DaKnight
DaKnight
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- DaKnight
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Trash tier. If you were winning with it, you could have won without it. It barely does anything until the game is almost won, doesn't effect the obsession, and gives the obsession free botany knowledge.
I miss the old dying light + remember me. That was such a toxic build yet hilarious at the same time.
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This is what I usually run on him. I swap out infectious for i'm all ears or monitor sometimes.
Infectious is really nasty for snowballing on him. You get someone tormented, down them, and then send them to a cage and can immediately go to the IF proc for your next chase. If you are doing extremely well, sometimes the person you are chasing through the IF proc will have no choice but to lead you to a cage, leading to an easy farm.
Overcharge is trash. Surge is trash. I would honestly use trail of torment over either of those, the free hits it provides will give you more pressure.
I would not use ruin by itself, it needs undying to be better than pop. But pop is mediocre on PH since you want to be using cages if you are ahead, hooking if you are behind.
I mainly M2 so I don't find STBFL all that useful.
I'm all ears can be really nice, but is wasted alot of the time and has a pretty huge cooldown.
I always do range + rites of judgment duration add-ons, unless I want to play map control in which case I do recharge + trail duration.
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@Deadeye said:
Most people complaining about NOED are imo lazy or entitled. Like "I looped the killer for 5 gens but it is me who dies to NOED" is the typical entitlement. There is always a chance to die at open gates, but the survivor feels entitled to escape because 'he did sooooo well'. I personally would feel great about a 5 gen run in the first place, and rather prefer to die than having my whole team die to NOED, then all my effort would be wasted. But still then, if I play 10 minutes of a great game, I would hesitate to declare that game as crap just for the last minute ending.
And the "carries bad killers" argument is also kinda bad. If the survivors outplayed the killer that much, it should be no problem to do totems as well. The bigger problem would be on stronger killers, that manage to do a 2k until gates are powered, and THEN leaving almost 0 chance to the last 2 survivors for an escape, because there are not enough mates left to take care about gates, unhooks and NOED cleansing. But even in that scenario I would say gg killer for that regular 3 perk 2k, that got boosted to a 4k by NOED, which any other decent perk would probably have done anyway, if used during the trial and not only in endgame.
Most of the scenarios where I get hit by NOED I think "well, my fault, could have found it earlier"
Uhh, running the killer for 5 gens IS about doing as well as you can in the game. Then having the killer, who playing terribly, one-shot you with his/her speedboost into dying on your first hook? I despise the perk, and I almost never play survivor anyways.
"Just do every totem" isn't really a viable argument. There's plenty of maps, like Lery's, where you are never gonna find it. And people cleansing the obvious totems throughout the match just means it is going to spawn in the most hidden location possible.
It has the same problem of DS/Unbreakable. You are forced to play around it even though it might not exist.
It can also be stacked with outrageous builds. Ebony Mori / OP add-ons + NOED? Good luck. Oh, you made it to the endgame against that Iri head huntress and managed to dodge all 3 instadown hatchets cause she is bad? Boom here's some NOED, outplayed.
Though to be fair, NOED is usually telegraphed. Is the killer playing horrible? They probably have it.
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@yakul1nausicaa said:
When you only play solo and you run into a 3 man swf who deliberately get you killed for their own amusement.
Probably the worst one I had was a guy getting camped by a Billy at the endgame. I ran in, did the BT save, and then barely dodged the chainsaw by going around a fire barrel. Went on a relatively intense chase, during which time the guy I saved and his SWF buddy left. I finally go down and get hooked. The Billy chainsaws away to push the last guy out.
I was barely able to get my deliverance off before the third guy left. Luckily for me the hatch was right next to the hook so I was able to get in before the Billy got back.
One of the many reasons I rarely play the hero when I am solo survivor anymore.
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All the killers I play are already max perks so...
One: Buy every Green or Pink Mori
Two: Map offerings I want for that killer, I try to make it a point to never buy Ormond or Haddo on any killer ever
Three: OP add-ons
Four: Spam browns until the next bloodweb
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@Zarr0ch said:
DS was already nerfed. Stop tunneling and it won't be an issue for you.
Nerfed? It literally got buffed. Old DS just meant juggling to the hook or running enduring. And the skillcheck was actually hard.
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@xenotimebong said:
I miss old Freddy. He was one of the first killers I found success with as a baby killer at high ranks, as unbelievable as that sounds, and I never even needed to run old Ruin on him even when everyone ran Ruin all the time on every killer. Old green dress for reduced chances of getting skill checks and one of the drawings for insane power range and sniping survivors from afar... ah, to have good add ons.
He was fun and unfairly and harshly judged by the DBD hive mind that can never accept a dissenting opinion. Survivors would BM you all the time thinking you were doo-doo, which made it all the sweeter when you won. :D
I was coming in to say old pill bottle Freddy. Pill Bottle + Paint Brush was the ultimate hit-and-run experience back in the day.
Silent bell wallhack wraith can accomplish almost the same thing now, but it was always funny to see people who were falling asleep running in random directions because they had no idea where the attack was going to come from.
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I don't know how people are going to be in here complaining about the funslinger when you still have killers like Hag, Spirit, Nurse, Oni, etc running around.
His hitbox requires pixel perfection, I used to think he was the worst character in the game when I first played him. Spirit requires a set of headphones. And she probably still downs you faster than him.
Huntress is just straight up better. Almost anything he can do, huntress does better with the same skill applied. Not to mention throwing truck sized hatchets but that is besides the point. I play residentslinger over huntress because his character appeals to me more, and he's got the built in BM when he downs you.
He is average when used by normal players. He has no outrageous add-ons. And in the hands of the very best, he is still going to be pale in comparison to a ton of other killers.
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@AChaoticKiller said:
besides sharing your gameplay as killer one of the best ways to improve is to never camp or tunnel post gens getting powered. That sounds like survivor advice but hear me out, if you are constantly finding healthy survivors and finishing those chases your getting experience at playing killer/ending chases a lot faster than if you camped or tunneled.
Also if your new you will find that if you camp you often win since survivors don't know what to do yet which makes some killers kinda reliant on camping, don't become one of those killers.
If the survivors are playing well, you are reliant on their mistakes while using the majority of the killer caste. What can you possibly learn running safe loops as an M1 killer? Maybe to not respect pallets so much, or when to drop a chase, that's about it.
There's only a few reliable ways to win in DBD:
Play a battle of attrition, clearing out pallets and returning to the deadzones for downs.
Tunnel / camp / slug for pressure.
Play an OP character like spirit and do whatever you want.
I had to cringe when I saw this profile the other day with people saying "oh this guy is such a nice nurse main" etc etc. When if you put them onto someone like Wraith or Clown the profile would probably be full of salt because playing dirty is the only way to win on those characters if the survivors are any good.
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@EuphoricBliss35 said:
it happens.
Part of it is the build. Tinkerer procs but all it does for you is “hey, you’re going to lose a gen, nothing you can do.”
Second - try working on moonwalking. You backtrack in some of the right spots, but if you turned and hid you’re light, it’d help you out more (don’t fall in love with it, just need to know the spots you can get value from it).
So don’t quit. Reset your goal. Change it to “I’m gonna put BBQ on and hook everyone at least once.” Then if you do better, great. If not, all good. Killer is very frustrating to play. Almost on par with playing survivor solo queue vs sweaty killers
I don't like that mentality. That's like saying "I'm ok with losing every game while the survivors walk all over me as long as I get some points so I can.....keep losing with whatever those points got me"
I rarely run BBQ. But when I do; many times the first person will die, and I will have 1 BBQ stack. And I always giggle to myself about that. That game is a perfect example of why. The Dwight probably could have run him for 4-5 gens if he played the god window better. I also noticed how he was seen vaulting it again later in the video. That's exactly the kind of person you should not feel bad about camping or tunneling, because that's exactly the kind of survivor who will be running you through every god-window in the game if they could.
When I load into a map like Springwood, and see a survivor, and the first thing they do is beeline to the house of pain; I think to myself "I'm killing this guy on first hook if I can"
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Uhhh, to start, not sure I like the build. You have no slowdown, Corrupt is only for zoning at higher ranks really. It will buy you 20-30 seconds at the most against a good team. And that's why Corrupt Discordance is a bit of a waste imo. I think you really only want one or the other. Discordance is best with ruin undying, so you can find the first chase quickly without needing Corrupt to zone people into you.
Devour is a glass cannon, all-in type of perk. If you are not using it with a map offering you should assume it's not going to work, because in most cases it won't. Not sure I like it that much on legion either, since it has no synergy at all with his power and he can be slow to down people in the first place.
Tinker by itself is really mediocre. You want ruin or pop with it so you can keep getting it off the same gen.
Legion himself is really weak in chase against good survivors. I find it pretty greedy to not run chase perks on him/her. At least Enduring or Bamboozle.
Why are you using no add-ons? They are so cheap, at least use some browns. Something.
Then moving to the game itself, your first chase was the pantry god-window. That's a terrible place to be.
If you lose 2 gens in the first minute or so, your only option is to tunnel the first survivor off the hook. Playing nice be damned.
You spent most of the game at the Pantry, which is still really bad. That's the strongest part of the map. You should usually just concede the gen there and focus on the rest of the map if you are not playing a really strong killer.
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I mean honestly, ruin undying has been one of the more healthy things I have seen for the game.
It's super counterable, and the killer has to apply a good amount of map pressure for it to do anything. Chasing 1 survivor all game makes ruin undying worthless, you have to constantly be pushing people off generators and downing people for it to work.
Going into a game without any slowdown perks as killer is annoyingly stressful most of the time, and applying enough pressure to win usually still results in you eating second chance perks. I was playing some no slowdown Billy at rank 1 earlier and it went something like:
Spawn in, chainsaw to gen, down survivor. Hook survivor, BBQ to next gen. Find nobody. Survivor is saved, return to hook. Down savior. Hook savior. Start to chainsaw away when savior deliverances and immediately gets on a gen. Get locker DS'd by savior. Tunnel him down and hook him again because I hate locker DS.
Patrol gens until he is unhooked, return to hook. Eat BT. Eat instant medkit. Finally finish him off. 2 gens left.
Down next survivor, hook next survivor in basement. BBQ over to 2 survivors working on gen. Down survivor, start chasing last survivor. Guy in basement gets a 4% and triggers tinkerer. Return to defend gen. Get locker DS'd again. Down and put him back into the basement. BBQ over to next survivor and down them. Guy in basement dies and third survivor kills himself.
Go stand on Hatch since I used a "Hatch will spawn here" offering. Close Hatch. Start to chainsaw away when 4th survivor jumps out with a key they looted from a chest.
Yeah I won, but it was pretty infuriating. Back to ruin undying for me.
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There are DBD leaderboards, but they are fan-made. I honestly wonder where it even pulls the stats from because I can't find some of the information it tracks on my profile myself.
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You can use them whenever you want. Just don't expect the killer to play nicely if you are sending them to a very survivor sided map.
On the other hand, when I see a Lery's, Hawkin's, or Game offering from the killer I usually know it's going to be a really rough or cheesy game.
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Deathbound here, at least on Pyramid head. It's pretty good with discordance.
You torment someone, send them to a cage, and once they get rescued they typically go stack on a gen and you find them immediately again. I don't think the oblivious effect is that good, or at least not that consistent, but the psychological effect of keeping people grouped up is.
Not sure I would run it on anyone else though. Pyramid head is the only one who is both sending people across the map from him and then letting the survivors reset for free (almost guaranteeing the savior will heal instead of the unhooked survivor running off to self care or use a medkit).
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I didn't get it at all when I was using ruin undying, cause you never kick any gens.
One game of corrupt pop clown was all it took. He kicks tons of pallets and pop gives you a reason to kick gens.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1772741#Comment_1772741
It doesn't even have to be fast. Getting to a hook, unhooking the survivor, healing the survivor, then getting back on a gen can take over 30 seconds.
Being chased by the killer for that long is a good chase.
Only 30 seconds? Maybe if the killer is a Nurse/Spirit/Deathslinger or something.
You can last longer than 30 seconds against the majority of killers just by camping every pallet and holding W. You can make pallets like the shack last for minutes against many killers. You need to learn how to loop.
Pop is not even worth stopping to kick the gen with sometimes. My main use for it is getting another tinkerer proc, and ruin/undying is still better for it than that.
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1772721#Comment_1772721
Takes time to relieve that pressure. Once you've ran to hook, unhooked, healed, go to gen, start working on it again, the killer has downed another survivor and 3 are pressured soon enough again.
You can't spread work in gens when the design of the game has 3 survivors under constant pressure.
If the survivors are going down that fast, the killer would have won without regression perks.
Pop is mediocre at best these days. You get like 3x the stall from ruin undying than corrupt pop if you can get the ball rolling early, which is usually easy with discordance/tinkerer showing you exactly where to go.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1772581#Comment_1772581
It's horrible seeing all the unnecessary killer buffs. I've said the game is no longer DBD. It is a bloodbath battle royal game.
Only when you are putting seasoned players in the role of the killer vs. average survivors. The majority of the killers are just as average as the majority of the survivors.
There are so few seasoned killers overall that when I play survivor lots of the matches are putting full red rank lobbies against green and purple rank killers, who get stomped.
And honestly? There must be so many more survivor players than killers it doesn't even matter if it's killer favored at the highest levels right now. My killer Q times have been under 5 seconds for weeks now, at almost all times. My survivor Q times are into the minutes.
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@[Deleted User] said:
I honestly don't think it's that bad. I run it on my Blight with Undying and get pretty good use out of it. The typical argument is "oh, well if you hit a survivor they'll just hold M1 and they'll be at the next loop by the time you catch them". Especially against Blight, you're likely to catch them much before they get to the next loop. Plus, this argument ignores the fact that they are forced to go the next loop. It also ignores the fact that survivors often don't realize the pallet it blocked until it's too late, meaning they just feed you free hits.
With that said, I would support a 24m range and 30s cooldown to match Zanshin Tactics. That could be some fun synergy for an otherwise really weak perk.
This build was pretty disgusting when I tried it. Bloodfavor is incredible on Midwich, and with Clown resulted in plenty of 2 taps as people got trapped at a pallet by by the gas then blood favor blocked it. Or the pallet got blocked and then they didn't make it to the next one because of the ether + bleach bottles.
I originally had STBFL but found that people ended up hiding alot because the chase was so strong, and switched it for surveillance.
The main problem is downing an injured person and it going on cooldown.
It only gets stronger as there are less and less pallets left.
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His power is amazing, it's just a high skill cap. I would put it at potentially the hardest ability in the game to land on a good player, next to nurse blinks and blight bounces at tight loops.
You can literally 2 tap people with it and it feels disgusting when you do. Feathering and using it just for animation locks feels.....meh to me. PH trails are really not that good for map control unless you are using duration add-ons so you are mostly left with his M2 as his power.
And only using M2s for animation locks? You might as well play Deathslinger at that point. I lob M2s at people pretty much nonstop when I am playing PH, even out in the open sometimes where I could just M1 them because it's way more satisfying.
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Leatherface usually fills me with dread when I see one because I know my team is going to be absolutely slaughtered if they are not good at looping. I guess that's the same with Nurse / Spirit but they are slower and can be easy to hide from; and the level of demolition done to a bad team isn't as fast or dramatic usually.
Hag traps give me a big jumpscare in the early game before I know it's a Hag.
Micheal Myers has the best jumpscares for sure, just because he is so huge. A ghostface M1 doesn't really jumpscare me, turning around to see Myers stalking me from a few feet away usually does.
The prize goes to Pyramid Head though. His terror radius music is scary. Stepping across random trails when there are only 1-2 survivors left is always terrifying to me, especially if there is a mist offering or something to go along with it and you immediately hear the music approaching.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1772121#Comment_1772121
Did you mean to tag me or someone else?
You, just didn't quote the OP.
Literally every rework for killers has been for the better. Doctor and Cannibals were really good.
Billy was kind of a shame although with the general reduction in Pallets I can see why they did it. Endfury instasaw billy would be a bit ridiculous on some of the new maps imo. There's way less pallets overall for someone who could chew through them that fast. New cannibal does it at about the same rate as old instasaw billy but he has no mobility.
As Freddy has shown, slowing down the survivors is always riding a thin line between too weak and too strong. Then you consider someone like Clown who can equip gigantic gas clouds and doesn't even have to land the bottles remotely close to the survivors to get the effects.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1772099#Comment_1772099
The forums are the whole circus tbh
I don't think he needs much. Maybe an extra bottle basekit, a second off the reload basekit, or slightly longer intoxication duration basekit.
I always wondered why Huntress has 5 hatchets and Clown only has 4 bottles when they don't even damage you.
More than that and he risks being too oppressive imo. A clown using Bleach is already one of DBDs premier loop-stoppers and he is pretty easy to play at the majority of loops as it is.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1771892#Comment_1771892
Huntress has a 40m lullaby...
Michael is tall as hell...
And Trapper is still B Tier...
This would be such a terrible change and would remind me of the days the killer identifying programs still worked.
I would go into a game as Doctor, everyone has calm spirit. Go into a game as trapper, someone quick swapped to a map and people have small game. Go into a game as Billy, someone mysteriously offered The Game or Lery's. Go into a game as Hag, everyone has urban evasion, etc etc.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1763494#Comment_1763494
Enduring is good as long as the Survivors drop the pallet on your head. When they start to pre-drop then, you have a wasted perk slot and even more wasted time.
Not really, when you consider who is typically going to be running it. Billy, Bubba, Demo, maybe some M1 killers like Wraith. I run Lopro Chains Billy constantly and if they pre-drop the pallets that's totally fine by me. Just means I get to break the pallet and get a shot at injuring them. If they drop it on my head, I have enduring.
Same with Bubba/Demo, early drops just means an instant pallet break. Late drops mean I use enduring and they roll the dice if the attack is still going to hit them.
And it's still great on M1 killers. Respecting pallets is terrible on all but a handful of killers.
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Why play huntress when you can play the saltslinger?
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I hate farming killers, it's actually the most boring thing in DBD. I would rather be tunnel mori'd by a spirit.
What are they farming for? So they can get better stuff, and then play the game? Play the game now.
Every killer is capable of doing fine with their base kits and powers until you reach red ranks, and even then plenty of rank 1 killers go into games perkless / add-onless and still 4k.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1771487#Comment_1771487
ugh I have that unlocked on PS4 for clown, but not for PC...the Mr piddles suit(i think that is what is called). His P3 face does fit him very well!
That's the other one I use with his prestige usually. Looks kinda spooky imo.
This is what I usually use for ghostface. I feel like if you are super tryhard (which I am) you really want this robe or the classic ghostface robe. I have found that his default outfits give him away too much because of the floating pieces of cloth sticking out around corners when you want to stalk. And if you are not stalking as ghostface, you might as well play wraith.
That's about as good as I can come up with for Wraith prestige. Still kinda weak, but his P3 is very outdated.
I'd just go with whoever you want the cosmetic for unless you are going to be ~DUMPING~ BP into them and think the additional item rarity will make a difference over hundreds of hours.
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Wraith has really good cosmetics, so do Billy and Clown. Ghostface I only really like his blight outfit but it's....counterproductive to being Ghostface. Ghostface's P3 mask is pretty nice to combine with any of his robes.
That said, clown's P3 face is so trashy when combined with some of his outfits, I love it.
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Chase perks, NOED, and Mori's. Don't give out any free wins while you are learning
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@Boss said:
Survivor gameplay, no matter what build, is too boring to me.
Now i'm almost a Killer-only player instead of a Killer-main.
Killer-only player instead of a killer main?
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She is pretty annoying to go against, but most killers don't seem to enjoy her slow methodical playstyle. It's only pushed into outrageous territory if she is a scroll wheel hag, or a rusty shackles hag.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1769411#Comment_1769411
He didn't even need pallets to make 110% killer chase for infinity.
I just skimmed through it. I saw him dropping pallets, and he used balancing landing on cooldown. That chase would not be possible today, it's a moot video.
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I tried that a few times as Wraith. Not AFK all game though, but with no perks until the endgame you are probably going to make it there.
Pretty troll build, you usually get a 2k-3k depip for doing almost nothing. After you get a NOED slug, open the doors yourself and then decide if it's the time to use bloodwarden.
I try not to reveal I have Nemesis until the endgame. If you can get them locked in with Bloodwarden and then start using the Nemesis to Rancor people it's hilarious.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1769289#Comment_1769289
https://www.youtube.com/watch?v=KtA_22lg5-4
watch w/o sound, since it doesn't really matter here.
It's old dbd prebloodlust gameplay, aka why 4.4 killers w/o bloodlust sucked ass.
EDIT: For those who are too lazy to watch - Hag being countered by holding W.
Isn't that before her massive buffs? And in 2017 there were probably triple the pallets, vacuum pallets, legitimate infinities, exhaustion recovering while running, etc.
Hag doesn't need bloodlust by any means at all. 1 trap is all it takes to shut down almost all loops in the game. That's every loop nullified in like ~2.2 seconds or so.
You can follow people around setting traps at every pallet and she is actually pretty good in a chase. But there is no reason to do that since she is best played defensively. Chasing with hag is a rookie mistake.
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I actually love crossplay as a killer, because it means I get way more solo Q teams.
And against solo Q so many more un-optimal builds are viable. It's nice to see some variety in the survivor builds too unlike the sweaty SWFs where typically everyone has meta perks and you basically need meta perks yourself to compete.
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First game: 4 man SWF on Blood Lodge. Brought the ebony since they had dumb names and a map.
Second game: 3-4 man SWF on Gas Heaven. They were babies trying to blind me with flashlights out in the open.
Third game: 3 man SWF on Temple of purgation. This one was a bit closer. Kind of funny the rank 14 got the most points.
Never used bloodlust a single time. There was a 4k ebony clown game against a 4 man SWF right before these but I didn't screenshot it.
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Landing M2s out in the open is a pain. Typically I will throw two attacks in front of the survivor, then one attack behind them. Alot of people will dodge backwards into the third attack but good players will almost always juke the M2s out in the open. This clip is a decent example.
https://clips.twitch.tv/TastyRoughTrollRalpherZ
Rank 1-2 survivors will typically hold W if you miss a risky M2, costing you a ton of time. And with no mobility you are somewhat forced into bad chases because you will lose generators just for traveling across the map.
Use Ruin Undying Discordance as your base build, the 4th slot is up to you.
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I mean I would assume it goes from his more normal looking skins into the more mutated ones.
He looks kinda normal here.
Then his mouth falls off and he wears a hoodie.
Then finally he's just a straight monster. I personally use this one.
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They brought you to haddo, and you played nice? You are a better person than me, that's for sure.
Not sure I like that build either.
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@Speeddemonsaif said:
https://forum.deadbydaylight.com/en/discussion/comment/1769094#Comment_1769094
He was the only survivor left I already got the other 3.
Yeah but that doesn't matter. Once you get to 3 PWYF stacks as tombstone myers, you should never lose them unless you horribly screw something up or are M1ing down the last survivor or two because you ran out of stalk.
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@Speeddemonsaif said:
https://forum.deadbydaylight.com/en/discussion/comment/1769080#Comment_1769080
There was a meg and cheryl when i was about to kill meg she span made me lose a stack then i killed her cheryl vaulted made me lose 1 cheryl span made me lose 1. Also i don't got oni so i don't have nemesis also i respect pallet i don't go straight through.
Well that's just you playing poorly then. You should not really be getting span as tombstone myers since you have to be perfect with the grab and should wait until you can get it 100%.
Missing the grab as tombstone myers is typically game losing, it's worth waiting a few extra seconds to make sure you get it. The only time you need to make a risky grab is if they are about to jump into a locker, but ideally you are popping T3 on them when they are out of position for the grab in the first place.
And if you like tombstone myers, you really should try to get Nemesis. PWYF + Nemesis is the best perk combo for Tombstone Myers. Otherwise you are praying you get lucky and find the Obsession early.
Going for the grabs at 115% movespeed can be difficult. Going for them at 130% movespeed is super deadly, especially if you have monitor and abuse so you are coming around a corner or something undetected at lightning speed then murdering someone instantly.
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@Speeddemonsaif said:
https://forum.deadbydaylight.com/en/discussion/comment/1769060#Comment_1769060
They kept VAULTING fast vaulting and i kept missing and you can't tombstone while they vault.
Yeah but with 3 PWYF stacks you are still significantly faster than them, and should have no problems catching up. I also use Nemesis when I tombstone. If you are just tombstoning and not going for the 4k achievement, you should be using the tombstone piece and not the ultra rare tombstone.
I never use the ultra rare tombstone since I think it's pretty terrible. I use perma tier 3, the purple tombstone, or the hairbow tie the majority of the time along with a faster stalking add-on.
Tombstone piece is enough for 2 mori's (3 if you do it perfectly but it's not worth the time), which will end the game, and has no speed penalty.
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??? How do you lose PWYF stacks while using a tombstone. You never attack unless you are killing someone.
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That's already in the game under trail of torment. Detaching it from having to kick a gen would be way too strong. Leatherface who can go undetectable on command? Sounds broken to me.
Trail of torment is kept in check by being unable to be stacked with ruin/undying, and using pop with it isn't optimal since you want the gen to be able to regress as long as possible.
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@notlonely said:
https://forum.deadbydaylight.com/en/discussion/comment/1767976#Comment_1767976
even though its rare, escaping and depiping is possible lol. Happened to me a couple times
I have been playing long enough pips don't matter to me, the only wins are escapes in my books.
Stealth is optimal in DBD. If the killer can't find you at the generator you are working at, that's wasting just as much time as being chased by them, and not using any pallets to boot. You have no obligation to sacrifice yourself for your team in solo Q. Often the best play in a losing game is to wait for hatch or stand on a door. I had a game a while back where the team was 3 man slugged like 40 seconds into the game at 5 gens left, and I straight up just let them all die and took the hatch. I knew the gens were not going to be done that game.
The best stealth perk in the game is spine chill, and probably fixated after that. And if you have fixated you might as well use sprint burst too. As someone who played predominately stealth killers until recently, it always blows my mind survivors will have full stealth builds but not the information when to use them. I will just walk straight up and make the entire build worthless.
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Stealth is rewarded, in that you don't die?
Recently I had a nurse of all things complaining I was hiding from her. It was pretty obnoxious because she tried to get one of the other survivors to rat me out after I had not been hooked all game. I literally saved this meg, and then she brought the nurse over to me using bond.
Luckily, I brought in a key and dipped out; right in the nurses face too.
You think running out and letting the nurse chase me for free would relieve pressure from my teammates? I doubt it.
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I literally forgot it was off for the majority of the games I played.
The only time I ever get to bloodlust 2-3 is when it's the last survivor and I want to keep them at a pallet so they don't randomly find the hatch.
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@BadMrFrosty said:
Blight requires a similar amount of skill to nurse, but his payoff is worse in every way. He doesn't ignore anything, he just excels in specific tiles or scores cheeky corner hits due to his wider lunge cone. I'd say just pick up nurse if you want to invest skill into a killer that'll pay off almost every time, guaranteed.
They are both super hard, but nurse is a total snoozefest compared to blight. The payoff is the most mobile character in the game. Going from playing a few rounds of speed add-on blight back to regular killers feels like i'm playing the game in slow motion.












