FFirebrandd
FFirebrandd
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Some of it depends on how you want to play Demo. I play Demo as a very defensive Killer, which means I attempt to have an open portal literally right next to 4 of my Gens at all times with Corrupt blocking the other 3 for the first 2 minutes. For that play style, Corrupt Intervention is a must. StBFL is great, and I've been rounding out my perks with Surge so I can regress gens without kicks and Sloppy Butcher so if/when I need to break chase it takes longer for that Survivor to get back in action.
I will say though, I've literally never seen someone treat Demo the way I do.
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I don't. Yeah, having 2 Traps by default would make Trapper more powerful, but he literally gets that from one singular brown add on.
In all honesty, since Trapper's power can eat his time and is fairly simple to counter (but really strong if you can't/don't), pretty much no amount of sensible buffs will get him on the same level as Nurse, Spirit, Freddy, or Blight.
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I'm not sure I have one. Certain Killers rarely if ever enter the trial without certain perks, but I don't think I have one I run on *everybody*. Like, Legion usually is sporting Thana. Trapper and Demo never leave home without Corrupt. Pig is running M&A + Whispers every time. But... I don't think I have any perk that is a must grab every trial.
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So... firstly if this was supposed to be primarily a rant about PH and his wave attack, why did you make the title about how all of DBD isn't survivor sided?
Secondly, you really can't claim whether DbD is Killer sided or Survivor sided based off of your experiences.
My experiences for example, I play a whole lot of Legion at the border of red and purple ranks, usually with no or minimal add ons. Assuming Matchmaking didn't pull a dumb, at that rank as that killer, I need to be on my game all game, and one singular bad chase can and has lost me the game. I basically can't afford to let up at any point, because if I do I'll probably lose.
My survivor experience however is a walk in the park compared to that. However... on Survivor I'm currently in green rank, and I pretty much only play Survivor in a SWF because if I'm solo I'd rather play Killer. Those facts simply make my experiences on Survivor fairly easy and not stressful at all.
If we based whether DBD is Killer or Survivor sided on me... well it's heavily survivor sided. But if we took someone who is a former rank 1 Spirit main who decayed down to yellow rank who solos as a rank 1 survivor... their point of view might be completely flipped.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1836754#Comment_1836754
This is a fair point.
Yeah, that's why I suggested for receiving healing (either from teammates or yourself) have DS turn off once you become healthy. If you've managed to heal back up, you probably aren't being tunneled. Then again... there are a lot of insta down killers who could take advantage of that... so maybe not. Honestly I don't know about that one.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1836579#Comment_1836579
Agreed... Pallet dropping should have been on the exception list. However, I'm firm in my opinion that healing is OUT. No healing in the Killer's face. If you feel comfortable enough to stop and heal, then you have waived your right to minimum safe distance.
I think that healing other people should turn off your DS. If you feel safe enough to heal someone else then bye DS. However... sometimes you get unhooked and your teammate instantly goes for the heal even if it is a really dumb idea. You straight up can't control your teammate doing something like that. You shouldn't just straight up lose access to your perk if your rescuer taps M1 on you for a fraction of a second.
I don't think the person who got unhooked should be punished for their teammate doing something dumb. Or at the very least we should attempt to minimize situations where that happens.
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@Moundshroud said:
Me personally, I think DS should be changed as follows:
- DS activates every time you are unhooked and can be used multiple times in a game.
- The timer, which never pauses for anything, is 30/45/60 depending on the level of the Perk.
- DS deactivates the moment you do anything other than run, vault, or go in/out of a locker.
- Thus you cannot self-care, heal, be healed, repair, open gates, etc. without turning it off.
- DS will not activate during the ECG, but if activated prior the timer will run normally.
That's it. This compromise prevents the Perk from being used to do "other" things and makes it entirely for gaining some ground and counter the tunneling tactic a bit. The trade off is you get to use it more than once.
I don't think getting healed should turn it off. Or at least not instantly. If it did, then you'll have moments where you get tunneled and can't use DS because your well meaninged but dumb teammate healed you for half a second. I could see an argument for not turning off for self healing as well. Like say, you get unhooked vs a stealth killer, you don't think they're still nearby so you start healing yourself, then they come around the corner and stab you. Maybe it turns off if you go back to the healthy?
It wasn't in your list but I would also assume that dropping a pallet wouldn't turn it off.
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For Survivor, Tenacity.
For Killer, there's so many. Dragon's Grip is one. M&A + Nurse's is great.
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I personally would recommend Blight.
He's a bit difficult to pick up, but landing lethal rushes is super satisfying.
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Me starting off in this game was... Odd. I started off trying out each free killer to see which one I enjoyed the most. Huntress and Nurse ended up being the ones I enjoyed... partially because I skipped the killer tutorial so I didn't know how to lunge.
Anyway up until rank 16 things went well. I got newbie Survivors who couldn't dodge and couldn't find my Lullaby or Thrill. Then at rank 16 I started getting greens who could do both and got wrecked and didn't know how to get better.
So... I switched to Nurse. I knew going in that she was very difficult. I got bodied a lot. However I kept going because I'd occasionally pull off really awesome blinks and that was fun enough to keep me going.
Eventually I got my hands on Legion. That went significantly better than Nurse. However this is when I started feeling crunched with not having perks. It wasn't *too* bad because Whispers, Thana, Enduring, and Brutal is decent on Legion... But that requires getting teachables from 3 other killers which I didn't have at the time.
I will say that the killers base set is in dire need of upgrades. If I had gotten Legion earlier than I did, I would have had zero perks to work with.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1834243#Comment_1834243
That may have helped during the terminal part of the chase, a good idea.
https://forum.deadbydaylight.com/en/discussion/comment/1834256#Comment_1834256
Huh, weird. It seemed like it was working. Maybe the survivors were just bad in those early test matches.
https://forum.deadbydaylight.com/en/discussion/comment/1834261#Comment_1834261
Not bad ideas but all gambles. They all gamble that a survivor won't predict or just wait for visual confirmations while spacing moderately.
https://forum.deadbydaylight.com/en/discussion/comment/1834270#Comment_1834270
There is no contesting SWFs, end of story. If they make lots of mistakes and I play real scummy then maybe, but that's not fun at that point.
I've already uninstalled the game, I just wanted to say that I appreciate everyone getting back to me!
They are gambles, but I find they usually work. To be honest, the entirety of the Killer role is a mix of taking gambles to catch the Survivors off guard and playing in such a way to get the Survivors to play the way you want them to.
That second thing is why I am currently running Trail of Torment on Legion. Everyone knows that healing against Legion is a terrible idea. However if that Legion suddenly becomes undetectable, well... still being injured is a huge liability.
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One thing that would drastically help the Twins play less scummy is if they let the Player pull Victor back at any time if he's just standing somewhere.
Like... If I've downed someone as Victor and then hooked them at Charlotte, now I've got both in the same general area as the hook. The game does not allow me to quickly move both away from that area. Either I run off as Victor and am proxy camping with Charlotte's husk or I head off as Charlotte and Victor will automatically come back in something absolutely ridiculous like... 90 seconds, which is just way too freaking long.
Along with that, I'd really like to be able to push the alternate power button to place Victor down without taking control of him.
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I can't give any recommendations for using snares at shack, but I can for running shack as a 115 M1 killer.
From my experience, fast vaulting out the window is the most powerful way to use shack. So, don't let them do that if possible.
If they enter from the pallet, what usually works is to walk up to the pallet like you're going in and then go around outside. They'll either camp the pallet which is a win for you, or vault the window. When you come around the corner they'll usually either abandon shack or turn around and medium vault which you can get a hit at. If they go back around to the door, you should be able to follow and get a hit before they can use the window or pallet.
If they enter from the door, they'll probably go for the window. If you are already in shack before they vault, I usually go to the window and double vault. They can't see me do that until they have re-entered shack. Then follow them outside and they can either medium vault the window which you can hit or drop the pallet. Do be aware of fake vaults if you're in that position.
Now if you aren't in shack before they vault out the window, don't go in. Show your light at the door then moonwalk up the side of shack. With some luck they'll bump into you at the corner.
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1832727#Comment_1832727
Like nurse? Having to charge her power? Moving even slower?
Nice point that holds no water.
It's about skill. If killer isn't going to use skill, neither should I.
Your title and first post heavily implied your main issue with Pyramid Head was that they were a full 115% killer with a ranged attack. Truth be told, I think there's exactly 4 Killers without some sort of windup on their power.
Now... you seem to be pulling the Skill Elitist card. Pulling that card is never really a good look. Double that when you are talking about a game that is not and should never be regarded as competitive. Just about any time there is a DbD tournament, it turns into a campy, tunnelly, dumpster fire. Trying to balance it to make it not that would probably kill the game.
You're not even pulling that card well. Sure Nurse is the most skill intensive killer, but Pyramid Head is hardly easy. If you do think he's easy... well then I'll have to assume you've never ever played him in your life. Also, there's a reason Nurse is as hard as she is. She can yeet herself through every single physical structure on any map. Her power is... in a word... broken. There's a reason she's literally the only Killer who runs slower than the Survivors outside of terrible meme builds.
Lastly... you sound like a petulant child throwing a tantrum. Simply not trying against any killer who you personally dislike is a terrible attitude to have. You're throwing your 3 teammates under the bus and ruining the match for every person you got matched with. And why? Just because the Killer happens to be one you regard as "low skill"? Give me a break.
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I'd like to point out that your full speed ranged killers that can actually injure survivors with their power have to channel their power before shooting, which does slow them down.
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I'll be honest, I've never been really interested in using either Ruin or Undying. Don't really like Perks that can disappear on me way too quickly if I'm a bit unlucky. Yes, Ruin + Undying is probably the strongest regression you can get, but depending on what killer you play, Pop, Surge, Sloppy, Corrupt, or even Thana can be perfectly decent replacements.
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I don't necessarily think we need more, we just need more ways or reasons to interact with the ones we've got.
Like for instance, Totems. If the Killer isn't running a Hex Perk, there's no reason for the Survivors to break any of them. But what if there was? Say each Totem gave killers a speed buff to picking up Survivors, hooking Survivors, and kicking generators (only generators). They do so at a rate of +1% per living totem per generator completed, but then -2% per dead survivor. So, if you don't touch the Dulls, at the very end of the game, the Killer will be able to throw downed Survivors around like rag dolls with a +25% speed bonus. Don't want them to get them? Break the bones, but the buff is specifically for things that don't happen mid chase so you can ignore it if you want.
Or take Breakable Walls. The way I thought they'd work (or hoped they'd work) would be that Killers can go through them real quick... picture the Kool Aid man going through a wall. Basically they'd be a single use way for a Killer to get out ahead of a Survivor. Then after that, a Survivor can come by later and take 6-10 seconds to build a crude barrier out of the debris which then functions exactly like a thrown pallet. Once that crude barrier is destroyed, nothing further can be done with the wall.
Or like... chests. Chests are kind of useless unless you're running perks to buff or influence what you find. With the new animation, this might not make sense, but it would be neat if Survivors could do something to actively choose for the chest to give them a Medkit, Toolbox, Flashlight, or Map of the lowest rarity. Make your choice, get the worst version of what you want or roll the dice.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1830528#Comment_1830528
Yeah, Dragon's Grip is nuts on Freddy, I can consistantly get at least 1 insta-down per match with it, if not more.
I've been running Dragon's Grip on Trapper along with Brutal Strength and Surge. Usually I only get 1 insta down with it a game, but after that I can tell that the Survivors get super skittish about touching regressing Gens if I'm even remotely close and the game slows down a ton.
Dragon's Grip really is criminally underrated.
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I mean, yeah vs a clown you are almost certainly going down. However that's kinda how it goes with every killer. They are faster than you after all. What you need to do is just stay alive as long as possible and give your team time to reset or do gens.
I will however say that his Exhaustion Bottles are obnoxious. Especially if you don't notice until its too late. I just wanted to use head on.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1829722#Comment_1829722
Don't touch my Frank's Mix Tape D:< (unless it's to buff the damage >:D)
Stab Wound Study sucks though, if it reduced the time by 7.5 seconds instead of 5 then it'd actually be worth running with Frank's Mix Tape.
The base kit changes I agree with, losing half your power on an m1 sucks. It made sense for old Legion, but not when you can't even down anybody in Frenzy. 20 second charge time is stupid as well, that's worse than Spirit.
I... y'know you are one of the only people I've seen who likes Frank's Mix Tape. Just curious, what about it do you like? Because I look at it and I just... can't see it working. You need to Frenzy stab someone with deep wounds 4 times with a 24s cool down (ignoring rulers) each time for just one down. Just... how is that useful?
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In all honesty, I very much enjoy how Legion currently plays. I might be in the minority there, but yeah.
In my opinion, they only need a handful of base kit buffs and an add on pass.
For Base Kit, they need to not lose half their power on a successful M1, or lose their whole power on picking someone up in Frenzy. Maybe lower the charge time some? Like I legit don't know why Frenzy has a 20 second recharge time. It isn't strong enough for that slow of a charge.
For Add Ons, Franks Mix Tape and Stab Wound Study need to do something else completely. Fuming Mix Tape at the very least needs to keep Gens visible after stabbing someone with Frenzy. Pins (other than iri) need a buff... maybe don't require Killer Instinct? Also I'd maybe like to see the detection range add ons buffed slightly so the brown is 8m, yellow is 12m, and green is 16 instead of the current 4/8/16.
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Where are you putting the lake? The edge of the map or the middle?
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Not gonna lie, Brutal Strength and Agitation are already very good perks. I'm not sure they need buffs. That pickup speed buff and maybe a matching hooking speed buff on Agitation would be much more welcome over on Iron Grasp. Seriously... that perk needs some help.
Now, as for Unnerving Presence. I had typed up a large paragraph about how the current one can help Survivors. Then I reread your suggestion and you got rid of the Great Skill Check bonus. So... yeah, I like it. Good buff. Still could help Autodidactic, but like no one runs that, so its fine.
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Well my biggest one is fully fixing Legion's frenzy bug. He's still running a bit too slow.
Blight PoV is second.
I think I heard they were looking at Wraith... so I'm interested to see what they do with him and hopefully they buff his perks as well. Seriously his perks are probably the worst in the entire Killer side... unless you get addicted to Shadowborn.
I hope they buff or mildly rework some of the really terrible perks in the Killer's base set. Or majorly in the case of Monstrous Shrine.
I know they are looking at reworking Clown... but I don't much care about Clown, so those other things are higher up on my personal wish list.
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1822738#Comment_1822738
Look, let's just agree to disagree. I can tell this isn't gonna go anywhere and I'm honestly not in the mood rn. All I'm saying is 16 meters extra info isn't worthless
Well... actually I think what we're seeing here is a playstyle clash.
If I had to guess, you're using Frenzy as a replacement for BBQ or Thrilling or some other long range tracking perk, which you'd be able to do with a huge 56m KI range (more with M&A). So you pop Frenzy when you see someone, stab them, run towards your next target for ~2-5s, cancel, walk the rest of the way, repeat until you start going for downs. I can definitely see wanting Detection Range and Cool Down for that kind of playstyle. That play style also wouldn't care about Duration or Recharge because you would almost never come even remotely close to burning your entire power bar.
I on the other hand try very hard (maybe too hard) to bounce from Survivor to Survivor and usually only cancel Frenzy if I've got no one else to go after. That sort of play style gets much better by adding duration and recharge because I frequently end up using most, if not all of my Frenzy bar.
Honestly I might try out your play style. I'm low on addons that support what I do and Legion's still bugged Frenzy hurts what I do more than what I'm guessing you do.
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You'd have to make the actual working on the Generator part shorter.
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Deer Stalker: Its effect is fine... I just don't think it is enough. Maybe do the whole aura intensity thing corresponding to how close they are to recovered.
Distressing: Effect actively harms you. Needs like... a 5% slowdown of everything or something as well.
Insidious: A Camper's dream, useless otherwise. Don't know how to fix it. E for 5s of undetectable with a 100/90/80s CD maybe?
Iron Grasp: The only thing it does is done way better by Agitation. Maybe make it so Grasp makes chucking a Survivor on hook really fast?
Monstrous Shrine: Worst perk in the game that promotes camping basement... yeah.
Spies From the Shadows: Inconsistent because of crow spawns. Also it has too much overlap in purpose and range vs Whispers. Not bad, but just... why would you run this? I'd like for it to be increased to like... 48 meters or more and reveal the Survivors Aura for 5s with a CD of like 40/35/30 seconds.
This is not happening: Its just... very meh.
There's a few other perks in the Survivor base kit that need buffed. No One Left Behind could be good if it turned on when Exit Gates are powered instead of opened. Premonition needs a shorter CD but there's nothing wrong with what it does. Lightweight could be 2/3/4 seconds faster but again, nothing wrong with what it does. Why did I only post things in base sets? Because what would make this game's grind significantly less bad is if your starting tool belt didn't suck.
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1822577#Comment_1822577
IDK, have you seen Susie's Mixtape? an extra 16 meters (for a total of 56 meters) range on Killer Instinct detection is insane.
Also, do you REALLY want a 145% move speed Legion? Furthermore, why would you ever run duration?
Also, recovery time addons are garbage for most good Legion players, and the mend time ones only do .5 and 1.5 extra seconds. Not alot.
Its 16m worth of distance that you can't do anything with. Yeah you know there's somebody there, but you can't get there before Frenzy runs out.
Your math is slightly wrong. It'd be 142.5%. You can't run 2 of the same add on so by stacking those, you'd have a max of 5.7 m/s. Also... yes. Yes I would. Frenzy isn't lethal anyway so more speed would be fun and helpful but probably not broken and I've purposely ran PWYF to have a stupid fast Frenzy. It's a really good time. If you haven't, you should try it.
Yes I would and do run Duration. It lets you get more chain hits in and makes it much more likely that if KI sees someone, you can get there and stab them.
Recovery time I'll admit aren't amazing... but I'd say they're better than the distance add ons. They're nice for minimizing the whole "Lose 10s of charge for M1ing".
Likewise, Mend Times aren't brilliant, but if you run both and survivors have to mend 10 times over the course of the game... well your add ons gave you the same amount of time as a Pop. Its not game winning, but its nice.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1822139#Comment_1822139
I thought about doing something like that with Demo, but you'd have to TP twice to get them active. Sure it's nice but you could've probably downed a survivor or two in that time and started your pressure that way instead. Suppose if you used Rat Tail + Eleven's Soda/Egg it could be worth it.
Oh and you probably wouldn't even have to hold M2 to know a survivor was near a portal, because Demo makes a unique noise if a survivor is on top of a portal. You would have to hold M2 to know where it was coming from though.
I've been doing it addonless. It's worked out for me. I wouldn't ever recommend doing that without Corrupt, but I really like playing my killers defensively and having literally every Gen on the map defended by something for the first 2 minutes is worth it to me. In my last game, no Gens got done until Corrupt let go of the 3 it was blocking.
Also... I did not know about the unique noise. I will have to listen for that next time I play him. Thank you for the tip.
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1822164#Comment_1822164
Pins are mediocre addons, and Frank's Mixtape and SWS are garbage and borderline useless, but the detection addons are actually REALLY good. Not as good as duration of course, but still pretty good. A big part of Legion's power is the information you gain from stabbing someone.
I mean... the detection range add ons are a bit better than the pins, but they are still not great. I'd rather have Duration, Recharge, Cool Down, or Mend Time over those every time. So in my opinion, they could use a small buff. Like... I've seen a suggestion here and there that makes them also make Frenzy 0.1/0.2/0.3 M/S faster.
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@DwightFairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1818306#Comment_1818306
No, I think they made them bright, or maybe it's just my settings. Honestly I don't know.
They just feel brighter overall, and the design of the clutter makes stealth harder, but thats just my opinion.
I don't know, either. Maybe there's something with Low Settings. All I know is that I have way more issue spotting the actual Survivors when first starting a chase or after a hit.
Actually wait.... I think I just realized what it is. The ground is stupid bright but every wall on the map and the sky box is super dark. I just realized that this issue pops up the most on Blight (who's PoV is stupid low), it pops up some on Legion who's medium height, but on Demo and Slinger who are both tall I had a lot less trouble. Just because of the view angle.. short killers are more dependent on the contrast between the Survivor and the Walls and tall killers can take advantage of the much more pronounced contrast between the Survivor and the Floor.
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At first I was like "That's the resetting pallets perk right? Didn't it just recently get a cool down buff?". The answer is yes, it did. However, I have zero problems giving it this buff. It probably shouldn't be global though. Maybe within like... either 16m or 32m of you.
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Well, as far as I know, Legion is still running 5% slower than they should be in Frenzy, so that needs fixed. Besides that, yes Legion needs some buffs. For instance...
- M1 shouldn't eat half your power bar.
- Picking someone up while in Frenzy shouldn't eat your entire power bar.
- Legion's power takes 20s to come back fully. That is ridiculously long for how strong Frenzy is. For context, base Spirit takes 15s to get her entire power bar back.
- Several of their add ons need buffs or reworks desperately. Basically all of the pins are useless unless you chain hit 3+ people. The Frenzy detection add ons are just... why? Frank's Mixtape and Stab Wound Study need reworks because downing with Deep Wound simply doesn't work.
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The Demogorgon.
It might be because I play him way different than anyone else I've seen play him. Did you know that there's no restrictions on placing portals next to generators? I didn't. Now that I do, I roll up to the game with Corrupt Intervention and get active portals all up on the 4 Gens the Survivors can actually work on ASAP. Now they have a no win choice. Seal the portals, eating 12s of their time every time, or leave the portals alone and be visible to me at the push of RClick and (probably) oblivious because they're doing a Gen while sitting on a portal.
Its actually pretty brutal. No idea why I've never seen anyone else do that.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1817484#Comment_1817484
Use mad grit too.... I love how confused they get when you just start slugging with a Survivor in tow😆
So, I finally got a chance to try this... I ran Thrilling Tremors, Agitation, Forced Penance, and Mad Grit... 2nd game resulted in a fully decorated Christmas Tree. The entire team decided to stick a 4 man Gen in the shack vs this build. And... the Basement happened to be in the shack.
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@Zaytex said:
Agreed. Your power shouldn't have the window to be destroyed when it's used successfully.
You arguably didn't. The Killer's name is "The Twins" not "Victor". You're supposed to be taking advantage of both what Victor can do and what Charlotte can do. If you had Victor run off far enough that Charlotte couldn't get to the downed Survivor before the other Survivor got him up, you split them up too much and got punished for it.
That also ignores the fact that Victor runs at I think 150% move speed. You cannot run from that, so there needs to be other avenues of counter play.
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@DwightFairfield said:
I like what they did personally, however the breakable walls, the openness, and how goddamn bright it is really take away from the effort put into the model and design teams, it's too overexposed and not as creepy, not to mention difficult to hide in.
What? New Autohaven is way darker than the originals. I don't recall ever being in a position where it looked like I was chasing a shadow on old Autohaven, but on new Autohaven that happens frequently. I also frequently end up having to follow scratch marks instead of the Survivor because I simply can't see them.
I personally like how new Autohaven looks, but because of the darkness and clutter, it has moved into my bucket of maps that I'd rather not see.
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For #1: Mori's did need a nerf. However, they should have waited on the Mori nerf until the key nerf was ready to go. It looks fairer that way. Also old Mori's kept key usage in check because there was a decent chance that bringing a key meant you'd face an ebony mori.
For #3: Honestly in my opinion Freddy should get more of a power shift than a flat nerf. He's got weaker versions of literally everything a Killer could possibly want. He's got mobility, he's got slow down, he's got anti looping, and he's got stealth. They need to concentrate his power into fewer, stronger effects.
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Anyone else want to be able to look around while portaling?
Anyway as for your suggestions, most of them look great. A few I'm not so sure on though. First the global portal notification, that should probably stay. Thorny Vines doesn't really need that extra injury effect. I love the twice as far Shred, I got to play a round with the PTB bug between Shred and Coup De Grace and it was fantastic. However I think your downsides might be a bit too harsh.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1817507#Comment_1817507
Another thing about For the People is that it creates an obsession. An obsession is usually how the killer knows if there's a DS somewhere in the team so you basically get all the benefits of DS without actually running it.
Yep. I've used Blood Pact in the past for exactly that same reason.
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You do know that there are other perks that help with those strats, right? That's why I've been running Dead Hard, For The People, and Tenacity for a while now.
Dead Hard helps with Tunneling because it can get you to a structure that you'd otherwise not make it to.
For the People can let you either make the guy coming off hook less vulnerable or pick up someone instantly after they get downed making Tunneling and Proxy Camping some one else much less effective.
Tenacity has let me disappear numerous times when the killer decided that slugging me was a good idea. It makes you so much less helpless when you're on the floor it isn't even funny.
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@[Deleted User] said:
Forced Penace is also quite good on Deathslinger, as survivors tend to bodyblock the chain.
Ooooh... I never thought of that. I need to try that.
Edit: I've got my own for Deathslinger... Agitiation + Thrilling Tremors. In my experience, Deathslinger needs to bother as many Survivors as often as possible. Charging towards the Gen that's still being worked on with someone on your shoulder is a pretty fantastic way to do that.
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The chain flings backwards from the suddenly released tension and hits him in the face? I can't imagine getting slapped in the face with a large chain feels good.
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@Karaage said:
https://forum.deadbydaylight.com/en/discussion/comment/1815135#Comment_1815135
https://forum.deadbydaylight.com/en/discussion/comment/1815149#Comment_1815149
Legion player here, it's the same for me. Keep getting accused of wallhacking. Mostly happens when matchmaking gives me rank 18~20 Survivors.
Yeah it is a semi regular occurrence where people try to immerse when Frenzy is rolling, people try to hide in lockers, people insta drop pallets when I'm still in Frenzy so I get out quicker, and the funniest... people using Dead Hard before I'm out of Frenzy. I swear way too many survivors have no clue how Frenzy works.
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Someone wanted to know how I found them crouching behind a random rock with no aura perks. I was Legion and had recently stabbed someone else with Frenzy... yeah.
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Ok, so... firstly I must admit that I'm surprised you're running into that kind of thing right off the bat. One thing I will strongly recommend is that while you're learning, avoid playing after ~7 PM EST. I'm not exactly sure why, but whenever I play after that time, I run into much better Survivors. Killer queue times are instant then... but... you're more likely to run into Survivors you aren't capable of taking down.
Secondly, as far as balance goes... this game has a big problem that the set of perks that killers start with for free are... mostly terrible. If you want advice as to which of the starting perks are actually good and which free killer perks to get unlocked asap... I can help with that.
Thirdly, which killer are you attempting to play? Depending on who it is, I may be able to give you some tips.
Edit: Fourthly, I would very very strongly recommend never playing on a killer who's below level 15. Having all 4 of your perk slots available helps so much. If you don't have one that high yet, play Survivor and throw blood points at a killer until you do.
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Slinger without Monitor is fine. Good even. My favorite build on him doesn't use it at all.
However, Slinger and Monitor is a case of making what the killer already does even better. I honestly find it harder to dump perks that make up for a Killer's weakness. Like running Corrupt Intervention on Trapper/Hag/Demo. I'm never going to take that perk off those 3 because they need time to set up and Corrupt is the only thing that gives them it.
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Yeah pretty much.
My current main build doesn't usually involve slugging... but it does involve a lot of #2 and #3. Most of #3 comes from being Deathslinger. Most of #2 comes from Slinger's deep wound, Sloppy, and having 3 perks that can and do alert me of other, more important targets while I'm in chase. If/when I leave someone alone after speargunning them... if they decide to fully recover, it is going to take them a long time.
The three perks are Discordance, Tinkerer, and Deathbound if you were wondering.
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Hillbilly for me. I've tried to play him once or twice for the archives and... eh. Don't like anything about how he works. For similar reasons I have no desire to get Oni.
Spirit gets an honorable mention. I don't have her, but I have zero desire to get her. She just seems ridiculously, brokenly OP and I don't want any of that. I also really don't like Killers that get crazy rewards by faking their power. Like I play Deathslinger and Demo frequently but I pretty much never fake Redeemer or Shred. Doing that always felt a little scummy. But... those fakes pale in comparison to Spirit fakes were she just... stops moving. Taking your hands off the controls off the controls shouldn't be a mind game.
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I wasn't sure what you were getting at from your title. However yes, absolutely. If you don't get the effect it shouldn't go on CD.