DaKnight
DaKnight
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@SweetTerror said:
The developers noticed that hex ruin was being used in almost every single killer build, and so they nerfed it. But it was the only reliable perk guaranteed to slow down gen rushers at the start of a match. Without it, all generators can be completed in less than 4 minutes (even less than that if someone has a new part) provided you have a team that works well together.
I'm not going to say that there aren't other reliable perks to slow the game down, because there are: corrupt intervention, PGTW, etc, but imo none were as effective as the original hex ruin.
The new Ruin is honestly just as good as the old one, potentially even better in some cases. But it still has the problem of lasting ~15-45 seconds in some matches. Assuming it stays up long enough, it can buy you 2-3 generators worth of extra time. It also requires you to actively be forcing people off gens instead of just equipping a perk for passive pressure.
I don't think you need any slowdown perks at all, though you will need to play solid and be willing to camp/tunnel/slug when needed.
I've found corrupts effects to range from mediocre to minimal. Against a good squad they will just run to the gens immediately and 3-4 people will still be on gens in the first 30 seconds of the game. A bad squad will mess around for a minute or so before starting to work. But it's not the bad squads you are running these perks for. I only use it on killers with really bad early games.
Gens can go so fast at rank 1 that I have been finding pop to be unreliable as well. Sometimes it comes in clutch and you pop the same gen like 3 times to win the game, other times you can't even make it to a gen to use it (unless you are playing like Freddy or something).
About the only slowdown perk I typically run anymore is sloppy butcher. It always works on most killers, and doesn't require you to go out of your way to kick gens (which can waste just as much time as you are gaining through the regression). Just attempting to murder the survivors instead of controlling gens has been way more effective for me.
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I completely disagree with this. Stealth is optimal in DBD, and for a long time was the meta because the higher ranks were 3-5 blink / omegablink nurse dominated.
There is nothing wrong with stealth as long as you are doing gens too. And the only stealth perk you really need is spine chill. Assume the killer comes over to your gen, they take 20-30 seconds to find you, you blow your sprint burst, and then you start looping. That's an extra 20-30 seconds of the killers time wasted while using no pallets. Or they give up, and have to waste even more time going over to another gen while you immediately hop back on your generator.
The only time it's not optimal is if your teammates are on death hook when you have not gotten into any chases yourself. Or if you are significantly better than your teammates and can make use of the pallets better.
Plenty of killers are so strong that there is essentially no real looping them if they are good. Deathslinger, Oni in bloodfury, Nurse, Spirit, Snare Freddy while you are asleep, anyone running PWYF + Nemesis, etc. So it's always best to waste their time by hiding instead of by being in chases with them when you can.
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I'd either dump them straight on top of generators / hex totems to be used as a detection system or hidden nearby a cluster of gens you want to protect so you can get to it with pop goes after successful chases. You can also use them with make your choice pretty well if you get a basement hook or a hook in a dead zone.
I think putting them directly on top of gens is the only way you will get use out of some of the more exotic add-ons, like exhaustion portals. If they are cleansing portals, they are not doing your gens.
Realistically though, demo is weak in chase (compared to other killers) and you won't really have much time to be messing about with the portals alot unless it's down to 2-3 survivors. Demo can hold a 3 gen that's split across the entire map if it's down to a couple survivors, something unique to him.
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@anarchy753 said:
I just wish they'd make stalking a little faster and remove the whole stupid 'lean' thing. It's inconsistent as hell, it's not practical most of the time, his daily 'use the power' challenge is a nightmare, and 99% of the time Ghostfaces just abandon stalking altogether in favour of a silent approach.
Which is silly considering if you are not stalking as ghost-face, you really may as well just play wraith unless you just like the ghostface character.
Wraith is just miles ahead of ghostface in terms of a hit-and-run playstyle once you start breaking into green add-ons and above. Stalkless ghostface can't even use like 70% of the add-ons for anything. It's literally just crouch speed and power recovery. Meanwhile wraith is getting wallhacks, 146% movespeed, free sloppy butcher, perfect gen information, etc.
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You know with add-ons you can get it to 2 seconds right? Having ~3 second reloads with ether 15% + bleach gas would be insane. Clown is already one of the best killers for anti-looping; he just has no map pressure and usually relies on tunneling someone off early at red ranks. Alot of the top clowns stream and you can watch some of these guys slay at rank 1 with him on a daily basis.
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@Smeagolthevile said:
so I have started to put a LOT of time into legion, maxed out and unlocked every perk I had avaliable for them at this point, but I'm running into a wall. Specifically it really feels like the frenzy and deep wound effect is kinda pointless unless you are going to use it to get a quick and early hit on a survivor in a chase, and then tunnel them down.
The fact that they can just run forever away from you and that as long as they are mending the timer isn't going just never feels like its actually impacting them. Sure it buys you time, but if your chasing a survivor without the goal of hooking them, your just giving everyone else time. It feels counter productive, am I missing something?
Probably the biggest mistake you can make with legion is stacking too many slowdown perks instead of chase perks. Thanta / dying light / sloppy butcher / pop goes / etc will mean nothing if you can't down people in a reasonable amount of time. Their effect is honestly minimal anyways, compared to the pressure created by fast downs.
I'd try him/her with both enduring and bamboozle, assuming you know the tiles somewhat. There are tons of safe and un-mindgameable loops in DBD that against good survivors will basically force you to eat a pallet as an M1 killer, which is all you are after the first hit. See which one you like more and work from there, also try out brutal stength.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/1456141#Comment_1456141
“The most efficient way to play her is injure first, then phase into an easy down.”
Yes, you’re exactly right. And this is why the best way to play against Spirits is to play safe. She’s a 110% killer and if she doesn’t want to use her power to chase you uninjured, you can loop her for a long time. Play early game like she’s Oni and deny her blood.
That's a bad argument. Tell me how to "stay safe" against a killer bombing onto your generator at potentially 246% movespeed when you have maybe ~1-2 seconds to react by the time you hear the phasing sound? Even at her base 176% movespeed that barely gives you any time to just walk away and leave no scratch marks, and even then unless there is a pallet literally right there you will probably take a hit if she looks around.
You would need sprint burst, spine chill, and iron will to realistically stay safe. But honestly you should not need perks to counter a killer.
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@BubbaMain64 said:
This list is awful. Clown is really the only I would say needs a rework. By rework I'm assuming they're getting their entire kit changed. Most killers just need small buffs. Also the obligatory Freddy and Spirit aren't okay, but honestly that argument just falls on deaf ears since, y'know, "survivor op".
This for sure. Freddy snares need a change/nerf. Spirit just needs an entire rework or to be gutted. I'd go as far to say Oni and Hag should be looked at as well.
It is nuts to me that they will nerf billy because instasaw / crack billy is overpowered but then you have topknot oni's and rusty shackle hags still running around.
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Uhh, the old omegablink charged how far you went like twice as fast; giving you significantly more map mobility and ability to quickly blink onto survivors who were far away. Considering the main counterplay to nurse is to change which direction you are running after she has charged her blink, having almost twice the time to react is massive. Even if the base kit changes didn't happen it was still a big nerf.
I don't see a reason to play nurse these days, except to flex. And I used to main her 3~ years ago when she was really OP.
Spirit is a third of the effort and 95% of the power of old nurse. No super lousy maps like Lery's to deal with, no getting cucked by strong buildings, you actually get a huge lunge, and you are 110% so you have a plan B if you mess up a prediction.
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A BBQ/Pop/Devour Freddy gone.....you will be sorely missed.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1454317#Comment_1454317
Im not talking about map presence, but you can cut off the survivors escape routes at pallets with his bottles so pallet camping wont help survivors
He has always been very strong in the 1v1, especially with some chase perks stacked on top of his power. I found the buff pretty negligible, even after hundreds of hours played on clown. He is pretty much a worse Freddy in most ways, except right at the start of the game when Freddy is pure M1. Clown bottles slow 2 seconds at base, Freddy snares slow for 3 seconds.
Other killers can stack slowdown/tracking perks, clown probably wants at least 2 chase perks; 1 if you feel really confident (which is kinda sad considering his power is purely for chasing as it is).
At red ranks you will typically need strings of perfect bottle tosses as well as solid M1 mindgames to score hits fast enough to win games. Just hitting them with the gas isn't enough in most cases, you need to know exactly where/when to throw it during the loop to actually score hits instead of just getting early pallet drops. Max distance bottle tosses can be dodged, and it's always best to hit an object above survivors instead of at their feet.
I find all of those factors, as well as his lack of map pressure (demanding him to make very good decisions on where to go) make him one of the more mechanically and strategically difficult killers to play. Mistakes with the clown can't be covered up by an incredibly strong power, like say on nurse/oni/spirit, etc.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/1445712#Comment_1445712
You keep running into people who don't realize just how actually really broken it is for SWF. I'd rather not take the risk and just eliminate the situation. Survivors who paint literal targets on themselves shouldn't be surprised to see people aim for them.
An object user is typically going to be the strongest looper in your lobby, since by running it you will usually spend most of your time in DBD getting chased. They are also bound to have other looping perks like dead hard / resilience / iron will. Compare that to your urban evasion user who spends 75% of the time hiding and will probably drop strong pallets much more freely.
Against a lobby slamming out gens, going after the guy who is already positioned in the best possible area to be chased is typically a poor decision at the start of a match. Tunneling at purple/red ranks will probably end with you eating BT/DS, while 2-3 gens have gotten done in the first 2 minutes of the game. So if you were already struggling in chase with them; it will seal your fate.
Chasing a good looper through a slew of pallets and not knowing when to drop a chase is probably one of the easiest ways to lose a game at red ranks. If it's an object SWF, you will also lose the last of your gens by camping them.
