for a missed attack. I'm not saying the demogorgon is bad by any stretch of the imagination, but I think he still needs some buffs.