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DaKnight

DaKnight

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DaKnight
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  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/175912/basekit-leatherface-can-outrun-a-sprint-bursting-survivor

    Base kit Hillbilly, Nurse, Oni, Spirit, Huntress, Deathslinger, and to a lesser extent even Wraith and Pig can interrupt Sprint Burst easily.

    Hillybilly is a skillshot and can't change his trajectory much.

    Oni would need to be inside his power which requires M1s.

    Nurse can be juked.

    Spirit landing a hit on a healthy sprint bursting survivor in phase is unlikely.

    Huntress and deathslinger are not instant downs and they are 110 killers.

    Wraith and pig cannot catch up with a sprint bursting survivor unless you are very lucky.

    Only Bubba can sprint burst after them, and then some, with an easy to land AOE instant down right off the bat.

  • I think it's nuts that you can literally catch up to and down a sprint bursting survivor if you use all 3 charges. Any short loop you run around with the chainsaw and they either throw the pallet or go down.

  • I think it's nuts that you can literally catch up to and down a sprint bursting survivor if you use all 3 charges. Any short loop you run around with the chainsaw and they either throw the pallet or go down.

  • I am all for his nerf. Back in the day you literally only went against 2 killers at high ranks, billy and nurse. He was really good but the maps were strong enough to support good levels of counterplay against him. Now? Only some are.

    He also has a whole host of new perks like IF, Spirit Fury, Bamboozle, etc to make looping him extremely difficult and letting him snowball hard. Stealth isn't much of an option against him when he can be on top of your generator within 2-3 seconds and already knows you are there with perks like whispers.

    The tiles are spaced out much more and the pallets are more unsafe, and against a good curve billy you are going to be chucking pallets pretty fast; running out of resources too quickly against a killer who also has super high mobility and snowball potential.

    Some maps like Badham I still feel like he is fine, but then you get maps like Swamp where your generator can have 1 dumpy pallet nearby and that's all you have to work with; easily letting you get zoned with a chainsaw into an instant down.

  • @Toybasher said:

    Because survivors are entitled idiots. EDIT: The ones that ragequit on first down, I mean. IMHO the survivor's DC'd body should be hookable and moriable base-kit. Not only that, the survivor should be forced to spectate the DC'd husk until the killer hooks/moris it before they can leave the lobby.

    DEATH DISCONNECTING IS NOT AN ESCAPE.

    You are lucky you are getting survivors DCing on the first down. I have had a bunch of games recently where people DC on the first M1.

  • @VonCrow said:

    Imagine yourself in this situation (probably happened to you plenty of times):

    1. Start of the game, you patrol and you find a survivor working on a gen. You're playing an M1 Killer.
    2. There is a jungle gym just in front of the gen, imagine like the bus in autohaven. The survivor goes straight forward to the jungle gym.
    3. Now you have to make a choice: commit to a hard chase and get 1 down losing 1 or 2 gens or...not commit, ignore the survivor and keep patrolling, which means you lose that gen because the survivor is gonna go directly to it (even while you're looking, he knows he is safe).

    I guess it depends on the killer and the situation but...what do you do if 5 of 7 gens are in this same situation? When you commit? You slug? You just injure? You full commit and then tunnel?

    I would like to know what do you do as Killer there.

    It depends on the killer, but most M1 killers I like to run 1-2 chase perks on. If it's an M1 killer who gets their first hit for free (wraith, legion, etc), I typically just run enduring. If it's an M1 killer with a 32m terror radius (demo, cannibal); I will usually run enduring / bamboozle.

    Having to chase survivors through jungle gyms / shack as pure M1 can be a disaster without bamboozle. And it will be very hard to not eat multiple pallets throughout the game if the survivors are good at looping.

  • Because it's a terrible perk you should never run on anyone except legion. And even then it's mediocre.

    I miss the days of the super toxic old remember me + old dying light combo that encouraged you to tunnel the obsession out of the game as fast as possible. That combo was actually worthy of buffing the obsession.

  • @johnmwarner said:

    Thanks all so far for suggestions!

    https://forum.deadbydaylight.com/en/discussion/comment/1479198#Comment_1479198

    Im thinking I may test this for a bit, I do enjoy hit and run. Injuring survivors and rotating so they’re always healing and as long as Ruin is active that should equate to a lot of passive regression.

    https://forum.deadbydaylight.com/en/discussion/comment/1479177#Comment_1479177

    Pop is so good, maybe I just need to use it more and get a feel for it better. I’ve also heard a lot of people state you don’t have to use it every time you activate it, even 3-4 Pops per game is a lot of regression, do you agree?

    Pop is strong, but against a good team it can be hard to utilize it well. If you are downing people super fast and popping gens left and right, well you probably didn't need it to win anyways. On low mobility killers I find that the gen I want to pop gets finished as I am walking to it alot of the time, and stopping to kick a gen gives the person who was working on it alot of time to get distance.

    And really, 20 seconds off 1 gen isn't that much when you consider 3 survivors working on gens is progressing the game at 3 gen ticks per second so you really only regress ~6.5 seconds off the cumulative survivors work if the full team is alive. I find I usually get much more value out of aggressive chase or snowball perks since the best pressure in the game is downing survivors quickly, not regressing gens.

    The only killer I have it equipped on is Freddy right now, since it's just disgusting to teleport right to a gen to pop it.

  • @Veen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479268#Comment_1479268

    It's like saying what's the point of infectious fright and doctor since Calm spirit exist, compared to the most used survivor perks, Spine Chill lowkey stays niche, like Calm spirit.

    Spine chill is not niche, it's a meta perk. It's not uncommon to see 2-3+ spine chills even in a rank 1 lobby. It will be very hard to survive against stealth killers on maps like Lery's without it, and there's plenty of 16m terror radius killers you really don't want closing the gap on you.

  • Ruin and sloppy. I play mostly hit and run with killers like wraith/hag/ghostface so sloppy gives me good value even if I drop chases very quickly.

    Ruin is just incredible while it's still alive if you are using discordance and sloppy to actively shove people off generators. I also hate having to give someone a big head start in a chase just so I can kick their gen first. Sometimes it dies in 30 seconds but other games it can give you like 2-3 extra gens worth of time.

    Ruin+Corrupt is really good too, and with a high mobility killer I almost consider the first 2 minutes of the game "free" since while ruin is up no real progress will be made on the first 4 gens and you can start clearing out the pallets nearby.

  • @Khakuate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479131#Comment_1479131

    Well devs dont want this, I think, Just look at the new killers ultrarare and the nerfed survivor ultra rares..

    I agree with that. I think killers having some of their most useful add-ons be green and below is totally fine, since those are what you would want to be using often. There's still a few "I win" ultra rares/rares in the game and I am happy they are not making any more of them.

  • @[Deleted User] said:

    Corrupt is good on killers that do not directly engage into chases, like Trapper, Hag, Demogorgon, Myers, Ghostface and also on the Pig so she can have time to setup her RBT. All other killers I think Corrupt does more bad than good, because survivors slipt up and it will be worse on the long run because it's hard to spread pressure when this happens. I take Discordance over Corrupt at any day, it's such a good perk to control survivors and always deliver pressure to at least 1/2 of the team.

    I used to use corrupt on everyone all the time, but now I mainly use it on killers with a bad early game or trapper/hag. Lately I have been preferring discordance. A bad corrupt RNG proc will have all 3-4 survivors on gens within ~30 seconds anyways. Discordance can show me where to go within the first 10-15 seconds of the match sometimes, and works all game.

    Discordance + Thrilling or BBQ really takes alot of the guesswork out of what to do as a killer; and is godly on high mobility killers who can drop a chase to go interrupt a discordance gen.

  • @Veeramid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478971#Comment_1478971

    Well Myers and Oni can do that and playing at red ranks is extremely hard with him.

    Oni needs an M1 or two before he can use his power. Good survivors won't let you hit them for free and it can take a long time to secure a first hit against a good team if you don't have monitor and abuse.

    Myers can snowball hard but also has the worst early game in DBD. All it takes is the first survivor or two you run into having spine chill and being nearby a jungle gym and you can lose multiple gens for your first tier 3 if you had to fight to even get out of tier 1. Split up survivors will mean even with infectious fright your tier 3's only result in a single down sometimes.

    Ghostface comes out the gate 115 with no heartbeat and the ability to instadown survivors right off the bat. He is only ever 2.5 seconds away.

    Sure it can be hard to play him, but his difficulty is listed as "hard".

  • @Veeramid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478891#Comment_1478891

    His marking is basically useless the point of this change is to fix that. Along with flushing out nightshroud and addons.

    His marking is super strong. You just need to have the game knowledge to know how to approach gens and you will be rewarded with some of the fastest and easiest downs available in the game. If you fail at it, you are a weaker wraith. I think it's a good trade-off.

    http://www.youtube.com/watch?v=UauWeP0WoJY&t=7m10s

    What other killer can do that?

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478539#Comment_1478539

    Did you miss this part of the post?

    "But after years of super intense study I have finally found a build that makes it useful!

    SOMEWHAT.

    ON A SINGLE KILLER.

    USING A SPECIFIC ADD-ON.

    Which is arguably not even very good..."

    I'd argue it could be somewhat useful on bamboozle+bleach Clown or Freddy. Either of those are the best bloodlusters in the game. Freddy especially since his main weakness is object of obsession users and it would block it out if the chase went on too long.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478523#Comment_1478523

    Although Infectious functions similarly, it is worse than this combo in 2 ways.

    1. Its range is limited to your terror radius. Whereas BOP + OSC shows survivors all across the map.
    2. It lets survivors know you have it when they scream. The combo above lets you sneak up on them without them knowing. Unless they're running spinechill.

    ???

    In a perfect world you mark someone and stab them within like 2-3 seconds, before you are even revealed. Both perks are useless in that case since your TR would still count as 0.

    What if you expose them, are revealed, and have the opportunity to get a down before the BOP proc? IF would be far superior in that case. You will get revealed, down the marked survivor. Anyone inside your TR screams and anyone outside it is revealed by the camera.

    I don't think anyone competent is going to be surprised if their teammate gets slugged 15-20m away and then you start chasing them right after.

  • Why not run infectious fright instead? Then if you get revealed, anyone inside the TR would scream, anyone outside would get revealed.

  • Maybe because old legion could run up to you at like 140% speed and smack you with feral frenzy until you were downed? 0 input from the survivor was required.

    When legion's power counted for sloppy and STBFL you could have games where within a minute or two you hit 5-6 stacks, applied sloppy to everyone, and then never had to use your power again because STBFL at 6+ stacks is a power in itself.

  • If I play DBD for 1 day and don't get salty comments on my steam profile, I know I am doing something wrong.

    lulz.PNG


  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1474642#Comment_1474642

    So that makes it ok and justifiable to leave people on the ground?

    Survivors DID wait at the exit gates tbagging. Guess what happened next? EGC was added. 2 mins is all they get.

    When you’re slugged its 4 mins, when you’re slugged in EGC the timer slows down. All we’re saying is there should be a way to shorten that timer.

    EGC is 3 minutes, and if someone is downed I believe it is extended to 6 minutes.

    There are a ton of survivors who will sit at the hatch and waste time just to spite a killer after the survivor team got rolled. I find that to be done far more frequently than a killer who will slug someone to death.

  • It's for the lulz.

    The same reason you will load into Haddonfield and the first thing you see is a bunch of survivors teabagging you across the map with object of obsession.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472593#Comment_1472593

    LOL. You clearly see the game as survivor-sided. Keep thinking that and driving the players away.

    Second chance perks are nothing. You can counter all of them.

    There is no such thing as gen rushing. That's the game's objective for survivors. If you don't pressure enough, too bad.

    And maps have tons of dead zones to go with those supposedly super safe pallets (which I rarely see).

    I guess you have never been taken to Ormond by a 3-4 man squad of object using survivors on comms. That's fine, I was new to the game once as well.

    DBD has always been survivor sided. It's just that it's gone from the days of 1v1ing any killer that wasn't the nurse by running balanced landing infinites and god windows to a more reasonable level recently. If you can't identify safe pallets then you are probably not very good at looping, which is why you think the game is killer sided I assume.

  • @Onyx_Blue said:

    @teamdehn 1min 50secs of doing nothing of impact to 4 survivors? Yeah, a killer should be doing better than that. Jeez, are players at this game so bad and warped by the statements of egotistical streamers whom cannot admit when they played badly, that they try and blame gen speed for their own lack of skill at pressuring? Bloody hell...

    That's silly. He played it relatively well the first chase. Even if you shave 15-20 seconds off it, he still loses all 3 gens because they would get finished before he can travel to them anyways.

    "Just go find another survivor" is a bad argument. It's probably another 20-30 seconds to maybe find someone else. The dwight had a medkit, and could probably heal himself up within ~10 seconds depending on what kind it is.

    And who is to say the other survivors he potentially found would not do the exact same thing. At higher ranks the new chase could start off with the survivor sprint bursting off the gen, or the gen he visits has someone playing immersed and he loses 2+ gens without even getting a down. Committing was the right call on a low mobility killer like PH.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472632#Comment_1472632

    Trapper can indeed defend the basement quite well. But it doesn't mean it's important. You can defend almost any hook just as well.

    Putting so many traps around a hooked person means you don't have them near the gens, where you actually want them.

    If they manage to get out 1 time, you will have wasted a lot of time and resources. Plus at least 1 perk slot for agitation. If they can't escape, it probably means you are camping the hook or they are making bad plays, and you don't need the basement for either of those.

    Losing a few gens is irrelevant if you never lose the last 2-3 because you properly set up your traps.

    I don't agree with that. I think hag can defend almost any hook as well as the basement. But trapper without tar bottle is mostly limited to putting traps in grass. If there is no grass near the hook, they are a relatively easy rescue. Trapping the basement entrances and being nearby means you can reset the traps if someone disarms it and goes for the save. It will basically be impossible for someone to get out unless they both dead hard over the traps.

    You always have to be camping near your traps as trapper as it is. They are largely worthless unless you are right nearby to get a survivor from them before they get out on their 2nd or 3rd attempt. If you are setting up with the basement in mind you can typically secure a 3 gen near it, and pull people from any nearby traps into the basement and seal them in.

  • @[Deleted User] said:

    It’s one the things that can just really make me despondent with this game.

    The optimal thing to do for either side leads to immense frustration and anger from the other.

    Its a mess

    That's silly. It's a competitive game. The optimal thing to do in any competitive game is probably going to annoy the enemy team; because it makes them lose.

    Camping, tunneling, and slugging are strategies. You will throw the game employing them in the wrong situations.

    The fact with DBD is, with no corrupt intervention, you are 100% liable to lose 3 gens during your first chase. Even if it's a relatively short chase. 20-25 seconds to find someone, 30-40 seconds to down them, and then another 10-15 seconds to put them onto a hook. That's not an unreasonable time frame for an M1 killer who has to deal with multiple safe pallets all lined up. If you get your first hook sooner than that, great. But there's no reason to ever take your foot off the gas from there as a killer, unless you like losing games.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1469927#Comment_1469927

    basement is not important. if it happens to be in your area, great. but you shouldn't waste time looking for it or defend the gens around it just because the basement is there.

    finding the cluster of generators and defending it is way more important. since they are what determines the best area to defend.

    Basement not important as trapper? It's arguably his biggest strength. Get someone in the basement, trap all the entrances, and it's gg for that survivor. Typically more members of the team will funnel into it as well.

    I find that due to the RNG nature of traps, as well as the extensive time needed to set them up; it's best to try and use a trap to it's fullest potential. And that's killing someone outright in the basement with it. Losing 1-2 gens to set up a few traps and just getting a single hook off them isn't enough.

  • Kinda meh in purple ranks but once you hit red ranks it can be really nice. The strongest killers in the game (nurse, oni, billy, etc) will typically have IF equipped and it can save you getting caught out.

    Many really good killer players will also track through crow disturbances. Easily one of the best stealth perks next to iron will, fixated, and spine chill.

  • Items?

    I thought it was the fact the survivor team can stack 10-16x second chance perks, can finish all the gens in 4-5 minutes, and the majority of maps are littered with super safe unmindgamable pallets?

  • It's RNG if they appear or not. You don't start getting a meaningful selection of things in the bloodweb until around ~35-40; with a large selection available at level 50.

  • I don't think it's that bad. It combo's well with the current meta of DS/Unbreakable/Exhaustion Perk. I just can't justify running it over iron will, spine chill, or borrowed time mainly. But the perk itself is decent, especially if you get farmed off hook and then slugged.

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472314#Comment_1472314

    I play as Steve and against Steves. No, not 90% of the time. Sorry.

    Even if it was (it's not)... pay attention then?

    It's gotta be close. You can only see it if he is moving his hand to scratch his head. And i'm not complaining, the really tryhard survivors just equip the key at 6 seconds anyways.

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1472307#Comment_1472307

    I like that it's a picture because a video would obviously show him moving his hands and thus moving the key.

    Imagine being able to see every item a survivor brings in game and still finding something to complain about.

    Maybe go see what it looks like yourself ingame. Steve hides the key better than any survivor by a long shot, it's literally in his hip for 90% of his idle animation.

  • Steve1.PNG Steve2.PNG

    There is a reason the ultimate sweatlords play Steve or Blendette.

  • I only miss a few things from old Freddy......

    Old pill bottle letting you get attacks off from complete invisibility (now replicated by ghostface and silent bell wraith to a large extent)

    Old class photo letting you put everyone to sleep during endgame with no way to wake up, combined with old remember me for like 90 second exit gate timers.

    I also do miss remember me + dying light because that was a hilariously toxic combo.

  • @ClickyClicky said:

    Lol knew it would be this game from earlier before I opened the thread.

    Actual gameplay starts 4 seconds in, 3rd gen pops at 1:44 so 1 minute and 40 seconds for 3 gens. That means the extra 20 seconds were likely the survivors running to seperate generators.

    Its not good. I feel the map is part of the problem. Rotten Fields has never been a good map. I thought they were shrinking it? It seems just as big as ever. Anyway so you have a huge map where the gens are spread out and then you have corn everywhere so you can’t see what gens are being worked on from a distance.

    I don’t get why some people turn their nose up at Corrupt Intervention. That would have massively helped here. Based on how quick that went I would guess survivors started on the far gens, corrupt would have locked them off and forced the survivors inwards, which I feel would have changed the start of this game a lot.

    Yeah the devs say they expect early gens to go fast but losing gens like this theres only really Billy or Nurse that can come back from that or a strong campy Hag game.

    This is pretty common unless you have corrupt intervention. But even then, depending on the map and RNG it might only buy you another 30~ seconds or so before all 4 survivors find a gen; which is why I have mostly stopped using it.

    Assuming the survviors are good, you can spend 20-30 seconds finding someone, 30 seconds getting them down, and then by the time you hook them the first gen pops and the second one pops shortly after.

    I pretty much respond to a genrush like that by tunneling and camping the heck out of everyone who goes on hook, and have mostly given up slowdown perks on the weaker killers for one's that let me focus people down faster.

    How much do you think pop goes would do in a situation like that? Almost nothing. I'd much prefer something like endfury to eat a DS and then kill the guy off as fast as possible to make it a 3v1.

    When the game is on track to be over in 4-5 minutes I don't think anyone should complain about the killer playing like that. There's only a handful of killers you can play that can handle current gen speeds without having to resort to playing like a total scumbag if the survivors are not afraid to do gens.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464153#Comment_1464153

    You're overestimating how hard it is to play an M1 killer. You only have to run up and hit survivors with M1. They move much faster than survivors so all they have to do is follow survivors until bloodlust builds up and get their easy hit in. Braindead easy.

    /s

    It's easy to say something takes less skill than something else if you ignore the finer details of each situation.

    Well let me put it like this. Once you know roughly where to place traps at each loop to get hits, there is little else to do with her beyond place those traps and take them. I get more 1 hook kills with all survivors alive as hag than any other killer, because there is really no way to get around the traps if she is patrolling nearby. The only thing she struggles with is object SWFs.

    M1 killers you have to be constantly reacting to survivors during the looping process, and each survivor plays differently. A survivor setting off a trap and you instantly teleporting to it is the same hit every time.

  • @MadLordJack said:

    Because he is super easy and people are lazy. Hag is easily leagues above Freddy simply because she has a drastically higher skill ceiling. However, she also has a drastically higher skill floor, and so bad hags dismiss her as a weaker killer and go back to snare-spamming, gen-popping, teleport faking, bt-denying Freddster, instead of putting in the not-i considerable time and effort it requires to play hag at a similar level.

    I feel like people vastly overestimate how hard it is to play hag. The only thing that takes real skill on her would be using mint rag. Everything else is spamming down traps at every pallet or chokepoint near a 3 gen or a hook and then mashing control to collect free hits. Probably the most skillful thing you do as hag is waiting to see if someone on the other side of a pallet is going to vault it to determine if you take a trap or not.

    Tons of veteran players will just suicide vs. the hag because they know how cheap she is. And I say that as someone who plays a ton of hag.

    I think playing an M1 killer is significantly harder than hag.

  • He's 115. He can't be countered by flashlights. He can equip blindness blocks in case of object, which is a huge bane to hag. He teleports across the map to pop gens. You can't crouch over his snares. Snares can be placed mid-chase with no penalty.

  • @Widden said:

    Everybody say she is terrible killer. But honestly her lunge and unpredictable (yes i encountered some pigs and it is very strong) ambush attack is not weak. Her gameplay is extremely easy and traps doesn't require skill. Just use whispers,M&A, pgtw, stbfl and play around these perks. I don't think she needs to be getting nerf but she needs a little bit adjustment. She is really good at slowing games and tunneling. She can disable BT entirely just pressing ctrl button. Thats the problems about Pig. I really like her design but i wish she could be balanced more.

    She is terrible. A stealth killer who needs 2 perks to even use her stealth? Ghostface / wraith just push M2 and run up to the generators at full speed or more, no whispers / monitor needed. And she gets screwed extra hard by spine chill compared to the other stealth killers because you will be crouching around super slow with a bad FOV looking for people.

    The traps are mediocre at best, you need purple add-ons to make them even somewhat threatening.

    Ambush is meh and everyone good will just run away when you crouch, unless you have combat straps (which means your traps will do nothing) and can fake it.

    Probably her best feature is that if someone tries to locker DS you with a helmet on you can make them run down their timer.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1463559#Comment_1463559

    Why would you not chase? If you see someone Sprint Burst that's just like a sigh of relief that you don't need to worry about better perks.

    Huh? It's the best exhaustion perk in the game, and definitely the most annoying to go against when it's used well. Dead hard is a close second. But dead hard won't help you against 1 shot killers, can get countered by exhaustion add-ons, and doesn't work to dodge hits sometimes.

    I love using it to work on a gen in the killers face while they chase people nearby, and if they ever swap to me well i'm off to safety and then so is my teammate.

    It's the most genrush friendly exhaustion perk, is incredible for escaping the basement, great for making hook / flashlight saves that would otherwise be impossible, it can be used to disarm hag traps safely, etc etc.

    The only drawback is having to walk around, though you can pair it with fixated.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1463412#Comment_1463412

    That’s pretty offensive.

    If im on the basement hook and I don’t have a flashlight, or Urban, and if I try to crawl after being unhooked and not set off traps, only to not get far because Hag is at the top of the stairs already, what “High IQ” thing should I do?

    Or are we just back to encouraging suiciding first hook because there’s no real point trying? Because that’s healthy for the game isn’t it?

    The basement is a dangerous place. I don't see how a hag camping it with traps is any worse than any other number of basement builds.

    Any high mobility killer can use make your choice and essentially make escaping from it impossible for at least 1 person. Spirit/Nurse/Wraith all come to mind.

    Trapper traps every entrance.

    Huntress can stand at the top and throw hatchets down.

    Billy/leatherface/myers all 1 shot you as you come out.

    Pyramid head can make getting out impossible without stepping into torment, then send you to a cage; ignoring your DS.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462410#Comment_1462410

    See my previous comment about my Clown build in red ranks...

    "I'm running an anti-heal build, i'm thinking outside the box"

    I don't think it proves anything. You can go into rank 1 matches perkless and still do fine depending on the map and how boosted the survivors are. There's only a handful of killer perks that are super impactful. BBQ, Spirit fury, NOED, and maybe devour hope? All of which can be realistically countered (except maybe NOED)?

    Everything else is honestly pretty minimal effect unless it's like pop on freddy / IF on oni/billy/nurse etc. Fire up is absolutely terrible, even once you get to 5 stacks. I get brutal strength once the game is basically lost and i've probably had to kick all the good pallets already. Definitely worth a perk slot.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462169#Comment_1462169

    “3 stacks means 2 gens left” So?

    All that matters at that point is how many survivors are left alive, which has to do with how well/poorly a killer played, or how well/poorly the survivors played, and has nothing to do with the perk Fire Up.

    1% increase in M/S per stack would be broken. It’s not the first time Peanits has said this. 5 stacks would equal 1 PWYF stack, which we already know makes a significant impact on any chase, let alone 2 or 3 PWYF stacks.

    Imagine a killer stacking Fire Up & PWYF?!

    Even just at 3 Fire Up stacks and 1 PWYF stack that would be entirely OP on most killers. And even worse, NOED’s 4% and 5 Fire Up stacks AND any PWYF tokens.

    The only way Fire Up would be fair if it included m/s buffs if it were micro percentages, like 0.3% or 0.2% per token.

    If there's only 2 survivors left, and 2 gens are left; the game is won. No matter what the killer can get a 3k, unless they are just absolutely potato or there is a key. It really doesn't matter if you can save .2 seconds off a pallet break at that point. Or .1 seconds picking someone up.

    I don't see how getting a 5% movespeed increase by endgame is OP. You can get it at 5 gens left with 1 stack using nemesis + PWYF.

    Stacking PWYF, Nemesis, Fire up, and NOED means you have literally no regression or tracking perks at all; and will more than likely be playing 4-5 minute games. I don't think it would matter if you were flying around by the endgame because that means there's probably 30 seconds left in the match, and you get your one free NOED kill and that's it.

    Killers like wraith/billy can already get to 150% movespeed+ with a NOED one shot. I don't see people ever crying about it on the forums though?

  • @[Deleted User] said:

    Fire Up is a good perk.

    Its not super strong, but that doesn’t equate to weak.

    Sure it’s weaker at the outset of either Brutal or Bam on their own, but even at 3 stacks a 12% increase to pretty much all base killer abilities is nothing to be laughed at either. It’s still useful.

    You can stack it with brutal or bamboozle for the memes, but at that point you may as well just use both separately and have the power straight off the bat.

    3 stacks means 2 gens left, or potentially less than 80 seconds until the game is done. It's not going to help you much there, and bamboozle's primary power is blocking a god window or the window at jungle gyms / shack / cow tree / etc; not really vaulting it faster.

    I don't see how gaining a 1% movespeed increase per token would be OP; considering NOED gives you both a 1 shot and 4% and realistically won't ever be found anyways.

  • @BaschFonRonsenburg said:

    The thing about object is it’s amazing for practicing chases. Especially against a Freddy/ nemesis perk user. Killers will more often than not tunnel you just for bringing it.

    I don't think there is much to learn from getting chased by a PWYF user. They hit 3 stacks, you instant throw pallets or go down. Fortunately it's not a very common perk.

    Alot of the time on Freddy I just bring a blindness block since Freddy add-ons are pretty meh outside the ultra rares and chains. If I see someone who has used object in the past, blindness block + black box is one of the nastiest tunnel combo's in the game. You get the permanent 1 way wallhacks and they never wake up. Freddy can drop DS straight into a snare too which I find pretty funny.

  • @Deadsea said:

    Her perks are really good for one thing. You can give her different outfits and styles. She's athletic and not a junkie

    methmeg.PNG

    Not a junkie?

  • I don't think I have ever had someone comment on my profile over a call of duty / CS:GO match more than a few times. DBD it's like every time I play. I leave the comments on anyways though.

    You gotta play this game like a savage if you want to 4k at red ranks vs all the object SWFs; who offer a really survivor sided map, run 14x second chance perks, and then will go and cry on your profile when they still lose.

    lulz.PNG


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