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DaKnight

DaKnight

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DaKnight
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  • @Masochistic_Killer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1527007#Comment_1527007

    The extra time it takes to bait it is essentially giving you another one for free. For the killer to know you have it, you already had to have used it before, and they have to remember it was you and not the other 2 or 3 PR3 Claudettes or insert SWF meme of the week same cosmetic builds to make tracking harder.

    https://forum.deadbydaylight.com/en/discussion/comment/1527001#Comment_1527001

    It's annoying sure, it also means you have to walk/crouch everywhere which dramatically slows your mobility. I'm not willing to give up more perk slots to compensate for that. The only perk that counters 1 shot downs is Adrenaline, as far as I know. There are also only 6 things that do this and they all have counters/drawbacks. I don't think 1 shot downs are very common at all, even so, I don't think Sprint Burst does much against them. If you're the only one and I have nothing else going I will chase you down anyway. The only reason to let it go is if there is something more important to do.

    You don't have to walk/crouch everywhere. If they don't have corrupt intervention there's a 95% chance you are gonna be within like a 10-15 second walk of a generator at the start of the game. You can blow it anytime someone else is getting chased.

    "I don't think 1 shot downs are very common"

    Is this a game where Hillbilly, Leatherface, Oni, Ghostface, Myers (aka 20% of the killer roster), and a plethora of 1 shot perks/add-ons don't exist? It absolutely helps since if you get exposed out of nowhere or Billy saws up to your generator with a ~1 second warning, with DH you are just screwed. SB will at least get you to a loop so you can attempt something.

    It's a similar situation with Spirit phasing on top of your generator. With DH you are pretty much stuck at it, and then can't use your DH until you are already injured (and against a good spirit it probably do nothing anyways). SB you can get away to a pallet loop while fully healthy and not being exposed to stridor hits.

    SB is the greediest gen-rush perk since you can be ~8-10m from the killer working on a gen while your teammate is getting chased. If they swap to you, you SB off and they have to start a whole new chase. If they try and go back to the other chase, they already lost a ton of distance since you can hold SB until they are basically on top of you. And if they do nothing about it, well you are working on a gen.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1527001#Comment_1527001

    This is OBJECTIVELY true, and that's the only reason I'd use SB not to gain distance or 99 it really rarely.

    The problem starts when a really good killer 3 gens an area of a map and completely screws everything to you . Then what do you do? SB won't help you mindgaming pallets

    I'd still argue SB is still going to be better. Because you sit on your gen until they come over to you, and then SB as far away from the gens as possible if they actually commit to you. If you take a hit from there, that's 2 speed boosts you have gotten; so you are probably far enough away from the gens they have to abandon the chase if they want to hold the 3 gen at that point.

    SB will also let you start your first pallet loop at the optimal position. DH you might come into the loop at a position where you are forced to drop the pallet early or take a hit.

  • I don't think genuine rage DCs are the problem, but more the entitlement DCs.

    Offering I don't like? DC 10 seconds into the game

    Killer I don't like? DC 10 seconds into the game

    Map I don't like? DC 10 seconds into the game

    Downed too fast? DC 10 seconds into the game


    Then if it's solo Q, someone else usually just DCs right after too cause why bother with the match at that point?

    It's even worse for the entitled SWFs. DCs for hatch literally every game, and 4 man instant DC's sometimes so you just lose your offerings / add-ons for nothing.

  • @Masochistic_Killer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526943#Comment_1526943

    • You can Dead Hard directly in to a killer and not get hit and it locks their FoV on you additionally if they swing, which is disorienting on top of a self stun for the killer (I'm rank 4 killer, have seen this happen pretty much every match at least once).
    • You can Dead Hard over a trap and not trigger it.
    • You can Dead Hard over holes in the ground like on preschool (saw this in a video, haven't done it myself).
    • You can Dead Hard to dodge a hit and buy you distance to a window or a pallet. <--- This is the one people act like is the only thing it's good for.

    I'm sure there are others but I'm still fairly new and not great at survivor (currently rank 8), but running it with DS/UB it's saved me far more often than the other two combined.

    All the other exhaustion perks are just "go really fast for 3 seconds", with varying degrees of control, which is far less powerful. The cooldown could be (and really, should be) double all the other ones for Dead Hard, and it would still be the best one by far.

    SB users can safely work on gens extremely close to the killer, which is in my opinion it's biggest strength. You can also work on dead zone generators with much less risk. I always find SB users, sitting on gens until the very last second, to be significantly more annoying than someone dead harding for distance at a pallet loop.

    Trying to use dead hard to actually juke an attack is risky, and will leave you exhausted on the ground alot of the time. Dead hard gets negated by exhaustion add-ons; SB does not. DH does literally nothing against 1 shot attacks, which DBD has plenty of. It's easier to manage than SB, but not nearly as powerful.

  • As someone who plays mostly 1 shot killers, I disagree. SB is just outright better if you can handle having to walk around sometimes.

  • @BabyCameron10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526773#Comment_1526773

    Sloppy and nurses? That seems odd on him. Might give it a try, thanks!

    Seems pretty pointless, considering you can get away with almost M2 only leatherface these days. My favorite add-on is the one that makes people broken for a minute and a half; almost nobody ever heals against that even after the broken effect is over.

    My favorite build on him is Monitor, Tinkerer, Pop, Agitation. It's got almost everything. Monitor to get as close as possible undetected with his chainsaw. Tinkerer / Pop to get stealth chainsaws at gens, then regress them for even more tinkerer procs. Agitation for quick hooks and a huge basement threat.

    Maybe you could dump the agitation for bamboozle against really good players; but I haven't run into too many problems at jungle gyms yet.

  • I don't see a huge problem with it. You can get the full survivor meta with 3 characters to 40. David / Bill / Laurie and you have BT / DS / Unbreakable / Dead Hard and can run double BP the whole time until you get it.

    Killer will take a lot longer since they are more than skins, but then again the killer meta is also only a handful of perks as well. You can have full meta killer builds with only a few killer characters to 40 as well.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526474#Comment_1526474

    Oh buddy. You have no Idea how many chain of events eating 1 DS could cause! And that's the other problem, why deny the killer momentum when the killer is playing their cards right! That's like being rewarded for being ######### at the game

    https://forum.deadbydaylight.com/en/discussion/comment/1526475#Comment_1526475

    I don't play PH but because 1 vs 19 other killer shows that something is justified doesn't mean it justified vs the other 19

    It's too easy to camp and tunnel people off the hook when BT/DS are not present. That's why old PH was so awful to go against, since he had the capability to tunnel people out of the game in around a minute with his base kit and there was really no answer.

    I run DS in the majority of my survivor matches. And I get to use it maybe 2/10 if I had to guess? So 8 games out of 10 im carrying around a totally wasted perk. Same thing with borrowed time if I run it. The majority of times it never gets used.

    But I think that's worth the power they bring in the games where I DO get tunneled straight off the hook and i'm starting a chase already injured and potentially in a dead zone. Or the killer is hard proxy camping someone etc.

    They are really required for the health of the game.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526249#Comment_1526249

    Killer: *Doesn't camp or tunnel and actually plays fairly and hooks 2 other survivors*

    Survivor's: I'll just give myself to you because I have DS! You've already hooked 2 other people and your not tunneling me, even though your playing your cards right and capitalizing on our mistakes, i'll hit you with DS for being a fair and nice killer!

    Please continue to enlighten killer's that play fairly that DS is a necessary perk?

    Before the box nerf, pyramid head exposed how desperately needed BT/DS really are. It doesn't matter if you play fairly when the majority of killers at red ranks don't.

    And you can still just use pyramid head if you hate DS that much. Assuming you play well you can basically murder everyone in sight with no recourse.

  • @Mikeasaurus said:

    I personally think people need to stop calling for so many killer nerfs. The killer role is the power role, hence STRONG. It's getting really tiring hearing the same thing over and over for every killer (Minus Freddy because he is a little too OP at times), but seriously. Let a killer have some strength and stop wanting EZ Games people. If nerfs got answered as much as they're cried for these days, this game would be a literal Gen simulator.

    I don't think that's good logic. The killer should have an advantage in the 1v1, but overall the 4 need to be more powerful as a whole. And even in the 1v1 it should largely still be down to gameplay and who is the better player. Not "Killer see's me i'm automatically dead cause they are the POWER ROLE" which is unfortunately the way the game has been heading since the Oni update.

    Survivor needs to be fun and strong because there needs to be 4x the playerbase for them. And between the devs recently nerfing the most important resource survivors have (maps) and also releasing a slew of hideously unfun killers to play against; I feel like that's why we are seeing the 10-15 minute Q times for killer that were previously instant.

  • There's plenty of killer perk synergy. It takes a bit more creativity to realize than survivor though.

    In fact the dev's probably just made the strongest killer perk combo in like a year with the latest patch. Tinkerer + Pop is insane on quite a few killers; especially new leatherface.

    You show up to a gen with no terror radius, down them with a 1 shot, pop the gen, and then you get another tinkerer proc on it.

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526249#Comment_1526249

    I'm sorry but if a killer finally snowballed in the end game and the Survivors only managed to escape through the use of a crutch perk then they ######### up. EGC, unless triggered by a hatch close, is entirely Survivor sided meaning if they got three active DS's the Survivors intention was to force use from their perk and BM the killer instead of just leaving and letting the killer secure their one pity kill.

    Also, some killers don't get pressure until mid to end game, some players have problems with chases and rely on altruism to get their downs, and some players with the new MMR are being absolutely screwed right now.

    "Some players have problems with chases and rely on altruism to get their downs"

    Also: DS / BT are crutch perks! 😂

  • @SleepyWillo said:

    DS is a necessary mechanic to counter camping and tunnelling. If nobody camped or tunnelled you would hardly see ds used...

    Regarding the proccing of 3 DS at the exit gates - if you were able to get that kind of momentum at the endgame - where was that pressure earlier on?

    Prolly just him facecamping a hook and then the survivors were trading out with BT/DS. So like, exactly what DS is there for.

  • Spirit still gives people a sound notification at 24m for the phasing, even if her TR is 16. And if you are phasing onto gens your TR doesn't matter too much since survivors have no time to react anyways. So it would only really matter if you are walking up to gens.

    It's not bad, there's just better things that could be in it's place.

  • Me too! I dumped all the meta perks for left behind and head on.

    So I can sit in a locker while my rank 20 teammates get slaughtered by a red rank killer at 5 gens left and I wait for hatch.

  • The ultimate anti-camping guide:

    "Does the killer have a one-shot?"

    Yes *Wait for logical time to unhook*

    No *Hold W at hook with borrowed time*

  • @Blueberry said:

    Pretty overrated imo.

    There's only a few killers it is actually extremely good on like Demo or Deathslinger etc. The few that have reliable alternate attacks for damaging the obsession essentially.

    Yeah, I find it pretty mediocre on most killers. It feels great to get to 6-8 stacks but there's too many games where you keep running into the obsession randomly or you need to finish off someone who DS'd you. Or the game is nearly over by the time you get them.

    And honestly, even once you DO get full stacks it's really only going to be useful for camping hooks for the most part. No good team of survivors will let you rapid fire off M1s on them otherwise.

  • It's disorienting going from full rank 20 lobbies into 4 stack red rank SWFs.

  • @Zaitsev said:

    Ive been left to die so many times, if I even suspect that theres an SWF, Im not going to make dumbass plays to save them. If I cant get a safe unhook, Im not unhooking you. If Im working on the last gen and its almost done, Im not unhooking or healing you. And Im opening the gates and leaving.

    Im done playing your game SWF. Im not going to die so your friends can escape.

    I just had a game where I took aggro from a billy endgame to make a risky save on a 2 man SWF. Had a really intense chase, went down, and both the 2 man left before I was even hooked but luckily the other random stayed long enough I could get my deliverance....

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1507038#Comment_1507038

    the system doesn't automatically put you into high ranks to start with. Like I said with the chess player. It was in testing in relation to it working. They have got a working system, it's going to take a while for everyone's rank to balance out.

    Jesus.

    https://en.wikipedia.org/wiki/Elo_rating_system


    lul.PNG

    Kinda looks like it does? I have played all day today and out of ~10 games I have only seen one other red rank survivor. Every game I have gotten a red rank killer with rank 15 teammates. Here's one where I got to run the killer for literally over 3 minutes, died on my first hook, and still didn't even pip.

    Literally every game is just a slaughter. Maybe it should put the new players into games with other new players instead of throwing rank 15's into previously red rank killers? I get it's supposed to be "testing" them but when literally every single one of my games is my rank 16 team getting butchered it gets old pretty fast.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506568#Comment_1506568

    The devs said it should take about 10 matches to figure out your MMR.

    They also said MMR was already calculated and was just not being used for matchmaking purposes yet. Literally all 5 of my games today were a rank 1-4 killer, myself, and multiple rank 15-20 survivors.

    How would you even raise your MMR in that case, without using a key? Most of the teams are dead before I can even get a single gen done, especially if it's a killer with pop getting pops every ~10-15 seconds off my rank 16 teammates. It's been 5 hatch games in a row and it's terrible.

  • Well here is my 5th match of the day.

    Lul2.PNG

    Game starts, I get on a gen. Entire team is slugged within the first ~40 seconds of the game. I let them all die on first hook, hatch out, the end.

    The first 4 games were similar, killers with thousands of hours getting paired up with rank 13 slippery meat megs. Game is actually atrocious to play as a survivor currently.

  • @FabsRinas said:

    I think it's because everyone is starting at 0 MMR, and climbing up until it normalizes, painful process tho

    It's dark times. A time for P3 claud with urban evasion and left behind. Between this matchmaking and 0 DC penalty i'm assuming the gens will not be getting done in like any games whatsoever.

  • @DwightsBrokenArm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506113#Comment_1506113

    #########, play with your food on Nurse? The MMR system probably thought this killer is brain dead lul

    It was a streamer who does viewer requested builds. The guy had like 5,000+ hours or something.

    Pretty much everyone went down in under 15 seconds, my gen gets popped like 3x times in a row and someone suicides on 2nd hook. Then the last guy, who went into the basement, sat there struggling on hook for the full minute while the nurse looked for me even though we had 3 gens left.

    Not the worst match i've ever played, but close. I think ill just stick to killer for a while.

  • lul.PNG

    It's amazing, I get a rank 17 with 1 perk to go up against a rank 1 nurse with pop. I only survived because of my key.

  • F tier, potentially the weakest killer in the game?

    Weak stealth mechanic. Pure M1 in chases at all but the shortest loops. RNG dependent traps that can have an impact ranging from literally nothing to like a minute wasted. Only a handful of good add-ons.

    Kinda nuts when you think her ultra rare for wallhacks guts her power when wraith get's it for cheaper and with no drawbacks.

  • DC 1.PNG

    Not really, I mean here's what the typical game looks like right now. 2-3 DC's in less than the first 2m of the game, before corrupt was even out.

    Full second chance perk SWFs chain DCing because they realize you are not a pushover. There's no real reason to run any add-ons or items worth of value right now.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504546#Comment_1504546

    The problem is, it's often quite understandable why people DC. That's not to say it's justified to quit just because you don't like the killer or you wanted to rage quit, but a Mori? Vault spammers? Facecampers? Deathsquads? Stealth arseholes? Bleed-out wankers? Game-breaking bugs and glitches? Overtly evil map offerings?

    It's hard to tell someone "yeah, just stay in the game and continue to play" when it would be more fun to sandpaper your forehead.

    Maybe if that was the case, but let's be real here. The #1 reason for DC's is "I got downed too fast".

  • I don't think so, there are people who I have wrecked that dodge my lobby every single time without fail.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1502002#Comment_1502002

    You seriously think I let the killer see me?

    You really think Object users are constantly staring at the killer at all times?

    Who tf does that?

    I use Object as a better Spine Chill, Premonition, Dark Sense, Alert. Killer only notices me running Object at the last generator or when the Exit Gates are lit.

    I understand if I'm in the open and I'm looking at the killer, then yes, I deserve to be tunneled, but only anyone with an IQ of 3 would do something so dumb.

    That's sad then. You might as well run spine chill and urban evasion.

    When I use object, I always pair it with a spingwood / ormond offering + a 6 second key swap and I start the match off by giving the killer some bags from across the map. They can either chase me through the worst loops in the game, or I do gens for free and jump out the hatch.

  • https://www.twitch.tv/dbdleague

    Don't ignore the fact that NOED / Rancor is practically the meta in "competitive" play because gens get done in 3-4 minutes by a SWF on comms.

  • @BigBrainMegMain said:

    Yes.

    I religiously run DS. Most of my games at Rank 1 I don't end up using it, it's more of a backup in case a killer wants to be a flat out jerk and tunnel me down.

    Good killers know how to counter it.

    https://us.v-cdn.net/6030815/uploads/D2HQYYS80IXU/meg-deathgarden-png.png

    This has been my build for 3 weeks.

    You run object and complain the killer is a "jerk" if they tunnel you down? That perk is literally painting a target on yourself and asking to be tunneled.

  • omegalul.PNG

    I must be the only person that finds it hilarious. Making someone mad enough they come and post stuff like that on your steam profile is the definition of lulz.

  • Imagine complaining about camping and tunneling when gens can be done in like 3-4 minutes. These are my default strategies when 2 gens get done before my corrupt intervention is even over.

  • Person B, who can equip a perk to show them exactly where it is.

  • @Pirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1499513#Comment_1499513

    I explained everything in my comment. I dont know the meaning of your comment to me. If you dont understand the simple logic and how marketing works then I have no time explaining further, you need to educate yourself on that.

    I guess you don't realize; people buying those skins keeps the art team busy and pumping out free skins too. So you benefit from it either way. If you don't like the price don't buy it. It has little to no impact on your game whatsoever.

    in Stop Comment by DaKnight
  • @Pirate said:

    https://forum.deadbydaylight.com/en/discussion/178065/stop

    Well although I agree 100% that shaming is terrible I also 100% disaggre that it does not effect me or every other person!

    The devs started selling skins for 10€ that is already more expensive thanan average dlc, If back then everyone boycotted the price to a reasonable one like 5€ per skin then it would be fine.

    But now they wanting 15€ for a skin. If everyone will still buy it, they will ask for 20€ in one year. They are selling something of a quality a skyrim modder does FAR FAR better for NO MONEY at all. So there is no reason to sell it at that price.

    I don't see why people get mad over cosmetics? If it was an ingame advantage, sure. But there's plenty of really good cosmetics released that are shards only, and people paying for skins keep the free skins coming.

    in Stop Comment by DaKnight
  • Depends how early in the match it is, and what killer you are playing. I happily eat DS's if there's 4-5 gens left. Some killers can also eat them pretty well. Freddy / Clown can drop them into a snare or into gas. Nurse / Spirit can just redown them in 10 seconds. Trapper can leave a trap at the locker for locker DS's, etc.

    If there's 1-2 gens left and I am playing an m1 killer, I might slug and risk the unbreakable.

  • I think it would be fine if it just worked no matter what. You get an extra 30~ seconds to sit on the hook in second stage. That would actually make it worthy of a perk slot instead of being mostly a meme.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493816#Comment_1493816

    Those builds are literally designed to get the gens done as fast as possible. Double up on gens w/Prove Thyself, stealth so the killer is forced to waste more time looking for you, Resilience because more gen speed, a medic to patch everyone up before they go for the gates. That is a tournament "deathsquad" team right there.

    Lmao. Yeah, not at all. The tournament teams loadouts was basically all BT/DS/Unbreakable/Dead Hard or Sprint Burst.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493816#Comment_1493816

    Those builds are literally designed to get the gens done as fast as possible. Double up on gens w/Prove Thyself, stealth so the killer is forced to waste more time looking for you, Resilience because more gen speed, a medic to patch everyone up before they go for the gates. That is a tournament "deathsquad" team right there.

    Lmao. Yeah, not at all. The tournament teams loadouts was basically all BT/DS/Unbreakable/Dead Hard or Sprint Burst.

  • @hahadrillgobrrr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486808#Comment_1486808

    Pig can be played effectively without crouching all the time. You can just use crouch to deny loops. Yes traps are RNG but they do still stall the game. On a very very rare occasion does people get traps off on first try.

    Using something like timer + sketch has very little benefit compared to running syringe + straps or in my opinion the best combo tape + straps. So stock traps are much better than trying to hope RNG god is in your favor.

    With that said, I'd say Clown is the worst killer.

    If you are playing pig without her stealth, she is a pure M1 killer; with a tiny bit of slowdown and anti-loop built in. That's literally as bad as it can get in this game. Good survivors just run off the tile if you try to use ambush at loops, and unless you have combat straps you can't fake it.

    "Very very rare" first attempt removal is 25% of the time.

    Timer + sketch or timer + gears turns the traps into RNG mori's. And you may as well use that, because it's about all pig is good for.

    It's sad that the most famous pig in the game uses monitor + whispers just to get stealth hits sometimes. Think that someone like wraith get's consistent stealth hits with no perks needed, can use those two perk slots for like pop + sloppy instead, and also gets to run around at potentially up to ~170% movespeed speed with double windstorm (a bit of a waste, but it's possible). Meanwhile pig is instead of going at 90% speed while simultaneously having her vision obstructed to boot.

    At least clown forces pallet drops very, very quickly if he closes the gap on you and is good with the bottles.

  • They just need to put the penalty back in. Solo Q is terrible right now due to the rampant disconnects.

    And as a killer I don't really want to use any good add-ons or offerings because if I down someone too fast they just DC. Or if it's SWF, you load in, they see you playing a killer they don't like, and it's a triple or quad DC in the first 30 seconds of the game (and then you depip).

  • Whenever I start a survivor session, I typically have a team focused build like BT/DS/DH/Iron will. I usually don't get to use DS but alot of the time I will have to go into the basement or save from campers and it's one of the few things that will allow you to go into harms way to save a teammate; so I consider it more for my team than myself.

    By the end of a session, I will have like Calm Spirit, Iron Will, Spine Chill, Left Behind, Deliverance etc because I get annoyed at people wasting critical pallets, going down ridiculously fast, taking key out the hatch and leaving me behind, or generally making terrible decisions and am ready to play for myself instead of the team. Though at that point I usually just go play the killer instead.

    It always blows my mind the killer or something will be like "Why didn't you save them, you are so selfish!" when it's 3-4 gens left, 2 people are already dead, and they hooked the 3rd survivor who camped the shack pallet while fully healthy against an M1 killer and went down in like less than 15 seconds or something.

  • @slim0b said:

    Clown, even after his chase shutting buff he fails to apply pressure immensely.

    Pig has the stealth factor at least to back her up, wraith has mobility with windstorm and a bit of stealth factor. And deathslinger as he said is mid-high once you become a good shot.

    Pig has to use perks to even benefit from her stealth. Otherwise, you are crouching around wasting a ton of time. Her traps can be total RNG, sometimes with 2-3 people getting them off on the first or second try.

    She needs 2 add-ons to really be able to her dash effectively, which means you are using stock bear traps which usually have minimal effect on the game.

    At least clown is a monster if you get caught between tiles or don't have too much to work with. If he struggles in a pallet town, pig would be massacred at the same area because she is almost pure M1 at all but the shortest loops.

  • @slim0b said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486478#Comment_1486478

    It's called murder. The add-ons already had drawbacks, what in god's name can I do with 10% extra speed AND it costs me 2x increase in charge time. Just change them into something else at this point.

    It's probably because there wasn't too much you could do against a really good engravings curve billy alot of the time. You would have to play against one to see what I mean.

    Basically he came around a corner charging the saw, you had to dodge out of the way but in doing so you were separated from the loop and then got M1'd or were now far out enough of position to be unable to dodge the follow up chainsaw; especially if it was doom engravings + thompson mix.

    That + the map nerfs spacing out the tiles and making the maps much more unsafe made him pretty oppressive to play against. You would need a really good pick up group who were used to playing against billy (which these days, even at rank 1, the majority of players are newish and don't have much experience playing against him since he has been rare in the past few years) to have a chance.

    Although the funny thing is, there are still things like top knot + akito's crutch Oni left in the game that are honestly way worse to go against.

  • @slim0b said:

    https://forum.deadbydaylight.com/en/discussion/comment/1486478#Comment_1486478

    It's called murder. The add-ons already had drawbacks, what in god's name can I do with 10% extra speed AND it costs me 2x increase in charge time. Just change them into something else at this point.

    It's probably because there wasn't too much you could do against a really good engravings curve billy alot of the time. You would have to play against one to see what I mean.

    Basically he came around a corner charging the saw, you had to dodge out of the way but in doing so you were separated from the loop and then got M1'd or were now far out enough of position to be unable to dodge the follow up chainsaw; especially if it was doom engravings + thompson mix.

    That + the map nerfs spacing out the tiles and making the maps much more unsafe made him pretty oppressive to play against. You would need a really good pick up group who were used to playing against billy (which these days, even at rank 1, the majority of players are newish and don't have much experience playing against him since he has been rare in the past few years) to have a chance.

    Although the funny thing is, there are still things like top knot + akito's crutch Oni left in the game that are honestly way worse to go against.

  • I don't think so. I think it's either the chili + depth gauge rake, or Iri flesh or some combination of those three.

    Adding a 4th charge, making the charges last longer, or reseting charges on a down allows for some borderline brokenly long chainsaw sweeps.

    All you have to do is slap on bamboozle + enduring and bubba is probably the easiest to play character in the game currently. Hold W, push M2, bamboozle jungle gym windows, run through every pallet and that's all it takes to be a great bubba.

    The add-on that makes people broken and the faster charge refill add-ons are honorable mentions. I heard the beast mark's only adds 3% extra speed so that's not worth using.

  • @C3Tooth said:

    There were big choice between Lightborn & Franklin when seeing 2-3 Flashlight, either I use Lightborn to ignore them, or using Franklin as a hard choice as chance I get flashlight save but I have chance to remove those flashlight and save other Killers who face them later.

    The new Lightborn just straight up killing flashlight. Franklin is more likely to remove key or medkit.

    I don't really see much of a difference in the new lightborn. With the old version you could still stand there, pick up a survivor in a flashlight users face, and then run at them for like 3-4 seconds before the blindness even started to do anything. You were borderline immune already, the new one just gives you aura reading.

  • It's OK. Survivor items are honestly not that strong anymore. I would run it against a key. Or on Hag, to get rid of a couple flashlights.

    Medkits are usually just a brown or a yellow, not too many people are running around with syringes or a purple medkit + botany knowledge.

    Maps are a joke. Flashlights can basically get countered by looking at a wall as you pick people up, unless you really hate getting blinded at pallets (which doesn't matter while you are in the kick animation anyways). Toolboxes will probably already have been used up before you get around to getting rid of them.

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