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Demogordon_Ramsay

Demogordon_Ramsay

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Demogordon_Ramsay
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  • Oni and Demogorgon. Both extremely balanced, extremely well-rounded Killers that have a little bit of everything as well as an awesome aesthetic.

  • Yeah, I think they were implemented quite terribly. Walls and the areas around them should be designed to give the Killer either better overall map traversal or let them get the jump on Survivors, but the ones in the saloon are all placed near god windows and areas with terrible pathing so that you have to waste time breaking them just to prevent Survivors from completely countering you just by vaulting a window.

    I don't think walls should be chase features, but they are, and they're quite terrible ones at that.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157987#Comment_1157987

    All I said was you were saying things were as they are not

    10/10 counterclaim, but here, let me hit you with your own weapon:

    You’re incorrect and speaking falsehoods. I win, bye bye.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157975#Comment_1157975

    Lol straight to petty insults..I can see your quite intellectual

    When your argument of "No ur wrong" is about as ineffective and nonexistent as ad hominem, I see no reason not to resort to it.

  • Just like how you apparently aren’t accurate when you play Deathslinger.

  • I'm having the exact opposite experience everyone else is having, apparently. Maybe no one here plays FPS games, but this Killer feels like the exact opposite of weak to me—he feels completely broken. Like, old Legion levels of broken. Fitting he inflicts Deep Wound on hit.

    Being 110 with no mobility is really his only weakness imo. I don't understand how a ranged Killer with split-second ADS, the ability to position Survivors as he pleases, a power that destroys any and all low-wall loops and completely shreds any Survivors the Killer has LoS on, never has to take longer than a couple of seconds to reset his power upon misses, and on top of that has the ability to force Survivors to do something other than gens in his basekit when he abandons them can possibly be considered weak. He has literally everything except mobility, and between the ability to pull Survivors towards you and Perks like Corrupt or Tremors that help you reduce patrolling and tell you exactly where you need to go, he can easily make up for that.

  • I had a game today where I fully healed myself with Solidarity at least three times. The Perk works wonders against slugging.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157843#Comment_1157843

    Yes you can lol I do it all the time 😂 I’m sorry but that’s the funniest thing I’ve ever heard

    That's the funniest thing you've ever heard? I've heard way funnier. Like the one where he turns himself into a pickle. Funniest ######### I've ever seen.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157813#Comment_1157813

    you can 4K with anyone lol I’m thinking about people who play this game everyday people who know how to loop and do gens he is honestly the worse then clown in my opinion but if your going up against bad survivors then yea you can 4K but any killer can I’ve done it with no blink nurse lol just because you can get kills doesn’t mean there good

    You can’t loop a Deathslinger if he has LoS on you.

    Why? Because he can SHOOT YOU WITH A HARPOON AND REEL YOU TOWARDS HIM.

    He has a gun. Use it.

  • Oni. He punishes Survivors for letting him hit them in his unpowered state and becomes a massive beast with extreme mobility and chase potential, but only if you know how to outplay the Survivors with your demon dash at loops. High-skill, high-reward.

  • Huntress without the skill requirement is bad? A killer that can pull you toward him, effectively corral you and, change your position to his whim is bad? A killer with a gun is bad?


    Have you tried... I don’t know... aiming? Because when I tried doing that on him, it pretty much broke the game for the Survivors I was going against.

  • Definitely a high-skill, high-reward Killer. It takes some creativity to overcome the breakability of the chain.

    I'd say he could use some buffing, however: Survivors can move the chain WAY too much, making it quite easy to punish Deathslinger for landing long-range shots because they have so many opportunities to keep themselves from getting within melee range. Also, being 110 with no mobility is a serious hindrance on large maps, and it'll be a wonder if you can do well there.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154047#Comment_1154047

    Only works at long distance. If a killer is camping, and you do a BT save, 4 seconds isn't long enough for them to lose your trail. And because there's no icon, you could save a survivor and they'd follow you leading the killer back to them.

    1. Maybe get better at throwing yourself at the Killer to waste their time? You know, the entire point of the Perk?
    2. Don’t unhook someone who’s being camped, or just take a hit. Simple.
    3. Yes, it does have an icon.
  • Babysitter. High-risk, high-reward that allows you to help out vulnerable teammates in a way that actually takes pressure off of them. All it needs now is to ignore Undetectable and it’s honestly the most well-balanced Survivor Perk in the game imo.

  • None. Absolutely goddamn none.

  • I’ve been having an absolute blast with him. His biggest weakness is by far his lack of mobility coupled with being 110, but his power is an awesome chase tool, especially combined with STBFL since his power is kind of designed to coincide with his M1. If you can hit your shots and position Survivors the way you want, you should be able to establish enough pressure to compensate for being so immobile. He’s no Huntress, but 18 meters of range is nothing to sneeze at.

    I think he could use some tweaking to make him easier for newer players without totally overbuffing him (aka reducing the missed shot and broken chain stuns), but aside from that the only thing I’d really take a look at is the reload after every shot. Since he’s meant to be an M1-M2 hybrid but also has 110 speed, he needs to have a little more uptime on having a shot ready, and I think a reduced reload time would aid that.

    Aside from that, I think he’s good right now. Not top tier, but 100% solid.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148757#Comment_1148757

    Wait so the situation is different then? A survivor cant get away from you after sabotaging and taking a hit right before it.

    Am confused

    Yes, they can.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148512#Comment_1148512

    Down the survivor and the hook despawns.

    Then smack him on the same hook he sabo'd for being a monkey

    Again, that’s not going to happen without STBFL. Trust me, I’ve both tested it and tried it publically.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148463#Comment_1148463

    With 2.5 second sabo, you need a little more warning.

    With a 2.5 second sabo, the Survivor can literally get hit and then break the hook in your face anyway unless you have a high amount of STBFL tokens. A warning isn’t going to change that.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148377#Comment_1148377

    What is he supposed to say? "We have no plans to make the game easier at the moment" Let people have fun dude, not everyone takes this game 100% serious, because it's a non-competitive GAME

    I don’t think it’s too much to ask for at all, asking the developers of your game to reply in a real, meaningful way to criticism. Maybe address the issue, or if they disagree, try to defend their stance. Instead of replying with a completely irrelevant, snarky one-liner that completely derails the topic of the OP.

    If you’re going to be a dev for a game, act like it.

  • @Almo said:

    Have you played EVE-Online? :O

    What an insightful, meaningful, helpful, open-minded response from our real actual developer for this video game, folks.

  • @Mandy said:

    Can you try to verify your game files to see if it fixes this?

    Sorry for the late reply; I managed to fix it by leaving the game and booting it back up.

  • Inner Strength’s usefulness in the NOED meta has, ironically, been its downfall for me. Since everyone cleanses now, that means everyone brings Inner Strength, meaning that whenever I go to find a totem, it’s already broken and I don’t get to use my Perk. At this point I only run it since the next best self-healing option is Self Care, and we all know how good that Perk is.

    I’d go without a self-healing Perk entirely, but I also run Fixated, which is completely useless when you’re injured, so I kind of have no choice without significantly altering my build.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145168#Comment_1145168

    You forget about Unnerving Presence reducing Skill Checks by 40/50/60%.

    A) Ok, so a Perk has a counter. Here’s the thing, though: If you can hit great skill checks consistently, which is the idea with this iteration of TINH, Unnerving will have zero effect on you because it doesn’t effect the difficulty of hitting greats.

    B) The only people I’ve seen run Unnerving are anti-skill check Doctors and baby Trappers who have literally nothing else. And unless you’re playing against yellow rank Killers, you’re very unlikely to find either of those.

  • I personally would like TINH a lot more if it was high-skill, high-reward:

    You perform at your best when under extreme stress.

    While injured, Skill Checks are 12% more likely with success zones reduced by 50%. However, skill check score events grant 50/75/100% more bloodpoints and the progress bonus for completing great skill checks is increased by 3%.

    I think increasing the likelihood and difficulty of skill checks better reflects the idea of being ”under extreme stress” but the bonuses reflect that this is when you “perform at your best”.

  • Devs: We noticed that Object was OP against stealth Killers because it gave SWF extreme awareness of them at all times so we added Undetectable as a band-aid fix that also nerfed all the low-tier aura Perks Survivors have.

    Every other Killer in existence that suffers from the exact same issue with Object:

    image.jpeg


  • By far my favorite is Oni. He’s the only Killer in the game that’s actually scary. Imagine just sitting on a gen, minding your own business, and then you hear a roar out of nowhere, turn to your left, and see a samurai ogre bearing down on you at Mach 10 with a giant death stick out.

    While also on fire.


    Number 2 is Demogorgon. I love his music and his Shred always gets me on edge, whether he may go M1 or turn into Sonic the Huntress.


    Number 3 is Nurse, but it’s iffy. Because Nurse is so much harder now, good Nurses are intense as hell to face, but great Nurses break the game harder than old Legion. It’s a 50/50.

  • Self-Sufficient: Fully heal yourself 1 time and escape the trial.

    I’ll Do It Myself: Fully recover from the dying state 1 time.

    Guardian of the Gates: Have all other Survivors escape before you do using the Perk No One Left Behind.

  • @Rivyn said:

    @Demogordon_Ramsay A bad chase isn't on the gen times, though, that's just chase mechanics. That's where perk builds, map awareness, and pressure come into play.

    Again, I'm not saying gen/objectives shouldn't be looked at, but it's maps that are the overall issue. If you could tone those down and rework tiles, you would get a much better picture at gen times.

    Even if you get chases done quickly, efficient Survivors simply do gens too fast for you to get things done quick enough.

    Here, some math:

    Let’s make the most average scenario possible: Everyone spawns in. Two Survivors spawn next to one gen and get to work on it immediately. The other two take ten seconds to find other gens, and it takes the Killer ten seconds to find one of them. The Survivor gets hit through a safe pallet they threw down and runs away while the Killer is stunned and then breaks the pallet, which takes about 4.5 seconds without Enduring or Brutal. If the Survivor ran in a straight line, taking into account the movement slow and ramp-up from stopping to chuck a pallet, they get 15 meters away before the Killer can move again. At a rate of 0.6 meters per second catch-up time, it would take 22.5 seconds to catch up when factoring in bloodlust. After 15 of those 22.5 seconds are done, the Survivor vaults a window. Let’s assume the Survivor is dumb, and the Killer can clearly see them trying to crouch next to the window. It would take about 2 seconds to get to the window, 1.7 to vault through, 2-3 to turn and hit the Survivor, 3 to pick them up, and let’s say 8 to get them to a hook.

    Between finding the Survivor, getting a hit, breaking a pallet, catching up, downing them, and taking them to a hook, it takes 46.2 seconds to get one hook on a Survivor who isn’t good at looping. In 46.2 seconds, the two Survivors will have finished working on their gen and will have begun moving towards a different one, and the third who took a while to find his will have put 36.2 seconds of time into it, almost half of its repair progress.

    Without taking into account prove thyself, toolboxes, great skill checks, or anything else that could speed up gen times, one-and-a-half gens will have been finished in the time it took to find, down, and hook one Survivor who sucks at looping. Despite that one Survivor being excruciatingly bad at the game, a full third of the Survivor objectives will have been completed in the time it took the Killer to complete one-twelfth of theirs.

    Now imagine the Survivor is actually good at looping. Imagine they have Dead Hard and can get a lucky second chance pallet throw off. Imagine if you’re someone like Huntress or Myers and have low map traversal at the start, or you’re someone like Hag or Trapper and have to spend time setting up. Imagine if the Survivors bring builds that let them speed up gen times.

    Completely disregarding map design, it quickly becomes obvious that gens by themselves are too easy to do and the Killer will struggle to establish pressure against good M1-holders.

    I’m not saying map design isn’t an issue. I’m not saying that at all. But I think it’s quite apparent that gen times are by far the greater of two evils here.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132190#Comment_1132190

    Consider this. If maps were smaller, if loops were looked at (so you didn't have an infinite move into a jungle gym move into another jungle gym, for instance), a killer could more effectively patrol gens. More gen pressure, more pressure on survivors. A killer should conceivably be able to hit nearly every gen on a map in 80 seconds, not take 80 seconds to cross a map. Even M1 killers would be in a better place if they could hit all areas of the map easier than currently.

    That doesn't mean gen times aren't an issue. Having three or four survivors on a gen should be looked at. But the base gen time of 80 seconds? That's fine in my book. Holding M1 for longer is just boring.

    Maps like that do exist in the form of the Chapel and Hawkins. But guess what? Even on those maps, if the Survivor gets one Dead Hard for distance off or finds one lucky pallet spawn—if the chase is extended even a few seconds beyond optimal time, regardless of if it was a mistake on the Killer’s part or mere RNG working in the Survivor’s favor—the amount of the objective shaved off by three Survivors who know how to hold M1 skyrockets. And if you abandon that chase to go pressure the gens? The Survivor you abandoned will just do gens themselves. It’s a lose-lose situation. The simple fact that Killers can’t be in 4 places at once means that Survivors can strip their pressure with even basic gen efficiency.

    I don’t think anyone in their right mind wants gen times to be extended. It’s a known fact that when you’re not being chased, Survivor is an M1 simulator. Anyone worth their salt who thinks objective times are the issue would much rather have a second objective added—not a secondARY objective; totems are a pathetic excuse of a diversion—a second objective.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132269#Comment_1132269

    I read the paragraph, and like this current post of yours, it's all one giant backhanded insult, which is all you seem to know how to do. Zero credibility lies with you because of the way you conduct yourself. Incapable of a debate without insults. Even when I've been respectful. Calm your proverbial #########, and perhaps I'll humor you. For now, all you seem to be able to do is throw around insults, which shows me you have no actual idea what you're on about.

    https://forum.deadbydaylight.com/en/discussion/comment/1132268#Comment_1132268

    That is proven completely false purely based on the fact that there are maps that are more killer or survivor sided. Play an M1, low mobility killer on Mother's Dwelling, then do it against the same survivors on Lery's. Tell me it's a "gen speed issue". Of course, this assumes you're at least half decent at killer, and judging by the "no gen speed r teh issue omg" statement, I'd say that's probably far from the truth.

    Sorry bud - you can't win this one.

    Your first response to my protests towards your initial statement was “You’re just bad at Killer.” When I presented an actual grounds as to my point and called you out for not responding with a proper argument, you replied with, “Well other people agree with me so you’re wrong and I’m right. Run along now.”

    You have been more insulting and less mature than me this entire time while also not bothering to make a real argument, which I have already done. The only person losing credibility here is you.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132253#Comment_1132253

    It's not a non argument. Because I'm right. I'm not the only one who thinks this. Gen speeds have never been the issue. But hey, if all you can do is call what I say stupid, that shows you have no coherent response. Run along now.

    I guess your eyes just chose not to visually register the extensive paragraph explaining why you're making a fool of yourself?


    "I'm not the only one who thinks this."

    Yeah, and some people weren't the only ones to think old Nurse was OP. Some people weren't the only ones to think old Legion didn't break the game. The entire community thought old Freddy was the worst Killer in the game when the people who mained him all said, "No, you people are idiots; Freddy requires methods of thinking that you refuse to adopt and you simply can't play him right." Just because a lot of people think something doesn't make it correct.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132190#Comment_1132190

    If you think it's false in any way, you're bad at killer.

    If gen speed was the issue, there wouldn't be maps that are more balanced than others.

    That is the most hilariously terrible argument I've seen in my life.

    "If you think it's false in any way, you're bad at killer."

    Not even going to bother with this non-argument.

    "If gen speed was the issue, there wouldn't be maps that are more balanced than others."

    That is so inconceivably stupid. Simply because gen times are independent from map balance does not mean map balance is not existent. Of course a map with several god windows and safe pallets like Haddonfield is going to be safer than a map with claustrophobic LoS-blockers and nonexistent loops like Hawkins. But just because you get a more "balanced" map doesn't mean that gen times aren't going to be an unbalanced issue. Objective time and map design are separate fields of balance; they aren't the same, they merely intersect. Gens still have the same silly base speed on Chapel as they do Mother's Dwelling; map size is not the primary determinant; it is merely an influence—a significant influence, but merely an influence nonetheless. It is not the primary factor in this game's terrible balance; that would go to how fast gens go at base when Survivors are any semblance of efficient with their objective.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132170#Comment_1132170

    Gen speed isn't the issue. It never was.

    The issue is map balance.

    I don't understand this blatant falsehood. The issue isn't map balance; the issue is that three Survivors can be on generators at the same time while you chase one. Regardless of the map, three efficient gen-pushers can pound insane portions of the objective in the time it takes for the Killer to hook one person who sucks at looping. Gen times are insane, no matter the map.

  • The recharge nerfs to Feral Frenzy. Some other nerfs, like the increased fatigue and reduced movespeed, were unnecessary, but in my opinion, the change to the recharge timer requiring it to be full to use a Frenzy was what truly gutted him.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1130887#Comment_1130887

    Then what would be the point in running it? So I know that a killer with a Terror Radius is coming towards me even though I'm not deaf? Spine Chill doesn't tell you where the killer is or even if they're actually coming towards you, just that they are looking in your direction.

    To know when the Killer is actually focusing on you or if they just so happen to be getting closer? To have enhanced situational awareness on claustrophobic indoor maps where the Killer could be right next to you and still out of sight? To have extra tabs on Killers with small Terror Radius ranges? To have a better idea of if the Killer is pulling some kind of moonwalk or mindgame in a chase? To give you a better clue of if Spirit is phasing or not? To combo with Resilience for a noticeably faster vaulting speed when injured?

  • Or just, you know, make Undetectable work against Spine Chill. That's fine too.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127123#Comment_1127123

    If you want Demo at all then you probably want the other Stranger Things characters too. Buying individually probably doesn’t even occur to most people.

    There’s plenty of reasons you would buy Demo individually. Maybe you don’t play Survivor. Maybe you don’t like the new Perks. Maybe you never watched ST and don’t care about Steve or Nancy. Maybe you don’t want to financially support BHVR any more than you have to.

    Plenty of reasons.

  • @InTheBushes321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126375#Comment_1126375

    Literally no one with any game knowledge thinks Oni is bad. He's a very strong killer. In some senses, he is stronger than Billy.

    I agree on Demo though. He's easy A tier when played properly, and he applies a lot of map pressure with good/frequent portal placements and a good build.

    You'd be surprised how many people are still saying that Oni is just Billy who has to collect fuel for his chainsaw.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126375#Comment_1126375

    If I had to guess, if Demo’s play rate is so low it probably has more to do with the fact that the Stranger Things Chapter costs more than the others so less people own him. But I do see him played a lot more than I do with The Clown, who after beginning to play dbd I went almost two months without seeing used, and had absolutely no idea what the hell was happening when I finally did. I see him more now, but I think it has to do with the new cosmetics won in the rift.

    Increased chapter cost would be a very strange reason since you could just buy Demo individually from the shop for 5 bucks.

  • People who just sit at pallets and throw it down the second I get near. Like, yeah, they wasted a pallet, but wow, I’m sure it took so much skill to sit absolutely motionless and press the space bar the second anything puts you in danger. Now I have to break it because this pallet is cancer-causing in how safe it is and you get to artificially extend the chase for a minimum of fifteen extra seconds by holding Shift+W. Thanks, fam, really interactive gameplay you got going on here.

    Basically half of why I play Oni and Demo; they have the potential to absolutely yeet on this type of player.

  • @[Deleted User] said:

    Myers essentially does everything Ghostface can do except he can't have survivors constantly take away his stealth. I say Myers. He can be devastating with Monitor/Nemesis/PWYF

    Myers is also 105 at the start of the trial, and for 2 or 3 gens if the Survivors have Spine Chill. He also loses all of his stealth for the remainder of the trial once he hits tier II. He also can’t crouch. He also can’t lean. He’s also phucking gigantic.

  • Demogorgon and Oni mostly. I don’t understand why Demo’s play rate is so low; he’s not that easy but he’s certainly not as hard as some Killers, and when mastered he’s really good. Oni is one of the best examples of high skill, high reward in this game. Bad Oni’s really are just worse Billies. Good Oni’s are old Nurse tier, no lie.

  • I love people saying Unbreakable is situational like that justifies its bad second-chance design. I don’t care what the context is; if you got downed by the Killer, you got outplayed. You shouldn’t be able to just go, “Haha #########, I equipped a Perk. Go back to sleep and starve.” if the Killer doesn’t immediately pick you up. It’s stupid design.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113679#Comment_1113679

    So that if you use it for traversal you're not accidentally coming across trails and finding Survivors when you're in travel mode. When you trigger FF, you have to be sure you have your quarry at least in sight. Then you use Killer Instinct after the first hit to find more targets.

    Who in the name of McYoke uses Frenzy for travel? Without chain hits, the fatigue makes it so you go LESS DISTANCE THAN WALKING in the same amount of time. Congrats, you travelled 2 meters less in 14 seconds than you would have just walking. Now have your power taken away for 20 seconds.

    This is why no one is convinced you actually play the video game.

  • @Mister_Holdout said:

    I don't want to see any shirtless male killers.

    Shirtless Julie or Huntress on the other hand....

    “That just makes you a beta cuck.”

    —Memphis Tennessee

  • Favorite: Oni. Only Killer in the game that's actually scary.

    Least favorite: Trapper. I don't care if he's low-tier; if you play this Killer you are a braindead fun-hater who doesn't like it when the enemy team gets to use game mechanics.

  • @Spotsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112493#Comment_1112493

    That doesn't mean anything. Legion can't even down people with FF not to mention run nearly as fast as he should.

    What I’m trying to say is, the devs’ regard towards Legion is somewhere between ”hateboner” and “literally who are they lmao” and these dumb, poorly-polished aspects of their kit are just one example.

  • @willoftheboss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1112433#Comment_1112433

    https://forum.deadbydaylight.com/en/discussion/comment/1112440#Comment_1112440

    i don't disagree about Spine Chill being good but telling someone to run a perk to counter a killer using a specific item when you have no knowledge of what killer you're facing is lol

    If you hate a Killer as much as this guy, it’s hardly lol. Every single game is a dice roll; you have no idea if your omega healing build will be an effective counter because it’s an antiheal stealth Killer or if it gets every part of its existence completely deleted because Plague’s existence said no. If you despise a given Killer, might as well equip Perks to go against them, just in case.

  • The same reason why Legion loses all sights of scratch marks, blood, and I'm assuming other forms of auras.

    Because Legion.

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