Demogordon_Ramsay
Demogordon_Ramsay
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"Unlocks the stealth ability.
Standing still for 4/3/2 seconds will grant you the Undetectable Status Effect until you act or move again."
Revving and swinging the saw counts as acting, so yes, BT will trigger.
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I think Survivors are so strong that having unique bonuses should come with drawbacks as well.
For example, Dwight would be the default, with no bonuses or drawbacks.
Being a professional in sprinting, which is highly agile but an inefficient use of stamina, Meg might have 5% faster vault speed when healthy but 5% slower vault speed when injured.
Being a healer who grew up sheltered and meek, thus with a low pain tolerance, Claudette might have a 15% base faster healing speed but make louder injury noises. (Yeah, screw you Blendette).
Being a survivalist who lives alone, Jake might do generators 5% faster by himself but have his co-op debuff increased to 20%.
So on and so forth.
The main problem with Survivors having passive bonuses is that people are so adjusted to Survivors being skins right now that removing this might cause some dissatisfaction. For example, someone who put all their bloodpoints and cosmetic money into Yui might be screwed over with attributes they hate, or the attributes someone wants might be applied to a Survivor they dislike.
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I wouldn’t cut anyone except Legion, Spirit, and Slinger. For all three of these Killers, both they and their maps are either not fun at all or just outright unhealthy for the game.
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I guess my 15 minute plus PC wait times just don't exist.
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Of course he's fun. It'd be impossible to make a Killer whose entire existence is "fast" and not be fun.
But he's still garbage on the PTB and I'm very happy the one we have isn't the final version.
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Non-licensed? I would normally say Doctor, but Huntress's archive lore would beg to differ.
Licensed? Pyramid Head. That's literally his entire reason for existence. James was masochistic, so Silent Hill gave him a sadist.
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If you use locker DS you are abusing an invincibility exploit and I won't hesitate to show you the true meaning of tunneling.
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Here's some healthy tips for playing Slinger.
- Aim.
- Don't miss.
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Deathslinger has less counterplay than Spirit in a chase if the Deathslinger is actually good.
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He slows down to lunge, his hitboxes are the size of Rhode Island, he eats a double cooldown IF you get a rush hit, he can only rush if he has all 5 charges, he has no turning during rushes or lunges.
I couldn't find a single situation where the Blight could use his power against good Survivors and NOT be punished for it. I'm heavily convinced he's the worst Killer in the game.
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He slows down to lunge, his hitboxes are the size of Rhode Island, he eats a double cooldown IF you get a rush hit, he can only rush if he has all 5 charges, he has no turning during rushes or lunges.
I couldn't find a single situation where the Blight could use his power against good Survivors and NOT be punished for it. I'm heavily convinced he's the worst Killer in the game.
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He slows down to lunge, his hitboxes are the size of Rhode Island, he eats a double cooldown IF you get a rush hit, he can only rush if he has all 5 charges, he has no turning during rushes or lunges.
I couldn't find a single situation where the Blight could use his power against good Survivors and NOT be punished for it. I'm heavily convinced he's the worst Killer in the game.
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It's actually nuts.
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So about that no counterplay...
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https://www.youtube.com/watch?v=xECUrlnXCqk@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/183409/new-killer-op
Are you referring to clown? Because Thats what clown does, we literally don't know what the new killer does
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@Darkslayer32 said:
Im a purple rank killer and red rank survivor(mostly play killer though) and my favorite killer is easily legion. I hear endless talk both on these forums and from friends that legion somehow is the worst killer in the game when I honestly believe they are in a pretty good spot. They aren't spirit level in power but they are pretty good. Hear me out
People say that injuring a survivor and then leaving them is pointless. Not true at all. You leave survivors in a weak state where they can be picked off later AND they will be easier to find do to blood and injured noises. They will either stay injured or waste time healing each other. At the very least, frenzy is basically a free first hit on any survivor.
People say that deep wound is pointless since it is cleansed so quickly. That is the point of deep wound. Wasting your time. If you play killer and ever rely on deep wound to down someone, your doing something wrong. Its entire purpose is meant to make survivors waste extra time healing and legion can spread deep wound faster than covid.
Now for the big one. People have told me legion sucks cause his power cant down people(yes this has actually happened). Really? A killers power cant down you and suddenly its worthless? Most Killers cant just instantly down you with their power, but rather they set the survivor up or weaken them first. How is legion any different?
Im not saying legion is perfect. I just dont get these arguments. Can anyone explain it to me?
Because his power is by far and away the most basic in the entire game. He has no chase, no pressure, no stall, just the occasional free injury, and the M1 simulator that is Survivor gameplay is even more of an M1 simulator against him.
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Sorry, but if I wanted to wander around an empty map for fifteen minutes I'd go play Minecraft.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1544290#Comment_1544290
Yuck, Killer Instinct add-ons are just the worst for me. Why chase them if you can't hit them?
Hex: Ruin. I combine a KI addon with Monitor for a wide map awareness, find someone on a gen, and Frenzy there to force them off and trigger Ruin. Also helps me find out if people are near my totem.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1543964#Comment_1543964
In base, usually that is the case. My apologies, I usually run the Stolen Sketchbook add-on, so my range is significantly higher than base.
I always run a duration addon and a Killer Instinct range addon—I’m like the only person who finds them good thanks to my build. Even so, I wish they were still Frenzy speed addons.
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Honestly, if it weren't for the threat of hackers, I wouldn't disagree with this idea. The game has mountains of DLC, some of which can only be bought and the others take forever to grind out. Same goes for the literal tens of thousands of dollars of cosmetics in the store. All that on top of a 30 dollar base game would have turned me away if I'd bought this game any time past 2018.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1543913#Comment_1543913
Precisely. Legion's win condition is very simple. If the Survivors heal, 9/10, he will win. If they do not, he will lose, 9/10.
His stun is longer than Nurse's when she uses two blinks AND swings. He also gets the same headache inducing blackout effect.
His power drains upon landing a basic attack???
Deep Wounds is an annoyance at best.
His power does not help him get downs.
You are technically better of not using your power if you see a Survivor out in the open.
His power should offer more advantages than disadvantages.
They won't even need to worry about healing if they prevent his Frenzy by holding W.
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@Schmierbach said:
The first change he needs is a reduction on the cooldown when exiting Feral Frenzy based on the number of survivors hit during the frenzy. Rewards playing the character well. Other than that maybe a slight increase to Feral Frenzy's speed and duration at base could be alright.
Legions whole strength is being strong in the 1v4, if you make him powerful in the 1v1 he can quickly become too powerful in all situations which limits counter play. Legion will then be labeled as a "Boring killer" by survivors like Spirit.
Thing is, his 1v4 is awful. It's completely countered by some half-brained positioning and W key gaming, and even if you hit all 4 Survivors in 1 Frenzy, your 1v1 is so utterly lackluster that how much does everyone being injured really matter? Couple that with the 4-second fatigue, being punished for hitting Survivors by losing your power, Deep Wound being absolutely useless... he really has nothing. His power is mediocre at best when it isn't effectively countered and an active hindrance to Legion's pressure when it is.
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@thrawn3054 said:
I think a few number tweaks and not depleting the power bar from a basic attack would do alot.
It would do a lot, but he's so ass that "a lot" isn't enough.
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I'd prefer more bug fixes.
And balance changes.
And optimization.
And the ability to play, run, and behave like a normal functional game.
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@HollowsGrief said:
And here I was hoping they would pick a song from the backstreet boys to play during legion chases.
please
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@xXCAM3R0NXx said:
https://forum.deadbydaylight.com/en/discussion/comment/1541947#Comment_1541947
It still dosnt help me with the hits, amount of times I've confidently vaulted using this build and I get hit after landing
Sounds like a you problem. I think this build will pull you out of way too many hits for just running two passive Perks.
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I use the speed vault build specifically because it saves me from dedicated hits.
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Bring back a fixed MMR system that actually works and does what it’s supposed to? Yeah, totally.
Bring back the MMR in it’s current state?
https://youtu.be/dNnoZGfEuoU -
@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1538042#Comment_1538042
Clown was buffed abit. Sorry not reworked.
Legion was rearranged I guess is a better word. He/She use to down with FF. But still it being fairly recent. It's do6btful they'll be the ones worked on was my point
Clown got a small QoL change fixing a slowdown that basically nullified his power unless you used it literally perfectly.
Legion was absolutely gutted and that was well over a year ago.
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@IIITweedleIII said:
Legion and Clown have been reworked already
When did Clown get reworked? He's basically never been touched since his release. And the Legion update wasn't a "rework"; it was just a large-scale number tweak.
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In a Hunger Games-style mutual hunt? Huntress, for sure. Stealthier, devious, and more skilled.
In an arena-style duel? Slinger, hands down. Sorry, but he has a gun. It’d be like that one scene in Raiders of the Lost Ark where the guy spends like a million years doing crazy sword tricks and Indiana just caps him.
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People really do be out here forgetting that new Billy doesn't heat up while unrevving and loses heat during cooldown animations.
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@TheLastGreatStar said:
I’m sure it’s just a bug that’ll be fixed? I can’t see why they’d purposely remove the glow.
In the meantime, why not rock the superior cosmetic:
https://us.v-cdn.net/6030815/uploads/Z2OTI08HT7CZ/24c84eee-b906-4417-98b6-15e641a730ef.jpeg
Frank is such a stud.
"Frank is such a stud."
... That's a Joey cosmetic.
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Unfortunately for us, the devs think Legion is fine because most Survivors don’t understand what the W key is. So until that point, Legion is going to be stuck with a power that has an immensely underwhelming effect, always punishes him with a 4-second stun, is lost when hitting someone, and gives Survivors more say over whether or not he gets to actually use it than any other Killer.
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@Psychobeastz said:
https://forum.deadbydaylight.com/en/discussion/comment/1523655#Comment_1523655
Wow that is very impressive. Personally I usually chase survivors with my knife in the ground just to make them think twice or hope they are a potato. You sir have given me new possibilities and scenarios to efficiently play a killer like him. As you say he is a map manipulation killer, so perks that give info or slow down the progress of the survivors are highly beneficial to him. I am still trying to get every perks on him, so it's going to take a while, but eventually I will get there. I noticed an issue not sure its intentional or part of the game, but in one of wraith's map with the broken bus I used my power outside of the bus when the survivor ran inside. The power only reached up to the front of the bus and just stopped. The distance war around 4-6 meters so I guess certain objects with a level cancels your shockwave I guess.
If the shockwave runs into uneven ground or off a drop, it stops. This also means you can't use it on stairs.
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@Folklore said:
https://forum.deadbydaylight.com/en/discussion/comment/1523823#Comment_1523823
Fair enough. I still don't think it makes that big of a difference, though.
Running into the Killer on accident as opposed to running away from them is a huge difference.
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@Folklore said:
https://forum.deadbydaylight.com/en/discussion/comment/1523783#Comment_1523783
I think you're overthinking it. If the killer's coming toward you and you see which direction, it's really not that big of a deal. You'd get the same outcome using Spine Chill, which is the survivors taking off.
The difference is that Spine Chill doesn't necessarily tell Survivors which direction they should run. Object does.
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On its own, it only really destroys Hag and Trapper. With SWF, it’s actually the strongest Perk in the game, by an absolute landslide. I just think it’s badly designed, as the parallels in its strength between solo queue and SWF is astounding. I think the best solution is to just remake it. Here’s my proposal:
Object of Obsession
A link is created between you and the Killer. Whenever the Killer detects you with aura reading abilities, their aura is revealed to you. However, whenever you use aura reading abilities against the Killer, they also see your aura.
If you are the obsession, your aura cannot be read outside of a range of 72/66/60 meters.
Increases your chances of becoming the obsession.
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One thing a lot of people don't quite know how to use well are the trails. A lot of Killers just carve long, unbroken trails wherever it so well pleases them. This is an extremely inefficient use of your power. Here's some tips to maximize the effectiveness of your trails.
- Hide your trails. Leaving trails in tall grass makes them significantly harder to see, even if Survivors can still hear them.
- Only leave a little at a time. You can only have up to 100 trails in a trial, and they only last for 75 seconds without addons. By spending a large amount of time carving one big long snaking trail, you are both approaching that limit very fast and wasting their lifespan on making more trails. Instead, leave little patches all around the map. This saves time, trails, and you don't spend as long in Judgment mode where you move at 110 speed.
- Don't just use them for Torment. People vastly underestimate the value you get from the Killer Instinct indicator that triggers when a Survivor steps into your trail. This lasts for as long as they're in the trail and for 3 seconds afterwards, even if they were already tormented. If you hide and disperse your trails well, you'll have entire sections of the map where you can basically see Survivors through walls thanks to Killer Instinct. PH has one of the best informational abilities in this game, only really behind Doctor and Legion.
- If you use your trails at a loop, don't overdo it. Put a small little trail in a choke point, and then go right back to chasing. You move at 110 speed while leaving trails and can't turn as effectively, so spending too much time in Judgment mode will hinder you greatly.
When it comes to Torment, there's some things people underestimate about it, and some things people overestimate about it. They certainly save time, but not always, and depending on the location of other Survivors, caging someone might take away your pressure as opposed to giving you more of it. Here's some ideas on when best to cage someone.
- If you down a tormented Survivor near someone who is already hooked, cage them. They will spawn as far away from the hook as possible, meaning the remaining two Survivors need to split the entire team in half to rescue both people. It also saves you much time that could be used to stop a third Survivor from bum-rushing the hooked one.
- Isolating Survivors is good, so if you know everyone is near you and your downed Survivor, cage them. It will take them a lot of time to rescue them. However, in some situations it may be best to send a Survivor to a cage near everyone else. For example, if you down a tormented Survivor in the late game near the remaining 3 or 4 gens, and everyone else has scattered to evade you, cage him. That way, everyone will be concentrated on the side of the map where there aren't any gens, and they can't finish the objective without walking into you.
- If you can cast Final Judgment on a downed Survivor, do it. Very rarely will slugging them to try and bait out teammates be a better strat than just taking an entire Survivor out of the match quickly and painlessly.
- Caging isn't necessarily a good alternative for slugging. If you bring IF and it procs, the Survivors will still be able to get a good chunk of distance on you in the time it takes to cage someone. Don't be afraid to slug as PH. If many Survivors are near, it's better to cage simply so that the Survivor will be far away from all the action.
- Ultimately, you will for sure be hooking more than you will be caging. If you really like Pop or BBQ or Devour Hope, they're still equally viable on PH.
Last but not least, Punishment of the Damned. For brevity's sake, we'll just be calling it a shockwave. The shockwave on paper is extremely good, but in practice, the devs have implemented an egregious number of limitations and telegraphs on its use, making it constantly and incredibly obvious what Pyramid Head is doing. It has an audiovisual telegraph at the start of the animation, an audiovisual telegraph at the end of the animation, the Survivors can hear your sword in the ground when you're moving with it ready, and when you finally attack, PH still takes a bit to pull the sword back and then thrust it forward to then send the shockwave out, making a lot of noise in the process.
Oh yeah and it also tells Survivors exactly where they need to avoid if they don't want to take damage.
All these limitations, combined with the insanely long cooldown if you miss, make the shockwave a very risky attack. Because of this, people prefer to "zone" as PH: Because he still moves considerably faster than a Survivor while channeling a shockwave, and has the ability to lunge straight out of it if you time your M1 right (sometimes referred to as the "Pyramid Head tech"), it's very effective to plant your sword in the ground and make the Survivor think you're going to use your shockwave, but instead go into an M1. However, you have no choice but to balance the two out to play optimally: A good Survivor will see you're never using your shockwave, and they'll stop taking the bait. You need to use your shockwave as well to make yourself less predictable. Zoning is piss easy, but learning to consistently hit shockwaves is, in my opinion, one of the hardest things you can master as a Killer.
And at the end of it all, you have this to look forward to: If you master your shockwave... I mean, it goes through walls. I don't need to say much else, really. You're basically a short-range Nurse with 115 speed. But this will take a lot of time—I myself am still far, far away from hitting this point. Don't get discouraged if you can't hit them well at all. You'll need to devote a lot of time and effort, even if stops you from winning that match. Hell, sometimes if I'm winning, I will throw the game away by never using my M1 and practicing hitting shockwaves on the last 2 Survivors. I gotta practice whenever and wherever I can.
That's his power. What Perks would I recommend on PH, though? Well, I'm still trying to figure out what best works with his power, what best compliments his strengths and covers up his weaknesses, but so far here are my suggestions.
- Save the Best for Last—PH is a very M1-dependent Killer despite the shockwave. However, you can also use this shockwave to save tokens when chasing your obsession.
- Pop Goes the Weasel—This is kind of a given. PH is a low-mobility Killer with poor map control a majority of the time. He needs any stall he can get.
- Corrupt Intervention—On its own this Perk is kind of meh on PH, but combined with Surge, it will help slow the early game down to a significant degree—enough so that, if you chase well, by the time the late game starts to roll around, you are able to cast Final Judgment on most everyone and really start snowballing. This does mean, however, that there will be situations in which you must choose between using a shockwave to end the chase faster, or using an M1 to activate Surge.
- Infectious Fright—This Perk is great mostly on slug Killers, but no matter who you play, its information is very useful. And unlike every other Killer, Pyramid Head can do more than just slug or hook; he can slug, hook, or cage.
- Monitor and Abuse—Combos great with Infectious, but even if you aren't running Infectious, I would strongly advise Monitor. Pyramid Head is a standard 115 32-meter Terror Radius Killer, and the music he comes with makes it very clear how close he is to you. In addition, the noise of his sword dragging along the ground and the space it takes up makes him much easier to see and hear than many other Killers (the giant helmet doesn't help either). Much like his shockwave, PH's presence is very clearly and constantly shown to the Survivors. Monitor puts a nice little dampener on that, making him less easy to hide from.
- Nurse's Calling—You see people healing through walls. You have an attack that goes through walls. Need I say more? Also works well with Monitor.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1523286#Comment_1523286
Ignoring all might be a bad advice either. If the spots are hard to find (like the ones in the bushes on Badham or at generic looking setups) it might happen that memorizing them is difficult. Also, totems near the gate should be cleansed as the killer has an easy time downing someone there and protecting gate, totem and hook. And last one: if you have 5 totems up, you may waste too much time running around the map to find 4 dull totems first, while others are dying.
"If the spots are hard to find (like the ones in the bushes on Badham or at generic looking setups) it might happen that memorizing them is difficult."
I honestly don't know what to say here. Unless you're on Midwich where everything looks the same, seeing a giant pile of bones and being like, "Ok the giant pile of bones is here" is one of the easiest things a human being can do playing this game.
"Also, totems near the gate should be cleansed as the killer has an easy time downing someone there and protecting gate, totem and hook."
If you don't want that bone around, do the bone. If not, should have pressured the other gate.
"And last one: if you have 5 totems up, you may waste too much time running around the map to find 4 dull totems first, while others are dying."
It really doesn't take that long to run around the map. Not to mention actually getting started on it BEFORE someone goes down.
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Here's how I prepare for NOED:
Don't do bones.
Yes, you heard me right. Don't do bones.
If you find a bone, ignore it. But remember that you found those bones.
That way, if you find 4 bones but don't find the last totem, there's more or less an 80% chance that the NOED totem will be one you previously found. If you just head on around looking at these old bones, you could easily take out the Perk before it sees more than one down, if that. And if you're that one down? That's a you problem.
"Oh, but I'm in solo queue, how will I tell my team not to do bones so they can be found later?" Pre-game lobby chat is a wonderful thing.
It's not a foolproof counter, but it's a hell of a lot more effective than doing bones.
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Yeah, the MMR is working wonderful. After match upon match of getting grey ranks, yellow ranks, and literal new players after 10 minute queues, suddenly the system decided "ok so you must literally be a god" and now I only get matched against SEAL Team 6 Twitch.tv SWF groups with more coordination than actual SEAL Team 6 that I literally have no chance of ever beating.
It's great, really. But at least the queue times dropped to 5 minutes.
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Mains—Pyramid Head, Demogorgon
Most fun non-mains—Oni, Deathslinger, Legion, Ghostface
Play sometimes—Huntress, Wraith, Myers, Nurse
Play rarely—Plague, Bubba, Pig, Hillbilly, Freddy
Why did I buy this Killer—Trapper, Spirit, Doctor, Clown, Hag
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It’s bad game design. If the Perk is designed entirely around saving someone who’s in a bad spot, the person you saved shouldn’t be able to use themselves as meat shield for your reckless, tactless plays with no consequence to anyone involved. It rewards Survivors for playing poorly and punishes the Killer for literally just existing.
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@Seiji212 said:
https://forum.deadbydaylight.com/en/discussion/comment/1519453#Comment_1519453
Couldn’t have stated it better myself. If you play with demo the way you would any other killer it’ll leave a lot to be desired. Demo just needs its own approach, and just isn’t popular enough for many to figure it out. I enjoy playing demo more than any other killer so far, and he’s easily my favorite killer to go against. I’ve vs’d very few really good demos, true, but they were incredibly memorable. A god tier demo is terrifying, it turns what it’s usually an easy out into a stressful match of total uncertainty.
What's interesting is that he almost plays like an M1 Killer, but it's just the tiniest bit of creative thinking that allows you full access to your Shred potential. Running a tile in a bizarre way or even in the exact opposite way you should for any other Killer is where you really gotta think, and then actually properly implementing your Shred on top of that.
And THEN portals... bruh.
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I\m not sure how his addons would pan out, but as far as base kit goes, I really don't want much changed. If you remember ya boi @DudeDelicious and his belief that people just haven't figured out Clown yet, I feel that way about Demo. He runs tiles in a very subtly different way than most M1 Killers that a lot of people haven't grasped, and the placement and usage of portals has been so watered down in its perception that people don't realize what they're capable of. If I could make any basekit changes:
-Increase post-teleport Undetectable duration to 3 seconds
-Make his footsteps quieter so he can actually utilise said Undetectable ability
-Increase portal sealing time to 15 seconds
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@tactic said:
Literally anything with head on annoys me
What he said.
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An original one.
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Sorry, but a red rank and a grey rank should never be put into the same lobby, period. One is highly likely to have hundreds or even thousands of hours on the game. The other doesn't know what a Deep Wound is.
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People think that Survivors just haven't learned to counter Bubba yet, when in reality it's the Bubba players who haven't realized how insanely high this buff raises his chase potential and think he's still bad.
My advice? Suicide on hook.