DaKnight
DaKnight
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1636182#Comment_1636182
Yeah. Nothing better than trying to get away from a Hook when the Killer comes back and getting instantly hooked again because of my 0,3 seconds of Distance.
(Since a Clown once said that I was "abusing DS" because I ran away from the Hook when he came back, I dont take Killers who claim to not tunnel or stories about Survivors running at them not that seriously anymore)
The clown doesn't have the DS bug. I have 0 empathy for survivors because gens can be done in 3-4~ minutes. On top of that, survivors can equip multiple extra lives (on top of the 3 they already have). Reeee my 4th life doesn't work in a game that's done in 4 minutes reeeee.
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I love it. Nothing better than a braindead survivor running at you after being unhooked to trigger their crutch strike but it actually fails and they die horribly instead.
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T-1000
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I would pick up Leatherface or Oni instead. They both have the same snowball potential of Myers but for the most part are strictly better.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1635409#Comment_1635409
According to those stats, nurse is also the weakest killer in the game.
For general player use, sure. But at red ranks clown takes the spot of the weakest?
Nurse is pretty bad currently, and I say that as someone who started the game off maining her. She is still very strong, but it is such a slog to play her. You would basically need to 1 trick her at this point to figure out all the strange interactions with the map objects. And even then it's just awful.
You can 4k with Nurse and it still feels horrible because of the constant self-stuns and waiting for the blinks to recharge.
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I use it most of the time in solo Q. Dying on my first hook as a survivor because nobody wanted/could save me is extremely annoying, and worth the risk of a useless perk slot to me. Deliverance has easily enabled some of the most absurd escapes I have had in the game.
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Hook bug is fixed by looking directly at the hook, holding S for a second, then going back to it and pushing spacebar.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1636017#Comment_1636017
Well, you contradict yourself, then.. Just a while ago you said someone who "doesn't tunnel and camp" didn't play killer at red ranks. Is getting to red ranks an accomplishment or not?
And what you are saying is complete bull, too. Camping and tunneling only works against bad survivors, not against good ones. Good survivors will quickly realize what you are doing. They will let you camp and tunnel all you like, and because they know you are just focused on getting one survivor off of the game, then they can just push gens without anyone stopping them, leaving one survivor to die. Free 3 escapes. In truth, you just like stomping worse survivors. To each their own, Ig..
Tunneling, camping, and slugging are the most powerful actions a killer can do in DBD.
I learned the majority of my killer playstyle from a killer who averages a 98% win rate at rank 1; without perks or add-ons. If that means the playstyle "only works against bad survivors" I want you to watch the VODs and tell me it again. Hundreds of games are evidence to prove you wrong. I would guess my own win rate at rank 1 is also above 90%.
Red ranks used to be an accomplishment. You could go into a red ranked game 3 years ago as a survivor and actually be confident your teammates were pretty good at the game. It's sort of sad that is no longer the case.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1635984#Comment_1635984
Jesus Christ. Are you trolling? Please tell me you are.
I play the game to have fun, not to sweat myself off each time I play a match. I main ghostface, who is not the best killer, but I somehow manage to climb up to purple/red ranks. Without moris, tunneling and camping. The only times I tunnel is when the survivor is being toxic.
And I don't want to burst your bubble, but "full rank 1 competent survivor teams" are a big rarity. The average team consists of something like 2 friends and 2 solos. And if you need 4 regression perks to play against an average team, then that means you are just a bad killer. Cheers.
Purple ranks are a joke. And the majority of red ranks are too. Red ranks, and rank 1, is not an accomplishment. It's more the bar for competent players.
I play to win every time I que up for a match. That means I make the assumption that I am going against 4 good survivors, with meta perks, who can loop, and will split to do gens. And 2-3 years ago, that was actually the case; because red ranks were not so boosted.
Now? Maybe you get a god tier team, maybe you get urban evading Claudette's who made it to rank 1 through sheer playtime. You never know. But I give the survivors the benefit of the doubt and play accordingly.
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I almost never play killers with a 32m terror radius. I always have monitor on them, and it helps a ton with finding people at generators. If I don't have corrupt on I usually have discordance or tinkerer instead. I always turn my camera to the side when approaching discordance/tinkerer gens, in case of spine chill.
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1635974#Comment_1635974
I was playing Hag. Didn't do jack. They just crotchwalked over the traps. I doubt stealth would have worked either, as they seemed to have a full-time lookout.
Plague and Doc could work, but the problem is that you can't just run a specific killer all the time in the expectation of a shenanicomp.
They would only know to crouch over the traps if they saw you placing them. Hag is probably one of the best anti-stealth killers for that reason. I don't use whispers on hag but if I did, I would be cautious when placing traps when it is lit.
I am not sure what skin you use on her, but her blacked out skin with monitor and abuse is extremely stealthy and can help you sneak up on people who don't have spine chill.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1635872#Comment_1635872
You really need to go outside buddy.
I've always said, anyone complaining about camping or tunneling clearly has not played killer at red ranks for very long. And from your responses it seems like you have a problem with it.
Or maybe you just play a really nice non-camping Forever Freddy? Because those types of builds are the only ones that can get away playing "nice" at rank 1 against competent survivors.
You basically need a stack of gen regression perks to get a game longer than 5 minutes. Personally, I am sick of running them 24/7, so I tunnel / camp and slug for pressure instead of equipping ruin+undying or pop+corrupt alot of the time.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1635792#Comment_1635792
No fair. My profile has toxic comments but I only get maybe 1 or 2 per month if I'm lucky. You gotta share the toxicity I want some
Well, 90% of the time I am running a basement build or a mori. That definitely helps gather salt.
My favorite thing in DBD is killing someone in the basement on their first hook. It just screams efficiency to me. And Bubba is the basement king, so that's why I play him alot. I get more salt from Bubba than any other killer, even Spirit, just because he is so good at killing people in 1 hook.
Is it toxic? Debatable. I usually associate toxicity with the end game chat and not the gameplay itself. The fact is DBD survivors can finish the gens in ~3-4 minutes, so I don't consider swiftly killing people in DBD to be toxic.
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*checks steam profile*
Yes, very non-toxic. Now how many times do you think someone has left a salty comment on my profile about DOTA or CS:GO?
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@BassTram said:
It's a toxic cycle that players go through on this game. Killers play the game to get teabagged, harassed, and told to git gud since they didn't camp or tunnel so next game they get on and camp and tunnel to get kills which ruins the game for the other survivors. Toxicity just breeds even more toxicity and nobody is willing to break the cycle.
DBD has always been toxic but I swear it's even worse since crossplay. Every couple games I will get a PC teabagger, but the console players looooooove to teabag and send me to Ormond. I have been sent to Ormond 4 times by console players in the last 2 days.
I will be running like enduring+brutal strength and blatantly disrespecting pallets because that's a habit of mine. But some console guy will be teabagging after every pallet stun even though he barely looped and has used 3-4 pallets in the past ~40 seconds.
I treat them extra harshly since they can't complain about it in post-game even if they wanted to.
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Nope. That's why it is called god bus. God bus with some connected loops nearby is a chase you should drop unless your killer has a power or perk that can deal with it.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1635444#Comment_1635444
It's not meant to be a killer vs survivor but its there are so many spots calling good perks crutches. There are not as many posts as killers calling every good survivor perk a crutch than someone saying noed.
Well I think it is rooted in the fact that most survivor perks are FAR more impactful on the outcome of a match than killer perks. Every single second chance perk the survivors bring has the potential to reset the entire game. One unbreakable, one deliverance, one DS, etc can drastically swing the tide of a match. I can't think of any single killer perk that will take you from 0k to 4k, but I can think of plenty of survivor perks that can get you from 4k to 0k.
It is also how incredibly easy they are to use. The killer usually has to work extremely hard to get 3-4 man slugs and the survivors can erase it by holding M1 and equipping a perk. Or pushing spacebar for DS.
Killers do have a handful of crutches to call upon but they are not nearly as good as the survivor ones, and they still typically require some work from the killer to utilize.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1635409#Comment_1635409
Statistics for "lethality" include suicides on hook and dc and I hate to be a jerk about it but most games now have at least 1 dc and/or suicide. Which drops kill rates around 20%. Its a huge problem for gauging how powerful killers are but its why some of the nerfs are so prevalent.
Think of it this way
Survivor team (A B C D) sees freddy is the killer. Survivor A is seen early and runs away, getting downed and hooked at avout 120 seconds in. Survivor A now fails his hook checks and suicides because freddy op and doesnt want to play v him. 1 kill. 4 gens later survivor B has been working hard to avoid and do gens. Survivor C has been stealthing and survivor D is hiding in a corner moving to stop crows.
Survivor B gets downed, hooked and 5th gen is almost done, lets say B has been hooked twice before, this is the majority of the game not necessarily through tunneling but, just bad luck. The other survivors been downed and hooked once.
So thats 1 suicide-on-hook and one kill. Now Survivor C and D are left survivor C gets downed before the gate is opened. As the killer goes to pick him up for second hook, he disconnects immediately counting as a 3rd kill and survivor D who has camped hatch since gens were done or since B went down, instantly jumps down hatch ending the game.
Killer has a 75% kill rate that match and is then complained about for being too broken. Stats are looked at and he is getting 3 "kills" per match even if survivors are basically giving up the second they see someone they dont like.
Then it looks like the killer is overperforming, they get hit with nerfs and the cycle repeats.
How does that matter when those factors would in theory be impacting all of the other killers as well? So maybe he has a 75% kill rate, of which 65% is actually legit. But then below him is Spirit with a 70% kill rate, of which 60% is legit, etc. Freddy still sat squarely at the top.
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@MusicNerd_TC said:
Freddy is a pretty weak killer tbh. You can still loop and counter his snares, and his teleport isn't a big deal. However, remove the passive fallong asleep, he should have his old animation back where he had to make them sleep himself.
Weak? The last released stats showed him at the statistically most lethal killer in the game. And the only thing that has changed since then is the rope / chains nerf which means that your average game against him is going to be like 4% faster.
The snares are / were strong enough to shut down god windows and infinite loops. The teleport allows him to drop bad chases quickly and deliver pop across the map instantly.
He is universally regarded as one of the best killers in the game and there are people who think he is weak? Do you think nurse and spirit are weak too?
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1635321#Comment_1635321
It takes at least a minute to get a first down, because they are good players and not utter morons and will just run away. That means 3 gens done, all in the centre, and another about halfway. 2 players stack on that gen while the last buggers off to a corner with 2 gens in it. If you hooked, they have time to finish it, and it pops, because they have Prove Thyself. If you chained a chase, that slug picks themselves up before you get your second down, because they will just hold W, and they go work on another gen. The solo repairer gets off another gen while you juggle the first 3, because at some point you have to hook at least one, who has UB but keeps 99ing it with SG. Now they have DS and can waste an entire minute of your time. Every time you begin to snowball, UB. And then the last gen has popped because they subbed out the solo repairer, you have 1-2 hooks, and it's only been about 3 minutes.
Time for the doors.
Easy mode, they split up, one to each door, you get a pity kill and 3 people escape. Or, if you didn't use up all the small pp's, 4 escapes.
I don't think it takes a nurse a minute to get a down? If a good one finds you in the open you have maybe ~10-15 seconds to live unless you have dead hard. And of all the killers in the game, the nurse cares the least about the survivor second chance perk stacks. The situation you are describing could be against any killer.
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@Orion said:
When you make killers dependent on add-ons, they will play for points so they can get add-ons. That means farming games. That means Doctors just shocking people over and over, without any intention of killing them. That means slugging. Is that what you want? And if you make killers dependent on add-ons while banning people who actually play to acquire the necessary add-ons, you'll end up with much longer queues - if you can get into a trial at all.
IMO, add-ons should modulate the killer's power, not serve as temporary boosts to give them a chance at winning. Freddy is a good example of this. Snares and pallets aren't better or worse than each other, they're just different and need to be played in different ways. While I believe he should be able to swap between them without add-ons, the basic idea that his add-ons change his power so that it requires a different playstyle is one I can get behind.
There are already a few add-on dependent killers though? Trapper, Wraith, and Clown suffer heavily without them. But you don't see anyone doing farming games because let's be real; add-ons are cheap enough they can be run every game. Any seasoned killer will have BBQ, and with BBQ you can be running purples/greens constantly; while piling up hundreds of browns and yellows on the side.
Also, I would argue to death that snares are better than pallets.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1634877#Comment_1634877
Oh, are you this one guy who Play Clown without any add ons or pearks and got a 50 4K streak in Rank one O_O
https://www.youtube.com/watch?v=qYUNXjIeLjQ
You mean this guy?
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1634819#Comment_1634819
Perhaps it's the players that make them unfair?...
Yeah... I don't know about that... I think it's just more-so about how the perks work and what they do that make people discuss about them. Perks are important in the trial, but sometimes people forget that they're only bonuses to the gameplay. Of course some Killers really DO need the extra help though.
I think corrupt is pretty fair. Against good teams, corrupt is only going to buy you like ~30 seconds. I have stopped running it on the majority of my killers just because it has such little impact against meta survivors.
Sometimes at rank 1-2 you will still get immersed potato's who will mess around while corrupt is active; which is why it can be so effective. But honestly you don't perks against those types of survivors. You need perks against the teams that all spawn in, hit shift, and hold W to the nearest generator. Corrupt or not, within 30 seconds 3-4 survivors are all on a gen. So all it is buying you is the zoning, and a tiny bit of slowdown for an entire perk slot.
Pop I think is fine too. It lets you stomp on players worse than yourself but against a similarly skilled SWF / Genrush team it honestly does very little. If you watch the 15k DBD tournament, many killers were using things like NOED / Rancor / Devour / etc in place of regression perks. I pretty much only use it with Tinkerer so I can get multiple procs off the same gen.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1634507#Comment_1634507
Greater player interest doesn’t just magically fix core gameplay issues. An additional objective doesn’t fix the things I’ve stated.
I don't think the majority of the killer cast could keep up with survivors if all the hook mechanics went the way of pyramid head. With gen speeds the way they are, letting survivors unhook for free isn't feasible unless you are significantly more skilled than your opponents or are playing a top tier killer.
A typical rank 1 lobby without any slowdown perks lasts maybe 5-6~ minutes? It is borderline impossible to get 12 hooks in that timeframe with an M1 killer. Being able to defend hooks is a huge source of pressure, and also gives survivors a reason to travel into dead zones you have created. Camping / tunneling / slugging are all basically required to beat good teams with mid-tier and below killers.
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@[Deleted User] said:
Myers could definitely stand to be modernized. There's really no reason to take him over Oni or Ghostface, especially if you're not going to run M+A. It's an issue of time with him. You have to spend too much time stalking relative to what you ultimately get out of his power against skilled players.
Myers is the only stealth killer that can really snowball though? Oni is obviously stronger in his power, but he is a 32m terror radius killer. Myers will probably be at 8m most of the time. I also do feel like people downplay the T3 extended lunge and vault speed; which stacks great with fire up or bamboozle.
His duration add-ons are so good too. Even the yellow one gets you to 80 seconds. That is enough time to pop tier 3, down someone, hook them, patrol some nearby generators, and then still have enough time to return to the hook to confirm a half state before it is over. If you manage to get a slug in that time you can attempt to go for an outright kill.
Myers is one of the best hook defenders in the game since he can defend a hook by just looking at survivors, and won't trigger BT easily.
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I think they are pretty different. Myers doesn't actually have to attack anyone to get to his tier 3, and he can stalk over a ton of loops that Oni would need to run in order to score an M1 for his power.
Myers duration add-ons are also significantly longer. 90 seconds with hair bow where-as Oni only gets 55 seconds with his Fang, and he loses time for each down as well.
Plus Myers gets the most Mori's in the game. He gets Green Mori's, Red Mori's, Tombstone Piece, Judith's Tombstone, and Black Wards.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1631600#Comment_1631600
Why would you ever use Thana as killer other than legion and plague?
It can be well used on any killer who runs it with sloppy butcher or a mangled add-on. Or any one-shot killers. Using it on plague is a waste because then it's only impacting gens instead of both gens and heals.
I like it because it goes well with the current meta of tinkerer + gen regression as it gives you some extra time to make it to the tinkerer procs. I am not sure what the actual number is, but with a few stacks I would guess it's a good 5+ seconds extra to make it to the gen before it pops; which can be critical on 115 killers who can struggle to make it to a tinkerer proc in time.
I typically run it with mangled/broken add-ons for leatherface. My favorite build is Pop + Tinkerer + Thanta + Monitor and the 90 second broken add-on. Then every chainsaw is 90 seconds of thanta stack, and it's a waste of time for them to heal against the chainsaw anyways.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1631557#Comment_1631557
yeah but i thought itd be best on doc since he doesnt need tracking unlike other killers and has antiloop built in.
Not worth dedicating 3 perk slots to gen regression though; since in reality only 1 of them is going to be in play at any time (ruin or pop).
I honestly haven't been liking ruin + undying too much without a map offering. I have still had the combo die extremely fast on the older maps due to the exposed totem locations.
Since every killer is spamming it, I have also been seeing a ton more small game / rainbow maps being brought into my trials. Just 1 rainbow map means ruin + undying will be gone within a minute or so into the game.
Tinkerer is good, but I find it to be a bit overrated on M1 killers? You get the notification, drop whatever you are doing, go over and collect just a basic attack most of the time. Compared to killers like Billy / Leatherface who can use the tinkerer proc to get an instant down.
Pop / Thanatophobia / Tinkerer is the superior version of the combo if you feel you can get downs fast enough to run it. Thanta / Dying Light are the only perks in the game that actually give you more time to reach the tinkerer procs.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1630784#Comment_1630784
Meh 3-4 of them will have unbreakable so theyed need to do that twice which would be 8 hooks worth of downs while also being easily disruptable.
Mass slugging only really works in select set ups as talking from experience as both a survivor and a killer player(Mainly from the survivor side since I don't like to mass slug) that if you don't get the 4th person its extremely likely you'd lose the hooks on 2 out of the 3 survivors if the last one plays properly...or an unbreakable happens.
I must be the only person who thinks gen times are for the most part fine. If you are going into high ranking games and not running any generator defense perks; it really is on you to get fast downs for pressure. There's plenty of killers you can play that you can 3-4k on without any perks at all. Here's a guy averaging over a 90% win rate perkless at rank 1 with a variety of killers:
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@timbologna said:
Laughs in perkless killer who still 4ks
Laughs in perkless killer who still 4k's almost 100+ games in a row
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@gatsby said:
They're basically the same concept, but Blight is a better execution. An M1 Killer with high mobility to get around the map and find chases. The difference is that Wraith's power is literally just mobility, while Blight's is much more versatile because its mobility and helps in chases.
I bet in a speed run test Blight could see a Survivor on BBQ and zoom across the map to start a chase with them faster with Wraith could. If you really wanted to see the parallels, you could give Blight the add-on that makes him undetectable while rushing (Vigo's Jornal) than he'd literally just be better Wraith.
I would guess that green or purple windstorm Wraith probably can get around the map faster than the Blight. Even with good wallbouncing, Blight needs his power to cooldown and also frequently self-stuns. There's also plenty of maps that are relatively hard to navigate with Blight and even a single failed bounce would put him behind distance wise.
If Blight is using his power to try and sneak up to gens, that means if he fails he is starting a chase with his power already on cooldown and having to fatigue. You would get screwed extra hard by the anti-stealth perks like Sprint Burst / Spine Chill.
If you are not using your power to sneak attack the gen; Wraith will by default get more distance just because you start chases at like 4-5m with Wraith during an ambush. Blight they start gaining distance or repositioning at 32m without perks. For the 2-3 perks to make blight a sneaky almost stealth killer, wraith is just an actual stealth killer and can have 3 slowdown perks instead.
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@Kikki said:
Trapper because you can set his traps on the stairs under the stair's or up above.
Leatherface or maybe GF.
Trapper has a ton of bad maps and there's a bunch of new basements with really wide channels that you can't actually trap off unless you are hag.
GF I have had problems exposing rescuers sometimes so people end up getting out.
@Sonzaishinai said:
No killers synergizes well with monstrous shrine as to synergize with something you have to actually do something
I don't think it's terrible assuming you are 1 hooking people with it.
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Sometimes in solo Q I will get gods who run the killer the entire game, and I will sacrifice myself to save them. Other times, the team is awful overall and I play to save myself.
I don't save anyone who I see camping shack pallet
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Deliverance, spine chill, and assuming the first time you go down you will die first hook every game.
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@Primalux135 said:
They cant touch cages, DS works on getting grabbed. At most maybe uncage activates DS and BT.
In my eyes when I use a cage I am basically giving the survivors a totally free unhook in exchange for ignoring BT/DS.
Nerfing that would make the cages pointless imo. Right now there's like ~3 reasons to use them:
- Save a small amount of time
- Stop a flashlight / pallet save
- Ignore BT/DS
Saving a small amount of time isn't very good, and you rarely need to cage to stop a pallet save. So the nerf would mainly leave PH with just his M2 as his power, which by itself is kinda mediocre.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1609826#Comment_1609826
that is the one thing his power can almost always give you the hit but you have to be pretty close to the survivor, you know who else is better at this? demogorgon.
if the survivor is not in 2 seconds of being hit after you start lethal rush or maybe even shorter if they are watching you or have good reactions all they have to do is take a hard left or right or get behind something so you cant hit them.
you say he gets hits in the open? against good survivors if he rushes you from a decent distance they just keep going behind objects until he gets stunned and some survivors i have versed just run perpendicular to you after they see what direction you go and you cant hit them unless your running high af speed addons or your planning on hitting them after you recover.
if he had more turning during his lunge he could get a lot of these hits he SHOULD be able to get. i can't tell you how many times i barely missed because of the 30 degree cone of a lunge he has and a survivor just went a little too far left even tho i got a perfect prediction on their position when using his power.
The blight dash lasts significantly longer than demo shred. I would guess it's maybe double the distance off a single bounce, before add-ons are considered?
I have been using the yellow turning add-ons and it feels like a pretty fair amount of control for the speed he gets, and the very low requirements to obtain that speed.
It is relatively easy to angle a bounce off a nearby object in a way that launches you towards the survivor you are chasing. If every time you did that it was a hit, the killer would be extremely simple to play.
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That would be OP. His power is hard to use at jungle gyms, but out in the open it's super strong from what I have experienced.
There's tons of cases where you are chasing a survivor and can do an almost instant bounce off a nearby object to lethal rush at them from mid-range; giving you almost a ranged attack. If you never missed that attack because you could follow them like Oni?
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I think it's worth it for the killers you really play.
Even if P3's increased item rarity is only 3%, each level 50 bloodweb contains around 25 items to buy. So in theory every 4 bloodwebs you had ~3 better items to buy. Extrapolate that out to hundreds of bloodwebs over the course of years played and it makes sense why you would do it.
Survivors? You can farm their items with plunderers + ace in the hole. I only P3'd my main survivor.
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They looted a key from a chest with Plunderers + Shiny Coin.
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I miss the "o shi-" factor seeing him at high ranks. Cause if you saw old Bubba at red ranks, you knew someone was getting basement camped or facecamped; it was just a matter of who.
As far as the power rework? I am a huge fan. At the end of the 2017 "Leatherface" movie it has the Cannibal doing a super long dramatic chainsaw chase. I remember thinking "Why do I have to play Billy to do what Leatherface does in the movie?"
https://www.youtube.com/watch?v=HvyK0fmq4ZAI could only find it in Spanish. 😅
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Don't bother running it without a map offering. The totem spawns on the original maps will make it borderline impossible to utilize with any sort of consistency. Most killers can barely defend it at all; even with thrill, and your best bet to make it work is offering a map where it won't get found instantly.
Hag is meh for D-hope. Hag's main strength is denying unhooks; while devour encourages you to let them happen for free. If you trap the hook with D-hope you can accidentally deny yourself stacks if you take your teleports quickly.
As far as killers to use it on? Anyone you feel confident getting really fast downs with. I find one of the best ways to use it is usually to play like scum, sit at 24m from the hook, and try to farm anyone coming off it for a quick second stack. If you eat a DS whatever, it's worth the risk of getting to 2x stacks extremely early.
My favorite killer to use it on is Ghostface with Lery's, since it has alot of good totem spawns. Discordance, Thrilling, Devour, Enduring. Discordance + Thrilling is basically the game guiding you exactly where to go to get some quick insta-downs to kick devour off.
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My go-to has been Corrupt / Pop / Tinkerer / Monitor.
PP head is really scary if he can get up close, and this build has most of the tools to get you there. If you are on top of the tinkerer procs, you get plenty of gen control through pop.
Monitor and Tinkerer keep survivors on their toes. I honestly think PP head jumpscares are spookier than any stealth killer because he has a huge character model, nobody expects tinkerer, and the Phead chase music abruptly starting out of nowhere is kind of a shock. I get more gen grabs with tinkerer Phead than ghostface just from sheer surprise factor.
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Let's see, I can use a super risky totem that makes skillchecks a little bit harder at 5 tokens.
Or, I can use a totem that lets me 1 shot and mori everyone at 5 tokens.
Hmmmmm......
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It's probably his best perk, but can mostly be replaced by dead rabbit if you don't have better add-ons to run. Dead rabbit gets it down to 12 in tier 2 I believe, monitor is 8.
Nothing really pairs with it a ton beyond infectious fright.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1528133#Comment_1528133
Did you even read above or just comment, he tried immediately and got it on the third try so it took about it 5 seconds. If you think that wasted time I would like to play against your survivors who you can catch later and down in less than 5 seconds.
It really shows lack of adapting for him, if he would have at least waited til I walked away he could have had a chance. Had he called my bluff and waited even 10 seconds to attempt first I would have left.
Then that's not even camping; that's just them being dumb. Your OP implies you just facecamped until they tried to Kobe.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1528087#Comment_1528087
Maybe you only play as survivor, which is my guess, but if you play as killer and don’t adapt to the situation you’re dumb. You talk about Deliverance existing, I’m talking about a pretty clear sign that they were running a Kobe build. Imagine the game starting and seeing 4 no Mither, at that point if you don’t adjust for a sabo build you’re just dumb. Of course that’s been nerfed to the ground but I think you get my point.
Likewise as survivor if you see a killer burn the Game you’re assuming 99% it’s either Doctor with terror perks or a stealth killer. If you don’t hear the doctor immediately you should be extra alert for grabs.
If you waste 60 seconds camping someone who has a high probability of just killing themselves in like 10-15~ seconds as it is; that's the dumb move.
If it's a good SWF on comms, that 60 seconds will be roughly ~3 generators done. But do whatever you like I suppose.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1527942#Comment_1527942
Everyone unhooking themselves offers a very strong tactical advantage actually. If no one has to get off a gen to do half of the unhooks in the game... it allows them to stick on gens more.
Imagine this guy posting a thread saying "Because deliverance exists, I am camping every survivor to half after the first survivor gets unhooked" and that's about what this thread is. And that's if deliverance could fail; while also putting you to death stage immediately when it does.
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Could be kind of insane with some of his add-ons. J Memorial + Judith journal + Nemesis + Enduring is the ultimate insta-myers.
This change would basically make it perma tier 3 but he gets it in like 2-3~ seconds instead of needing to spend half the match stalking.
And of course, Shape has a small TR and can get his ability from far away. Oni has a full TR and needs to hit survivors as a pure M1 killer to get his.
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@HatchIsMyMercy said:
A little off topic but can someone give me a challenge perk build for survivor, I'm getting bored.
Object, no mither, spine chill, resilience.
On topic: Spirit, Oni, Freddy, Hag are all contenders. But I think I will give it to Oni.
He is easily the strongest killer in the game when in his power, and if your team gives it to him easily? Well, your skill as a survivor is not really much of a factor anymore.
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Filthy genrushing, crutch perk reliant, slippery meat abusing SWFs.
I'm facecamping everyone I get on hook to half because they snuck a chalk pouch into the match, can't be too sure it's not the dreaded slippery meat build.
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@gunslingers_potatoe said:
I have been using it now and then, and unfortunately didn't really help me at all. I feel like the condition of having teammates dead in order to have such a small benefit like aura-reading immunity in a limited range is not worth it. This perk needs a full rework or a huge buff, cuz I really like the concept of this perk on paper, but in real matches...not so much...
It's almost there exclusively to be paired with Object of Obsession. It's really strong when you get to 2-3 tokens and basically have 1 way Object but by that point you are most likely looking for the hatch. I'd use Left Behind or Wake Up for a better "my entire team is dead" perk in the meantime.
Left Behind if you want to chance looking for the hatch, Wake Up to just stand on a door and let the killer find hatch. It's really hard for the killer to stop you opening a door with Wake Up + Resilience if you are getting it to 15%~ (before the first light shows up), waiting for the killer to check it, and then finishing it off in like 10 seconds. Or just go for the outright 0-100 door open if the doors spawn too close together since you will probably only get 1 chance to try.
