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Eninya

Eninya

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Eninya
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  • Nurse doesn't get a bigger hitbox with her blink attacks, and she's the slowest killer baseline without addons. She absolutely has to Blink, it has to be decently often, and she has to be decently successful in order for to actually get returns out of it.

  • Hag gets destroyed in the current meta unless the survivors completely ignore her so she can get set up.

  • I'm tabbed out 95% of the time, so I don't even realize they're in play. It's not different than me bringing a mori, though.

  • Pig is okay, but some perks and playstyles are mandatory to make her work. Granted, I'd say tunneling at least one survivor to death early is the best way to go at reds without high mobility/instant downs.

    Unlike Pig, Freddie has instant returns from his power.

  • @Minibeasty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2027730#Comment_2027730

    Same. Had to think through the game after this happened, but concluded that this was the only plausible moment when the challenge could've been completed.

    Much easier challenge to do with a friend, but you can stage it easier than some other challenges. I'd personally run Spine Chill + Resilience for the Sabotage route, or a Medkit with the Endurance addon for body blocking. You could additionally setup Mettle of Man for this, too.

  • There's a handful of builds I've used.

    Pure stealth/reversal: Iron Will, Quick & Quiet, Dance With Me, and Head On (or Lithe). So, Head On can be used as a mega clutch, and combined with Dance With Me, will let you stun and flee with no scratch marks. Less effective when injured, but not always a death sentence for the chase. I've used this build to great effectiveness in places like Midwich and Lery's, but most of the newer maps have way, way too much line of sight to rely on the line of sight breaking effectiveness of this build every single time. That's why I'll substitute Lithe in Head On's place.

    Juking to extend chases: Iron Will, Lightweight(!), Quick & Quiet, and Dance With Me, Lithe, or Urban Evasion. The premise of this build is confusing the killer on mind games. Since injuries won't make it easier for them to detect you, and Lightweight screws with gauging distance via scratch marks, it will leave a lot of killers re-checking loops with broken line of sight thinking you're still there and chose to crouch around. However, Lightweight will require you to play different, as this can easily backfire if you play to the standard of killers following your marks closely at all times when they can't see you. As a result of not adapting, I've run right back into a very confused killer numerous times. Because of the nature of Lightweight, it is far less evident of its usage than Urban Evasion, and combining both can be quite effective on some maps.

    Anti-Exhaustion/Speed: Vigil, Fixate, Sprint Burst/Lithe/Dead Hard, and optional fourth. 32 second Exhaustion when not running, and 20% increased walking movement speed while uninjured. It takes some getting used to, but if you're not the type to rely on or favor Urban Evasion this can be pretty effective. It's slower for general area traversal, but in most games you wouldn't be running around all of the time at upper ranks anyway.

    Vault Speed: Spine Chill, Resilience, and options for Self Care and any other perk you'd like. (Q&Q + Dance With Me, Lithe + Q&Q, or utility perks like Prove Thyself, or other survival perks like Decisive Strike, Adrenaline, or/and Unbreakable. Pretty flexible.) Built on the idea of vaulting faster in chases, and even faster when injured, it's a flexible core. It's saved me, but you have to really get a feel for the speed increases to judge where it will help you. You have the added general benefit of Spine Chill as an early warning system, and Resilience to just speed up anything else you do while injured. Some people will run Self Care to 1-tap themselves to healed in a pinch, and others will run different perks and remain injured.

    Personally, most games I'm all in for stealth because that's how I prefer to play, but I might get frustrated at a certain playstyle, killer, or mechanic and switch to something else. Overall, the singular perk I would never give up is Iron Will. Even if a killer knows you have it there's a ton of places in the game where you can lose them because it's a guessing game of where/how you chose to escape the area. I'm not real big on using Decisive Strike or Unbreakable because the former can get you camped, and I near-universally don't get slugged to use the latter, but some people get far more mileage out of those than I do.

    Other build options can be used around messing with killers using things like Distraction, Deception, and Red Herring. They can require a little extra setup to use, but killers are unable to foresee them until getting hit by them and deducing that they're in play.

  • As a killer, I wish the stupid aura bubble didn't block vision around the area.

    As a survivor, that bubble never works for me. lol

  • Some streamers are chill. I've played against one twice recently, and joined their chat after a 4K (no tunnel/camp) to say cheers. Everyone was nice and just hanging out.

    I've also played against fake ones, like one that just talked ungodly amounts of trash because I got tunneled by a Doctor and had to blow the shack pallet early on. The best part was their Twitch channel was covered in all this anti-hate, "be nice to others" BS. Honestly, the things they said were pretty vile.

    I don't mind people streaming me, but I don't consistently play the same each match. If I was going purely for 4Ks or survival, I'd use different build setups and playstyles, but I already got my rank 1 achievements years ago now.

  • The inherent problem with Hag is that she's slower, but traps are also easily countered. Her own addons range from "probably overpowered" to "actually hurt her more than they help". Examples: Bonus range/faster laying are amazing, but Increased activation radius, longer duration, and auras visible after trigger are not. I mean, longer duration is just a far worse version of increased teleport range. Bigger radius makes it easier to grief the traps and lose hits on teleports.

    With the ability to hit the edge of the traps and immediately curve away, you can deny her the initial swipe/momentum by never getting close enough to the center, and still maintaining your own speed. Traps in corners don't always work, as Hag likes to spawn into them as deep as possible, and facing where the survivor has gone, and not where they should have initially been--this leaves you stuck against and facing objects while rarely inhibiting survivors how you intend.

    With her slower speed, even small loops are guaranteed at least once, so unless you've already got a trap ready to go for a hit at one, she loses a lot of time.

    The more they rework maps the more they take away line of sight. Her small size and terror radius once meant something, but as we've seen it's become easier and easier to spot her on these reworked maps. Like, if The Game wasn't two-story, she'd be worthless there, just like she is on Azarov's and Ormond's now. Heck, some of the old maps have so much visibility it's still detrimental to her. She cannot immediately place a trap and get value in a good spot like the Trapper because survivors can literally blow it up in your face as you're finishing the animation.

    It only takes a single survivor that knows Hag's inherent design weaknesses to completely shut her down, and once everybody knows one is in a game they can run around hitting all of your known traps while you're preoccupied.

    I like playing her, but she's pretty much obsolete once you're climbing through purple ranks. She relied a lot on Ruin to get her momentum, but compared to Plague there has been no core change to really compensate her for its absence. Like all many low mobility killers, she starts with a huge pressure disadvantage, but she doesn't get extra value from catching someone either. Pig always stacks time on each down with a trap, but Hag doesn't. If someone spots you and there's only ~3 traps out, and they start popping them all, you're probably not getting more than a kill unless the rest of the survivors are screwing around.

    I honestly can't tell of Monitor & Abuse is mandatory to make her playable, or useless because everyone sees you coming most of the time anyway. Lord help you if there's untrapped vault loops that the survivors found.

  • Tunneling is a last resort, and I only camp if people are being dicks, but 9/10 times I'll just tunnel a person to death to secure the 4K later.

  • Friends of mine regularly die, even as I can hear the rhythm of the spacebar through their mic. It's happened to me plenty of times as well, but they have no intention of changing it.

  • Save it for last and don't go out of your way for it. Some challenges are absolute wastes of time.

  • @DBD78 said:

    Nurse and Billy was played by many but after nerfs they became pretty rare. Hag is a strong killer but is already played by few. What would happen if Hag was nerfed? Would she more or less die or just become super rare?

    Hag feels pretty weak at upper ranks because people will find you and break your traps immediately. Without them, she's just a slower M1 killer. If you deny her the setup time, she never gets any momentum.

    She's only as strong as you let her be, and with all of these map reworks giving huge amounts of line of sight, her smaller terror radius means nothing anymore. Like, getting the reworked Azarov's or Ormond is completely one-sided against her because everyone can see you and where you're trapping.

    For a game that likes to keep giving her skins, and devs that wished people played her more, they really design things against her in particular.

  • Killer side becomes a lot easier once you figure out the spawn algorithm.

  • Hillbilly and Pig.

    Everybody already hates playing against the Doctor.

  • Do any of the perks in this DLC even work? lol

  • Doctor. He's not that bad, but only if every survivor knows how to play against him.

    Deathslinger and Huntress are up there with dedicated servers. Getting hit through walls and trees is miserable, since you never know what is safe, and Deathslinger is virtually hitscan with no terror radius. It's been better versus Huntress lately, though. Deathslinger is still an absolute dice roll.

  • Stealth survivor, primarily.

    I try to round robin the hooks as the killer. I greatly dislike tunneling and only use it as a last resort, such as recently with a Felix exploiting out of bounds to heal himself safely. I tunneled one of his teammates to death, and then killed him as soon as he came down. Perk builds vary on the killer, though I've always preferred a smaller terror radius. I don't necessarily play for stealth, though, since I'm a huge advocate against using Pig's Ambush at all, for example. Make Your Choice is one of my favorite perks in the game, since it rewards players for not tunneling, which is conducive to my goal.

  • @AvengerBear said:

    It's not only in lower ranks mate, it's in red ranks too and not very rare. Tunneling you right off the hook though, that's quite often in red ranks.

    Get face camped about 1/3 games in red ranks now. If there isn't an ebony mori for tunneling, there's face camping. It's gotten so ridiculous that we just suicide or leave when it happens. No reason to play a scuffed match that was lost from the offering screen.

  • I said the same thing over a year ago and this same forum laughed at me, so good luck OP. The killers and survivors seem to enjoy it, despite what they may say.

  • @Crawler24 said:

    At higher ranks against killers with eyes in their sockets, you wouldn't believe how often crows give away you position and give the killers indicators where and on what gens everyone is.

    I experience a weird effect in that crows rarely activate when I play survivor now, and I don't use Calm Spirit.

  • Graphics updates for character models. Killers and survivors.

    Quentin is a famous example, but there's just a lot of low-quality textures that haven't aged well in general, and that's not just map stuff. (Zoom in on the hill boulders and you'll see how pixelated they are, too.)

  • As someone that would start a religion around Iron Will, it could go either way for me. There's no escaping a good Nurse, ever.

  • @OperationMintyHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1712520#Comment_1712520

    Duo at least ensures someone will safely pull me off my first hook. That alone is a huge step above solo.

    I do admit though, doing solos has changed me from anti-DS. If there's no obsession then you will be tunneled. So I like to guarantee an obsession.

    Nah, I play duos pretty much all of the time, but if my partner is the one getting chased... lol.

  • I think Third Seal works on Feral Frenzy, which can make it good due to the nature of applying it quickly.

  • @OperationMintyHippo said:

    Killer only seems overpowered in my opinion when playing as solo survivor. If I'm in a duo though everything seems fine. I don't think killer is too strong but solo is too "weak."

    Duo is nothing. It really depends on the killer you're playing against. Every day, though, I draw closer and closer to using the full meta build that killers hate.

  • No. The game isn't close to balanced. Killer designs, for example.

  • I've only had it happen a few times: Twice on Huntress due to bugs, and once on Nurse where I had no perks and hit a 4 man SWF grief squad way back in pre-nerf flashlight and BNP era.

  • Alert is the better solo perk, but the issue is the permanent vision in groups.

  • @Hex_DemoMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708209#Comment_1708209

    Yo leave his sounds alone! His sounds are NOT an issue, the stomping is heard literally as he comes within striking range and the portal sounds give survivors vital information that he is moving potentially a very far distance very quickly.

    As for the other sounds they don't hinder or hurt him, and are a nice flavor to him

    The game doesn't warn you Ghostface is stealthing--why should it warn you Demogorgon is teleporting? The portals themselves give audio and visual cues that he's appearing.

  • The range limit is pretty garbage, and if the survivor goes down in an inconvenient spot the perk is utterly useless. There's a reason Pop Goes the Weasel is very popular.

  • Any time I want to praise BHVR, I'm brutally reminded that the game is just open beta.

    Just played Hawkins Lab with what seemed to be only 5 generators... Did the upper floor generator, and searched the map over and over to only find one generator, and Hillbilly camped it to win.

  • Both. You can't be good without playing both.

  • Jake and Bill blend in pretty well on the farm and junkyard maps.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1710200#Comment_1710200

    The full Tombstone is balanced like that, as well as having a speed penalty so you also have to spend time stacking pwyf. Honestly survivors who have even the smallest bit of awareness should be able to easily slam 5 gens before he gets to tier 3.

    Tombstone piece on the other hand is stupid and shouldn't be in the game, but I don't think OP was talking about the piece.

    I don't think Tombstone was balanced around PWYF.

  • Demogorgon suffers from his power not giving instant returns, unlike Freddy and Hag. Their powers quickly lead to hits or effective map mobility (with Freddy having passive slowdown). Shred is also a high risk ability with a lot of penalty on missing.

    I have Demo, but I don't like playing him because of how much setup time he has to be effective, and how easily that setup can be wasted. It's not like Hag where you can burst traps on her only at an inconvenient time for her; Demo's portals get closed and he has to go replace them, and they don't give him quick hits most of the time. Due to his lack of passive slowdown and disruption for survivors, as well as restrictions to his mobility, Freddy is literally him but better. I love his aesthetic, his roar, and his haunting terror radius, but it's rough trying to deal with all of his drawbacks.

    I recently played against a Demogorgon and it was a 3 or 4 man escape. He portaled to my generator, couldn't find me, and then left after hitting it. I immediately destroyed his portal and he came back to try again. Once more, he left and I destroyed his portal. This loop of weakness on his mobility is really bad for him, since he has no other tools to supplement this.

    Edit: I'd also like to point out the plethora of audio cues against Demo. His very audible stomping, the sound effects for his portal usage across the map (this is a cue that lets everyone know they're safe, or that he could be coming--which greatly lessens the potential effectiveness and diligent alertness needed by the survivors to counter it).

  • I remember a game on the Azarov's gas station map where nothing ever happened. We repaired all of the generators, opened both gates, cleansed all of the totems, and opened two of the three chests. I already deduced that it was Leatherface with Insidious somewhere, but our stupid Dwight got greedy and went down to the basement for the last chest.

    He got caught and hooked, and we just escaped after that happened. lol

  • I'd rather not play Huntress (unpracticed/leveled) or Legion, so I might just suffer a lot of killer games on someone else...

  • My issue with Blindness as an effect is how any version that isn't from The Third Seal is... weak. Not necessarily duration, but the usual effect. It doesn't cover as many things, and is usually beaten by survivor options or relatively non-disruptive in general.

    The overwhelming perk of hitting 3-4 people with TTS is that it nullifies any and all aura reading, leaving you alone in the dark, so to speak. You can't even see people on hooks, let alone on the ground. The one big drawback is that the bubble alert from hooking people still occurs, so you know where people are getting hooked, still (for some reason).

    It's the coolest perk, but being rooted to a hex pretty much kills its viability. I wish this one was tied to total totems, where a totem becomes active for each survivor hit, giving you an extra, even. Alternatively, it starts with 4 tokens tied to survivors, etc. Currently, it's not supported well by its hex design.

  • He is one of the most annoying killers for sure.

    A big issue is that his Dream Pallets actually slow survivors down, since they go through the entire animation for them. There's no tell, other than being awake, and if pallets are burned and replaced on a part of the map you haven't been you're screwed. To add onto this, his Dream Snares cannot be avoided.

    All of this, unless you're awake. And he puts people in the dream so quickly and easily now, that the associated risk with waking up is magnified. Skill checks and alarm clock locations are RNG (though usually very far away from you), and survivors in the dream cannot wake up other sleeping survivors.

    He has a lot going for him passively, before you even get to the generator teleport.

  • Oh, they're changing Lucky Break? I was about to buy Yui so I could get that for stealth builds...

  • @Ghoste said:

    Nerfing OoO would acknowledge SWF with comms breaks the game, so I'm not surprised they think it's fine.

    So, it's perfectly balanced... without comms? lolwut

    in OoO Comment by Eninya
  • @CrustyCake said:

    https://forum.deadbydaylight.com/en/discussion/200789/seeing-people-accept-their-apology-worries-me-about-the-future-of-this-game

    This isn't a triple A company and this isn't a triple A game. Not sure I understand why people keep comparing it to triple A company and games. They are great examples of what they should aim for, but BHVR's DBD player count and funds are not even close to the mentioned games.

    Subscription games make less than the Freemium/F2P models.

    Also, many people like to talk as if this game is bad, when in reality it's beaten out basically all of its competition over the years and continuously improved. There's things the fans and players don't like, but its quality errs out a lot of AAA games already.

    If you want a comparison, WoW Classic has been out for ~2 years now, and it's plagued full of botters and a massive disregard from Activision overall. At the same time, they just released a brutally expensive cash shop transmog set for retail. Is that what AAA quality is to you, just because it's under the banner of a AAA company?

  • @shane32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1705284#Comment_1705284

    Im a pig main at red ranks and what i do is use my traps for some breathing room and i am rarely stealthy with her. I use double gears to buy myself time.

    I like running 6 boxes for the hilarity, but if you're trying to actually kill someone, using Tampered Timer with Crate of Gears if the best bet. You also have to be willing to play super scummy, by running survivors off of particular boxes, or carrying and hooking them far from it, repeatedly.

    All of this assumes that the timer is activated, though.

  • Mindbreaker change is meh. It's a big buff for ambush killers like Pig, Ghostface, Nurse, Spirit, and arguably Hillbilly.

    But most of them don't need it. Pig benefits the most, but it's a perk as a bandaid fix to Ambush, and she just doesn't get good returns on that compared to most other perks. Why take it over things like Discordance, Surveillance, Tinkerer, Enduring, Bamboozle, etc.?

    The Technician nerf is interesting to say the least. It used to be a training perk for hitting Great skill checks, but now it punishes you more than it helps for that if you're not very good at them.

  • When isn't too helpful. My general strategy when playing solo or with low-skilled friends is to repair the first generator I spawn on, followed immediately by getting the central, highest risk generator.

    When with 1+ better friends, one of us will immediately seek out the highest risk generator.

    As far as toolboxes, whether it's early or late, I aim to use it on the highest risk generator(s). Either the most central, or the most exposed. Doing it early is best, since you have more safety forcing the killer to run around further between generators, so I don't advise saving it for later. Furthermore, if you're tunneled or killed, you can't use your toolbox, and there isn't a good chance someone else will pick it up and use it, either.

  • Untitled Image

    lol I was reminded of this. My friends aim for pallet stuns to "squeak the Pig", comparatively.

  • @Darkskies said:

    Lol Pig op plz nerf!!!

    Would be very interested in how many of those kills was head pops.

    As a pig main this does not surprise me tbh but a little thing to note is that I have experienced after a good boop session survivors will stay in the match to die to the egc to honour the boops. This happens alot to me personally its very sweet.

    Proud of my girl tho 🐷🏅

    At red ranks, not very many. Forcing trap kills and using Ambush more than an extremely rare mindgame or opening hit hurts Pig far, far and away more than it helps.

    Pig shines in being versatile with perks. You can just eat pallets, you can run all hexes, you can run a standard stalling build--they're all equally as effective. Hexes are potentially very good with her, since survivors will usually need to prioritize traps over dealing with them.

  • There's no difference between rank 4 and rank 1. The question you didn't ask was if you could see the killers vs. red ranked SWFs.

  • My issue with this perk is that it's better to just run Lightweight or Urban Evasion if you're anything more than a new player--and since it's a DLC perk a new player likely won't have it anyway.

    The condition of having to be healthy blows, since the most important time for using this is when you're injured and at the greatest risk of being found and killed. Other perks don't have such a backwards restriction.

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