Exerath1992
Exerath1992
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- Exerath1992
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I think ima try an all hex build. Undying, ruin, devour hope, and thrill of the hunt. Should be fun
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People love complaining about the doc and since he hasn't been touched in a while I think it'll be him
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I could see this being an add on.
Bent stethoscope: after coming out of stealth, your non-lunge attacks put survivors into the dying state for the next 3 seconds. This can only happen every 30 seconds
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I would say the clown because of the 2 good teachable perks and he seems like he'll be a lot of fun after the rework.
2nd would be twins because they're really fun to play, shake up the meta gameplay style, and are a lot stronger than people give them credit for. Plus, coup de grace can give you some really clutch moments, especially if you save the tokens for end game
3rd choice would be blight, he's interesting to play (but really hard to master) and undying is still going to be useful after the nerf it, despite what players are saying
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DS isn't a big deal
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@UncleStabby said:
Hope you find what you're looking for. I play on console myself, so i havent seen the PTB yet. Hope its not as bad as everyone says. All my friends quit, pretty much forcing me to main killer. I like this game. I put a lot of money into it. I really hope it doesn't become unplayable...
....Also what perk's getting nerfed?
They're slightly merging hex: undying but are buffing it in other ways. It now is easier for survivors to destroy ruin but it also lets hex perks that have been saved by undying keep their tokens.
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I think the hud looks good. Once you get used to it, you look exactly where you need to get the desired info.
I never ran the undying meta but might now that it works for token hexes.
Either way, getting pissed off and uninstalling a game because the PTB had stuff you didn't like is crazy. Its not even in the game yet. They may change things. Stop freaking out, chicken little. The sky isn't falling
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I mean, I think its fine, because trolls reflect a lot of the playstyle in the live servers, so it gives a broader view of things that will need to be worked on and how different assets interact
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How entitled. Even if you don't bring UB, you can come back from a 3 slug if you're smart (especially with comms). Just have the slugs spread out and hide near one till the killer patrols away. It takes like 2 seconds to finish healing a downed survivor that has 95% self healed, so just use your brain
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Update: added strategy tip for charlotte
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They're a lot better than people think, even without slugging or hard camping. You just have to change your mindset about perks and strategy. Check out my full opinion below:
@Exerath1992 said:
A lot of people say the twins are underwhelming because charlotte doesn't have any abilities. I disagree, because I view Victor as the main killer, and charlotte as a mobile spawn point, downed survivor chofeur, gen breaker, window/pallet/doorway blocker, and surrogate for when you need to use your perks.
Victor is very powerful on his own due to his base speed, blood tracking, small size, short shriek radius, respawns very quickly and his lunge is the most powerful lunge attack in the game yet. With all these strong aspects, he HAD to have some drawbacks, such as being crushable by pallets and after missed lunges, your perks exclude him, and he's weak against short, circular loops.
I think the strengths and weaknesses balance out and make them harder to learn because you have to think very differently than any other killer, and craft your perk loadout differently. For example:
-You can use PWYF to buff Charlotte speed so she can get to generators for breaking or get to and transport downed survivors faster, while using victor for most of your attacks to preserve tokens. Plus, you can easily drop chase to gain a token without actually dropping chase by releasing victor.
-Using STBFL can give charlotte more snowball potential for emergencies and you can preserve tokens by only going after the obsession with victor
-Using Coup De Grace, you can rely heavily on victor for most of the match and refuse to lunge with charlotte in order to save up tokens, giving you a lot of snowball potential in the end game, especially when combined with STBFL
-Any perk that gives hemorrhage gives victor a lot of tracking potential.
-You can use bamboozle in a room with 2 exits to block a window, body block the door with charlotte, and release victor to kill the survivor.
-Using insidious lets you return to charlotte without her TR returning, so you can chase a survivor with victor to a hidden charlotte, switch back to her, and wait for the survivor to take the bait and try to crush victor, then pop out and you have easy, distracted prey
-Because controlling victor removes charlotte TR, you can use dragons grip and hide charlotte nearby to surprise a survivor while they're exposed. Conversely, using trail of torment allows you to leave victor to guard the generator and sneak up on people with Charlotte
-Use Franklin's demise and leave one of the twins standing on a dropped key to ensure the entity consumes it.
-Devour hope and make your choice allows you to leave victor close-ish to the hook while you walk charlotte away so you can still get the effect without giving them too much of a head start.
-I saw a post suggesting dead mans switch and thrilling tremors so you can quickly get all survivors off of generators using victors speed to give the perks more value than they typically would.
All this being said, I do think there is one thing they could add to the twins to make them absolutely perfect:
Fraternal missile: when victor has been bonded to charlotte for 15 seconds or more, press and hold the power button to throw victor (the "release victor" action would be moved to the "alt ability" button.) Preparing to throw victor takes one second and slows Charlotte to 2.4 m/s. Cancelling a throw fatigues charlotte for .5 seconds. Throwing victor has the same trajectory as a typical pounce except with a slightly higher origin point, and victor can be crushed by pallets mid-flight and is crushable for 3 seconds after being thrown if he missed or downed a survivor. After throwing, you take control of victor unless he attaches to a survivor, in which case charlotte is fatigued for 3 seconds. Fraternal missile can not be used in a location that releasing victor or switching between victor and charlotte would be prohibited.
This addition would make it where survs can't under-estimate charlotte because you don't know if she will bust out the baby toss or not. It can't be used frequently because after he's thrown, he has to get crushed, wait 30 seconds of being latched on, or 90 seconds of being idle.
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No thank you, this is an extremely ill conceived opinion. Didn't think it out, clearly
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Idk man, I have an original ps4, barely decent internet, and played 3 games last night with no issue. Do you live in a rural area?
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1866304#Comment_1866304
that would kind of deserve a “gg ez” because you took the bait, hard
Good thing I play on console lol
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1867156#Comment_1867156
I know all that, but if they are going together and you down someone, 99% of the time other survivor will hit you, and they will heal, you won't be able to get there fast as Charlotte.
Well if you can't get there on time then you're probably not playing the twins right. Aside from extreme situations, I ALWAYS keep charlotte in the middle of the map for that exact reason. Also, putting PWYF on charlotte is good for that as well, since you can get your 3 stacks easy then run around with victor to avoid losing stacks.
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@Healthore77992 said:
Make him so he doesn't get destroyed after successfull hit in the first place
Honestly, when I'm in a crushable state after a down or missed attack, if you just walk backwards away from the surv whos trying to crush you, it seems to mess up their UI and they can't complete the crush action.
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Discordance and tinkerer. Should be the meta combo
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If someone tea bags mid chase I will tunnel and camp them because its more satisfying than a pip. Clicky click doesn't bother me though, as I view it as a threat to blind me which has tactical applications. Teabagging is just unnecessary douchebaggery
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Beast of prey - add the effect of making bloodlust accumulate 10%/15%/20% faster
Deathbound - both survivors are affected with oblivious
Overcharge - receive a 5% regression for successful overcharge skillcheck, and failed ones also reveal their aura for 2/3/4 seconds
PWYF - token loss from successful basic and special attacks only
Predator and spies from the shadows -color coordinates the scratch marks and crow cues to the survivors making them. Red, blue, green, and yellow scratch marks or colored visual cues when birds are disturbed. It does say they talk to you
Surge - just increase the radius by 8-16 meters and it would be more fun
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Some people would be jerks about it, but yeah, you'd probably get comments
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Which makes me think they should include a killer from the venture bros lol
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Baron Ünderbheit?
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I never dodge, but I can't blame a killer for dodging a lobby of 4 blendettes with a key or 4 toolboxes (probably with new parts). That is scary and you can't be mad if someone knows they're outmatched
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Does anyone have additional perk combinations to suggest?
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If only 2 people have BT and one of them keeps being chased away by the killer, the other one can sneak in and unhook.
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Idk, its a slight nerf with a big buff because of the tokens transfer. Maybe now people will run full hex builds with ruin, undying, devour hope and haunted grounds. Sounds fun to me lol
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Update: Added clarification on when fraternal missile would be unusable
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1863210#Comment_1863210
No i love the perk, its just sad that standing still often ends up in gens lost. I usually use it on lesion near a hook, then FF everyone who came and chase the unhooker.
Smart. Yeah, i never let myself go more than 10-15 seconds when using it, but that still is a lot of time. Gotta use it when you know you'll get value from it
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@AetherBytes said:
Insidious being actually useful? Holy #########.
Wait, you don't like insidious? I use it occasionally on any killer because if i come up to a gen and know someone was working on it, I act like im leaving but hide around a corner until I hear the gen being worked on again.
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@ProfGameAndTalk I put together my full opinion and surprising perk strategies in the link below if you're interested
@Exerath1992 said:
A lot of people say the twins are underwhelming because charlotte doesn't have any abilities. I disagree, because I view Victor as the main killer, and charlotte as a mobile spawn point, downed survivor chofeur, gen breaker, window/pallet/doorway blocker, and surrogate for when you need to use your perks.
Victor is very powerful on his own due to his base speed, blood tracking, small size, short shriek radius, respawns very quickly and his lunge is the most powerful lunge attack in the game yet. With all these strong aspects, he HAD to have some drawbacks, such as being crushable by pallets and after missed lunges, your perks exclude him, and he's weak against short, circular loops.
I think the strengths and weaknesses balance out and make them harder to learn because you have to think very differently than any other killer, and craft your perk loadout differently. For example:
-You can use PWYF to buff Charlotte speed so she can get to generators for breaking or get to and transport downed survivors faster, while using victor for most of your attacks to preserve tokens. Plus, you can easily drop chase to gain a token without actually dropping chase by releasing victor.
-Using STBFL can give charlotte more snowball potential for emergencies and you can preserve tokens by only going after the obsession with victor
-Using Coup De Grace, you can rely heavily on victor for most of the match and refuse to lunge with charlotte in order to save up tokens, giving you a lot of snowball potential in the end game, especially when combined with STBFL
-Any perk that gives hemorrhage gives victor a lot of tracking potential.
-You can use bamboozle in a room with 2 exits to block a window, body block the door with charlotte, and release victor to kill the survivor.
-Using insidious lets you return to charlotte without her TR returning, so you can chase a survivor with victor to a hidden charlotte, switch back to her, and wait for the survivor to take the bait and try to crush victor, then pop out and you have easy, distracted prey
-Because controlling victor removes charlotte TR, you can use dragons grip and hide charlotte nearby to surprise a survivor while they're exposed. Conversely, using trail of torment allows you to leave victor to guard the generator and sneak up on people with Charlotte
-Use Franklin's demise and leave one of the twins standing on a dropped key to ensure the entity consumes it.
-Devour hope and make your choice allows you to leave victor close-ish to the hook while you walk charlotte away so you can still get the effect without giving them too much of a head start.
-I saw a post suggesting dead mans switch and thrilling tremors so you can quickly get all survivors off of generators using victors speed to give the perks more value than they typically would.
All this being said, I do think there is one thing they could add to the twins to make them absolutely perfect:
Fraternal missile: when victor has been bonded to charlotte for 15 seconds or more, press and hold the power button to throw victor (the "release victor" action would be moved to the "alt ability" button.) Preparing to throw victor takes one second and slows Charlotte to 2.4 m/s. Cancelling a throw fatigues charlotte for .5 seconds. Throwing victor has the same trajectory as a typical pounce except with a slightly higher origin point, and victor can be crushed by pallets mid-flight and is crushable for 3 seconds after being thrown if he missed or downed a survivor. After throwing, you take control of victor unless he attaches to a survivor, in which case charlotte is fatigued for 3 seconds.
This addition would make it where survs can't under-estimate charlotte because you don't know if she will bust out the baby toss or not. It can't be used frequently because after he's thrown, he has to get crushed, wait 30 seconds of being latched on, or 90 seconds of being idle.
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@Critical_Fish said:
"because you don't know if she will bust out the baby toss or not". This is automatically deserving of an upvote.
Haha, I know the "baby" label is taboo, but I think its only bankable on discord, so I thought I'd go for it. Thanks fish.
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Added perk strategy idea for insideous
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@ProfGameAndTalk said:
https://forum.deadbydaylight.com/en/discussion/comment/1862267#Comment_1862267
Oh wow, I never thought about saving them for the endgame. I tend to lunge A LOT! I need to be more disciplined in my striking. Oh well, I'm a noob getting good. Thanks for the idea!
Yeah, I found out by accident the first time I played them because I was practicing victor the whole game and realized I had 5 tokens at the end. Pulled off a 2k as a result.
Also, I forgot to mention the one improvement they should add to the twins to make them 100% viable.
Fraternal missile: when victor has been bonded to charlotte for 15 seconds or more, press and hold the power button to throw victor (the "release victor" action would be moved to the "alt ability" button). Preparing to throw victor takes one second, slows Charlotte to 2.4 m/s, and has the same trajectory as a typical pounce except with a slightly higher origin point. After throwing, you take control of victor unless he attaches to a survivor, in which case charlotte is fatigued for 3 seconds.
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I usually 2k with twins without slugging (I do end up camping, but not intentionally. Hook someone and release victor, not realizing I left Charlotte near hook). Their ability to shut down loops by leaving Charlotte body blocking a window, door or pallet while you chase with victor is very effective. Victor comes back fast and is very powerful. It feels like your main killer is victor, and I think of Charlotte as a mobile spawn point and resource for my perks.
While we're on the subject, has anybody realized why coup de grace is really good on the twins? What I do is don't lunge with charlotte at ALL unless its a clutch moment in a chase where I couldn't use victor, or until there's one or 0 generators left. At that point you have 5 super lunges, and you can really do some damage with them. Combined with relentless to make up for a missed lunge so you can quickly do it again is nice. I imagine shed be a good "exit gate defender" killer because you can combine that with blood warden and NOED and have a really strong end game presence
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I do well with wraith regularly without windstorm. He still gets a slight speed boost while cloaked and after uncloaking, which many people under-appreciate. Also, bloodhound is so good on him, you don't need to be fast because they can't escape from you after the first hit
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Because it would make you a quitter and a coward (killer main here, I never quit, I just turn off the tv and leave the game running if I need to step away.)
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1857071#Comment_1857071
I wouldnt have a problem when its the first time that it happened. Yesterday i got laughed at bc they thought i think myers is too strong and needs a nerf. I just said in a discussion that tombstone piece is one of the strongest addons in the game. Just bc they didnt read it right. And when i pointed that out, they said it was my fault.
Then i had some discussions where people only read the title and talk about something different. Mostly its escalates in a killer vs survivor discussion and my question gets never answered.
I thought "pay to win with bloodpoints" would be a interesting and funny title, but i see its not. But whatever i dont care anymore, this discussion is a time waste anyway.
I mean, people have been answering your question. I see the kind of forum user you are: if people aren't vehemently agreeing with me, they're all jerks and I wasted my time.
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1857050#Comment_1857050
Geeze man, your OP was confusing because of the way you worded it. Own up to it and don't get hostile when people comment with the assumption that you meant what you said. (Yesb you were talking about bloodpoints, but because you kept saying pay to win, I had assumed you thought there was a way to get BPs with money)
To answer your question, no, i don't believe its too much play-to-win. Anybody in any rank could have all the perks/items/add-one they need or none of them, completely based on if the character they play is their main or they are new to them.
I hover around rank 10 and just got a bunch of new killers I've barely leveled. Im not gonna be mad at someone else who had primo perks and add one when I don't, they worked to get them. Sometimes you gotta suck with someone for a while before you build up a pool of resources to be more competitive.
Plus, you survivors have chests so you can get free items, and even add on's with the right perks. Killers can only get them from the bloodweb, so survivors have even less of an argument in this arena
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1857043#Comment_1857043
Several times? I did write the words pay to win two times. Two times in a question. So i said never that the game is pay to win.
The first time in the title i said pay to win WITH BLOODPOINTS. And the second time is the last sentence, so everyone should understand the context when they would have read the entire post.
So you are either lazy, not the smartest or a troll.
Geeze man, your OP was confusing because of the way you worded it. Own up to it and don't get hostile when people comment with the assumption that you meant what you said. (Yesb you were talking about bloodpoints, but because you kept saying pay to win, I had assumed you thought there was a way to get BPs with money)
To answer your question, no, i don't believe its too much play-to-win. Anybody in any rank could have all the perks/items/add-one they need or none of them, completely based on if the character they play is their main or they are new to them.
I hover around rank 10 and just got a bunch of new killers I've barely leveled. Im not gonna be mad at someone else who had primo perks and add one when I don't, they worked to get them. Sometimes you gotta suck with someone for a while before you build up a pool of resources to be more competitive.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1854262#Comment_1854262
one hint: each of the 4 moving (howsitcalled) "cylinders" means 22% when fully moving. so you can stop as soon as the 4th starts moving, then you should be at about 66-67%
That's a great tip!
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Out of these I'd say oni. Bit the true answer is leatherface
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Usually a flex, sometimes for extra chase points. But sometimes its to be nice and let the killer hit them one more time before they leave
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The clown is pennywise's (IT's) less successful older brother
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I bet the tonic clouds change color based on add ons
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@Hopesfall said:
they have 24 seconds to reach a solo, or 14 seconds to reach 2 people on a gen..
that's overbuffed for something that only makes you undetectable?
That's why I pair with discordance. If 2 are on it, I was already headed that way :P
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So i run tinkerer as much as i can. Its a good perk if used right by any killer, even without ruin. It was nearly useless before because you never could get there in time. What you need to do is change how you play when you realize tinkerer is being used.
Get a gen to about 65%
If you see the killer is in a chase or you know he's really far, keep going. Walk away if he leaves chase cause you know he's coming for you.
If the killer is carrying a survivor, keep going.
If the killer isn't doing anything, leave it at 65% and go to another gen. Rinse and repeat
Also, if you are SWF, try to get multiple gens to 70% at the same time. Really screws with the killer.
And do your best to not let the gen go back below 70% if you do get chased away. If they kick the gen, you can tap the gen to stop regression and its likely that the killer won't go back for a while, thinking "I can leave that one for a bit and wait for tinkerer to proc again"
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@Viciusaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1854104#Comment_1854104
OP is calling Spirit players 🗑
Edited for typos
Ohhhh because of the trashcans. Lol, OP put in some work for that diss
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Because someone got injured on their own? I think there's a perk that does that. Otherwise, I'm a bit confused at the logic/joke
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@FellowKillerMain said:
They probably structured it this way. It wasn't like this immediately after changing the rarities of perks, was it? Not sure, really. But, all of my characters are stuck with tier two perks until around level 35-40. I also noticed I don't really get any 100% BP bonus items until around level 35. I'm guessing this is all intentional.
I think it started working like this right after the rarity change. Its a bit frustrating to grind through all the bad perks -_-
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I used to be a billy boi, but after they reworked his add one I switched to have leggy boi, Bing bong boi, or Doc as my mains