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FFirebrandd

FFirebrandd

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FFirebrandd
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  • He already has counter play and doesn't need more.

    Besides the obvious of just simply out pacing him because nearly everything he does is slow... what do you think the purpose of the reeling mechanic is?

    The answer is to add counter play to his kit. Over and over and over I see people indirectly claiming that once you get shot... that's it. End of chase. You got hit. Except that it isn't necessarily the end of the chase. When you're on the spear, you aren't downed yet, he still has to reel you in and M1 you. With some forethought and distance, you can present the Deathslinger with an "easy" shot and then when he takes it, get yourself stuck on a wall, a pallet, a random tree stump, down a dropdown, etc. He won't be able to get to you to finish the down and the chase will continue. If you aren't able to do that, well that means the Deathslinger outplayed you. Not because you couldn't react to the shot, but because you got shot in a place where you couldn't prevent the reel + M1.

    Just because a decent chunk of Deathslinger's counter play happens after he shoots you, doesn't mean it doesn't exist.

  • I will say that Behavior could potentially make stealth much better than it currently is for Survivors. Like... Killers have the Undetectable status. It blocks every method of revealing the killer except eyeballs, spinechill, and premonition.

    Why don't Survivors have any stealth perks that are on that level? I can't name a single perk that blocks all methods Killers have to track Survivors. Off The Record doesn't stop scratches or blood. Babysitter doesn't stop aura reading or injured noises. Distortion doesn't stop blood or injured noises and has way too few tokens besides. Everything else blocks even less.

    If we want stealth to be better, Off the Record and Babysitter at least should get buffed to block everything. Though for OtR maybe not for 80 seconds anymore.

  • In theory, sure. In practice stealth has a pretty big flaw. When you are on the hook, the Killer knows where you are. Then after you get unhooked, it is much harder to disappear than the person who rescued you for a multitude of reasons. Then if you get hooked 3 times quickly, your team is basically doomed.

    That's why the Survivors Meta is what it is. It is specifically for trying to get the killer to switch targets as often as possible by giving them "better" targets. Even though doing so is not in their best interest.

  • I think mine was Warframe. It's one of the best games I've ever played if you can get over the massive amount of information you have to teach yourself to play it.

  • Spine Chill is mostly fine. The one main way it isn't is vs stealth killers. What I'd like to see is Spine Chill's max range turns into The Killers Terror Radius + 4m, minimum of... 12 or 16 meters instead of a flat 36 meters. That way it still gives extra warning against undetectable and killers with low Terror Radius, but doesn't make them practically unusable.

  • Claudette.

    I liked her healing perks. Also when I first started out I played pretty stealthy as Survivor and well... Claudette is basically the best at that.

    Edit: Also you've got like... almost all of the free Survivors on a single option. You're gonna get the vast majority of the votes going there because someone starting out probably won't have any DLC and definitely won't have any shards.

  • I'm not necessarily opposed to that.

    However, my one issue with any mechanic that rewards getting multiple Frenzy hits is that... if you can do that against your current batch of Survivors, you're already probably winning. Legion already kind of stomps teams who don't know how they function. Making them even more stompy when they can chain hits is probably a bad idea. Their main issue is handling teams who do know how to play around Legion. That said, this stacking buff mostly makes it more likely you can get more chains so... I'm less opposed to this than ones that either drastically lower your Frenzy CD for multi chaining or ones that let you insta down on the 4th chain.

    I think once upon a time the KI range addons used to just make Frenzy faster. 0.1 for brown, 0.2 for yellow, 0.3 for green. That'd maybe be a better buff for them. Also I still think Frenzy is not strong enough that it needs 2 different ways for you to drain your own power bar.

  • Oohh... There's a lot of perks that could use a buff. However, I'm currently thinking Red Herring. I love the theory behind the perk but in practice it needs more to make it useable. I think I would add the following effects.

    1. You see the auras of Survivors within 8m of your marked generator. This will drastically lower occasions of accidental sandbagging.
    2. Increases the speed of slowly getting into lockers by 10%/15%/20%. Activating the perk just takes a bit too much time.
    3. While you have a generator marked, you see the aura of the nearest locker to you. Sometimes you want to activate the perk and you're just like "WHERE IS A FREAKING LOCKER?"
  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1914172#Comment_1914172

    It shouldn't of been like that in the first place. It was clearly noticeable and shows they don't do enough in-house quality control. Every release is broken.

    Honestly, there's decent arguments for both. A Lower PoV makes it much less likely that Blight will end up bouncing off of terrain he can't see. The Devs obviously thought that the annoyance of bouncing off of "invisible" stuff would be greater than the annoyance of not being able to see over loops. I think they went with the wrong choice, but there is logic there.

  • @CheyeneKL said:

    Honestly? My biggest gripe with him is the insanely small terror radius. EVERY DS I go against runs M&A, and with how quiet the beginning of his terror radius is, I've literally had him turn a corner and be on me before I hear his terror radius, and this is with me wearing good headphones and paying attention so that I don't get caught off guard. To me, this is just a weird design choice for a killer who can hit you from much further away than actual stealth killers, especially when you consider that the other long range killer has a wide range noise indication that she cannot rid herself of.

    https://forum.deadbydaylight.com/en/discussion/comment/1914064#Comment_1914064

    You give very good advice, but my main gripe with him also plays into why your advice can unfortunately be only situational (which is honestly good enough, tbh). Deathslinger can very often catch a survivor in a bad spot more easily than other killers due to the fact that he is almost a stealth killer himself. I myself choose to play immersive against him and avoid chases as much as possible for this very reason haha

    Also, in my experience, a lot of Deathslingers don't shoot until they're at least close enough to you that you won't really have enough time+space to break the chain.

    I have a question for you- my boyfriend had the idea that Urban Evasion might be a good perk against Deathslinger once in a while? He theory crafted that instead of juking around a corner to avoid a shot, he could instead crouch and move with UE to cause a miss. I thought it was a nice idea but that it was likely that the survivor hitbox would still be tall enough for a DS shot to nab him. I myself have never played Deathslinger, so I have no idea- do you tend to shoot the survivor in a spot on their hitbox where crouching would cause a miss, or does it tend to be further down where crouching would not ever really affect a shot?

    I'm aware that Deathslinger is very good at catching out Survivors. Deathslinger is a ranged stealth killer after all. That's actually the primary reason to pick him over Huntress. Huntress has more range, can down faster, has more shots before reloading, and is just overall way more lethal than he is but... he doesn't have a 40m hum. The other reason is that he can actually use M1 perks. The main way to deal with Deathslinger potentially catching you out is the same as dealing with Wraith or Ghostface. Stay healthy and run to a loop at the first sign of him.

    As for the UE thing. It depends on whether I'm firing over a loop or not. If I'm not firing over a loop, I'll be aiming roughly center of mass. When firing over a loop, I often have to aim at shoulder/head height. I don't think crouching will prevent a hit aimed at the middle of your hitbox, but I have absolutely missed shots over loops from Survivors ducking. The problem is that if I do shoot at you over a loop and miss, I've already slowed myself by ADSing, the miss cool down, and probably reloading... and since you're on the other side of a loop and I don't have a bullet anymore, you are free to stand back up and be faster than me for a few seconds. Though I suppose if I faked the shot, crouching to dodge would lose you less distance.

    Honestly I've not had enough people try to use UE against my slinger to have any concrete experience with that. I would suspect that the classic options for handling Stealth Killers would serve you better. Spine Chill, Sprint Burst, healing perks, etc. I suspect I don't need to list them all.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1914076#Comment_1914076

    I'm aware of that, the thing I dont get is that sometimes you dont get injured when you break it when you're healthy

    That would be because you didn't actually break the chain.

    If the Deathslinger doesn't want to eat the stun, he can M1 and manually disconnect the chain which won't stun him, but also won't Injure and deep wound you.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1913949#Comment_1913949

    Wow. I’ve never thought his counterplay like this.

    This is great advice.

    So actually choose where he shoots me so I can easily break the chain and keep wasting his time?

    Exactly. When you're injured, give him an easy shot where you're somewhere you can get yourself behind something and prevent the hit.

    I'll admit, pulling this off when you haven't played as him is probably difficult and this flat out didn't occur to me until I had played him a lot. But yes, Deathslinger has a lot more counterplay than people give him credit for. Most people don't see it though because they have a really bad habit of thinking getting shot is the end of the encounter. It isn't, but people think it is.

  • Newbies: Killer sided. The basics of Killer are honestly pretty easy to grasp. Chase the survivors, down them, hook them. The basics of Survivor are much less obvious.

    Midrange: Survivor sided. The Survivors have simultaneously gotten better at noticing and using windows and pallets mid chase, easily gotten all their meta perks except DS, and have gotten more efficient. Meanwhile as Killer, you haven't gotten nearly as many good perks without shards or money, probably haven't learned how to mind game or moonwalk yet, and honestly are probably getting thrown against Survivors far better than you.

    Advanced: Killer sided. At this point the Killer has learned how to better mind game, cut off Survivors, and Counter Loop. This frequently gives the Survivors a really difficult time. The Survivors can start learning the specifics of facing each individual Killer but that's a lot of info to digest and its kinda getting worse.

    Competitive: Survivor sided. We've had enough DBD Tournaments to know that if the Survivors are a very good, highly coordinated 4 man SWF... even a really good Nurse player will usually lose to them.

  • I mostly just don't understand why Spirit seems to have absolutely no tell whether she's actually using her power or not. Every other killer has an audio or visual cue or both when they use their power. Why doesn't Spirit? Like the next subtlest power is probably Legion's Frenzy where Legion just flips up their knife and changes stances... but that is still very visible if you know what to look for and Frenzy can't even down you.

    Edit: Also her passive phasing. Like I get that it is super thematic, but if the Spirit gets lucky and gets that right as they reverse direction at a loop with visibility, she can get a free unearned hit. Which is pretty dumb.

  • @ASpazNamedSteve said:

    Very little warning with his smaller TR + M&A (which every Deathslinger runs). Compare to Huntress where she has a huge 40m lullaby.

    And his insta ADS means counterplay is extremely minimal. Compare to Huntress where she has a windup time + noise for the survivor to have some feedback and warning to dodge.

    A lot of the counterplay for Deathslinger comes into play when he's reeling you. When you're running a Deathslinger, yes you are going to get shot. What you need to do is get shot in a spot where you can hook yourself on a piece of level geometry or fall through a drop down or whatever so the Deathslinger can't follow up and actually down you. If you can successfully do that, you'll waste a ton of his time, time he flat out does not have.

    What you need to do against Deathslinger is twofold. First, be HYPER aware of every single bit of the level around you. Things as benign as a random tree stump on the Swamp can save you from going down. Second, keep as much distance as possible. While Deathslinger does have range, he is more deadly the closer he is to you because he's less likely to miss and it is less likely you'll be able to get something between you when he's reeling.

  • Or maybe just don't chase people there? The Saloon is easily the strongest structure on that map with everything else being significantly weaker. If you just completely leave the Saloon alone, it usually still works out. That said, if I spawn in the Saloon I'll usually knock down one wall before I leave.

  • That partially depends.

    From what I know about Doc, he's got a mix of Information, Anti Loop, and Stall in his power. Which parts of his power do you like the most?

  • @JimboMason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1910877#Comment_1910877

    1. Legion does not have the most map pressure in the game, their frenzy movement speed is not as fast as Behavior and a lot of people people make them out to be, and their heartbeat detection is limited (unless you run addons)
    2. Situations where all survivor were hit with deep wound is a rare situation, and by the time you deep wound the last survivor, the first two would complete their mending and pop back on a gen. rescue off hook, etc.

    I understand your argument, but we also need to keep in mind with what legion has against their, such as his fatigue, how they're still not very fast in their power (this is debatable, since his frenzy increases their speed to 5 m/s), being a very weak killer without perks and addons, and their counter to looping is not as effective as other killers ( I know they can vault, and with the iri button it breaks pallets, but by the time your fatigue ends, the survivor probably gained a decent amount of distance unless you have cooldown addons ), and, overall, your probably not going to get good games with or against him because 99% of the time one or two survivors will DC, which is understandable because most people hate legion.

    1. I'm not talking about their mobility. Out of all of the Killers in the game, they have the easiest method of giving the Survivors a side objective that they have to respect.
    2. Sure, but you don't need to hit multiple Survivors with Deep Wound to get value out of Frenzy. It helps, but it isn't required. Even returning to the hook and giving the person who got unhooked a parting gift is an effective use for it. Also, if you're playing Legion and your Survivors don't feel like they need to heal, you are doing it very wrong.

    Yeah Legion has fatigue, but it isn't as bad as most people make it out to be. If you cancel Frenzy while hugging a Survivor, they'll gain 8 meters on you. That's not fantastic but it isn't the end of the world either. Also that's assuming they use that fatigue time as well as they possibly can. While Frenzy isn't as fast as some other powers, it does however have the distinction of being the fastest movement speed you can get with standard controls and no charge time. Getting your first hit in a chase with Frenzy is almost laughably easy.

  • @JimboMason said:

    https://forum.deadbydaylight.com/en/discussion/223411/why-legion-is-one-of-the-best-killers

    He's below mid-tier base power, mid tier with add ons and good perks. They have no map pressure or gen pressure, and their chase pressure is decent, but, at a good loop with a good survivor, not good enough to end a chase fast.

    Also, hooking people at the end of the game to counter ds is a weak claim, since you have to deal with the other 3 survivors BEFORE you can kill the last.

    One more thing, you really can't counter DS/Unbreakable, unless you rid of them at the beginning of the game, which is a low possibility with legion.

    I'm sorry what? If the Survivor team isn't able to stop them from Frenzy chaining, Legion has the most pressure in the entire game. Seriously, Legion has the absolute easiest time getting the Survivors to the state where literally everyone either needs rescued, is rescuing someone, or are trying to recover themselves. That's a great state to be in because zero gens are getting done when that happens.

  • Everyone on here seems to be seriously overestimating the average Survivor that Killers run into, even at Red Ranks.

    In addition to that, that completely ignores the fact that there's several perks in the game that can help Legion get that 2nd hit. I can easily set things up so that my first hit on you is Frenzy and my second hit comes via sneaking up on you with Trail of Torment, coming at you with EndFury ready to go, stacks of PWYF, or maybe even Coup De Grace tokens... when that happens, it doesn't matter how good you are at looping. You went down because I slapped you over the head with my perks.

    Does Legion need more chase perks than most Killers? Sure, but that's balanced out by the fact that They've got lots of Tracking and Slowdown baked into their kit, so they can afford to run 2, 3, maybe even 4 perks to help with the M1 chase.

  • If you want that 2nd paragraph, literally just run Resilience. That's exactly what it does.

    If you want that 3rd paragraph, you can easily run Iron Will and Lucky Break.

    But at base? No. Absolutely not. One of the least toxic ways to manage generator speeds as the Killer is to do things and play in such a way so that Survivors very much want to heal. Your changes would take that away and the game would be significantly worse for it. To make up for that, there'd probably be even more killer players Tunneling, Slugging, and situationally camping. Best case scenario is way way more killers run perks like Ruin, Pop, Oppression, and Surge.

  • For me personally, I'm not a fan of Hag because she's a bit too pigeon holed. She has to play super defensive with traps and taking nearly any chase is a very bad idea. I like defensive killers, but... I like having options and Hag doesn't give those options.

  • I mean, the Survivor one that puts you far away from the Killer is decent. I do get what you're saying though. They mostly just need to flip flop which side gets which shroud.

    It also might be neat if Shrouds revealed the aura of the other team during that opening spin sequence. Then running them might be worth it.

  • Mother's Dwelling on Blight. I was using Rush for mobility through the house and a Survivor randomly dropped from the 2nd floor practically on my head. I panic swung and got the hit. Totally intentional.

  • It really depends on what the build I'm running is attempting to do. If I've got a build that is going to get and keep the Killer's attention as long as possible, then yes absolutely. If I'm feeling a more stealthy approach, I'm going to run Lithe.

    You kinda needed a 4th option in your poll.

  • I don't run it. However it has nothing to do with me not liking facing the perks. Honestly most of the time I play in ways that don't get punished by DS or Unbreakable. Its more like I want perks that will help me in situations besides just "The Killer is being a jerk." and that will help me more than once. If I'm going to run an anti slug perk, I'm going to run Tenacity.

  • Michael Myers with Surveillance, Oppression, Sloppy Butcher, and Nurse's Calling.

    I have been having a lot of fun playing Myers primarily as a stealth killer. I stay in Tier 1 for the majority of the match and only tier up when there's 1 gen left and I need the extra mobility and power.

  • @Crowman said:

    The reel itself isn't faster. It's just you are also connected to the Deathslinger by a chain so when he moves backwards you also move that distance with him.

    This, also fun fact, while he's reeling Deathslinger walks backwards significantly faster than forwards.

  • @scottymo said:

    Well yes the frame rate, and latency are certainly factors but so are mods and UI which coincidentally few are commenting. What about those cross hairs? How come I can wiggle the heck of a killer that doesn’t have one of the counter wiggle perks on console but PC forget about it. Obvious. Thus why any tourney should be distinguished between consoles and PC. PC has massive advantages in cross plat. PS5 is just a bargain gaming PC. $700 you can build a PC that will blow away the PS5. The concern here more the mods, UIs/mods, and yes cheats being used on PC.

    I would guess the wiggling thing is another aspect of using Keyboard. It's easier to hold down W and flip flop between holding A or D to resist the wiggling than it is to accurately move your thumbstick to resist it. I don't know that for sure, but that wouldn't surprise me.

    As for the rest... most "mods" I've seen are merely swapping perk icons and nothing more, which the Devs are actually fine with. I seriously doubt there are as many PC players cheating as you seem to be implying.

  • Demo's portals do not become visible and closeable until after he's used them at least once. What you saw is completely intended. They also do not inflict oblivious or allow for Killer Instinct tracking while they are hidden.

  • After this, I'm thinking I might need to try DMS on Blight. Like Ruin Undying works well with Blight because he can get everywhere but... I'm not a fan of Hex perks. No other gen defense really seems to work with him. Like near every other gen defense either requires M1ing for the down or kicking gens, the exception is Thana and Corrupt but like... Blight only really has a bunch of injured Survivors if he's way far ahead and doesn't need the slowdown and Corrupt is much better on Killers with slow early games and Blight doesn't have that.

    DMS seems like it could be a good option.

  • No thanks. I'd rather not play a killer who loses their power if the Survivors look at him funny.

    Besides, Ghost face cannot come even close to the wonder that is EW1 Myers. Seriously... So many survivors fall to pieces when they never know where you are. Doesn't work on all maps but it is still fantastic.

  • You must be supremely unlucky. I've racked up 843 hours so far and have seen zero

  • I have the twins. I don't play them because I generally don't enjoy playstyles that involve lots of slugging, camping, or tunneling. However that's what the Twins are good at. They are very good at it, but it's not my style. Heck, my most enjoyable round as Twins was one were the Survivors kept Victor for 80% of the round. I was perfectly content to let them do that and just wreck the other 3 as a basic M1 Killer.

    I am however very glad I got them. Oppression is swiftly becoming one of my favorite perks.

  • Honestly Retribution is pretty good as it is. I'd say its one flaw is that the Obliviousness it inflicts is near impossible to use. So if it just added a noise notification when a dull totem got cleansed, it'd be good.

  • I strongly recommend not starting with Nurse. Nurse literally breaks all the rules about what it means to be a killer. She's the only killer who's slower than Survivors and also the only killer who cares not a lick about walls or the Survivors 2 primary defenses, pallets and windows.

    I do strongly recommend starting with Legion if you can, Trapper if you can't. Legion is fairly powerful, has a fairly straight forward power with some neat tricks you can figure out with it, and doesn't really require addons. Trapper mostly is the same but he... kinda needs at least one of the bag addons to be good.

  • I'll be honest... playing Killer has a massive difficulty spike once you get above rank 16.

    Why? Because newbie Survivors don't have fantastic perks and don't know how to use windows and pallets at all, so being a newbie killer is really easy. However, nearly every meta Survivor perk is on 1 of the free Survivors except for DS and it doesn't take a whole lot of time to at least get a basic idea of using pallets and windows.

    Meanwhile, pretty much all of the free killers have issues in some way. Also, none of them have particularly excellent teachable perks to go for. The vast majority of decent and approachable killers require shards or money and the same goes for most of the good meta killer perks. So not quite brand new killers are getting hit by a difficulty spike but don't have the tools to deal with it. Pretty sure that leads to a lot of people giving up on Killer after a short while.

    This leads to there generally being lots of newbie killers and a decent amount of veterans who have gotten past that difficultly spike, but very few Killer players in the process of fighting their way over that difficulty spike.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/1902402#Comment_1902402

    What good does moondashing do since regular dashes already hide her red stain?

    I am almost certain that activating Ambush brings back Pig's TR and Red stain instantly. That and if they can see you since you're doing this in a loop, Ambush cannot naturally go backwards so they think you're dashing 1 way around the loop but you aren't so they'll usually accidentally help you close the gap.

    1. She has limited traps.
    2. She has to down you first before the traps come online.
    3. You could get the trap off on your fist attempt, making that trap kind of worthless.
    4. Ambush is decent in a chase, but... eh. It's not near as good as most other in chase powers. Though moondashing people is pretty great.
    5. For her stealth to be strong, you almost have to use Whispers + M&A which limits the amount of other perks you can bring.


  • Yep it is, though lately I have been playing a decent amount of Sea of Thieves with friends.

  • I've had way too many Legion builds to count.

    There's the basic one with Whispers/Discordance/BBQ, Thanatophobia, Enduring, Brutal Strength.

    There's a weird one I did that had Whispers, Thanatophobia, Play With Your Food, Make Your Choice. Recommend at least some Cool Down addons for that one, maybe Legion Pin if you're feeling spicy.

    There's my current favorite of Monitor and Abuse, A Nurse's Calling, Thanatophobia, Trail of Torment. Nobody wants to stay injured when Legion becomes off brand Ghost Face. Then M&A + Nurses makes catching out healing really easy.

    Honestly part of why I love Legion so much is that he can make solid use out of nearly any perk.

    1. Buff Wraith's movement speed while cloaked and nerf the Windstorm addons slightly to keep them at the same power level.
    2. Allow Trapper to carry 2 traps by default.
    3. Make Legion and Jeff free.
    4. Look into buffing some of the really bad perks in the Killer base set and some of the teachables from free killers.

    1-3 I should be able to do in less than a day. 4 I probably wouldn't manage to finish.

  • Wraith for me. Bloodhound is his best and its kinda meh. Predator makes scratch marks worse. Shadowborn should be a slider in the Options Menu and has no effect on gameplay.

  • I've actually ran Trapper with his 3 perks plus Distressing a few times. It worked surprisingly well.

  • I'm not sure if it quite fits what you were asking... but I very much want a Coraline chapter with the Other Mother/Beldam as the Killer. Near the end of the movie she gets super creepy looking.

  • In my experience, Legion absolutely bodies anyone who doesn't know how they work... and they have a lot of weird quirks about them that good Legion players can use to their advantage. People Dead Harding when I'm still in Frenzy still makes me chuckle. However, once Survivors know what to do and not do against Legion, there's not a whole lot the Legion players can do to switch it up without certain perks.

    Lets just say there's a reason why I've been running Trail of Torment on them. Partially it is to get surprise downs. Also, once I turn into budget Ghost Face, suddenly staying injured to deny Frenzy value looks like a much worse idea. I've seen other Legion players run Endfury for a similar reason, to get a really cheeky down without having to commit to a long, standard M1 chase.

  • If I'm on Myers and there's a Key, I am not sticking around. That's pretty much it though.

  • 3k+ with gens left.

    If I shut the hatch on the last guy and don't get the 50/50 on which gate they went to, I don't suddenly consider that a loss.

  • I usually pick Deathslinger when I've gotten sick of dealing with looping. The Redeemer and his reeling mechanics make it so he can inflict injuries over anything and get downs over a lot of loops.

    In addition, one thing I personally enjoyed about Deathslinger that you may want to know is that you don't have to build him in such a way to make his already good 1v1 potential even stronger. So while M&A and StBfL are good on him, you can take him in other directions. The two I've been most fond of is my... "Deep Wound" build and my "Koolaid Man" build, which both focus on making him much better at bothering more than 1 survivor at a time. The Deep Wound build essentially is built around Sloppy Butcher and then 3 perks that can give info mid chase and basically breaks chase every time one goes off assuming the current chase is injured, even better if they've been Deep Wounded because fully recovering from that will take them a very long time. Currently my other 3 perks are Tinkerer, Deathbound, and Discordance. The Koolaid Man build is based around the fact that Deathslinger carrying somebody with Agitation equipped is either just as fast as or a measily 1.5% slower than Deathslinger without someone on his shoulder. Essentially the idea is to down a Survivor, pick them up, Agi walk him to a hook close to the gen you want to contest, hook, pop the gen, repeat. The guy on your shoulder isn't doing gens while he's up there, meanwhile you're going where you need to be next, your temporary 36m Terror Radius is potentially scaring other Survivors off doing what they were doing, and you frequently get to hook somebody next to an in progress gen which kind of shuts it down.

    I just realized that Oppression would work perfect in the Koolaid Man build... Agi, Pop, Thrilling, Oppression. I'm gonna need to throw some more BP at Deathslinger because I don't think I have Oppression on him yet.

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