CrowVortex
CrowVortex
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Let's be honest, that happened regardless of boons now being a thing.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2650285#Comment_2650285
they ran away from healing.
they did gens instead.
at 4 gens, with ruin + tinkerer + pop.
and without dropping nearly enough blood to power oni.
Maybe they have resilience or other perks that activate when injured i guess but if not, Splitting up against Oni is not such a bad idea too, If not that either, then yeah it's questionable.
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Well once his power is in full swing healing against an Oni just wastes a lot of time in my opinion. It's a bit like people healing against a Bubba / Iri Hatchet Huntress or whenever NOED is in play. Out of his power, sure, heal. But if there's less than 3 survivors not much point.
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As a Twins player myself from time to time, i would implement these changes.
Victor:
- On successful pounce, Victor now causes that survivor to move erratically. (As if a killer was carrying a survivor and they were wiggling) An attempt to counter the hold W players and people who take him hostage. Reduced vaults to slow vaults while victor is attached.
- 3.5 second stun on successful pounce, 5 second on missed pounce. No longer kickable on successful pounces.
- Toy sound baseline.
- Spinning top baseline, it makes sense to me after key changes.
- Victor now automatically forces a switch after 2 successful pounces in a row that puts a survivor into the dying state within 60/90 seconds.
- Victor can now Shriek on demand to call Charlotte if she is more than 20-30m away, on a 1 minute cooldown.
- Victor now has a 15 second cooldown after being kicked.
- Victor can now leap through windows more easily.
Charlotte:
- More new addons designed and catered for her, or at least addons with effects for Charlotte and Victor in one.
- Secondary Power, when Victor is detached - Determination: Being in the presence of a survivor while in a chase for a set amount of time activates Coup De Grace. Essentially a build-up timer on that survivor's portrait, let's say 20-30 seconds. Being stunned or blinded shaves off 5 seconds off that survivor's portrait timer.
- Passive; Sibling Bond - Victor being hurt in any way boils your blood, gain 5% haste effect until you start a chase, where the effect ends, your next basic hit applies deep wounds.
- Anyone that approaches you in your dormant state will be hit for one health state. (Like Zombie AI hits)
- Recalling Victor now shows the aura of that survivor victor was recalled from for 5 seconds.
In General:
- Certain perks should work with Victor: Surge / Sloppy / on hit effects
- General aim for these suggested changes is to have a 50/50 ratio of Charlotte and Victor, essentially a tag team playstyle, rather than 90% Victor currently.
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@imjay said:
Perk Ideas
New Perk Idea:
Safe n Sound
- Your incredible tactics motivate you and your teammates to proceed towards a successful outcome.
After blinding the Killer, scratch marks, pools of blood and grunts of pain for you and all teammates within a 20 metre radius are hidden for 4/6/8 seconds.
- Safe n Sound has a cooldown of 180 seconds
"#########, now is our chance, RUN RUN!" ~ *Survivor*
New Perk Idea:
Rebound
- Your focused mind allows you to escape back to back situations.
After being unhooked or unhooking yourself, Rebound activates for the next 90 seconds.
When picked up by the Killer while Rebound is active, the Killer moves 25% slower, and your wiggle speed is increased by 5/10/15 percent.
- If you wiggle out of the Killer's grasp while Rebound is active, you gain 10% haste status and you leave no pools of blood or scratch marks for 10 seconds.
"#########! Don't try that again, dickhead." ~ Survivor
New Perk Idea:
Boon: Counterforce
- Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem
- Soft chimes ring out within a radius of *4 metres*.
- Boon: Counterforce has an invisible range of 15/20/25 metres.
When the Killer is within Boon: Counterforce's radius, they suffer from the hindered status effect. This effect applies to the killer
until they leave Boon: Counterforce's radius, and the effect lingers on the killer for 5 seconds after leaving.
Within range, the Killer also destroys pallets, damages generators, searches lockers and vaults windows 8% slower.
You can only bless one Totem at a time.
"Get in here, quick! It's safer." ~ Survivor
All opinions, thought, suggestions, changes, nerf/buff suggestions appreciated greatly, Thanks!
First one seems fine.
Second one, I think 25% hindrance is too much, Unless it's only for a number of seconds, like 2/3 seconds like normal hindrance slows. Needs to be one time use like DS and needs to be incompatible with DS.
Third one, Needs to be renamed as we already have a perk called counterforce, Again permanent hindrance is too powerful of an effect for a boon, and the general idea of boons is to buff survivors with effects, not to be essentially a re-lightable Hex effect that affects the killer's or significantly hampers a killer's movement. Perhaps half of sprint bursts' effect (1.5 second sprint) and off the exhaustion timer, that refreshes every 10/15 seconds while in the boon's radius.
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Well i will use it along with Pop, instead of Ruin and Undying now on my Killer's i play often; Twins, Executioner and Plague. Will be nice to same decent semi regression instead of having hexes for 2 minutes or so. When Artist eventually comes out i will try to main her, i love the crow theme, the ability and overall look and feel.
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I imagine a Twins rift would be quite rough too when that eventually comes.
"Hit four survivors with Coup De Grace in one trial."
"Down a survivor within 60 seconds after Hoarder detects them, do this 2 times"
"Hit 2 survivors with Oppression at the same time"
*Shudders*
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As killer, probably getting 2 end game timer collapse hook sacrifices in one trial, believe that took a while. Hillbillys' chainsaw down two survivors within a minute, chainsaw down a number of times in one trial. Plague's dark devotion challenge.
As survivor, any blind challenges for me, i have to resort to flashbang. Being the last one to escape a Trial while the 3 other survivors leave (No one leaves the gates till the last possible second i find or they die to killer beforehand. Elodie's power Struggle challenge.
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As in like a Geras concept from Mortal Kombat 11?
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Could always use more Twins players, join the 3 other people plus me that play them regularly :P Plus pounces are super satisfying, at least for me.
I think her skin with the Pig intestines is her best one out of the recolors and the other ######### one
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I'm laughing at people saying Twins, who doesn't enjoy kicking a leaping midget?
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Discordance - Great info from the get go and mid/late game
Thrilling Tremors - I prefer this over BBQ when i'm not needing BP
Plaything - Can cause quite a bit of chaos and a sort of slowdown.
New Bloodfavour is now one of my favourite hexes
Bamboozle on strong loops and LT walls *Chef's kiss*
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Generally think Boons should be 1 use per totem (On par with Inner Strength) once they're snuffed that's it, If you bless a Hex and a Killer snuffs it, it should revert back to the original Hex. As for indoor maps with multiple floors like RPCD, the effects of the totem should only work on the current floor level, not below the totem, and not above it. These are the changes i would make, especially with the unbreakable boon coming soon.
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I would say Twins, with that 8 second stun she now has on a successful pounce followed by a switch back to Charlotte. 3 Seconds was more than enough time to either gain distance, get picked up or kick Victor before the changes, even when grouped together, now with boons on the scene Twins has no chance with how she's currently designed.
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I play Twins from time to time and for me it's all the time you lose from playing her correctly. 8 second stun on successful pounce and then switching over to Charlotte, Then Walking over to the downed survivor to find they're healthy again in a boon zone or some other survivor has picked them up before Charlotte can physically get there. Some sloppy effect is pretty much required on her once you start climbing MMR, and that's before boons came out. They've essentially destroyed Twins with this new Boon that's about to be released. They either need to go back to the drawing board with Twins or Make Boons Temporary / Limited in the amount of times it can be used or simply allow a killer to destroy a totem.
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Yes it does, but you still need to pick it up.
Chain Hunt was his main map wide pressure and he could in theory keep it up majority of the time with those two perks which work really well together for him, Hoarder showing you who picked up the box and essentially gave you a head start to move over in that direction before they started the solve action. Franklins guaranteeing a Chain Hunt would activate once you caught up to them or interrupted them trying to solve it. Those two perks combo'ed with his configuration add-ons which increased the time needed to solve the box.
Now though, with his add-ons being nerfed and other changes i doubt this play style is worth it anymore or at least harder to pull off consistently.
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Twins - Remove the 5 second stun on successful pounce hit back to 2-3 seconds, switching back to Charlotte remove the 2 second delay to instant. No more 8 second stun essentially for downing and then switching from victor.
Add AI element to whatever Twin is dormant, in that they can attack anyone who's within 3-4m. Any twin idle by a Gen longer than 45 seconds, instantly wakes up, Returning control to Charlotte or Destroying Victor. Would help map pressure and on loops.
Victor now causes Erratic movement on the pounced survivor (As if the killer was carrying them and they were wiggling) Victor can now leap through windows more easily. Helps negate hold W with Victor with no consequence and helps victor out on Shack and Window heavy maps.
Add passive to Charlotte - Bond - "Anyone who hurts Victor will be marked and hunted, Charlotte gains a growing haste effect whenever she see's her mark, upon reaching 10m of the target, she loses the haste effect and she gains Coup De Grace effect for 1 swing, If coup de grace connects with a pallet, it instantly breaks it. Charlotte loses this passive whenever Victor is summoned again or a mark has been successfully hit." ( Idea behind this is to involve Charlotte more in games, rather than 85% Victor)
Victor is now destroyed if idle at any hook longer than 15 seconds. - Anti-camp
Remove some pointless Victor add-ons, create some for Charlotte and her Passive and her in General.
Remove Coup De Grace Perk, Rename to Chain Hit; Landing a successful hit on each survivor activates Chain Hit, You take note of their critical weak points and target them in the future, Upon being healed to full, the next hit will always cause deep wounds and permanently maim them, causing 5% reduced action speeds to repair, cleansing, healing and unhooking. Perhaps now this will be used more than just meme builds.
Pyramid Head - Just needs an add-on pass really, create new add-ons, remove the very pointless ones.
- New purple - Any Survivor afflicted with Torment now passes it on to nearby Survivors within 3-4m of them.
- New Purple - Your Judgment attack has a double cooldown, but it now releases 2 delayed aftershocks in random directions after the initial Judgement.
- New Purple - You see other's suffering, see the aura of tormented survivors behind obstacles and walls, However hitting them by any means ends their torment effect.
- Green - Your blade drags on the ground trailing automatically with no cooldown out of chase, but your trenches last half as long.
- Green - Cages now move periodically every 10 seconds.
- Green - Combines the Yellow and Green range Extension
Smattering of others need QoL or updates like Legion , PinHead , Clown.
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I say being snuffed should break the totem, would make the new pentimento perk somewhat usable. Or throw in some risk to the perk, repeatedly blessing a totem grabs the entities attention or something.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2632673#Comment_2632673
I used to run a generic build of Pop, corrupt bbq and Brutal strength but I’ve moved on to a more experimental build using Gearhead(could be surveillance too) Oppression, Pop and bbq. Works surprisingly well but you have to be confident in your chase game
I've quite enjoyed Pop / Thrilling / Gift of Pain / Plaything , Plaything being surprisingly good I've found at catching people with their pants down and ending chase within 5 seconds due to bottles. Likely replace Gift of pain for that new scourge perk once it releases though.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2632634#Comment_2632634
Clown’s exhaustion add on wasn’t healthy imo. It was too easy to use on such a 1v1 focused killer. He is definitely underrated imo
True, but then again i wish Dead Hard didn't grant that much distance, Just needs to be a free dodge without that much movement momentum for a couple of frames.
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I miss his exhaustion add-on, but he's always been a solid killer for me, I tend to always do well with him before and after his changes. Just wish people didn't sleep on him, he's definitely not the worst killer.
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Boons.
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- You can literally shut down shack looping by placing a crow on the window and pallet, forcing a hit or them to leave.
- you can in theory chase and damage 3 people at once if you're very precise with your aiming.
- Shooting crows through window heavy maps like doctor's map is very satisfying.
- Hex Plaything synergies well with Pentimento.
- Place a crow on top of you when picking up a potential Decisive / Place one in front of you if you fear being blinded with no wall in front of you.
- You can potentially interrupt someone cleansing your totems from across the map (Needs testing)
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@IronKnight55 said:
Not really a fan of her character design or power. She's just very weird looking. Perks are interesting, though.
I'd say it's probably one of the more interesting killer designs in terms of power and looks in recent years, but hey, everyone has an opinion.
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Definitely better than Nem or Pin Head that's for sure.
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Probably on the same lines of Dead man's hook, just means it's guaranteed if you hook all 4 for the first time and being one use. You'd be better off with Thrilling or Deadlock.
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I'd say high A, above Pyramid Head, Below Blight and Hag.
Her Ability doesn't damage beyond a certain distance unless you hit them a second time while they're swarmed, so that's more than fair imo, not OP. As for looping her, well don't animation lock yourself when she has a crow ready to be fired, and if you run into a stationary placed crow, be more observant.
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Absolute dog shite now, Keeping Chain Hunts going was all he had going for him, considering how easy it is to juke his main ability chains and even if you do hit it at a loop or in a close quarters chase 50% of the time it hinders the killer more. I now consider Clown better, in every way after those nerfs with no other adjustments to help him.
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Pop / Hex:Pentimento / Pain Resonance / Hex: Plaything - Say hello to this build when i play her... ahahahahaha.
Definitely dropping Pin Head now after those changes, Keeping up the chain hunt was all he had going for him at the time with one of the most useless chase abilities with a lot of counterplay for zero reward.
With the Artist coming, she ticks all my boxes on theme and game play style.
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Seems like i kind guessed the new artist killer power themed around crows haha. Neat.
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Too bad that in reality, doing this doesn't seem all that rewarding at all and a complete waste of time and effort in my opinion. But hey, something to do i guess.
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Twins - Toy sword, spinning top, tiny fingernail.
Clown - Cheap Gin Bottle, now that he has two different types of bottles
Billy - Dad's boots
Pyramid Head - Needs an addon overhaul tbh but maybe Wax doll.
@IamFran said:
Doctor- Mouldy Electrode and Discipline Class III (only the detonation time reduction).
Pig - Combat straps and Workshop grease.
Legion - Mural Sketch and Julie's Mix Tape.
Demogorgon - Rat liver and Barb's glasses.
Twins - Toy sword and Cat figurine.
Nemesis - Mikhail's eye.
Cat figurine hell no haha, being on Victor's eye level, you can't see anything with that addon while trying to pounce close to you.
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They need more adjustments in my opinion, internal cooldowns on snuffed totems, something like 30-45 seconds before anyone can interact with that totem again. It's too easy to isolate an area if multiple people are running boons, and especially broken on Twins, who already has essentially an 8 second stun upon downing and switching from Victor, if a survivor or two is downed in a boon area and you switch, they're already fully healed from another survivor by the time you get there with Charlotte in most cases. Same with Legion injuries.
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I've been using Hex:bloodfavour, Pop, Thrilling Tremors (Since boons came around over BBQ) DeadLock. With the new infection only on interactions addons, then puking on gens heavily worked on or those that have been recently blocked by deadlock.
Though there's an idea for a massive slowdown build with these infection on objects addons, Deadlock / Dying Light / Scourge hook:GoP, Thana. Fun for survivors i'm sure.
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Well lately i've played Mortal Kombat 11 a fair bit and also got back into Old School Runescape on my tablet, i haven't touched Runescape since 2007, so it's a major Nostalgia trip for me.
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♫ When you try your best, but you don't succeed. ♫
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Depends on the map but 9/10 you will trail T L walls, Inside Shack and out to either force torment or make them leave, strong pallets, long corridors and doorways, around the mounds where a hook usually sits on top if a survivor is chilling on there, Drop down locations such as Hawkins or Midwitch. You can't trail on stairs or in the dungeon so don't bother with that.
Hex:Plaything is fun on him and itself is a decent time waster for the afflicted survivor, if they're not paying attention you can snipe them on a gen or even grab them.
Thrilling Tremors i use a lot over BBQ for info if i feel like caging after dropping them.
Infectious Fright will help you determine to pick up / Cage or chase another, usually a bold one with a flashlight.
Pop / Ruin / Undying /Deadlock/ Corrupt - Meta i know but these all work on him well.
New hex bloodfavour might be ok, would need testing.
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Design wise i would say Blight, overall look is fantastic as well as his theme. Pyramid Head in close second.
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I've been preferring Thrilling Tremors or Discordance for info over BBQ nowadays, then again i have majority of the killer's i play with perks i want, so extra BP gain isn't a factor for me.
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Blight is actually fairly decent on console, For me i do better with him than i do with Spirit.
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I think wraith is a good candidate, has a built-in brutal strength add-on, a mangled add-on, his movement speeds, his bone clapper, his aura readings, a de-cloaking add-on upon breaking a pallet, Plus his two iridescent add-ons. Can make several builds with them in mind along with perks,
Blight also has some unique one's which are fun to use, like his undetectable while rushing or his block pallets upon lethal rush hits.
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There's cases that warrant slugging but either way no one likes it but it's necessary in some cases in order to win a game or secure a kill.
- A team that likes to bodyblock and running flashlights, more effective to slug them if they become oppressive.
- Down to 2-1 gens and lacking pressure, hook one, slug another who comes off the gen to attempt rescue.
- It's Endgame and Survivors have 99'ed the gate, Slug one, open the gate and either other survivors leave or you draw them into you while you're on top of the slug with timer counting down.
- Survivors are on top of each other after you down one in a chase, slug him and chase the other to force another survivor off a gen to heal the slug.
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I still think a totem that was recently snuffed needs a 30 second internal cooldown before it can be blessed again If they aim to make more boon totems in the future.
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If they bring it as an offering and you feel like it's a SWF team from the lobby earlier, just DC in the loading screen.
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I wonder if most of you will still say twins if they gave an AI element to the Dormant Charlotte or Victor, Similar to nemesis' roaming zombies. If either were more than 30m apart. Seeing how they forced a 7 second stun essentially (Without including walking over to them) if you down someone with Victor and then switch to Charlotte, you can't really blame most Twins players for employing proxy camping if the match is leaning heavily to survivors at the time. Though i agree, the devs swung and missed with the potential of this character.
For me though, i would say Billy was the worst designed character after his changes, Add-on and power wise not being fully able to utilize his power in chases with how it was intended because of abysmal turn rate even with add-ons.
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Iridescent - All player's start the trial already Tormented, Survivors hit with PotD become tormented. Trails no longer Torment.
Iridescent - Your trails last indefinitely, gain undetectable while trailing, doubles the amount of time you can trail.
Epic - Your PotD now has a ZigZag line effect with the same Distance.
Epic - PotD now has an aoe effect detonation after the initial attack firing shards out in all directions in a 5m radius applying deep wounds and a 1.5 second hindrance slow to those hit.
Epic - Those Tormented hear Heartbeats until removed.
Green - PotD breaks dropped pallets and breakable doors, applies the same stun as blight breaking a pallet with Rush.
Green - Those repairing while tormented, Spread torment to those not tormented.
Green - Crossing a Trail while injured applies Mangled until healed.
Green - Cage of Atonements now spawn in the Basement
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I would start with either Clown, Bubba or Pinhead.
- Clown is fairly decent for a starting character with anti-slow, good starting perks with Pop and Bamboozle. You will learn how to use the environment to your advantage with your gases, aim bottles high at tree's or certain ceilings to disperse the gas more on strong loops. Bamboozle is your best friend on T L walls and in shack.
- Bubba - you will want BBQ and Chili, but i wouldn't advise learning an insta down character for your first before a true M1 character.
- Pinhead also has decent starting perks, His pressure is considerable with his box and chain hunts and in turn will teach you how to magnify that pressure and where to apply it. His main ability will help with learning other killer's such as Nurse, Oni , Blight and Billy with either the blink aspect or turning rate control while controlling the chain.
Some tips:
- Try to always face a wall or object while picking a survivor up, this is to avoid flashlight saves.
- Look for 3 or more generators close together and try your best to control that area majority of the game.
- Break pallets that you spend more than 2 loops around, especially if near a window.
- Survivors will tend to spawn in the area with the 3 furthest gen's away from you, Usually the opposite corner of the map to your spawn.
- You can force the end game collapse timer if survivor's 99% the gates. Useful for last minute plays if you already downed someone.
- Don't be afraid to utilize the basement hooks.
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On it's own i feel it's ok, nothing too special but combined with Thrilling Tremor's and Corrupt is where it shrines in my opinion for completely annoying survivors. Shame you can't have a 5 perk build, i would throw Dead man's switch and Furtive chase on there.
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Depends on the circumstances i guess.
1 - If someone repeatedly goes out of their way to continuously annoy me while i'm chasing someone else via body blocking or flashlight saving at weird ass angles, you bet your ass i'll slap you down and won't let you get up.
2 - You brought a Key and Haddonfield offering.
3 - You repeatedly hold the Box hostage while playing PinHead.
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I'd quite like them to take inspiration from Folklore tales or Mythology at this point to be honest.
The Banshee.
- Passive - Can phase through breakable doors, walls and objects such as rocks / fences with a 10 second internal cooldown.
- Ability two (Wailing Song) The Banshee suppresses her heartbeat with a map wide song, the banshee gains a haste effect for 8/9/10 seconds outside of chases. Those hearing the song for more than 1:30 minute become enchanted and must snap out of it to perform interactions again. (Enchanted - Controls are reversed every 10 seconds)
- Ability 1 ( Shriek) Shriek 10-15 yards in front of you with an AoE line effect, those hit are hit for one health state and rendered unable to hear sound for 15 seconds. Bonus effect, the echo sound bounces off objects and walls for trick shots.
- Perk 1 - Scourge Hook:Wailing Night: Whenever a survivor is rescued from a scourge hook, the rescuer screams every 5 seconds for 30 seconds, the survivor that was unhooked becomes broken for the same duration.
- Perk 2 - Hex:Misery - Disturbing a crow with a rushed action will cause that crow to encircle you for 20 seconds. Suffer from periodic status effects during, Disables your ability to heal while encircled by a crow.
- Perk 3 - Shackle of Death: Any survivor interacting with a Generator in your Terror Radius will cause the Entity to highlight it in yellow, upon leaving the generator, the entity shackles the survivor in place for 3/4/5 seconds until hit or until the effect ends.
- Can be lightburned