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Demogordon_Ramsay

Demogordon_Ramsay

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  • Because a new Killer is all we can hope for to spice things up anymore.

  • Infectious on Oni.

    Enduring on Legion.

    STBFL on Demogorgon.

  • @ironiron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299239#Comment_1299239

    It sounds like you misunderstand this game that's why you're frustrated. Getting a survivor out-positioned will always lead to at least a hit. That has nothing to do with who is "better." Good luck coming up with a metric determining who is better between a survivor and a killer for this game. Like I said, this game isn't that deep. Whether you like it or not, it's 4v1. You say this is how something is "supposed" to work, but this isn't your something that you designed and the devs haven't attempted to design it in a way that you portray.

    I think you're the one who misunderstands this game—or just game balance in general. If the Survivor is out of position, that's because they were outplayed or they played wrong themselves. Therefore, the Killer has done better than them by outplaying them or just not being the one to make a mistake. That's how any balanced game WORKS. Doing better than the enemy will let you prevail.

  • @ironiron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299203#Comment_1299203

    You realize that the killer is meant to win 1v1, right? There are three others survivors out there. That's what you call an uneven playing field within 1v1, but you wouldn't be able to say that 4v1. I got to rank 1 on both pc and xbox. The only time I ever get completely "smashed" is on xbox when the frames get lower and get 360'd and have to restart the game. And yes, you're talking about specific situations in which Deathslinger is strong. It's really not that complex.

    You're supposed to win the 1v1 as Killer... if you're better than the Survivor.

    That's the flaw with your logic. In an even playing field, two players of equal skill will reach an outcome where one wins and the other loses when one proves themselves to be better than the enemy. That's how it's supposed to work. It doesn't matter if your game is "assymetrical"; it MUST have as even a playing field as possible to be balanced.

    And yes, bringing up the ranks like it matters. Bringing up the ranks like the majority of red ranks don't play like green ranks. Rank definitely means something and is absolutely indicative of your gaming gamer skills.

  • @ironiron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299117#Comment_1299117

    An uneven playing field within a given situation, such as one with open line of sight, isn't an uneven playing field in the wider scheme of things. The entire game is built around uneven playing fields in specific situations. You're trying to define the entirety of this game by specific situations and in a way the devs haven't defined it themselves.

    You sound like you use the word 'predictive' liberally. This game isn't so deep and the mind-games in this are just guessing. There's an optimal way to behave in most situations, and once you know the optimal behaviors 'prediction' in this game is the same as predicting the sun will rise tomorrow. You can play with semantics and define almost anything as prediction or reaction.

    "The entire game is built around uneven playing fields in specific situations."

    No. Just... no. That is the most made-up nonsense I've ever seen. The game is filled with uneven playing fields, but that's simply because of bad game design. Uneven playing fields create an unfair game. If your game is unfair, guess what? It ain't fun. You don't want uneven playing fields in your game. You want a fun, fair, and balanced game. But it's a known fact that DBD is unfun, unfair, and unbalanced, so feel free to pretend that's all intentional.

    "You're trying to define the entirety of this game by specific situations and in a way the devs haven't defined it themselves."

    The devs don't NEED to define it for us for anyone with a brain to realize, "Hey, this is how the game works." And it is, indeed, how the game works. These aren't "specific situations" I've listed; they're exmaples. I can find a billion more to back my case if you want.

    " This game isn't so deep and the mind-games in this are just guessing."

    That sounds like low-level, reactionary play that will get you smashed against seasoned players. People who are legitimately good will look at how someone plays and tailor their playstyle to that, using their own knowledge of the game to make predictions that land. That's predictive gameplay, and that's how you do well in DBD—unless you're Deathslinger.

    "There's an optimal way to behave in most situations, and once you know the optimal behaviors 'prediction' in this game is the same as predicting the sun will rise tomorrow. You can play with semantics and define almost anything as prediction or reaction."

    There's an optimal way to behave in ridiculously safe loops that can't be mindgamed because there's nothing to predict and outplay someone around. But you know what? Those loops are bad for the game and need to be removed. Having these and making fundamental playstyles centered around these is not what the game needs. They're the devs being bad at game design.

  • @ironiron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298988#Comment_1298988

    You're going to have a hard time convincing people that Deathslinger is better than Huntress. Saying that he breaks the game is ridiculous – he's definitely not top-tier. Yes, you do have to make different kinds of movements and you can't mindlessly loop like you can against some M1 killers (I know this is every survivor's wet dream), but where he loses to Huntress and Nurse is his not being able to get downs across pallets. You just get injured. If Deathslinger's data turns out to be too strong, then they'll nerf him. It's that simple... but I don't think he's a top killer.

    And you can't say the game is meant to be played in whichever way you personally prefer; truthfully, the game is meant to be played however the devs say it is meant to be played. If I had my way, there would be no looping. I think it's a thoughtless mechanic that is more about following protocol than it is about "mind-games." I would make the game more about horror and thinking and make it more chess-like, but it's not my game, is it?

    I never said that Deathslinger is better than Huntress. At no point did I even mention anything about him being good. That entire post was entirely about how he's meant to be played in a way that directly contradicts the game's fundamentals.

    That is what I mean when I say he's game-breaking. "Game-breaking" does not mean "good". Old Legion was game-breaking but viability-wise he was one of the worst Killers on the roster. That didn't change the fact that he ignored entire game mechanics and had basically no counterplay in a chase. Legion broke the game.

    You'd be a fool to try and argue that this game isn't grounded in predictive play when it comes to chases. I'd explain why, but I already did in my last post, so if you'd ignore it then, you'll ignore it now. But chases are prediction-based, like it or not. Deathslinger thrives more off of reaction-based gameplay rather than prediction-based gameplay, but forces Survivors to play predictively as playing reactionarily will get them killed. Therefore, Deathslinger directly contradicts the game's fundamental formula. Ergo, good Killer or not, he's game-breaking. The only thing that would make his chases "overpowered" is that he forces Survivors to stick to said formula while he doesn't need to, and they are therefore on an uneven fundamental playing field. But even if Survivors were allowed to be reactionary against him, it would still be game-breaking as the game isn't meant to be reactionary.

    But sure, summarize my entire post into me complaining about how he's brokenly overpowered, which is something I never once said in that post. Just like everyone else on this forum, turn an argument you disagree with into "You're just a baby Killer/Survivor who wants to win for free!"

  • The thing that I hate about Deathslinger is how absolutely easy he is compared to someone like Huntress, and how much he, frankly, breaks the game.

    The fact that he can instantly aim is the biggest problem with his chase. It forces Survivors to ALWAYS act as if he's about to hit them from a mile away. With someone like Huntress, her rev times and such will require everyone involved to predict. Know when she'll rev. Learn when she pretends to rev or doesn't rev. Figure out how she's going to trick you. Likewise, the Huntress not only needs to learn to aim, but also to time her revs to hit a Survivor before they break LoS, or how to trick the Survivor into thinking she's going to rev/not rev/fake a rev so they play into her.

    Deathslinger doesn't have to do any of this. He has almost no rev whatsoever and thus only has to focus on aiming—and in a game like DBD where movement is slow and basic, aiming is one of the most piss easy things you can learn. You don't need to put any real effort into tricking your opponent, or reading them, or anything of the sort, because the hard limitation applied to 90% of Killers in which they have to take time to use their power is nigh-absent on him.

    As a result, it is far too easy for the Deathslinger to switch up tactics. For someone like Nurse, Huntress, or any other Killer ever really, when someone is playing in a way that prevents them from being caught, the one playing Killer realizes, "Okay, I need to switch up my tricks to make them play into me." They need to completely change how they pursue this person in order to make them fall into their strategy. This could be changing where you place your traps, pretending to use your power, actually using your power, changing your movement, pretending to pretend to pretend to use your power—all sorts of things. But Deathslinger?

    Because his gun is so quick and versatile, there are only two states to him: Shooting you, and not shooting you. Switching between these states is faster than a snap of the fingers. Changing up your tactics is simple and, more importantly, instantaneous. So instantaneous, in fact, that the Deathslinger can switch up their tactic multiple times before the Survivor even gets to a pallet. Changing up the way you play as Deathslinger requires no smarts whatsoever. It is a matter of, "Do I hold M2, or do I not hold M2?"

    Survivors are forced to play around the fact that Deathslinger can shoot them AT ALL TIMES. They have to constantly maneuver in ways that make themselves harder to shoot. Yet at the same time, they have to run relatively straight to get to a wall or pallet or other form of cover on time. It's a constant battle of maintaining distance from his melee (because believe it or not, 110 speed is STILL faster than a running Survivor) and trying to not get shot in a game where learning to shoot is incredibly easy. They need to plot their movement precisely and figure out exactly what the big scary gun man is going to do so that both his bayonet and his spear steer clear of their rear.

    And to outsmart all of this, the Deathslinger simply has to choose between pressing M2 on his mouse or not pressing M2 on his mouse.

    There's a real imbalance of skill here. Unlike Huntress, where Survivors are granted the minor safety buffer of her rev, and both parties need to play around how it can be manipulated, Deathslinger is just "aim and shoot". There's no patience or outsmarting or even outguessing involved. The Survivor needs to play to their top game to avoid getting hit, and Deathslinger just has to choose when or when not to press a button to force the Survivor to play right into him, all because he has a gun.

    I guess what I'm trying to say is this:

    A Survivor assumes a Spirit is phasing, she isn't, so the Survivor dies. A Survivor predicts a Nurse is going to blink through a window, so they don't vault, and the Nurse blinks through window and loses the chase. An Oni thinks a Survivor is going to stay at pallet, so he pretends to dash one way but then does a quick turn to catch them off guard and hit them. A Trapper places traps in areas he thinks Survivors are going to go. A Survivor thinks the Killer is moonwalking, but actually the Killer was pretending to moonwalk, so they get hit.

    What do these all have in common?

    That's right. The outcome is based on prediction. Both opponents use their knowledge, or lack thereof, of each other to predict what the other is going to do. These are all predictive competitions.

    Chases in this game are almost exclusively prediction. Reactionary plays like Frenzying to hit a pesky Survivor, reacting to a Survivor's movements as Nurse, or reacting to the lack of a red stain rather than thinking about what it could mean or figuring out the Killer's playstyle beforehand will almost always get you punished or otherwise prove to be a suboptimal, ineffective method of play. Because of that, I think it's safe to say that as a whole, in the scope of chases, Dead By Daylight is a predictive game. But Deathslinger can aim, shoot, un-aim, etc. so incredibly fast that he doesn't NEED to predict in most situations. Instead of predicting what a Survivor is going to do based on their prior maneuvers, he need only observe their current maneuver and react accordingly.

    That's the problem with him: In a predictive game, Deathslinger is a reactionary Killer. He completely goes against the way the game is meant to be played. Whereas every other Killer is designed in a way that Survivors cannot reliably play in a reactionary way against them and the Killers must likewise predict what the Survivor is going to do in order to get hits, Deathslinger's power is so quick and seamless that the situations where he HAS to play predictive are very slim, as the speed of his reactions are not slow enough to be effectively punitive in an environment that places emphasis on prediction. In most situations, the Survivor's predictions don't matter because it is just so easy for the Deathslinger to react in multiple different ways in the span of a second or two.

    Now, if the Survivors were also supposed to play reactionarily against him, it wouldn't be so bad—it would still go against the basic formula of prediction that this game has been about for years, but at least they would be on the same playing field. Unfortunately, as I've said before, Deathslinger aims far too fast and the projectile moves far too quickly for Survivors to be allotted a decent window for reaction. It takes half a second before the Deathslinger can fire after aiming. The average human's reaction time to visual stimuli is a quarter of a second. This means that by the time your brain even registers that Deathslinger is aiming his gun, he's already halfway towards firing a shot. If you're the average human, you have a quarter of a second to change course and force him to miss his shot. This is fine for long-distance shooting, but at close range, the projectile will travel far too quickly for your reaction to afford you any sort of win. This means that at loops, if you try to react rather than predict, you will get shot. So Survivors have no choice but to predict.

    Dead By Daylight chases are meant to be played predictively. Deathslinger CAN be played predictively, but he's so good at being played reactionarily that if you play him predictively, you might as well be playing him wrong. He's so good at reacting that even if Survivors predict his reaction, it just doesn't matter because unless he wasted his shot like a Dingus McBingus, he can immediately react in a different way as soon as something changes. THAT'S the issue with Deathslinger in a chase. He forces Survivors to stick to the formula aggressively apparent through all of the game's lifepsan, while he himself is free to utterly contradict said formula as he pleases.

  • @GuyNamedPubert said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296325#Comment_1296325

    He is basically a better billy once he gets his power which makes billy almost useless

    Read back what you just said to the Internet.

    "He is basically a better billy once he gets his power"

    "once he gets his power"

    This is why he's not automatically better than Billy. Billy doesn't have to acquire his power. Billy has his power all the time, 24/7, no ifs, ands, or butts. Oni has legitimately nothing until someone is hit. He has no power whatsoever and can do nothing but M1 until he has enough blood to turn his power on. And once his power runs out, guess what? He has to earn it again. Even bad Survivors can effectively hinder Oni's ability to have a power by just healing, but good Survivors can EASILY make use of the fact that only is not only a pure M1 Killer at the start of the match, but also is incredibly large and hulking, making him F-tier for M1 mindgames.

    Billy has to deal with, you guessed it, none of that. He has his power all the time. Forever. With no drawbacks.

    If Billy was rendered useless by Oni, everyone would play Oni. But guess what? Everyone still plays Billy.

    I wonder why.

  • The problem with DBD is that unless you’re a pants-pissing baby back #########, it quickly stops becoming scary after a few hours of play, and when scary things who get their entertainment value out of being scary STOP being scary, they become annoying. This has held true for every Killer in my eyes. When a Ghostface jumps out at me and smacks me, I think, “Wow, so fun, I’m glad I got hit by someone I had no chance of detecting.” When a Legion bears down on me in a rabid, demonic frenzy, I think, “So he’s gonna hit me for free and force me to hold M1. Holy damn, I hate this game.”

    Nut there is one exception to this rule. One big, fat exception.

    Oni. When I hear the furious roar of him entering Blood Fury, I gente sent on edge. When I hear the ominous sound of his Japanese-style theme playing, I get a tense stomach. When those Eastern wood chimes and drums coupled with Western brass are blaring in my ears as a giant flaming samurai ogre demon barrels down on me with a death stick the size of Nancy Wheeler, my heart is racing. When I hear the clanking of samurai armor and suddenly a humongous man is pounding me and my generator into the ground with a kaanbo, I jump out of my skin.

    Aesthetically and balance-wise, Oni is, in my opinion, the most well-made Killer in the game. And it makes him consistently awesomely terrifying to face.

  • They'll make Clown not slow down when throwing his bottles.







    And absolutely nothing else.

  • Remember how it took the devs three years to nerf Decisive Strike down from the free second chance Perk it was, and even then it just became a free second chance Perk with a timer?

    Iri hatchets are the Decisive of Killers. It's only been given minor, insignificant nerfs in the three years it's been around, and even though it probably wouldn't be hard at all to nerf it, BHVR have done nothing about how ridiculous it is.

    I just hope that when they do nerf it, it doesn't mimic DS again in that the nerfs are arguably buffs.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287845#Comment_1287845

    I've found there's a few pfp's that all seem to follow a trend. Yuis are survivor mains, Lauries are...a mixed bag, Dwights, Aces, Steves are the ones who argue quite a bit. Billies and Nurses have some..."interesting" killer takes a lot of the time and seem to have been on the forums the longest. Zarinas are mostly just complacent with everything and are the most respectful.

    I may be looking into it too much but I think there's some psychological ######### behind it.

    I think the strongest profile stereotypes I've noticed are:

    Feng: Killer-sided in some areas but Survivor-sided in others.

    Yui: Probably thinks the "Survivor rule book for Killers" is a real thing that needs to be read and adhered to.

    Oni: Biased Survivor mains pretending to be Killer mains so their opinions about Killers being OP seem more valid (wait...).

    Laurie: Like Yui, but worse (no offense).

    NOED: I consider myself a heavily Killer-biased individual, but damn, these fools are... fools.

    Nancy/Inner Strength: Doesn't play Killer.

    Thanatophobia: A slightly less insane NOED pfp.

    Nurse: Incomprehensible.

  • Honestly, if we're basing its usefulness off of the anti-slug factor, I'd wager that Mettle of Man would be better. The fact of the matter is, people have been a slave to the anti-heal "meta" ever since the healing speeds were nerfed. Sloppy Butcher, Thana, Mangled addons, Legion's entire existence, Plague's entire existence, Deathslinger's entire existence... Killers have a hate boner for Survivors healing. What this usually means is that unless you bring Inner Strength and/or a jacked out self-healing medkit, most Killers are going have you injured for the majority of the match.

    You can't use For the People as a Perk if you're injured—literally, you can't. At least with Mettle, you can technically use it while injured and take a down in exchange for that extra stack. Plus, when you really think about it, which is better for anti-slugging:

    • A Perk that only works in a very specific situation and is countered by the mere existence of certain Killers on the battlefield or even just Perks that everyone loves running, and upon use puts both parties into a one-hit-down state.
    • A Perk that, when activated, allows you to take an entire extra hit and prevents you from going down entirely, even if you're Exposed.

    I don't know about you, but I'd say Mettle of Man is a better anti-slug Perk. It accomplishes the obsession mindgame that FTP does, doesn't require you to be fully healed in the anti-heal meta to be used, extends chases better than any other Perk in the game when you get it to work, AND prevents you from being downed for an entire extra health state.

    Some would argue that Mettle of Man is situational and hard to activate, but to that I raise you: For the People is even more situational and even LESS likely to be actively used in a match. Trust me, I know from experience. So Mettle wins even in that regard.

  • Legion using Frenzy to vault a safe pallet and hit me.


    When I'm injured.

    EDIT: I'm an idiot who missed out on the "Survivor" memo. I once had a Bill sit underneath me for fifteen seconds because he didn't know how to unhook me.

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287857#Comment_1287857

    Personally I use the k as a collective. And because it’s easier to type 4k escape than a 4 man escape.

    I don’t understand why this is being made into something deeper than it is through his sarcasm and attitude lmao

    4E? 4-man?

    0k?

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287817#Comment_1287817

    How? Do you loop the killer the whole game so you dont pip or something? Theres no way your playing normally and not Making it to red ranks

    You know, it's actually funny. I was in the process of making a video where I do the whole git gud thing, climbing out of purple ranks to red. I think I got halfway through rank 6 before the reset hit. I decided not to record until I hit rank 6 again since I'd already gotten footage of me climbing those ranks, which ended up in me forgetting about the project for a while, and then suddenly, bam, I couldn't do the video anymore because I'd hit red ranks out of nowhere.

  • Deathslinger.

    He's not even a good Killer. He's just Huntress without the skill. AND he inflicts Deep Wound.

  • What is it with Yui profile pictures and doing nothing but bitching about Killer mains? I have never seen someone on this forum with a Yui pfp doing anything other than whining about Killers whining.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287817#Comment_1287817

    How? Do you loop the killer the whole game so you dont pip or something? Theres no way your playing normally and not Making it to red ranks

    Only playing solo, doing totems instead of gens, never running Decisive so the Killer gets to sweat me down for free, deliberately running low-tier Perks like Babysitter and Breakout because they're more fun than the meta, no one doing gens while I loop, honest mistakes made while playing, people going down immediately and DC'ing/hook suiciding, et cetera.

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287380#Comment_1287380

    Rank shows how much you play. I wanna know how much survivor he plays since he claims gens always pop in 5 minutes agaisnt a "sweat with friends" with 4 crutch perks when in reality the whole game can be lost if you have one baby survivor on your team in solo q

    I play equal amounts of Survivor and Killer. I have over 2200 hours on this game. I only just recently hit red rank Survivor.


    If rank shows how much you play then Mcote is the next Killer.

  • "Out of My Way"

    Chapter: Anything that isn't licensed because I don't like licensed chapters.

    Description: While chasing a Survivor, colliding with any other Survivor will shove them to the side and stun them for 3/4/5 seconds. Shoving a Survivor resets Bloodlust.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1271449#Comment_1271449

    this Borrowed Time doesn’t make it okay Though. You can’t come up with a solution because there currently isn’t one. Borrowed time doesn’t do enough you’ll just get grabbed 😂 this a terrible defense for something that should net the killer negative points at the end of the match instead. You can’t just list a perk for everything. There’s only 4 slots and every time people complain it’s “oh use this perk to counter that, problem solved” no.... it’s not solved. The topic is about DISCOURAGING that type of behavior. Not presenting a solution by listing a perk survivors can use when they already have a million to choose from. Yes BT is great, but quite honestly, I’d rather my teammates do gens if I’m getting face camped. What I don’t want is the killer getting rewarded for that. Because if I lose pip you should too :)

    Learn how to unhook without getting grabbed.

  • When I see OoO, I know that the Survivor has a 95% chance of being in a 3 or 4 man SWF, meaning that the entire enemy team knows my exact location at all times, and unless I'm playing a small handful of low- to mid-tier Killers that aren't enjoyable to play, there isn't shitting dicks I can do about it.

    Object never should have been added to the game.

  • It stops Survivors from doing gens... for 12 seconds or less.

    It's also a 30 second timer so if they really want to, they can ignore it and do over a quarter of a gen before they even need to mend.

    It's a complete joke. By far the worst stall tool a Killer can use.

  • Deathslinger: Blood Echo, Agitation, Nurse's Calling, Thanatophobia

    Deathslinger is the type of Killer you want to heal against, and between Deep Wound and Nurse's Calling + his small Terror Radius, I have an enhanced ability to put a stop to that without having to waste a Perk slot on ######### Butcher. It also gives me tracking to find and down someone quickly. Then I throw on Thana to punish their gen times for being injured, and Blood Echo to give them Exhaustion purely because you shouldn't be able to Dead Hard a ######### gun. And then I just throw Agi on top to counter bodyblocking and sabo and get to the basement more often and... yeah.


    Legion: Ruin, Monitor and Abuse, Thana, Endurng w/ any Feral Frenzy duration addon + any Killer Instinct range addon

    I use the increased detection range from Monitor and the addon to snoop out more Survivors and see which gens to pressure and if anyone is on my totem. Once I get someone off my totem, I either chase them down to defend or, if I need to, Frenzy over to a gen to get Ruin to take effect. I use Thana as a backup in case Ruin gets insta-cleansed since unlike Pop, it can also be used while Ruin is still up, so I get value out of it either way. I would rather use my fourth Perk slot for Shadowborn because the fatigue vision is the literal worst, or Bamboozle because the vault speed does in fact still work in Frenzy (plus it shuts down window techs I guess idk), but I use Enduring because PEOPLE STILL CAMP GOD PALLETS AGAINST A FRENZYING LEGION WHILE INJURED AT RANK 1.


    Oni: Corrupt Intervention, Infectious Fright, Thrilling Tremors, Shadowborn

    Corupt to mitigate the fact that I start the match with no power. Infectious because.. just, Oni. Tremors to hook someone, see which gens are being worked on, and Demon Dash my way on over. Shadowborn because Oni is one of the few Killers that I feel to be strong enough that I can waste an entire Perk slot on an FoV slider.


    Demo: Corrupt Intervention, Save the Best for Last, Thrilling Tremors, Shadowborn

    Corrupt because I need time to set up my portal web. STBFL because shredding the obsession is actually OP. Tremors to teleport to any unblocked gens. Shadowborn because of the same reason I run it on Oni.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265175#Comment_1265175

    I'm sorry? Basically all three of Nancy's perks are complete gimmicks whereas at least 2/3 of Myers perks are legitimately good and useful arguably 3/3 depending, and unlike you I won't leave them unnamed

    Nancy:

    Better Together - Complete gimmick in every sense. The aura reading it provides you is useless since it's situational to even come up with and even when it activates you're still working on a generator you're not going to get off just because you can see someone else's aura. The generator highlight provides a niche use, your teammates might already be running far better perks like Bond, Empathy, Aftercare, etc. to show who's working on what generators far more consistently than the one guy who is running "Better together". You'd be more helpful if you decided run those perks instead as well.

    Fixated - Another gimmick, only experienced players would know to use this perk for what it is actually for, to create a false trail of scratch marks and walk somewhere else. But then again, if you're experienced, you should be able to do this without the perk in the first place people did it for years before the stranger things chapter released and this perk even existed I should hardly expect people are unable to do it now. The faster walk speed is kind of cool, but because it only ever activates while you are uninjured it also tends to be slightly gimmick-y, run Urban Evasion over this (Nea teachable which you don't even have to buy anyway, since Nea & the whole Last Breath Chapter is free)

    Inner Strength - Definitely her best perk, but that doesn't mean it doesn't have it's limits. If there is a hex out there you know your teammates are going to be cleansing totems to find it, limiting the opportunities you have to activate the perk. Even if there isn't a hex out there people tend to do dull totems anyway because 1. BP and 2. #########' NOED. Even if all the totems aren't gone, there's still a limited number of them on the map and of course there's the whole finding them in the first place situation. Depending on the map you're on that can be difficult or easy, either way it's inconsistent, so you're better off taking something far more reliable like Self-Care and a medkit.

    Myers:

    Save The Best For Last - An all around useful perk that speeds up the pace of your chases the more stacks you have, the decreased post-hit cooldown animation can allow you to place far more pressure on your chases, not to mention allow you to hit multiple survivors in gradually quicker and quicker succession if they're all bum rushing a hook or trying to commit to a generator.

    Play With Your Food - Arguably his weakest perk, I personally don't have much experience with it so I cannot vouch for it or how to properly use it in the slightest aside from the fact I know how it mechanically works. However, I see top players like Otzdarva and Tru3ta1ent use this perk all the time in various builds and on various killers, engaging and disengaging to farm as many stacks as possible to be as quick as possible. Synergizes very well with the perk Nemesis, which also has it's own benefits (oblivious status effect)

    Dying Light - Definitely what I would consider Myers best perk, equipping something like this on top of ruin can be extremely debilitating for survivors trying to rush generators, not to mention since it's not a hex you have it in your pocket at all times. Use ruin to help you apply pressure on generators in the early game, and then by the time the mid or late game rolls around and your ruin is inevitably cleansed, the number of stacks you have on dying light by that point should be able to carry the rest of the game. An absolutely wonderful perk that I know I run on the regular on multiple killers. Synergizes particularly well with other perks that monitor gen progress or slow it down, IE the aforementioned Ruin, Discordance, Surveillance, or Thrilling Tremors.

    Although I wouldn't consider perks the only metric for choosing what content I intend to buy I would probably consider which characters I like more. How much I like Stranger Things vs. Halloween as a whole and the individual characters I liked more, Nancy or Michael Myers. I was never a huge fan of Nancy's character, she's cool but there are other people on the show I like better and that doesn't bode well when the competition is the legendary Michael Myers himself.

    However, if perks WERE the only thing I was using as a metric to choose it would look even worse for Nancy, outside of inner strength her perks are not good. Don't trust this guy.

    Myers Gameplay

    As for gameplay all survivors play the same, so looking at Michael Myers exclusively here he's a very decent killer. There aren't too many complaints about the guy. I can definitely tell you he definitely spooks the living daylights out of a lot of people in-game and I gotta say pulling someone off a generator at the very start of the match is pretty satisfying. He's an m1 killer, but he does have a longer lunge and faster window vault speed, and when you do inevitably pop your EW3 you can steamroll matches and suddenly create a lot of pressure, especially if you were struggling up until that point. Though it's nowhere close to as good as Ghostface his reduced terror radius does work to his benefit throughout the whole match (minus the parts where he's got EW3 but you're hardly going to be trying to be sneaky during that time) and he can start chases a bunch closer than other killers who have a normal 32 or even 24 meter terror radius. At the end of the day a pretty middle-of-the-pack killer which means you can do really well and you can also do really poorly, practice makes perfect. And of course your own personal enjoyment would obviously factor in to the equation, I know there are a lot of people who do like the gameplay he offers and filling the shoes and holding the knife of the michael myers is pretty cool.

    Be aware that his add-ons suck though. But then again, so do the add-ons for a lot of killers, even good ones like Hillbilly.

    If it were up to me? I'd pick (Ghostface) Michael Myers out of the two, for gameplay, for perks, and for character, unless you're a huge fan of Nancy which I know those people are out there.

    Better Together is an extremely useful Perk for solo play, so if you're not the type of person to crutch off of SWF comms, it's great.

    You literally just openly stated Fixated is high-risk, high-reward. I don't see a problem with that. I agree it should keep its boost while injured, but that still doesn't make it bad.

    You'd be surprised how little Survivors actually do the totems—if they did, do you think they'd be bitching about NOED every other post? Finding and cleansing totems is a cinch. Inner Strength is hands down the best self-sustainability Perk in the entire game. No contest.


    STBFL is good if you play Deathslinger or Demo or some other Killer that can somehow consistently injure or down the obsession without losing stacks. If you can't though? Eeeeehhhhh. If the obsession decides to exist a little too hard, you're boned.

    PWYF is gimmicky nonsense that will never be good and anyone who thinks NemeYF is a good combo needs to stop salivating over Tru3 and actually play the damn game for once.

    Dying Light is garbo. Pure, straight garbo. By the time you've gotten enough hooks that the stall is some semblance of substantial, you either have enough pressure that you don't need it or enough gens are done that it has little to no use. That's not even including the fact that it only affects 3 out of 4 Survivors AND doesn't gain tokens if you hook the immune one.


    As for Myers himself: He starts the match as a 105 Killer. Not enough Survivors know how to use that to their advantage. Spine Chill cucks him, walls cuck him, running away cucks him—having a brain cucks him. Against situationally aware Survivors, you're not going to get tier 2 until 2 or 3 gens are done AT LEAST, and then they'll spread out to prevent your tier 3 snowball. He's not good, no sirree.

  • Nancy. She has one great Perk and two situational but useful Perks. Michael has one mediocre Perk, one mediocre Perk that is actually good on like three Killers, and one mediocre Perk that only works in a mediocre meme build. He's also hard countered by Spine Chill.

  • @TheMythicalCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264063#Comment_1264063

    Just wanted to reply to the "only Killer in the game that can punish you for hitting a survivor", with Deathslinger, landing a shot on an injured survivor and having them get behind something can punish you. Either you eat the stun, or you let them go free. You have to reload either way, and both slow you down to some extent. Often they get even further then they would have otherwise, and wastes more of your time.

    That's you being punished for having bad positioning. 9 times out of 10, a good Deathslinger's gonna get the hit on a speared Survivor. Even then, that can help you close distance in a lot of cases, by reeling in the Survivor as much as possible before you need to let them go, if nothing else. The only thing that ever results from Legion hitting someone with Deep Wound in Frenzy except for losing his entire power gauge and giving them a speed boost, and for what? 300 extra Brutality bloodpoints and a reset to the mend progress bar?

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264590#Comment_1264590

    Don't you just love it when you bring Fixated/Inner Strength/Autodidact/We'll Make It/Adrenaline/Second Wind/Solidarity/Aftercare/Botany Knowledge/For the People/Iron Will/Lucky Break/Pharmacy/Off the Record/WGLF/Self Care/A medkit and the killer is the Plague? I know I do

    Because nothing screams “fun” like having an entire mechanic of the game turned completely off.

  • Stop playing Plague every single time I bring Fixated.

  • You lose your ability to down Survivors. You are forced to eat the longest Killer power-induced stun in the entire game. You lose the ability to see blood and scratch marks. You have the second longest base cooldown in the game. Your power is the only one in the game that does not assist you in any way in securing a down aside from that free first hit which is balanced out by the 4-second fatigue and doesn’t really help at all against good Survivors. When you really get down to it, this makes you the only Killer in the game who literally has no choice but to go pure, undiluted M1 to secure a down. Your power is the only power in the game that has the capability to punish you for hitting a Survivor.


    All this for the ability to M1 slightly harder than normal for 10 seconds and unlock a chain-hitting ability that is countered into oblivion by Survivors just not packing together like they're on a Japanese subway.

  • @feechima said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263399#Comment_1263399

    How did Sprint Burst make the list and not Lithe or Balanced Landing?

    Because Sprint Burst can be used whenever you’d like, and as such, most Survivors use it as a brain dead panic button whenever the Killer has rightfully closed the distance on them. Lithe and BL can definitely be used as a second chance, but in order to be used effectively it takes a good deal more decent pathing and forethought than SB or DH.

  • Please do. Put the poor dogs out of their misery.

  • @Fibijean said:

    First of all, thank you for all the comments - it's been a huge help. I've finally had time to go through them all, and I have some clarifying questions for some people. Some of these may sound rather pedantic, but I'm genuinely just trying to understand your ideas better.

    https://forum.deadbydaylight.com/en/discussion/comment/1253588#Comment_1253588

    Which second chance perks specifically do you avoid as survivor? Why do you assume that Nancys and Bills in particular are likely to be a detriment to the team?

    https://forum.deadbydaylight.com/en/discussion/comment/1253676#Comment_1253676

    You say that you like to do totems as survivor if the gens are going too fast. Is that a tactical move in case of NOED (since if gens are getting done fast, it's likely no one else has bothered with totems), or a kindness to the killer, or a combination of both?

    You teabag killers who camped and tunnelled, but don't want survivors to teabag you if you had a bad game. What if a killer camped and/or tunnelled because they were struggling? Do you consider it acceptable as a killer for a survivor to teabag you if you camped or tunnelled them? (I'm not attacking or judging you, just trying to understand your point of view.)

    https://forum.deadbydaylight.com/en/discussion/comment/1253697#Comment_1253697

    Can you elaborate on what you mean about being toxic with perks? Are there particular perks that you will never use, or that you will only use in specific scenarios?

    https://forum.deadbydaylight.com/en/discussion/comment/1254245#Comment_1254245

    What would you define as "abusing" DS?

    https://forum.deadbydaylight.com/en/discussion/comment/1254361#Comment_1254361

    Do you ever use killers that have an insta-down built into their power? If so, do you use that power?

    https://forum.deadbydaylight.com/en/discussion/comment/1254625#Comment_1254625

    By "farmers", do you mean survivors who rescue teammates near you, or survivors who are trying to farm for bloodpoints?

    If you don't use the Tombstone Piece, does that mean you also won't use Judith's Tombstone, or is that an exception for some reason?

    What do you consider "accepting" a boop? Do you let the survivor escape, or do you only let them live until you see them again?

    Do your survivor rules apply only to yourself as a survivor, or are those expectations that you have of the survivors when you play killer as well?

    https://forum.deadbydaylight.com/en/discussion/comment/1254890#Comment_1254890

    Do your survivor rules apply equally to other survivors, or are they purely self-imposed?

    https://forum.deadbydaylight.com/en/discussion/comment/1258641#Comment_1258641

    Do you avoid Haddonfield and Ormond offerings out of respect for the killer, or because you personally just don't like playing on those maps?

    Survivor Perks I regard as "second chance" would be Sprint Burst, Dead Hard, Adrenaline, Decisive Strike, and Unbreakable. To a certain extent, I also include Head On in this list, but I actually enjoy using that Perk, so I can't help but throw it on every once in a while.

    As for the Bill/Nancy thing, it's simply because I've never seen a smart Bill or Nancy, either as Survivor or Killer. Bills are the kind of person to last for less than twenty seconds in a chase and still somehow manage to burn a third of the pallets on the map, and Nancies are too greedy with their pallets and REALLY love to overuse Fixated thinking they're the most immersed gamers alive.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262440#Comment_1262440

    You do know that many people don't use it because they can't hit the skillcheck.

    Many players are afraid of missing it, please don't call it a braindead perk because compared to NOED, we actually have to focus on a skillcheck instead of eating a burrito.

    If you can't hit a Decisive Strike skill check you need to see a doctor about a Levadopa prescription.

  • @YuiKim said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262440#Comment_1262440

    Why complain about a perk being brainless when Freddy is brainless too?

    I hate Freddy just as much as I hate DS. Stop while you're ahead.

  • So it is a brainless free second chance Perk and was intended to work as such?

    Not surprising.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262420#Comment_1262420

    You too <3

    Because I know I can back it up, I doubt you can.

    I could, but judging from your logic, you wouldn't be capable of listening, so there's no point.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262193#Comment_1262193

    Can you play around everything you just mentioned? Because if you can then it's not unbalanced.

    Dead Hard can be baited, and it's mostly used once every chase and only if they're injured.

    Moris are an exception, yes they can end the game quickly and does need some changing, but the moris themselves requires the killer to sacrifice an offering. Meaning they aren't going to be in every single one of your games. Plus, you still need to actually be able to down survivors to use them. So they're not an instant win.

    Unbreakable+DS can be countered by.... Picking them up at the early game. Which you should do, especially with a full team of DS users. Because that means they cannot use it later in the midgame or endgame when it's much more crucial.

    Nurse is unbalanced how exactly? I thought after her rework she became "weak" according to the community. I say she requires a lot more time and skill involved in playing, because her power is potentially still the best in the entire game.

    Gen Times are only unbalanced if you don't excrete enough map pressure. And map pressure includes things such as injuring multiple survivors at once, constantly keeping generators in check, using your power to keep survivors away from generators, using several perks to keep tabs on gens, etc etc. Yes I get that gen times can be annoying and it can be a hinderence but the amount of games I had where all 5 gens are completed as Killer in RANK 1 are far less than the games where I finished off the survivors before every generator is completed.

    https://us.v-cdn.net/6030815/uploads/002/F5EUCRIF7B44.png

    (Clown game btw)

    You can argue the synergy of Ruin and Surveillance is overpowered because it gives the Killer a bunch of information on where the survivors at when they are on generators. But you can counter that, you can play around that. Same way you play around every other killer, every other perk, every other loop/mindgame in the game.

    Literally the only thing Freddy has that does his power for him is the passive sleeping mechanic. Which, by the way, can be countered, like everything else you listed, by waking up. Do you honestly expect a Freddy to care about your location if he is obviously in a chase if you miss a skillcheck? And hell, if most Freddy players use BBQ, which I'm sure most do because it is a good perk for BP and it helps with his teleportation, why don't you just fail the skillcheck and wake up when you see a Survivor went down? Or better yet, go hide in a locker so he doesn't know where you are on the map. Because he needs that info to be effective. If he has Discordance, work on separate generators. Surveillance? Keep him busy in a chase. Snares? Pallets? WAKE UP!

    Freddy still requires you to be a GOOD killer to have good mileage on him. And I'm not budging from that stance, because most people don't know how to play against him. And I will happily play against him whenever he appears.

    And I'd rather we do not derail this thread into a Freddy post because I have a feeling that's where this is going. So I'm ending this discussion here.

    This entire essay is basically just a drawn-out "git gud", without actually demonstrating you know what you're talking about, so I don't really feel the desire to argue. Have fun thinking you're way better at the game than you actually are.

  • It's fine to dislike going against something, but if something is unbalanced, it's unbalanced, pure and simple.

    Dead Hard is unbalanced. Moris are unbalanced. UnbreakaDS is unbalanced. Nurse is unbalanced. Gen times are unbalanced. There's a lot of unbalanced things in this game, and to pretend it's balanced because you need to know how to use them effectively is silly. Skillfully OP is still OP. Situationally OP is still OP. OP is OP, no ifs, ands or butts.

    Also, using Freddy to argue your case is a bad example because his power does everything for him and you don't have to PLAY well as Freddy to DO well as Freddy. Playing Freddy is almost certainly a way of saying "I want to win but don't want to put in the effort of actually being better at the video game than my opponent."

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1260563#Comment_1260563

    Umm what, whyd you respond to me all butthurt? lol i never said anything to you aside "I really like your idea im going to try out the build later!".

    Besides I dont run dead hard, I dont run unbreakable, I dont run adrenaline, and I sure as hell dont run DS. Like, ever. Are you half asleep? What in the world made you respond to me in such a way.

    https://forum.deadbydaylight.com/en/discussion/comment/1260623#Comment_1260623

    Ok thanks for your reply! (Side note whats OP's problem lol?)

    Enduring is really good on legion, saves him on stuns from frenzy if u take the pallet stun instead.

    Are you a legion main?

    Used to be. I’m not anymore because he’s just so damn miserable to play.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242649#Comment_1242649

    Oh thats very smart what else you run besides ruin and monitor.

    I run Thanatophobia as a backup in case Ruin gets insta-cleansed, since it can also be used while Ruin is up, unlike Pop. My final Perk slot of choice is Enduring, for no other reason than pallet stuns are annoying.

  • I would put him out of his misery.

    image.png


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