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Exor

Exor

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Exor
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  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792095#Comment_1792095

    Rank 2, 3000 hours. I know perfectly how to play, and yes, killer is so easy

    You see, I can just say the same. I have 5000 hours now, play around 70/30 killer/survivor (with most of my survivor games being solo) and I escape way more than I die. Just today I tried to get the Power Moves achievement and did it in 10 games, that means 8 escapes and 1 kill with 0 perks and doing at least 1 gen (one game I got chased the whole game and couldn't get a gen done but still escaped).

    When I play survivor I very rarely feel cheated by the map (it does happen, but so does it on the killer side), more often than not it's either fully my fault for going down or just my teammates getting hit by pallets and instead of running trough them they end up wasting them and going down 10 seconds later anyway with nobody doing gens. All of this is not a game balance problem, but a matchmaking problem and if we balance around that we should also buff all the killers because rank 20s keep getting matched with rank 1s and its no fun getting stomped.

    Now I don't say killers are overpowered, neither do I say survivors are overpowered, both still have problems that need to get solved like Moris/Keys and certain maps, but since Ormond was one of those they ended up fixing it and made it more balanced.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1790855#Comment_1790855

    Victor is probably considered an item but when you remove him your active item isn't being reset correctly, and then Black Ward gets confused about what item you have and doesn't work.

    Yep, that is also what I think is happening, I wonder if the same thing would have happend if you were to pick up another killers power (assuming the multiple killer glitch was still around).

  • Black Wards (at least with the Twins) get used up but don't protect your Add-Ons, learned that the hard way.

  • Always check this animator out from time to time since I found them, quality. I especially love the huntress and demogorgon animations, demo is so cute in their animations, really makes me wish I could animate well tbh.

  • In my book he is top tier, both in viability and fun. He counters my most hated playstyle (holding W after a safe pallet or getting hit and running to a loop on the opposite side of the map), is in general very rewarding to play and most importantly doesn't rely on Add-ons but does still have a lot of really good Add-ons if you choose to use them.

    The only really bad Add-on he has (except for the classic bp ones), is the Adrenaline Vial, but maybe you can also make that one work, although the few times I used it really stopped me from trying to experiment more with it.

    Even when facing SWF's with an average of 4-5k hours on ormond it is possible to win with him, which would probably have been impossible with most other killers except for nurse, so even on higher levels of play I find him to be viable.

    Overall a 9/10 killer, as soon as they fix his POV and Slam Hitboxes he becomes a 10/10 killer IMO.

  • My Claudette has only 120 of the yellow medkits, since I don't spend that much on my Survivors once I max them.

    Spirit has 188 Origami Cranes and Shiawase Amulets, every other killer hovers between 110-170 of their common Add-Ons.

  • Around 60-70% in red ranks I would say? I do survive more often than not, although matchmaking is questionable, no matter which side I play.

    Sometimes I get a killer that chases me for 5 minutes before they DC, sometimes I get chased for 3 minutes without a gen getting done, other times my brain turns off for some random reason and I go down almost instantly but my team is good enough to cover up my mistakes.

    My strat for solo q is to take aggro whenever it is smart to do so, since the chances of teammates just holding m1 correctly is higher than them being good in chases, so whenever somebody is found first and is injured near me I try to bodyblock and either buy the chased survivor extra distance, or get hit and proceed to loop the killer. If I didn't despise OoO as a killer so much I would probably run that too, not because of the information, but as a sort of taunt to get the killer after me.

    If I am not getting chased I focus on splitting gen pressure, if somebody is running towards my gen I leave and look for another one, which in my experience is often better (assuming the gen is still <30%), since there is no gen slowdown and if the killer applies regression to the gen with pop and chases after the survivor on the gen I can run back and finish the gen, instead of getting pressured with the other survivor.

    The last thing I really focus on is to prevent 3 gens by almost always focusing middle gens early on, in doing so it's almost impossible to 3 gen and killers have more areas without objectives that they have to travel trough while they patrol gens, thus resulting in less chase time usually.

  • Devotion 13, Level 88 with 4971 hours and played before devotion.

  • A long long while ago I played against TydeTyme and his huntress, ended up a fun game but huntress is to this day the best killer to vs for me and it was the Asylum, so it ended in a 4 Escape.

    On the Ghostface PTB (after the buff) I encountered OhTofu 3 times and we had a good match, but his weakness were stealth killers at the time, so it ended up a 4k, afterwards we just memed on the badham bottomless pit at the time and had a great time in general.

    The last streamer I faced wasnt by chance but on the pyramidhead and blight PTB in a kyf, since I happend to watch JohnWolfe and joined to give some tips on the new killers and have some fun games (+ faster lobby times)

    Overall I had good experiences with content creators, none were really toxic and with most you could have a good conversation afterwards.

  • I do agree that both keys and moris spawn way too much, a while ago I counted my red moris and had 742 across all killers, that would be enough to run a mori every game for more than a week of pure DbD without breaks.

    Although making them rarer would help with new players using keys/moris every game, there are many like me that stockpiled them and can still spam them every game, but thankfully devs mentioned changing them both so that shouldn't be a problem for much longer.

  • It's actually the gen upstairs on the other side of the map (the one that looks like an isolation cell and has only 1 spot to work on it.)

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/discussion/comment/1627371#Comment_1627371

    and then there's the 'devour hope' challenge... or the 'kill all survivors by all means' etc

    like... on the survivor side you have challenges that can be done with a bit of luck if you don't have a good team.

    but killer side?

    I'm sorry, but it's all 'be as much a scummy douchebag as you can', and it's just frustrating.

    A little tip for the devour hope challenge is to play one of the Stalk Bros while bringing a mori (green is enough). Even if Devour gets broken, fully stalking with either counts as exposed for the challenge, meaning you need 6 "hooks" (one of them being the mori).

    WAAAAY less rng depended although you will have to use a slot for devour anyways.

  • That is true, people saying he was bad really just didn't want to invest time into him since his potential is 100% there (even though I REALLY wouldn't say no to a better lunge, although it is definitely not neccesary).

    My only problem with him are the bugs he still has and how sometimes its impossible to bump into stuff. I am really excited for the bugfix we will get and REALLY hope that they will iron this out, making him WAY less frustrating.

  • I feel the same too, I would love to replace my BBQ with it, but since I run BBQ just for the BP with the Auras being a nice extra I will forever be locked to 3 perks, even now after maxing every single killer and my main survivors out it just feels wrong to get less. Same reason why I run We are gonna live forever on my Survivors.

    This perk may be my most hyped one in a loooong while though, it does so much more than you would think.

    It's basically a chase perk (totems often spawn in jungle gyms, meaning free aura reading across the whole loop), Stalling perk since they need to cleanse multiple totems, Information perk (duh) and obviously the hex survivability meaning you not only get longer use out of the hex, but also increase the chance of them spawning in a well hidden place and Survivors having to check old dulls again buying even more time.

    9/10 great perk

  • @TheVVitch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609547#Comment_1609547

    Have you tried running Shadowborn on him for the increase in FOV?

    Sry, with FOV I meant camera placement. Its way too close to the ground for his height. The hag also has her camera close to the ground, but she is actually that small, so you can't see over bigger obstacles but others can't see you well over them either, allowing mindgames on certain loops that larger killers don't have. With Blight you are big enough to be seen over those obstacles, but you can't see over them yourself, so you basically have the worst of both worlds in that case.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609547#Comment_1609547

    About topic 4, I'm pretty sure you can use his power in stairs. I already played him on The Game and Disturbed Ward and I could rush on the stairs on these maps without slamming

    Sry maybe I was unclear, you can rush up the stairs no problem, but as soon as you want to start a rush it doesn't work, just like if you were right infront of a wall and then try to start your power, you can't m2 infront of stairs.

  • Honestly, I like everything about him, he is very fun, when he works but I have 5 problems with him.

    1. His FOV is EXTREMLY annoying and its not even like the Hag, who actually is that small, he is bigger than his FOV lets on, so you both have bad FOV AND less mindgame potential than the hag.
    2. His Lunge just feels so... janky imo. I feel like he should have full control during his lunge but cap the radius that he can turn, kinda like the Oni.
    3. I now have the opposite problem with him than I did back on the PTB, you want to actually bounce off of a wall to reposition/go into lethal rush, but instead slide right off, ending in a stun AND being outpositioned. Some surfaces also seem to be completly bugged and even if you run into a wall thats right in front of you, you end up just sliding off anyways.
    4. You can't use his power when facing stairs, probably a bug with them counting as walls and triggering the anti double bounce they added. This both prevents you from starting a rush and continuing after bouncing off a wall near stairs.
    5. There are still certain spots that have collision for no reason while using the power, while being able to walk trough normally without it, resulting in "air bounces", although these are usually the same ones that make Bubba+Billy bump with air and aren't exclusive to him

    Some of these are just bugs and will probably get fixed (except for the common bump spots since they didn't fix those in years) and alone they aren't too big of a deal, but some of them can show up multiple times in a row, which is really frustrating.

    Again, he is very fun when he actually works and I think fixing the bugs would be enough to make him WAY less frustrating, although I wouldn't say no to changes regarding his lunge and FOV.

  • I feel like he is very fun, when he works, but now I have the exact opposite problem with him compared to the PTB, a lot of the time when you should be able to smash into objects you just slide off of them, ending your rush and stunning you, which instead would have been a hit AND at the same time he still randomly runs into nothing and bounce off of air (although this is way more uncommon than on the PTB).

    His Lunge still feels just.. really really bad, he should have a turning angle close to oni's special m1 tbh, if you want to cap it fine but at least let him move freely in that lunge angle (also plz make it at least 90 degrees, though non janky lunge may be enough).

    And the last thing that REALLY bothers me, is that you can't use your power if there are stairs infront of you, it just won't let you rush up the stairs, no matter if normal rush or lethal rush (although this is 99% a bug).

  • IMO as a 60/40 Killer main my usual experience is that Survivor gameplay as a whole is a lot easier. If you have 4 evenly skilled survivors it's just as easy on a practical level, and I am not talking about SWF.

    I once had a game against a billy and he could for the life of him not hit a nea he was chasing while we all were super efficent on gens (I assume) since 3 gens went off really fast. That was with him switching to me since he was smart and knew that nea wouldn't get hit any time soon, the problem with that was, that I just held W to gain distance from the gen (which if you combine it with LoS blockers also actually works vs a billy) and I assume nea instantly went and worked on my gen, since it also went off soon after the other 2 gens.

    The endresult was 3 gens done with 0 hits around 100-110 seconds into the game and eventually 4 people escaping since he got unlucky with chasing a strong nea and me.

    Now you could say that the killer was just "bad", even though he attempted some nice mindgames, and that the usual random solo team isn't as coordinated, but I feel like bad machmaking isn't supposed to be a balancing factor for a survivor game, it just so happens that current matchmaking isn't the best.

    If its a solo game with some rather new survivors then I can agree that solo survivor can be hell. Sometimes you can bait the killer into chasing you but even if you get chased all game, that will still not guarantee that the other survivors do gens. That is why I think that matchmaking is the true problem with solo q, since 4 evenly skilled solo survivors make the gap between a skilled SWF and solo q way smaller (even though obviously SWF still have an advantage if both solo q and SWF are on the same skill level).

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566181#Comment_1566181

    Are you playing on high or low settings?

    I recently rewatched a YouTube video about a drinking game stream and saw 3 of the streamers with normal dark and detailed graphics and the 4th guy with ultra bright and low detail settings.

    From what I sometimes read in this forum, there are many people intentionally lowering the graphics for either better framerates and I think more often better vision in-game.

    Like old quake player use basic graphics to see better.

    The stretched res thing is a topic for itself and already discussed in other threads multiple times.

    Yep I am playing on low to get consistent FPS

    Do you by chance have a screenshot of a PTB totem on higher settings? Really curious if that actually affects the totem appearence on the PTB, since it looks fine on live.

  • They already kind of did that.

    In the PTB (assuming this isn't a bug) lit totems are way more subtle and not as bright anymore, you need to be really close to see if its lit or not.

    20200818220458_1.jpg 20200818221118_1.jpg

    These two are hex totems.

    Of course it could also just be a bug with the light sources, since the PTB had many bugs in general.

  • Recently I check profiles to see if there are a minimum of 3 different 1000h survivors. If yes I can play seriously if not I can prepare for a farm game.

  • My Survivors mostly have better skins so I barely use prestige on them.

    My Killers on the other hand... it really depends. Many also have better cosmetics, so I mostly use them on licensed killers, like freddy (gloves) or Pyramid Head (torso and weapon). The only exception is Leatherface before the rework, since I used the normal outfit, which made way too many survivors extremly cocky against him, resulting in many downs. Obv right now with both the rework and matchmaking (for me) not working, I may use the bloody outfit on him.

  • The killer buff we all needed.

    On a serious note though, I can't wait for them to fix this. Matches are boring and I feel bad for not farming most of the time. I went from tier 4 to tier 14 on the rift with the optimal nodes still not claimed just playing bubba... and I STILL get rank 20s in my lobby. After 50+ games I should really start getting harder games, but they are the exception instead of the norm.

  • I have everything at max and I still use it even though I would rather take better perks on most killers.

    If double BP on 4-man hook was basekit I would 100% replace it with other perks but right now I am on a quest to get 100 of each Add-on and 20 of every Iridescent Add-on on every killer/my main survivor so I still run BBQ.

  • I use it every game just because its common and I have literally 200 of them. The most value I get out of it, is when I chainsaw someone and another survivor is close by. I can use all 3 stacks to close the distance and since I downed somebody even with all 3 charges I get the 2s cooldown, combine this with this add-on and you basically have permanent 8 stack (if not more) stbfl with an attached distance closer.

  • Something seems to be really broken with this, I played killer all day and played exactly 24 games in total today, all of them being with Leatherface. In those 24 games I had, only 3 groups managed to get more than one gen done and half of them were completly new rank 10-20s.

    My 24th and last game was a total stomp with 0 gens done. So this is neither a problem with me not playing enough games, nor with switching between killers.

  • I will be honest, Bamboozle on Bubba seems a bit like stridor on spirit, feels dirty, but man is it effective.

  • A player with 4.7k hours should not face these types of players.

    20200803202848_1.jpg

    In general, all of my last 10 games were over with at max 4 gens remaining and me ending up farming with them, unless I held back from the start.

  • One time I was playing on Hawkins as billy and had two people left alive, hooked someone then chainsawed to the other side of the map to the basement and the first locker I checked had the survivor in it.

    I don't remember if I had whispers equipped but I just had a gut feeling and got lucky, but obviously they thought I used wallhacks.

    In my games A LOT of people seem to hide in the basement if hatch didn't spawn yet and the game is a lost cause.

  • Honestly, Billy is one of my mains, and I feel like these changes are pretty big. I am willing to give them a try and it could very well be enough... stat wise.

    I am not sure what part of Billy on the PTB was bugs/lag, and what part was intended though animation wise. If he plays the same way he did in ptb and the slight delay and animation tweaks are intended, then yeah that needs to be fixed ASAP. I really belive those are just part of the buggy ptb though and he will be fine on live.

    What they really, REALLY need to do though is change the Add-Ons. 90% of them are horrible and most of the useable ones are still pretty meh and boring. Stuff like the UR Chain that lets you rush trough pallets should really do normal damage if chainsawed like usual and only deal 1 damage when getting a chainsaw hit trough a pallet.

    I feel like the engravings should give a small rev heat buff, to compensate for the longer charge time, too. Maybe not outright negate the heat gained compared to normal speed but lessen the impact. Double engravings are already one of the high risk/ high reward Add-Ons for Billy, since they make chainsaws harder to hit due to longer charge time, but also enable you to play around normally unplayable loops with your chainsaw if you master them.

    I really hope that this is a sign of change and that they will listen to feedback more often, even if there isn't a huge backlash like the Billy changes.

    EDIT: I just now realized, that they nerfed the engravings in more than just extra heat due to charge time ways. They now give 7% extra speed for the green one and 3% for the yellow one, down from 20% and 15% each, so now double engravings are not only slower than the yellow engraving by itself, but also still increase charge time each. This seriously should be changed back ASAP.

  • @BigBrainMegMain said:

    Yes, you can see it glow red.

    Not only that, you can see billy's saw go up in smoke and make a loud sound when it overheats.

  • @Peanits said:

    Your tantrum will still be slower than a survivor even with the add-ons, but since it's longer based on how many charges you've used, increasing the speed during tantrum means you'll lose less distance to the survivors if you do bump.

    So why does the green Add-On (Grease) actually increase tantrum time while moderatly increasing speed.... and the yellow Add-On (Primer Bulb) does the exact same but without the increased tantrum time?

    I kinda expected there to be a fun joke build which allows tantrum to be kinda usefull, but it really doesn't seem like it.

  • @EthanW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424419#Comment_1424419

    lmfaooo I tested out what happens if Bubba has 3 stacks with my buddy, and if you hold down the power button and let all your charges go, your a ######### speedcar XD

    The thing is, that all your stacks poof into oblivion just as fast sadly. I am not fully convinced of his buff yet tbh, but I also couldn't try to git gud yet, since lobby times and 400 pings are pain.

  • @m0rtalk0mbat said:

    I just hate his ulta-rare, its so bad i cant even fathom why they would add it. A speed limiter in exchange for continuing through a pallet, like WHAT.

    Just remove the speed limiter effect and its kinda decent, definitely not overpowered being able to power through a pallet with a saw.

    Honestly, I feel like that is too strong.

    IMO it should just make it so that it damages by one state if you break a pallet and then hit somebody, but if you chainsaw them without a pallet it still one shots.

    That way playing smart around loops via curving is still encouraged (assuming the nerfs don't gut that potential, but I remain open minded till the PTB), without making pallet chainsaw hits too strong.

  • I saw it too and while it should seriously be fixed ASAP,it's not THAT bad, it is still easy to see stuff and worst case you can just look a bit down to see everything, no reason to DC (or to want to DC).

    For a temporary fix just equip shorter hair, like the schoolgirl hair, on spirit (sadly this does cost shards/money, only do this if you own shorter hair already or wanted to get it anyways).

    Not sure if the rift hair (from the last rift) helps with it at all, but if it does then that's another temp fix for people that did that one.

  • The last part of the quote "Ring any bells?", since Wraith... well rings his bell.

  • Did you switch survivors last second? Not only does it screw up your items/perks visually in the endgame screen rn, but can also screw up your offerings and its effects.

  • @LordGlint said:

    Running plunderers is probably lowering your chances of getting them from chests if anything. Plunderers boosts your chances of getting rare items, while the event items are actually of more common rarities, so you running plunderers is probably turning alot of chests that wouldve given event items into green medkits or something. Same logic can be made if your using prestiged character's bloodwebs since those will have less brown or yellow spots.

    I thought the same thing, but after like 5 games of not getting event items, I started running plunderers and got at least 1 event item per game (sometimes even 3 in one game).

    Ofc this can be just RNG (and it most likely is) but still, its pretty weird, I farmed 5 event items each this way.

  • On one hand I wouldn't mind survivors keeping them on death, but on the other hand it could promote suicides, they should allow it, but put an easy to fullfill condition that ensures they dont screw over the team, not sure how that would look like though.

    Another neat feature would be a global sound when a new pedestal spawns. That way you know that old areas may have it now.

  • Yeah, used the same strat, only looked for it after 1 gen is left and we are not in a bad situation (assuming I didn't find it already).

    The only part that I didn't like was that I played very selfish on my last 3 or so survivors, just to secure the crown.

    IMO getting all crowns on the killers was more fun, since I played some killers that I rarely play and had generally good games with all of them. Was fun playing lesser played killers again.

  • @EnviouSLAY said:

    Your model sticking out of the locker is still a thing..and fun fact. you can just swing at the locker and auto hit the survivor that way. :)) Found that out and got left slugged for the rest of the game. Can we get an auto kill switch if we are slugged on the ground for 5 minutes?

    Yeah that should be patched, but the auto kill switch already exists, its called bleeding out.

    in Locker Bug Comment by Exor
  • Devoition 12 Level 47

  • I would say that I am atleast decent with all of them, except for setup killers... I am extremly bad with those (mostly trapper and hag)

    The best "win" killer would either be billy or spirit (and nurse on a non indoor/corn map), if I had to guess. Although I recently was also very successfull with clown, but thats probably just because people HEAVILY underestimate him post buff (didnt try him too much pre buff), allowing some easy hits.

  • What I usually do is get to 1 mil BPs and then always just spend around 200k at a time, it feels so much better knowing you only need to farm 200k BPs instead of 1mil each time.

  • Can confirm, had a Claudette that insta healed every time, healblocked and bodyblocked for survivors and hook blocked with either no hitbox healing or insta heals.

    Funny enough since I played huntress still got the 2k (last man escaped via key), since you can actually hatchet>pickup before the hacker can heal as soon as the downed person gets up and after you hit someone and they dont move away they lose collision for hooks.

    I am still not sure how to correctly report via profile checking tho, so I just send the name and a short recording.

  • I also never saw that happen, unless I was the one who gave the killer a hook and then actually get yelled at for feeding baby killers lol.

    The closest I got to that is when I sometimes see that survivors had a really rough match and I begin to farm with them and they eventually either point to the hook for me to kill them or stay till EGC kills them.

    EDIT: I really don't doubt that it happens more than I realize though. Never saw it in my games though.

  • IMO both sides have their ups and downs. Killer is definitly the more stressfull role, no questions asked.

    But Solo Q WITH really bad teammates is WAY more aggravating. Even with decent survivors you can make stuff work and me actually escaping isnt my goal, if most make it out thats a win for me.

    I would say mechanically most killers are the harder ones, since survivors don't have too many mechanics, compared to some of the more technical killers.

    So really, depending on the quality of your teammates and your ability to work in a team, the answer is both are easier and harder to play.

  • Honestly the two best things you can do with him seem to be:

    1. Fake his ranged attack till they can't dodge (since they are stuck in an animation or close quarters). If they try to dodge m1. Also just put down your trenches in short bursts, place it under a pallet and stop instantly, dont actually draw lines.
    2. Don't use cages unless you have a tormented survivor on the floor and a survivor right next to you that you can go after immediatly. Hook them and use the cage after the second down, this both disables the active ds and after they get unhooked it doesnt activate anymore, making it so they can't be in your face anymore. (Althought this can be abused for legitimate tunneling). I noticed most survivors are not used to being vulnerable after an unhook and do risky plays, resulting in fast downs and early kills.

    I was very successfull with this strategy, although sometimes tunneling if an unsafe unhook was made is the best strat to win, even if not fun.

  • Personally I don't like the Headpiece for some reason... but my god the rest. I think the bloody outfit fits him SOO much more than the non bloody version.

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