DaKnight
DaKnight
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I thought this was the new killer cosmetic??
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1805563#Comment_1805563
Well from my experience, I dont run into those teams often enough. Those are the tourney squads and stuff which rarely happen for me. I didn't bring a mori against them because I run into them once and never see them again. If you keep running into them or know you're going against a tourney squad, wouldnt it just be better to dodge and save yourself the trouble?
I don't like dodging, and I go against pretty sweaty 4 mans often. I agree Mori's were BS against solo Q.
But the weaker killers have nothing now; the SWFs are going to have a field day. You get sent to haddo by a 4 man SWF and you are just done.
It would not be so bad if you were not locked into your killer, because you could at least switch from Clown or something to Spirit/Nurse to make it fair instead of a hair pulling experience.
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@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1805544#Comment_1805544
Not everyone does this. Besides, if you play well enough they might not have the opportunity to get back to it and use it. Point is I don't think moris countered keys because somebody else would just pick it up anyway. Mori nerf was expected and idk why this is the biggest hot take from the patch notes.
Mori's were the only reliable way to beat a 4 man red rank meta SWF if you were not playing an A or S tier killer. Now you load into a 4 man SWF lobby and you are demo or something? You might as well dodge unless you want to be their plaything.
I will be playing a lot less of the weaker killers after this patch, I can tell you that.
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Yeah but for those same 2 slots you could have ruin / undying so.....
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@catnip18 said:
https://forum.deadbydaylight.com/en/discussion/comment/1804863#Comment_1804863
Franklins is an answer to keys. Other than both sides complaining about the other, there is no relation to them. Keys are in the same slot as a killer ability, and just like killer abilities they have counterplay outside of pure skill. Mori's have no counterplay outside pure skill, or at least they didn't, this fixed it. Conflating the two makes you and everyone that does the same sound short-sighted at best, and willfully biased at worst.
Franklins is not an answer to keys at all. The key can be switched to at 6 seconds or looted out a chest, negating franklins unless you just run it at all times.
And even if you DO bring franklins for a key, the survivor can just pick it back up and go hide it somewhere; unless you waste the full 90 seconds camping it to death. And spending 90 seconds camping an ~item~ to death? You are practically throwing the game.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1804370#Comment_1804370
I mean i get your logic but simply using it's info to get a survivor doing nothing and getting there more than likely after they looted the chest is why this perk was never good in the first place. While your right they are wasting time looting it isn't much and the same is said for the info you get and acting on that info the majority of the time won't be worth it as putting pressure on survivors doing gens is the higher priority.
Also the items they get will help them, the risk of them getting a key alone is enough to make this perk not worth running even if it is only a 7% chance which to me feels higher since i get them pretty often.
Ok now I think I got it. So the chest looter has 8-9 times to loot a chest. 3-4 default chests, 3 appraisal tokens, 2 hoarder chests.
Plunderers 3 is a 14% chance for a key.
The chances of NOT looting a key is 86%.
So the chances of not looting a key with 9 attempts is (86/100)^9 = .257
So the chances of getting a key is 1-((86/100)^9) = ~74%
The chances of not looting a key with 7 attempts is 1-((86/100)^7) = ~65%
So you statistically buff the chances someone loots a key by around ~9-10% And it only is more the less attempts there are.
That assumes the key is not green, and the plunderer gets all the chests.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1804280#Comment_1804280
you have more chances to find it which increases the likelihood that you will find a key, also it's not that uncommon i usually find a key every 5 or so matches when their is only 3 chests and im not running any chest perks.
Nvm I don't think that math was right.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1804157#Comment_1804157
Hmm,your first point makes sense i agree.
I guess it's just another perk that encourages a different kind of tracking that adds a little slowdown for survivors.Some people just don't want to run the same perks over and over again,so i guess that's fine.
It's barely any slowdown, 2 chests is 20 seconds. And then once they have the item you will get no more notifications, so it's not a tracking perk anymore.
Like other people have said, if there is a dedicated chest looter survivor you are really risking they get a key, because they will have 8 chances to get one. So it's a perk that could actively be harming you in many cases.
Maybe it could be OK on a stealth killer or Bubba / Twins. Stealth killer to quickly find a first chase (but whispers / discordance / etc will do that way better). Bubba / Twins since they have add-ons to make survivors drop items.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/211951/reaction-to-patch-4-4-1
I think the hoarder change is really good,because people are now more willing to search through the chests which you can capitalize on
Yeah but it's not like they were going to know you had hoarder. I feel like that was the perks entire strength, making them waste time searching chests for lousy items.
Now they search chests for good items? That's not wasting their time. Why would you ever bring it? There's much better tracking perks to use.
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/1803937#Comment_1803937
They’re wasting time and alerting me to their location. So in a scenario where all survivors are searching chests looking for a key Hoarder would have helped me win. Searching is a huge waste of time unless you get a key which rarely happens unless someone has Plunders. Even if they do have Plunders I’ll just kill them anyway because they are constantly telling me where they are.
Yes getting a few notifications throughout the game at the expense of other massively impactful perks is a good trade-off. I know for a fact you would get more location notifications overall with spies from the shadows.
They are not wasting their time if they are running a chest looting build. And two extra chests? That's barely any time added into your game, less than a single pop goes the weasel.
I already felt neutral about this perk. Now it's meme tier only and probably will only ever be worth anything if you get a basement hook from it.
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If you tunnel them off the 2nd hook and down them before they can get their locker DS, there is that. Basically Pyramid Head.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1803871#Comment_1803871
Yeah but now Mori's are so SO much weaker than keys, hence why people tended to use Mori's more in lobbies with 2 keys or more
Oh yeah it's dumb how they haven't changed keys at the same time, aka the free escape mechanic that's right behind mori's in terms of BS.
Now all you have is franklins, and if they swap to it at 6 seconds?
You also can't loot a Mori out of a chest.
But it's kinda expected in a game that babies the survivors so hard most of the time. At least there's still a ton of other BS killers have left.
Hotfix Mori's but Iri heads have been in the game for years now......
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Get the first hook mori's in now boys; before it's too late
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1803632#Comment_1803632
I'll agree 5 blinks and omega were too strong, but her base kit was fine. I had plenty of survivors making a fool out of me pre-nerf. It was never Nurse that was the problem, it's mostly to do with survivors refusing to change their playstyle to accommodate anything but ring-around-the-pallet.
I don't agree with that. To me looping is the most fun part of the game, as both survivor and killer. It's pretty much the only game there is in DBD, honestly. Otherwise it's hiding and holding M1 as survivor, or holding W mowing down helpless survivors as the killer.
Against a good nurse, it's really less to do with your skill as survivor and more how good the nurse is. It's the same problem I have with Spirit and Deathslinger.
The counterplay is holding W, breaking LOS, double backing if she charges a blink too long, and hoping she misses. That's really it. And good nurses hardly miss. Though fortunately I only see a good nurse maybe once a month if that.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1803614#Comment_1803614
And the changes don't make it feel anymore 'skillful' to use it it feels more like an annoyance I constantly have to remember instead of a mechanic I work with.
That's why it was a nerf. Pre-nerf there was basically no penalty for missing blinks. You could miss like 2/3 attacks and it didn't matter at all because they never got any distance on you unless they were in a particularly strong building. And the lunge was still long so you just landed in their general area and got a hit. And let's not mention the busted add-ons like 5 blink or omegablink.
Being punishing to play should be the penalty for ignoring all the game's mechanics on a high mobility killer.
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She still needs more nerfs, and gut spirit while you are at it.
The argument is "But nurse is so hard to play" when you can probably get the blinking down within like 10-20 games honestly. After that it's just figuring out which bugged objects you have to play around.
I used to play her a ton and still jumped for joy when the first round of nerfs came. It was boring playing against nurse 80% of the games at red ranks.
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I've seen pallets worse than Hawkins on the new Ormond; which is an accomplishment. It's a pretty unsafe map except for the main building and shack / jungle gyms.
You get found by a strong chasing killer and you are done; unless they are really boosted.
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I mean to be fair, for solo Q, the meta is practically required sometimes if you are serious about winning.
People are always complaining about camping/tunneling but how do they not expect it when the team pops 2-3 gens in the first couple minutes? A lot of the time my second chance perks are there to cover for my team's mistakes just as much as my own.
Here's an example: A teammate is getting camped to death on 2nd stage, and there's not enough time to genrush at that point. Maybe you are the only one in position to save them in time. They used all the pallets nearby, so you inevitably go down trading for them. Now when you come off the hook and are tunneled, you have nothing except DS.
I do the standard BT/DS/Dead Hard/Iron will combo if I am coming in to play. If I don't have BT, I am accepting my team might get camped to death, resulting in my own death. No DS is saying you are ok with getting tunneled, getting farmed off the hook, or having literally no chance to escape the basement sometimes.
You don't need them, but you must like dying a lot to the desperate and/or malicious tactics killers can employ if you are not running them.
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All you have to do is crouch walk up to the totem and kill it, not sure what the hype about this build is.
It's probably worse than a hag just laying some traps next to it. Or for the same Iri+Purple offerings? You could do Thrill + Devour, rusty shackles mint rag hag and instantly be teleporting to them upon notification. And you would actually have a power the entire game too.
Even if you are bodyblocking it with Victor 1 person could harass the totem the entire game while 2-3 people are genrushing an M1 killer.
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Environmental hazards would be nice , either slowing or displacing the killers and survivors. Thicker mist offerings are always my favorite.
I had a game on dead dawg where after finishing the gen on the hangman's platform the trapdoors opened and dropped me right into the face of a hillbilly, who promptly chainsawed me.
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Me, noticing an injured survivor is staring behind them: *This guy is gonna have dead hard*
Also me: *Gets juked by dead hard anyways*
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1799813#Comment_1799813
But being an obsession within itself does nothing, all it does is tell you certain perks are in play.
I know that those perks do have drawbacks but I think being an obsession should actually have an impact.
The impact is how the game is going to be played differently because of those perks? It used to be terrifying to be the Obsession sometimes. The killer would offer a mori, and when you spawned in and saw the dying light icon you know you were going to be violently tunneled out of the game if you were found. You see the dying light icon now and know you are probably going to be ignored half the game and can go do saves with an extra healing speed boost.
I would not say the current perks are THAT bad anymore, although Rancor can make sure you have a very scary endgame.
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Huh? While most games it just means there is DS, there's tons of very impactful obsession perks and add-ons; all which can drastically alter the way the game is played. Having two way wallhacks on each other is a good start.
Remember Me, Rancor, Black box Freddy, Save the Best for Last, the ridiculously fast stalking add-on for myers, etc
"If a killer gets in a chase with the obsession, they would be granted extra movement speed"
That's called play with your food.
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@Felnex said:
Yeah, killer is the power role. After they've been looped and humiliated for a long time, they like to get revenge by making the survivor who played the game well suffer. It's really quite dark, and disturbing motivation behind DBD. Not a wholesome game.
Did you expect a game about playing a serial killer and murdering people to be wholesome?
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@MichaelAMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1796554#Comment_1796554
Now this is big brain right here.
Bigger brain would be just following them around cloaked as wraith or something for 30 seconds.
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Against M1 killers not using anything crazy, yes.
Against the strongest killers, offerings, and add-ons no.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1797041#Comment_1797041
Yeah certain moris can be seen from the third person perspective, but for those that can't, I just don't see why anyone would bother. For example, the new old lady Bubba skin is cool, but you'll never see it. So why spend $15?
To intimidate the survivors. I only wear cosmetics on killers I am good at. If I'm doing a daily or haven't played them in ages I just leave the default outfit on.
When you go into a game and hear the Nurse screech, you wonder "Is this a pumpkinhead nurse?" and then you see they are P3 and start mashing control like you have urban evasion on.
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It's a bug. My first game with her I was shocked to find out I deranked even though I did very well; because her devout emblem didn't register my hooks / 3 kills and gave me bronze.
My second / third games I deranked because Victor got stuck in the floor.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1797186#Comment_1797186
Like I said, not all survivors will want to farm. Some won't believe that you want to farm at all.
I've seen an Agitation / Iron Grasp / Insidious Bubba pretending to farm; I don't think I will ever trust a Bubba
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@BigBrainMegMain said:
Thanks for the clip.
You slugged everyone at 4 gens, and you're Bubba, you went back to the hook to down 2 more and you're complaining about a 5 second stun?
What exactly are you complaining about here?
How dare he kill the survivors too fast. How it happened is irrelevant. Gens are done in 4-5 minutes in DBD if you are not applying a ton of pressure.
When you are playing a weaker killer and really have to work to get into a situation where you down 3-4 people at once; having it erased by the obligatory DS/UB combo is just crippling.
What's better is the last survivor getting a 4% in your face, then having to sit around and wait out DS. Because that's the only counter to DS.
I call it crutch strike for a reason, and I still use it myself because it's so OP.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1796107#Comment_1796107
So nurse is an m1 killer then lol. You press m2 to blink and m1 to down. Like all the m1 killers.
That's still weaving in very impactful M2s during the chase. There's tons of killers who basically only have the element of surprise, or they get a free damage state and then have to M1 to actually get a down.
I'd say the most pure M1 killers are Myers, Ghostface, and Wraith. If there are a few spine chills or the map is wide open? They have nothing at all.
Legion is pretty much just M1 as well.
Clown without add-ons to pump up his bottles is basically M1 since they hardly do anything and he runs out of them very quickly.
Pig's M2 is completely useless at many loops so she is M1 in many situations.
Plague is M1 if survivors don't cleanse.
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I run DS as survivor mainly because of people farming me off the hook. I rarely get tunneled if the team makes a good save.
On the other hand I've actually had people kill themselves on hook while I was waiting for a good moment to save because I don't run BT sometimes and they got impatient.
Most of the killers I play punish bad saves heavily even if there is BT, like pyramid head or leatherface, so I go out of my way to make smart saves as survivor. You should really only hook bomb if the killer is camping and there's no other option.
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I am in love with the perk, even the icon is pretty badass.
It does have the NOED factor in that you are like "surprise mfkr" but you can still get it relatively early in the game. I almost never get any value from NOED, but I have from coup de grace. I have mainly been using it on Bubba, who I rarely M1 on. He is strong enough he can use pretty much whatever you want anyways.
I actually use the tokens though; they are pretty good at loops. People give it a lot of smack but I don't think it even uses the token unless the lunge actually crosses into coup de grace territory because I have definitely lunged, gotten a down, and not consumed a token.
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Definitely a pretty annoying perk if you are slugging. The survivor will be sitting under a pallet, and you usually want to waste some time checking for other survivors first so they don't pallet save. Then you finally pick them up and get power struggled.
I haven't gotten hit with it normally yet though so in theory they could have just unbreakabled into my face and then done the pallet slam, though I believe power struggle ignores enduring so it's probably better. And it saves the unbreakable.
I'm expecting at some point ill be going down into the killer shack basement or something and get robbed by it, but it hasn't happened yet.
I doubt it would be good en masse but when you have a user mixed in with regular meta survivors it seems pretty good.
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@darktrix said:
Guess you'll just have to make due with the wide as hell empty areas and dead zones they have on those maps now.
I was actually thinking this the other day. I was looking at some of the gens on Autohaven and there was literally nothing nearby at all. Nothing to hide with, nothing to loop with.
I got found by a Pyramid head at one and it was pretty much instant death. The best I could make it to was a dumpy little pallet he could easily lob attacks over anyways.
https://clips.twitch.tv/MiniatureBelovedOysterHumbleLife
This one was pretty bad. And against a Bubba with an extended saw? Oof. You are basically required to have sprint burst if you want to work on it.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1794757#Comment_1794757
That's more down to server latency, not really anyone's fault.
But some of those object hit-boxes are not even close to the actual size of the object.
That's down to the survivors having pill-shaped hitboxes. Most of the questionable hits I see as killer are landing a hit after someone vaulted a window.
But when I play huntress the hits don't even look good on ~my~ end half the time. I have hatchets that clearly should miss but they still land because easy hatchet hitboxes. It's the only killer I play where I regularly scoff at the hits I am getting.
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@chieften333 said:
What in the Kentucky fried [BAD WORD] are those hit boxes?!
That's what I say every time I get hit by a hatchet when i'm already around a corner. I hate Huntress so much. At least Deathslinger actually has to hit you.
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I rarely use it, I buy the Iri Flesh one instead. If you are timing your chainsaw correctly you get the same effect. It has the big problem in that you end up using your entire saw for 1 pallet sometimes.
I guess it's more there for convivence than anything, so you can focus entirely on the looping instead of having to worry about timing the saw charges as well.
I have heard it goes well with play with your food since it means you can have a super long saw only use 1 stack, but I never use PWYF on Bubba anymore.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1793912#Comment_1793912
Used the perk - Can't justify using it. Think of it this way. To use the tokens at the right moment you have to force yourself to short lunges unless you go for an immediate injury which isn't an effective way to use the perk. Yes the perks use is basically cutting a survivor off before they reach a window or pallet. But to do that you'd likely want to get the survivor in a position to where it means a down when using the perk.
I've been running it on Bubba with good success. Especially with his broken add-on and Infectious fright, encouraging people to stay injured the entire game. Most of the game is spent using M2, but sometimes having the massive lunge to stop a loop is incredible. It's not like anyone expects it, and they get greedy at the pallets when you are chasing them normally without using the saw and then boom.
I get bored of running the usual gen slowdown perks and enjoy a fast paced game using chase/information perks sometimes, and this one is very satisfying to use. With no slowdown I expect to lose gens so I get the tokens.
I just got out of a game where I coup de grace'd some clicky clicky teabagger into a 2nd stage basement hook and killed them down there. It was exactly a coup de grace.
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It's very good for making sure you get at least 2 hooks per game. If you go down first it's a waste but mid to late game, when you are liable to die on your first hook; having it available is incredible for giving yourself a second chance. Dying on my first hook or going half on my first hook is probably the most annoying thing in DBD to me so I run it often.
Before crossplay I would do an endgame hook trading build sometimes. BT/DS/Deliverance/Tenacity. You could aggressively trade for someone on the hook; then save yourself and either DS the killer or crawl out of the exit gate with tenacity.
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@Woodywool said:
https://forum.deadbydaylight.com/en/discussion/comment/1793890#Comment_1793890
If you realized even 2 tokens in right moments, you can have a big chance to win the game.
The point of the perk that it is really strong in mid-game. You can down a survivor like really earlier that it should be.
Less time you spend to catch up the survivor = more chances to win the game as the killer
I would not argue with people who's minds are already made up. Half the people commenting here probably have not even used it. They will be posting how good it is after a big streamer or something uploads a video of themselves wrecking with it.
DBD is a snowball game. A couple rapid downs in succession can be game ending. I'd put this perk as one of the best anti-loop perks in the game, if a bit hard and risky to use. 3-5 borderline uncounterable downs for 1 perk slot is pretty damn good.
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It's a very good perk, at least on some killers. Anyone with a 1 shot it's really good on. The stack is preserved unless you do actually use the extended lunge which is very nice.
The lunge is pretty nutty, and basically negates looping for that attack. I have gotten some pretty outrageous hits with it so far. I have been using it on Ghostface, Myers, and have also found it very good on Bubba with Broken/Mangled add-ons.
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Tunnel off hooks into Ebony Mori
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1793140#Comment_1793140
Great. Who cares. It's what's actually in your games that matters. And I can confidently say that in the rare occasions I do see Discordance, it's never with Ruin and so very clearly isn't "the overwhelming majority of cases." And even then Discordance isn't the big strong perk in that combo, it's still the stupidity that is Ruin/Undying, and you're ignoring the fact that one person can just stay on the generator and finish it. Or, even better, the killer tries to just pressure that one generator.
None of which detracts from the fact that splitting up and doing gens only works when everyone is doing it, and backfires the moment the killer starts a snowball if they have the ability to send generators into regression across the map.
Ok, well I don't play at green ranks. I play at red, where you see ruin undying all the time. And whenever I see ruin undying, I assume there is tinkerer and discordance to go with it, because alot of the time there is.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1793025#Comment_1793025
I never see that. Ever. Discordance is such a rare perk.
It's the build otzdarva ran for most of his 50 winstreaks in a row. It's the build Pro Vengeance ran for a 350 winstreak.
I almost always use either Corrupt or Discordance. Discordance is just so good.
If you spawn into a game and get 2x discordance procs immediately, you know its a sweaty genrush team and to act accordingly. Many times you spawn in and get the proc within 5-10 seconds and know right where to find your first chase. If it procs while you are in a chase, you know you have to end that chase within ~10-15 seconds or you are going to lose a gen for it, etc.
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@MadLordJack said:
I feel like I need to make a post asking people to stick in pairs, because that's the counterplay to this entire chapter. Got this build? Try using it when gens take 48 seconds. Wanna play the Twins? Me or that Claudette will beat you to death if you down one of us. Wierd bugs going on? Have a buddy to laugh/cry with.
It's a strong build, don't get me wrong, personally I'd pair it with Surveillance for all the tracking I'd want, but it's only strong because people are stilick in the mentality of splitting up and going gens solo, thus giving the killer 80 seconds to interrupt. That only works when everyone is always on gens.
I mean considering the best perk combo in the game for killers is arguably ruin + undying + discordance; stacking on gens is a really bad idea in the overwhelming majority of cases. Discordance is a really nasty perk with ruin; exactly because survivors want to stack up to get them done fast and ignore ruin.
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I actually just made a post about how much I like the pop + oppression combo. I don't like Surge though.
This build has been so great. It's probably not optimal. But it cannot be taken away from you like ruin undying can. It gives you some random information through the failed skillchecks and it's pretty satisfying to walk past random regressing generators without needing to rely on totems that can spawn literally right next to gens and get wiped out in the first minute of the game or be hard countered by maps.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/1792932#Comment_1792932
Nope, you won't get a free down, and many gens have a window or a pallet near, or high visibility to counter tinkerer
If you close the gap on someone with yellow or purple chili Leatherface, it's pretty much a free down unless you screw up massively. Or you will need to be chain fed pallets immediately.
It's probably not worth using unless you are someone with a 1 shot sure, but it's still insanely strong and a completely viable alternative to ruin undying if you want to play gen control. Especially on Bubba, who can be played perkless at rank 1 and be relatively fine.
I have been loving it on the new reworked maps, which are so unsafe I don't feel the need to run bamboozle on them and can go full gen regression.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1790919#Comment_1790919
I would still say I prefer it to Pop. The main gain of surge is the need to not break gens nearby that chances are a survivor is off of waiting for the save or currently being chased. I don't think it'll ever be meta. But I think its also quite good for 3-4 gen situations on smaller maps. When you count the time spent walking to a gen with Pop the math balances out to be the same thing.
Pop only shines when someone taps a gen you just popped then goes down next to it.
Pop is insane with Tinkerer. You get the notification, walk over, get a free down, then pop the gen and get another tinkerer.
This build was pretty nutty the few times I have run it so far.
Maybe a little less strong than ruin undying but it's also uncounterable and can't be taken away from you.
Surge? Ehhh, kinda weak. I think Oppression is straight up better since it's map-wide and you are basically kicking 4 gens at the same time. I guess you could run it if you are lazy and don't want to kick gens but I find pop to be the most satisfying gen regression perk to use.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1792326#Comment_1792326
I don't like corrupt on her or trapper because it gives less setup time as it forces Survivors closer to you early game. With Hag especially you want to avoid chases and set up in pathways and loops to get faster downs. Yeah I use her traps in chases but would much rather lock down jungle gyms and other strong structures first so I don't have to rely on chase traps only.
I think corrupt intervention is actually her best perk. Second best is probably sloppy butcher. Third monitor + abuse. I switch up the 4th perk a lot but I almost never take off those 3.
Just conceding all the gens across the map is crippling, because then you are 100% banking on your 3 gen strat. With Corrupt you usually only lose 1 gen or 0 while you get your entire network down instead of 2-3, and forcing people into the web early is a good thing since you can start getting the sloppy butcher hits in.
I pretty much always use faster setting + extended teleportation range; or I do silent traps + extended teleporting range. The faster trap setting is amazing for quickly getting a bunch of traps out, and helps mid-chase. It's easy to lock down the first 3 gens then start harassing people at the 4th which survivors will probably be working on.



