DaKnight
DaKnight
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Only the back basement hook is BM. Front hook is just using the basement. Back hook is saying "you ain't getting out".
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Well there's the feedback. "That was a pretty unfun game" is what you get when survivors can barely hide and the killer is so strong he only has to kick 2 pallets on the entire map. But that's literally what this build is assuming you play well.
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@Sluzzy said:
Well, Clown is certainly not the worst and I don't adore versing a huntress. No counterplay there. Survivors have been nerfed, maps have been nerfed, making all these killers have limited to no counterplay. All it takes is a good killer with oppressive perks and you better hope you are on a genrush team.
Killer has never been easier. There's so many disgusting builds you can run these days that are only going to be met with any sort of resistance by a full team of genrush meta survivors. Alot of them remind me of old nurse where you are just totally screwed inside a chase with them, though you are still pretty screwed inside a chase against a good nurse.
So all you can do is hide, which can be removed with certain perks.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1728629#Comment_1728629
Well technically Billy isn't sneaking up on you he's charging at you with a chainsaw from out of nowhere. I kinda get what you're saying, but it really wouldn't sit right with me if basekit Bubba was as stealthy as basekit tier 1 Myers.
He can walk up on you with tinkerer before starting the saw if he is close enough. With Apex Muffler I believe they don't hear you charging it around the corner either. Or if you are coming across the map at them with it + tinkerer.
Bubba just gets Apex Muffler basekit right now because of a bug, unless it was patched in 4.3.2 but I didn't see anything about it.
Killers have a terror radius for a reason. The killers with no terror radius are balanced around not having it. There's plenty of borderline pyscho builds you can run in DBD assuming you play well enough.
I think a build like this would be absolutely terrifying to play against if the PH was good and lands M2s easily. I have only used it myself, never gone against it. No lockers to hide in, you are constantly getting your location revealed, he can cage instantly into moving onto another chase with IF. He is phasing in and out of having a terror radius, and there are barely any good pallets against him.
It won't work against a sweat squad unless you are a god with the M2s but against solo Qs you don't really need a ton of stall perks on midwich in my opinion.
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@Waffleyumboy said:
Red stain being removed was already tried, devs said it was scarier to have one(plus I personally enjoy the mindgame potential). No terror radius would probably be scarier sure, but I think stealth killers being unique has more value. Do you really imagine a crazy chainsaw guy sneaking up on you on the gen would be more immersive? Aura reading is fine as is, it is currently very conditional and restricted. I'm not sure about prioritizing hiding, like how would you do that and how can you be sure that you aren't making survivor 100% less fun for most of the playerbase? My first thought would be making chases shorter and therefore less advantageous for survivors, encouraging them to hide, but this would cut short the most enjoyable part of playing survivor for most people. Scarier maps sound good.
I don't get it. Crazy chainsaw guy sneaking up on you can already happen with tinkerer or trail of torment. I offer indoor maps with tinkerer Bubba all the time and it's extra OP right now because you don't hear the saw starting unless you are actually looking at him (unless it got patched recently) so you just walk around the corner into a free down.
Billy has ultra rares dedicated to crazy chainsaw guy sneaking up on you. Maybe these guys just need more imagination.
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So basically just play ghostface with the 3rd seal on an indoor map? You can already do that.
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Pretty much the best build for any killer in the game is ruin / undying / discordance. You can use tinkerer / surveillance for the 4th slot or something else spicier. It's absolutely brutal on killers who can apply alot of pressure really fast through 1 shots or have high mobility.
It won't carry you if you over commit to chases but if you are bouncing between survivors and gens it will make getting the gens done extremely difficult unless they spend a few minutes getting rid of the totems, by which the time you could already have some people on their death hooks.
Corrupt / Pop is kinda meh since the nerf. You spend so much time traveling to and kicking a gen that it's hardly worth the 20 seconds of regression you get when you give the survivor who was working on it such a huge head start in the chase.
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NOED is not really a surprise tbh. When a killer is playing so bad I always think "this guy is gonna have NOED" and the majority of the time I am right.
Though I rarely see it at red ranks because NOED is a perk for losers and you don't get to red rank killer losing games enough you want a perk dedicated to it. And i'm not even complaining about it, I rarely die to it, that's just the facts. Free pity kill at the end if you got stomped on but you won't advance in rank.
People dying to bloodwarden probably just don't respect your play enough and are memeing around.
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It's so when you are playing Bill he can always be coughing while smoking his cigarette
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@Golden_spider said:
https://forum.deadbydaylight.com/en/discussion/comment/1727602#Comment_1727602
Left Behind is pretty bad though?
Why would I want to purposely fall into the mindset of "I expect the 3 other Survivors to be bad" on top of having a pretty niche requirement of always being the last Survivor alive.
Because they will be half the time? Especially since crossplay. As much as I want to run perks to save the urban evading selfcare blendettes who will leave me to die on first hook, I would rather not.
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Red rank doesn't mean skill for survivors. It is currently extremely easy to pip up as a survivor, so I would not be too intimidated by rank. I've recently seen a baby dwight with less than 100 hours at rank 1, and they didn't last a single chainsaw sweep. You are probably getting them because there are not enough red rank killers, which takes significantly more skill and game knowledge to reach.
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I'm surprised nobody has said left behind. Tons of your solo Q games are going to be your team getting stomped or suiciding on first hook with nothing you can do about it. Even if you could run the killer for a game winning amount of time, they could just ignore you and kill off your weaker teammates first.
Always good to have a plan B. Or wake up to stand on a door and let the killer find the hatch.
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Nah it's pretty garbage. You will only get value out of it tunneling the crap out of someone in a SWF, who will actually come take hits. You can use it to camp the basement, but if you are going to do that why use a killer that needs FP? Just go with a 1 shot killer and call it a day.
Sloppy butcher is actually kind of garbage now too, since the majority of red ranks is a mix between full meta survivors and then survivors with medkits and 3-4 healing perks who heal in 8-10 seconds anyways.
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It's something like....
I am playing survivor: Generate empty fields
I am playing killer: Generate 20 interlocked safe pallets
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Probably because it's actually fun, and there's no real penalty for losing unless you brought in a good item. Jumping into a game as survivor with no item or offering is free except for your rank which is meaningless and it's so easy to pip it's almost irrelevant for people used to playing video games.
Nor should you really care in solo Q as survivor because the games are mostly going to be out of your control anyways. You can run the full meta in solo Q, but why bother? There's usually nobody worth saving with BT, DS I rarely get to use unless i'm getting tunneled out of the basement or go try and force it. I just run perks for myself or meme perks like head-on and try to annoy the killer. Holding M1 on gens is dreadful.
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It's whatever. Seasoned PC killer players feast on the console kids. For someone used to having to run the loops of 2017 as an M1 killer this game has been turned into easy mode, and it's not terrible. Easy wins, easy BP, a relatively chill experience mowing down noobs with whatever killer I feel like.
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The hitboxes are super wonky since dedicated servers. Similar to clown gas, you can have survivors scream and then wave their hands like they got hit by puke but remain non-impacted.
You really have to get them out in the open with it because around loops it's kind of a toss-up if the game is even going to register your hits. I shake my mouse around violently while doing the corrupt purges to just maximize the area it affects, but vile purges I try to remain somewhat accurate. The rubbing oil is incredible for dishing out a ton of puke quickly.
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@pandagamer1616 said:
https://forum.deadbydaylight.com/en/discussion/comment/1723424#Comment_1723424
People probably say that stuff to you because you play boring.
People say it no matter what. Even when I specifically go out of my way to make the game 'fun' for survivors (who will still have no problems BMing me the whole game) they will find something to complain about. A few days ago I played like 10-15 super toxic games, then I played 1 very nice game, and ironically got the most salty messages from the nice game.
I just play how I want these days. If it's in the game I am using it.
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@KissingxToast said:
https://forum.deadbydaylight.com/en/discussion/comment/1722565#Comment_1722565
DS is used by 80-90% of players? That seems awfully high to me. What makes you say this? I'm curious.
I'd say it's probably more like 40%. It's very uncommon to have a lobby of red/purple ranks without at least 2 DS. But in-game you basically have to play like all 4 people have it so it may as well be 100%. Sometimes all 4 people DO have it, especially if it's a tryhard SWF.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1723959#Comment_1723959
So a game is competitive because it had a tournament on it?
I participated in a tournament of Sonic Shuffle for dreamcast to see who was better or faster and the game is not competitive. For a game to be competitive you need to think in the reason of its existence. Dead by daylight main purpose is not "smash your opponents", it's have fun in a scary environment trying to avoid a killer, and having fun as a killer trying to avoid them from escaping.
The game IS NOT competitive, you might want it to be, but that's on you.
I don't follow that logic. The purpose of DBD is to either kill the survivors, or escape. Just like the purpose of counter strike is to shoot your opponents.
DBD allows for a ton of skill expression once you have played it for a while. Me? I'm bored of traditional FPS games by now, they are all the same to me at this point.
I think E-sports are a joke, literally made up by the companies who created the games. That's the only thing separating a competitive game from a non competitive game. It's just how serious do you want to take it.
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You can just walk like 5 feet away from the hook, and trail every entrance or draw a large circle around it just fine.
Then if they come off the hook they basically have to run over the trail and you can tunnel them through BT or wait it out really quick then send them to a cage if they can't find a locker to DS you at. It's completely worth doing if you are going to return to hook.
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@Saitamfed said:
Actually... ranks have zero sense in a game that is not supposed to be competitive, besides it's not working as intended so the devs could just remove it. Red ranks thinks of this game as competitive and when they are paired with a newbie they bully them, with no rankings there would be zero reason to bully another player since it doesn't matter, you don't have anything to brag about. With ranks it's like "look at me, I am red and you're yellow. I am far better than you" which causes toxicity in both sides.
I think the MMR experiment did show that ranks DO matter. Giving rank 1 killers rank 20's to play with was an absolute disaster and ruined the game for a week. Who knows how many noobs quit during that time period?
There is a large skill gap within red ranks but at least people who got there have played the game for long enough to have an idea what they are doing. Crossplay I find very interesting since you can find some solo Q console players who have clearly found their way up to red ranks with their own build and playstyle and it's totally unique and was developed in a vacuum. Unlike PC players who are typically full meta.
I have almost no fun playing killer against survivors way below my skill level, it ends in very stompy games.
DBD is still a competitive game, just not as hardcore as some of the others since it's more of a battle royal in solo Q. The only thing that separates a competitive game from a non competitive game is monetary reward, and there have been some DBD tournaments.
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@badsurvivornocookie said:
Ok thank you guys for the answers.
So what I got is basically tunnel, slug and camp when necessary, i don't usually do it but I guess sometimes I need to. I have to focus more on macroplay which I don't do much and put more pressure on the gens. I will try stuff out. Also i already run tinkerer and BBQ for points.
It's almost requirement for high ranks. People will complain about it but whatever. If you play killer long enough you realize they will complain about pretty much anything you do if you win. DBD is the only game where you have to justify playing to win to people, it's crazy. If you find a terrible player, why not tunnel them? It's an easy kill. It's such a simple thing it almost should not need explaining.
Though pyramid head can get away with not doing it too much if you play him extremely well. Ideally you have the range + a duration add-on and you play the loops by wrapping the sword around it into an M2, tormenting them and hitting them at the same time. I always send people to cages if I am ahead. But I will hook people if I am behind and have a reason to camp.
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Ruin undying by itself really isn't much of a gen control build. You need tinkerer / discordance / surveillance on top of it to actually be able to drive people off the gens and get value from it. But with no chasing perks you will suffer through the loops on weaker killers.
So it's a bit of a trade-off. Either you go for chase perks and get pressure through fast downs, camping, tunneling, and slugging. Or you attempt gen control, breaking pallets near gens you want to protect and then returning to the dead zones for downs.
https://www.youtube.com/watch?v=TgUZafnV7GM
This guy is definitely my favorite streamer. He wins over 99% of killer games and explains how he does it pretty well most of the time.
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@Rosieah said:
https://forum.deadbydaylight.com/en/discussion/comment/1723476#Comment_1723476
Misunderstanding my point a lil bit here? Yes people use it to be toxic (I'd argue that teasing the killer with a bit of bouncing doesnt really fit that description) but how about we change the mentality here? Maybe don't take it personally, they did good and yeah its petty of them if the intent is to rub it in but if it had been me that wouldn't be the point.
Uhh i'm pretty sure 99% of teabags directed at the killer are BM. So no matter what that is how it is going to be interpreted.
I just think it's dumb that survivors will spam click a flashlight, teabag after camping safe pallets, offer haddo / mount ormond / etc.....and then consider getting smacked on the hook toxic. Then they think the killer must be super mad when in reality half the time I'm just doing it automatically to teabaggers or people who take me to the easy survivor maps.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1723368#Comment_1723368
Its a good window that doesn't exist and unless you spawn next to it it has both a time and opportunity cost.
It costs a lot of TRAVEL TIME to break them early unless you spawn right next to it.
To break it early if you don't spawn next to it costs you a lot of your early game gen pressure opportunities.
It's 1 wall. Who cares, honestly. Even in the middle of a chase that's pretty trivial. It's literally the same as someone throwing a pallet and then you kicking it. The only problem is that the groaning storehouse one is still a straight god window that can be run 3x times with no mindgames and then chained into other loops nearby. Breaking the wall itself is hardly an issue.
Even on dead dawg I smack out the two walls next to the god windows, that are still god windows, and know to avoid chases in that building if I can.
On midwich while I patrol gens waiting for discordance to proc I just kick out any walls I see. It's nothing to me, and gives me something to do before I find my first chase.
On springwood I leave the school walls up, which makes the school a deathtrap once the pallets inside are gone, and kick out the walls to the strong buildings instead. I think springwood is the deepest basement in DBD if you leave the walls up. That's a meaningful choice. I only kick out school walls if I can't make it to a hook.
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I can't even touch this game without a trip to the Himalayan salt mines. I leave the comments on because lol, just lol. DBD is probably the easiest game to troll there is.
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I never liked playing him, and even less since his nerf. Good players will almost never be in a position to be sawed, and even if they are it can be a somewhat difficult skillshot (especially on blendettes). I never wanted to bother to learn how to curve, and from what I gather it's mostly dead now. He is reduced to an M1 killer at many loops, and any indoor map is just terrible for him.
I much prefer Leatherface since his buff. The Leatherface chainsaw is significantly more powerful than Billies if you can close the gap. All Billy has going for him these days is his really good terror radius music (that you don't even get to hear).
Plus you can just play Oni aka Billy but 3 times better.
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A breakable wall next to a god window is just like a safe pallet, but you can get rid of it early. Are people really complaining about having to kick ~1 wall~ on the Macmillan maps?
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I prestiged my favorite killers, and my main survivor. I like the bloody cosmetics on some characters, and with BBQ the grind wasn't that horrible especially during events where you could be getting 5x cakes and 4 stack of BBQ for like 150k+ a game. If I am going to be playing them a ton and dumping BP into them anyways, might as well get better items for it.
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@TheClownIsKing said:
Here I come again with my unpopular, controversial opinions.
I actually think the complete opposite. I think MOST (other than the silly extra bp add ons) are seriously under appreciated.
Few have the patience to persist with a lot of add ons to actually milk the advantage from rare, ultra rare, and iridescent add ons.
Iridescent Coin can seem rubbish until you actually come across a Deathslinger that’s mastered using it. (I personally have, and it was an oppressive and hopeless match).
BHVR are getting (mostly) smarter about the design of rare, ultra rare, and iridescent add ons. Rather than them being brainless: just equip and win, they provide an increasing level of advantage or payoff at the expense of either:
- a trade off that needs to be considered
- or an increase in difficulty or skill in order to be rewarded with the add on’s advantage
- or needs to have some deliberate thought into how the killer plays or strategises in order to get use out of the add on.
Another great example is Pyramid Head’s Obsidian Goblet. Undetectable when walking/standing on Rites of Judgement Trails seems weak until some deliberate thought is put into where trails are being pathed, and if the killer is being deliberate about frequently using the trails as a means of travel. It’s an add on that requires that the player actually THINK about how to use it rather than give the player easy, mindless, passive Undetectable without changing how they’d usually play.
The obsidian goblet is pretty terrible. It's basically insidious but you can move a little bit. The best use I have gotten out of it has been executing tormented people off hooks after hiding behind a nearby object. Kind of like wraith or ghostface with a mori, but as an add-on. The trails don't really last long enough to use it to move between generators undetected; you will only be in a position to set up those kinds of situations if the game is already won.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/1721394#Comment_1721394
Idk... i mean noed bloodwarden and egc exists.
NOED only gets you 1 kill against good teams, after you already lost the match. It is extremely overrated. Ruin undying will get you 3 or 4. Bloodwarden is extremely counterable and the 99% door meta is already a thing because of it.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1721329#Comment_1721329
It’s there to chase survivors off of dull totems.
If there aren’t any dull totems, a hex can’t transfer, making Undying a waste of a perk slot.
By the time survivors have done all 5 totems, a competent killer could have easily gotten 2-3+ extra gens worth of time through ruin undying. It's probably the strongest killer perk combo I have ever seen in DBD, especially on meta killers. I don't play nurse/spirit/etc much anymore but on pyramid head it's just disgusting to send someone to a cage after pushing them off a 70% gen with tinkerer and by the time they heal and get back it's almost at 0 again.
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I had a game earlier where a meg DC'd because the killer "tunneled them" according to their team at the endgame screen. I was the random in a 3 man SWF.
What actually happened was the guy went into the basement, they made a terrible save with no BT in the killers face, and fortunately the killer respected a DS from the meg even though she didn't have it and slugged her. She got hooked again at one point, and then near the endgame I had never been hooked but was being chased. I went down in a dead zone and the killer just slugged me, found the meg, and finished her off. According to them that was "tunneling".
I told them they are lucky the killer didn't just pick the meg back up because the game would have ended right there and they told me they were not wasting their time "arguing with an idiot" after I said don't blame the killer for your own mistakes and poor decisions.
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@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1721227#Comment_1721227
People on DBD in a nitshell
Dont wanna enjoy a double BP event together, still gotta try hard and get not that many BP (then they genrush and complain they didnt do many BP...tempted to do a topic to explain how you collect BP tbh)
I mean the Q times are fast enough I don't see why you would need to stay and grind out BP in a game unless there were a ton of cakes offered. Survivor gameplay is not complicated. Rush gens unless you are given a reason not to. But some people are still so scared by it they are paralyzed by fear and the entire team dies for their inability to act.
I had a game earlier where someone DC'd at 5 gens left because the killer was slinger. I was the obsession, and was the only survivor able to hold a chase with the killer. I had aftercare on one member, and empathy on another. There was an injured David literally running around doing absolutely nothing, hiding in lockers, etc etc WHILE IM BEING CHASED as the obsession. At red ranks. I literally ran the slinger across the entire map while this guy did nothing. We got to a jungle gym, where the david was hiding in a locker, and the slinger accidently pulled him out of it looking for me and killed him. If he had done gens we would have won 3v1 but it ended up being a hatch game.
I think the gen speeds are fine for a solo Q environment, especially with the ruin undying meta. They are probably too fast for a meta SWF but that's a problem with people on comms in a game designed around no communication with your team.
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The Macmillian maps have an invisible wall in the basement that has cost me games already.
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@RaSavage42 said:
In my opinion Corrupt Intervention only delays gens by 10-15 seconds at most
Also agree that early gen popping is normal so it's not a big deal to lose a gen or two early... but if three are done it begins to be problem for some killers
It just depends on the team. For a team of non-immersed survivors who all spawn in and run to gens to start working, it does little. For immersed teams who are really scared of the killer, it can buy you game-ending amounts of time when paired with other stall perks.
Same with a mixed team. I've had games where I spawn in, run to a gen, start working; and watch my team doing nothing on bond. Then they get downed, my gen gets popped, it was the only gen being worked on; and the game is essentially over from that point forward because the team is in recovery mode the whole time instead of slamming gens like they should be.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1720726#Comment_1720726
Case in point, this boils down to "I want to be able to see him about to shoot and dodge it." Followed by calling it a "snoozefest".
And what's wrong with that? Pretty much every other killer in the game has clear counterplay, and gives the survivor the ability to outplay their opponent. Huntress ranged attacks have a clear indicator they will be used, same with demogorgon, same with pyramid head. Nurse ranged attacks can be juked by players who are familiar with her blink charge times. The only two killers I feel like give the survivor absolutely nothing to do are the deathslinger and the spirit. Oni to an extent if your team feeds him blood fury.
Pyramid head got changed because getting feathered to death by someone faking the attack is cheap, and it's still a mechanic very present within deathslinger. I'd be alot more OK with him if he wasn't able to keep spamming ADS while chasing you.
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@entitysbreakfast said:
https://forum.deadbydaylight.com/en/discussion/comment/1720848#Comment_1720848
oooo i might have to try this!! I was doing Myers with: Hex: third seal, M&A, Hex: haunted Ground, and BBQ.
For Freddy I just did a meme match with the "pill bottle" add on: M&A, Hex: Ruin, BBQ, and Brutal Strength.
would love to hear some good one's for Pig that are similar to the saw movies. Can't forget about he Saw movies.
That's about as good as I can come up with for pig. You get corrupt for time to crouch around the map at the start. Enduring fury because "the game" is filled with endless safe pallets and you need some tools to cut through them. Surveillance for some jump scares by crouching back to gens you kicked. 5 boxes + reduced trap timer for extra lethal traps.
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Instakills from stealth coming at you with 130% movespeed? The only time I will ever strode key myself.
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He is a bit annoying but his counter is the same as almost any other killer, drop the pallet early and he can't get you. If you are good at looping he is usually pretty trivial to beat; unless you hit a really good doctor or a discipline shock spam doctor. Most doctors I face don't even time the shocks and just spam them at me, giving me plenty of time to continue the loop. If you rely on stealth he will be a bad time, but you should not be relying on stealth honestly. It's your first line of defense; but looping is pretty core if you want to advance as a survivor in DBD. Otherwise you will be targeted as a weak looper and tunneled by good killers.
Some maps I admit he is pretty OP on however, like the game or hawkins, where he just shocks you once and you can't play almost any pallet and are reduced to just throwing them and running.
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@dugman said:
A lot of the complaints boil down to “I want to be able to see him about to shoot and dodge it”. They’ll dress up this complaint by saying it’s “boring” or “random guesses” or “not interactive” or “he has no counterplay” because they can’t literally see him about to shoot like they can Huntress but that’s really all it is.
The funny thing is Huntress is actually a bit better than Deathslinger in a chase. Her built in one-two combo on healthy survivors is something Deathslinger has trouble with without something like Save the Best for Last built up, and she’s significantly better at getting downs from across dropped pallets and other obstacles that Deathslinger can be blocked from reeling in the injured player. Plus even when he does hit or does get a down it takes him about five extra seconds to get the payoff every time versus Huntress doing her damage instantly. His only real advantage over Huntress is that he can quick shoot and it’s still not enough on its own to make him quite as good as her overall. That’s why a lot of people complaining that they want to be able to dodge his shots also qualify it by saying “they don’t think he’s that good overall though”.
I do think Deathslinger is a little more fun to play than Huntress, even though I think Huntress is ultimately more effective, because the gameplay feels more fluid being able to do quick shots and not having to go to lockers to reload. And I certainly don’t think Deathslinger needs an overall nerf. Honestly though my favorite killers are the 115% movement basic attack ones (Freddy, Doctor, Clown), I’m not really into the ranged attack thing in this game, so I don’t have a big dog on this fight, other than taking these complaints about “lack of interactivity” with a grain of salt (no pun intended).
Huntress is way more fun to go against than deathslinger, because you are given the opportunity to dodge the hatchets. A good huntress will still probably land it, but there's still at least something you can do. Slinger is almost the equivalent of being chased by a huntress with a fully charged hatchet at all times, he just can't down you over pallets with it.
The huntress one-two combo is only applicable if she closes the distance on you, and with the lullaby it's easy to tell when she is nearby. Only spine chill will save you from getting jumped by the slinger in many cases.
Playing vs him I feel more like a target in someone's FPS game than a survivor running from a serial killer. I'm not sure I would call him OP, but he is a snoozefest to face when your best option is to hide from him and rush gens. Same with any of the other killers who have been made way too strong in the 1v1.
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@Warcrafter4 said:
Demo is too loud(Too many Global/Semi Global warning sounds) for how tame their power is I agree.
I'd be more ok with demo's endless screaming if their power warrented it but it really doesn't(Why does shred an alternate basic attack have a semi global scream sound for bumping?).
Isn't that the best part of him though? I love demo because when you are on point with the shreds you feel like an unstoppable beast, flying face first into pallets that need to be instantly dropped and destroyed while he screams the whole time. And the roar when he searches a locker is hilarious to me.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1720289#Comment_1720289
see the point of this build is backup after backup after backup, like a meta survivor's build. if undying gets cleansed first, no doubts ruin will be next in 20 seconds. so, you have to use noed as a backup, because you have no other gen slowdowns. if noed gets cleansed, you can at least have last kill with rancor. you never expect to get more than one kill when you rancor someone, that's just unrealistic. i guess you could change rancor with smthng like barbecue but i find it best off for me.
Yeah but that's conceding two perk slots in the expectation you will lose the match. I only use NOED on killers I am new to playing, and expect to lose on. Otherwise it's a waste of a perk slot to me. It's a free cheap kill when you lost sure, but as I said I would rather never make it to the endgame.
One of the best killers I have seen did ruin + undying + pop for a while; so he had pop if ruin undying went down too fast. But he eventually stopped since ruin undying was enough of a stall perk for him in the overwhelming majority of games. He moved to discordance or surveillance depending on the killer, and I agree. Ruin undying discordance is a super strong combo and helps you control the gens enough to never make it to endgame or need NOED if you are playing the killer well and applying enough pressure for ruin to do its work.
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@[Deleted User] said:
my main nurse: ruindying rancor noed double cooldown addons
blight: ruindying corrupt noed the addon that gives you 4 stacks but faster recharge and one speed addon.
noed + rancor is so unexpected. people call it cheese, can be considered cheese but this is something even higher and i call it ######### tactic, because it allows you to camp and make swf groups mad if they thought hunting ruin with undying was hard enough. unfortunate thing is it also affects solos and common survivors, hence why i call it the ######### tactic.
I don't see the point of both NOED and Rancor. A good team will only let you get 1 kill with either of them. My experiences with Rancor is that by the time you are even done with the Mori animation the survivors have opened the door. I use it just to screw with people who have DS'd me earlier but even then I prefer perks that help me never make it to the endgame in the first place and don't use either.
I also don't like NOED with ruin undying. Totem cleansing is meta now and ruin undying gives the team a reason to cleanse all 5 totems before the endgame. NOED by itself is alot stronger in my opinion since nobody has a reason to cleanse totems until they are already hit with it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1720252#Comment_1720252
I just like the increase; it really isn't much I know but it just feels faster.
https://forum.deadbydaylight.com/en/discussion/comment/1720247#Comment_1720247
trust me shirtless david with shorts is one of the few things that makes me happy anymore, i have to post it whenever i can im so gay for him.
True but double chili is just insane. I think the last time I tested it's range (using make your choice) I was able to get into MYC range with a full sweep; or over a 32m dash.
I do like your mindbreaker on wraith though, I almost always use that on him and ghostface now and it feels amazing not having people sprint burst off the gens and barely having to worry about dead hard.
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@GoodBoyKaru said:
Okay so, here are all my current builds for everyone that I play right now (my survivor build is basically identical on everyone):
Survivor
https://us.v-cdn.net/6030815/uploads/S14S217BD6AO/image.png
The medkit lets me heal myself twice, sprint burst is very good, iron will because ######### you spirit, and ds because ######### you tunnelers. Shirtless David because, well- look at him :3
But replace the David with anyone I have P3 50 all perks and it works just as good.
Wraith
https://us.v-cdn.net/6030815/uploads/UCTFPKXG6VLB/image.png
A combination of Windstorm and Swift Hunt helps me uncloak faster, so I can use his SuperLunge at loops easier, and traverse the map easier. PGTW is a great regression perk, BBQ lets me know where to go, Sloppy on Wraith is beautiful for slowing the game, since they want to be healed so your easy first hits don't become easy downs, and Mindbreaker basically kills off Dead Hard and Sprint Burst from a gen. It's really underrated.
Nurse
https://us.v-cdn.net/6030815/uploads/DN28JZ8ET7AG/image.png
Double recharge because, well; it's double recharge. RuinDying because, well, it's RuinDying on a high mobility killer. BBQ helps me know where to go and when, and Shadowborn helps me not throw up as her.
Bubba
https://us.v-cdn.net/6030815/uploads/U9P0BRDF8KAC/image.png
Extra speed add-ons allow me to catch up to people significantly easier and make the chainsaw so much more deadly. Same with extra time per charge. RuinDying because- well- RuinDying. Bamboozle removes Bubba's one hard counter- windows. BBQ for the same reason as usual.
Freddy
https://us.v-cdn.net/6030815/uploads/QLGCEHVVEROS/image.png
Blindness add-on because ######### your OOO. STBFL is godly since Freddy's an M1 killer. Surge is really, really helpful too. Then, the BBQ/PGTW combo on Freddy? Basically wins you games by itself.
Pyramid Head (Daddy Dorito)
https://us.v-cdn.net/6030815/uploads/PCA7ESU9P4RZ/image.png
RuinUndying because- yeah. Double range add-ons makes your POTD even more deadly than it already is. I'm All Ears because wallhacks which, on a killer who can hit through walls, shouldn't ever- ever- be underestimated. BBQ finally for more points and to know which gens to pressure.
So many RuinDyingBBQ cores; I know I'm really creative.
I don't think the beasts mark is worth running on bubba anymore. It's only a 3% movespeed increase which doesn't justify the increase in charge time in my opinion. Double chili or the 4th charge is significantly better. Or the primer bulb since that allows you to shred through pallet loops much faster, since a long loop will take all 3 charges to get rid of the pallet and having them back up in time for the next pallet is incredible.
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This build. Absolutely disgusting and has resulted in some of the fastest 4ks I have ever gotten. The game is probably Bubba's best map, and the close quarters allow you to chain downs with iri flesh extremely fast. There are no strong windows so endfury results in alot of completely uncounterable downs, and purple chili bubba forces pallet drops fast to charge it quickly. Devour hope is just icing on the cake if the team can even make it that far.
https://clips.twitch.tv/UgliestOptimisticSkunkDatBoi
You can even drop the 4 man object SWFs quickly if they don't realize what they are dealing with.
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It will just be abused in the same way the killer identifying programs were. Anyone who beat me? "Avoid player"
I only want to go against people 10 ranks below me.
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1720140#Comment_1720140
The point is.. Ruin/Undying will be nerfed on their logic becouse yes, something on the killer side is too strong and working, and that's BAD. But, something is too strong and working on the survivor side? Devs replies: git gud - adapt -
APPLY PRESSUREIt will only be nerfed once they decide to release the next meta perks. That's why pop got nerfed, to move people to ruin undying. I don't see any other logical reason.





