FireHazard
FireHazard
About
- Username
- FireHazard
- Joined
- Visits
- 962
- Last Active
Comments
-
@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1011765#Comment_1011765
I agree, I can dodge Huntress's axes like a piece of toast. You just have to know the mind games.
When loopig her don't throw pallets down first or second loop, Huntress almost always will try to load an axe every time she thinks you're gonna drop the pallet, just keep running in the loop, if you drop the pallet she's gonna hit you with that throw, drop it only when she notices you're not gonna fall for that trick.
That usually works most the time, but than there's those times where it'll hit your lingering hitbox around the corner, so you either mind-game it a bit or just go for it anyways.
-
@ISmartOneI said:
https://forum.deadbydaylight.com/en/discussion/comment/1012393#Comment_1012393
Thankyou Pulsar. It’s simply too hard to play any other game so for the time being, I switched to survivor until my WiFi gets better.
I can associate with that, I too had bad Wifi for years, my best was 3MBS on DSL internet. The issue was that for awhile we couldn't get cable internet or fibre optic internet because of where we lived, but now after a long time we finally have 400MBS+ internet.
So, I can understand how it feels to play with bad internet that constantly causes crashing, lag, etc, and yes I'm a Killer main so it was horrible in-game to be the Killer and cause the lag. It got so bad that some people would think I was lag switching in-game, but it was just my internet constantly stuttering or lagging at random points.
Sometimes it would do this mid-chase, so people automatically assumed it was lag switching, but it was just a coincidence.
The point is, I can understand why you'd think it's bannable, but as Pulsar said it's not. You'll be fine, don't worry about it.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1011891#Comment_1011891
I'm sure someone's thought to attempt it at some point, I just don't think it can be done, because those files don't appear to be locally stored.
True, people go through the files all the time, so the possibility is there.
Usually though if they've done that than they'll make a video out of it, but sometimes people don't and just keep it to themselves.
-
@Fibijean said:
You can edit them as they appear in the manual and loading screens, but not as they appear in-match. Basically, any icon which is freely accessible through the game's locally stored files can be edited and/or replaced. However, as mentioned, editing game files is always done at your own risk as far as EAC is concerned.
Plus, I've never heard anything about in-game icons being changed or attempted to be changed.
So if he messes up and destroys the files than... I don't know what will come of that, the game might not work until he verifies them to fix it, or something else.
-
@Saitamfed said:
I think because he lack of map pressure, I can do very well with him but that doesn't mean he's good.
The bottles:
Doesn't really help you mid-chase as you have a limited range to throw them, it might be helpful in a loop though. I find the bottles easier to control than huntress hatchets but huntress hatchet guarantee a hit, the bottles don't guarantee a hit.
Maps surrounded by trees are not helpful either, as if you're surrounded with trees, the bottles will likely crash into them.
I disagree that huntress hatchets guarantee a hit...
If you land it yes, but sometimes they don't land even when they're suppose to, than they do land when they're NOT supposed to.
Weird system, with bottles its a AOE effect, so they're not looking to directly hit them with it, rather, they're looking to obscure their pathing to deadzones and other bad areas that the Survivor will have issues with.
-
@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/1011573#Comment_1011573
It was definitely a glitch, I just found an Ormond offering and tested it again. It worked this time.
Thank u so much for your help <3
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1011640#Comment_1011640
Yup, just tested it three times. Seems like a general glitch, sometimes you just can't sabo for some reason.
I'd report it here than, since it does seem to be a general glitch yes. Do so if you wish, i'd file it under map Bug Reports if you want to know where it should go, Map or Other.
Here's the Bug Report sub-forum link:
-
@melatoningummy said:
Oh, alright. Thanks!
No problem!
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1011673#Comment_1011673
True. Logistically, a perfect team vs a perfect Killer will always result in the Survivors winning.
Sadly this is the case, mainly because a Killer mostly relies on the Survivors falling for mind-games or making mistakes within the chase itself.
But no team is perfect and no player is perfect. So, even the best player will eventually get caught at some point.
If the entire team is on the same level though, than it'd be an incredible feat to 4k them without resorting to something like camping or tunneling.
-
No, I doubt anything like that has been done, since I've never seen it happen on any video or example thus far.
You can change perk icons and portraits of characters, but I don't think it translates well in a LIVE game. Plus, it falls under the grounds of "do at your own risk", but in the case of in-game icons I think it's a bigger risk.
-
@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/1011573#Comment_1011573
It was definitely a glitch, I just found an Ormond offering and tested it again. It worked this time.
Thank u so much for your help <3
Sounds like a general glitch and not a Ormond hook glitch.
Sometimes you can't sabo hooks, depending on the situation or scenario. My guess is this is a common glitch atm or something that has yet to be fixed.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1010636#Comment_1010636
I disagree. 90% of the community disagrees.
Good Survivor's destroy Clown. I am glad you were having success as him, but most do not.
A perfect team can beat any Killer.
If a Survivor team never or barely ever makes any mistakes than they'll beat that Killer. A Killer relies on skill to beat a good team, but they also work off of the mistakes that every Survivor makes within a heavy chase.
If a Survivor knows all the tricks, mind-games, etc, than they'll have a really, really, long chase on their hands...
but here's the thing
Nobody is perfect and even the best players will eventually make mistakes, they're just less likely to make those mistakes BECAUSE of how long they've played.
That's why a lot of Killers don't like facing SWFs, especially a Pro-SWF team. For me, I enjoy the challenge, even if i'm using a low-tier Killer against them. But, i'm not always going to win or do well against a team like that...
-
@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1010009#Comment_1010009
To be brutally honest with myself, really, the only thing that could even remotely hint at our next chapter being licensed is how extra hush they've been on chapter 15 but, once again, you could argue that teasing time is still to far out. Like I said, I'm just setting myself up for disappointment but I'll only have myself to blame. xD
That's why I don't bother doing that for anything anymore, not because of this game but because of other games.
At the end of the day though, we'll have to just wait and see what happens.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1009995#Comment_1009995
I thought that it was capped since it says “maximum range”, I could be wrong since I haven’t ever used four open handeds with OoO but I assumed that it’d be capped. 😅 @sanki @FireHazard
I see, allow me to say it again though just for context. No, it isn't capped.
A simple misinterpretation is all, I can't say I've never done some myself. So don't worry about it, I'm just glad I could help out.
Glad to hear it!
-
@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/1009997#Comment_1009997
Oh, I see. Really clever idear.
I don't know about it being an idea, but it's useful in the right hands yeah... you'll need a SWFs for it though.
-
@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/1009978#Comment_1009978
Thanks for the answer. I just can't believe that the styptic agent got useless like this. Actually I had read the DBD Wiki about the styptic agent, but it didn't mention the situation about dying survivor, so I asked you guys.
Ah, well in that case no, it doesn't do anything to a Dying Survivor since it's just a free hit add-on if I put it bluntly.
Anyways, I'm glad I could help!
-
@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1009947#Comment_1009947
To be fair though, once again, I believe it was Dave who did that whole "things" tweet that when you take a look back at it, was very clearly a hint. With that said though I do mostly agree with you. Plus, you could also say that hint came when it was much closer to the announcement.
Who knows, the announcements and hints we get are mostly at random, whether we gather information from a blantent hint or vague wording is up to the fans to debate.
-
@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1009937#Comment_1009937
https://forum.deadbydaylight.com/en/discussion/comment/1009953#Comment_1009953
I expect he's referring to this part in the perk description where it explicitly says that there is a maximum range.
https://us.v-cdn.net/6030815/uploads/559/2GHD4IUK2AU4.png
Remembering FireHazard's Empathy experiment, I initially assumed that Open-Handed would still affect OoO, but OoO is also one of Groot's favourite perks so I eventually concluded that he would know better than I would how it works 🤷
It does, that maximum range part is just how far it reads as a non-obsession user.
The word maximum doesn't mean it's capped, since the Empathy experiment does back my claim up with photos in that post.
-
@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/1009953#Comment_1009953
Umm, maybe we should ask the devs for the answer, we can't measure the accurate distance in the game. It's difficult even we try to found it out with friends.
The math for the distance was already done, if it doesnt stop at 1 Open Handed like Kindred, so its safe to assume it has no cap.
Since we used 2 in that distance test with Empathy and it was a lot farther, about 85-90 meters I believe.
With 4 Open Handeds it would be 104 meters as the Obsession and some other number as the non-obsession. I'm on mobile so you can do the math if you'd like.
-
Styptic Agent doesn't heal survivors anymore, it just gives a Survivor the Endurance status effect. Which means they'll have a free hit like pre-nerf Mettle of Man for 8 seconds, than if you're hit after the 8 seconds you'll be downed like normal. It can only be used in the injured state by the way.
That's all its for now, just free hits. Its not bad for a sneaky use behind a wall, than you walk up to the Killer or pretend to loop bad for a free hit. You can also use it for blocking bodyblocking the hook a bit more so a Survivor can wiggle off the killers shoulder.
But that's about it, it no longer heals Survivors, instead it's more of a "second chance" add-on in a chase. Using it on a downed Survivor would do absolutely nothing, it'd be a waste of an add-on if you did that.
Here's a link to the DBD wiki for more information on the add-on:
https://deadbydaylight.gamepedia.com/Styptic_Agent -
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/121543/franks-mixtape
I believe the Deep Wound time was extended to 30 seconds some time ago. Therefore, it should take 6 hits to down someone using Frank's Mixtape, if I'm thinking about this right.
I believe that's right, but I'm on mobile atm, so unfortunately I can't 100% confirm this.
The issue with Franks Mixtape now is that the Feral Frenzy downing potential isn't there anymore. Base FF downing is not worth it at all, and FM doesn't help either.
Even if you FF hit someone, the threat still isn't there because of the TR condition and the new condition they did to it I believe, which still gets circumvented easily.
In short, I'd just use Feral Frenzy to keep people injured @NotNox and than just down them with an M1/normal attack. Focus on damage over hooking, keeping everyone damaged will make it easier for you, so always FF chainstab when the time calls for it.
-
@Pulsar said:
I realize this has already been answered but, in short, he has bad map pressure.
He has no movement ability and a so-so chase ability. His bottles do cut off some loops, but so long as you through the pallet earlier, he has no way to stop you.
Clown is almost required to take these three perks, Brutal Strength, Ruin and Bamboozle.
Personally I hope he gets the next rework or buff, it'd be refreshing for anyone who already mains him (if anyone does...) and it could bring in some traction for him so more.
-
You do have to spend real money yes, but you can either spend 5$ on 500 Auric cells for one of the DLC characters of that DLC, or just get the DLC for a bit more.
Personally, the DLC is only a bit more expensive than buying a specific character for Auric Cells, so I'd just get the DLC.
Kind of useless info to add in here at the end, but I just wanted to add that bit in for some context on buying licensed Killers.
-
@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/1005381#Comment_1005381
Really?How many meters is The object of obsession capped?
I'm not sure what he means, as I did a test on this awhile ago on another question about Empathy and OoO with 4 Open Handeds (it was to test if OoO with 4 open handeds could reveal you aura around all parts of the map, since Empathy couldn't and OoO for sure can't on the largest map).
The point is though, 2 Open Handeds did work on OoO, so unless the cap is two than... I'm not sure what he means by "capped".
-
@SpideyDude3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1009272#Comment_1009272
Thx man. I really appreciate you for your time giving me suggestions and going in depth. Thx man 😁👍
No problem again! Glad I could help out.
-
@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1009276#Comment_1009276
I'm curious about that whole "can down people in other games" thing I believe Dave said. I'm probably looking WAY to much into that but I hope that was a very sly hint to our next chapter being from another game franchise.
Yeah... I wouldn't try to find hidden meaning in little hints and quotes. I prefer solid responses rather than hints to speculate over.
That's just me though.
-
@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1009146#Comment_1009146
At the same time, both perks hinder generator completion and, while they both require a build up, they both require essentially the same buildup: Hooking survivors. Actions granting up a Dying Light token also grant a Lullaby token and vice versa, unless you hook the Obsession.
Maybe it's not worth using two perk slots on, depending on what you're going for, but I'm not so sure they're as polarizing as you say. Then again, that's why I said on paper, there could well be something I'm missing or failing to consider.
I don't know, that's up to you to find out I suppose (what you're missing or failing to consider that is).
In my opinion, if you can utilize the most niche of builds than go for it! But that's why people also suggest perks and builds to others, if they can also make use of it than more power to them.
That polarizing part was also from a erased sentence, but I guess I left it in there. My point was that the build up for them and the combination is there, but Dying Light alone is not enough in my opinion, especially when paired with a perk like Huntresses Lullaby, since that perk mostly focuses on a different aspect of halting generator progress, it isn't like Thanatophobia or Dying Light which goes off of a percentage based penalty.
-
@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/1009151#Comment_1009151
And what we've got is some possible leaked info and some possible VERY vague hints from the devs at what our next chapter might be. So yeah, not much at all this time. xD
No, that's unfortunately the case this time.
But we'll see what happens in the coming weeks and months.
-
@SpideyDude3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1008161#Comment_1008161
https://forum.deadbydaylight.com/en/discussion/comment/1008161#Comment_1008161
https://forum.deadbydaylight.com/en/discussion/comment/1008161#Comment_1008161
Thx bro for those really in depth suggestions. In case you have any more, I only play ghostface.
I'll give a summary before I go, the build i'm suggesting is tweaked for patch 3.5.0, as Ruin will be changed soon, so I changed up the build to reflect this.
Here's that build, Corrupt Intervention, Pop Goes the Weasel, Nurse's Calling, and BBQ & Chili.
- Corrupt Intervention [A Plague perk] (Since Ruin is being changed up, I'm using this as its substitute. Simply put, Corrupt Intervention will block the 3 farthest generators from your spawn for 80/100/120 seconds, depending on the tier it's in. This is good for blocking the generators that MOST of the Survivors spawn at, and it'll make it even easier to sneak up there and catch any Survivors walking to the un-blocked generators!)
- Pop Goes the Weasel [A Clown perk] (When you hook a Survivor Pop Goes the Weasel will activate. Once active, any generators you kick during it's 40/50/60 second time-span is regressed by 25% of its progression bar. So in a sense, you can mark and down any Survivors at a heavily repaired generator, hook them, than go back and regress that generator heavily! This keeps it from being done quickly and you can always go back to it to rinse and repeat. This perk is pretty good for most M1 Killers, and it's still a meta perk for 3.5.0.)
- Nurse's Calling [A Nurse perk] (This perk is great for Myers and GhostFace, that's why it's on both of my Myers and GF builds! Basically, if you're in NightShroud with Nurse's Calling in your perk slot you can sneak up on any Survivors that're healing within 20/22/24 meters. Since they can't hear you Terror Radius and they might not see you depending on the obstacles or walls of the map, you'll easily down them as a result and get a free hook. It's very good for stealth Killers, it's indeed a must have.)
- BBQ & Chili [A LeatherFace perk] (BBQ & Chili works like this, if you hook a Survivor than any Survivors that're 40 meters away from the hook will have their auras revealed for 4 seconds. It also has a 50%/75%/100% BP bonus during post-game, but it depends on the tier of the perk. Why is this great on GhostFace and Myers? Because stealth Killers can easily see the aura of any Survivors that're revealed with this perk, than go to them and continue applying pressure by insta-downing them with Tier lll Myers, Marked GF, or just normally hit them for a easy hit. It's for sure a good pick for stealth Killers like Myers and GF, and the BP bonus is great too!)
That's about it, this build is pretty solid for my GhostFace, and while my Myers is a bit different (since it swaps PGTW for M&A) it's still an amazing build for GhostFace if you don't want to be tied to one specific build, rather, this build is versatile for all situations in-game.
Hope it helps you out too, it's pretty good for high-level play as well! That's why I use it at Red Ranks regularly.
Stay safe out there,
see you in the fog.
-
We might actually see a reveal sooner, but it's unknown.
Unfortunately, we can only speculate with what we're given as a reference.
-
@Zeidoktor said:
Since it hasn't been mentioned one way or the other, and in light of us Shape being the OP's preferred Killer, would Dying Light be worth considering?
If nothing else, on paper it synergizes well with Hex: Huntress' Lullaby, since they both have basically the same activation requirement of hooking Survivors, with DL having the limitation of not killing the Obsession. As long as Lullaby is in play it can also help mitigate the action speed buff the Obsession gets for unhooks and healing.
No, personally I don't think they work that well together for many different reasons.
For one, Dying Light and Huntresses Lullaby are two polarizing perks, one works off of regressing generator progression with tokens and the other works off of just hindering the players perception of how fast a notification plays for a skill-check.
It could work, since they DO require a build up, but alone... it's not that useful. If Corrupt Intervention was involved as well or Thanatophobia at least, than it would be more worth it to add it into the perk slot.
If it's a stand-alone perk with Huntresses Lullaby, than I personally don't think it's worth a slot. As those slots could've used better tracking or pressure perks, or other such perks like Corrupt could've taken the slot with Huntresses.
-
@CamaroThunder24 said:
Thanks so much! That was really useful and helped out alot. My favorite killers to play are Michael Myers, The Spirit and The Pig so I’m gonna try a number of different builds and perks on them that you listed. I don’t have nurses calling or thanatophobia right now cause I don’t have the nurse upgraded that far yet. And the spawning tip really helped too
Glad I could help out!
Hope it works out for you in-game!
-
@Cornpopers_Evan said:
Also(not sure if you meant mid-chapter) but next chapter is speculated to launch sometime in March and teasing should start probably halfway into February.
Pure speculation, but it should be around those months or so.
-
No problem!
-
@Acromio said:
Pro tip: you can't.
You for sure can, plenty of perks and strategies can avoid gen rushing all together in some cases.
If a team is good enough, they'll circumvent this yes, but it's up to the Killer to match skill over skill. Saying you can't will just deter him from even trying, he by all means should try.
-
There is no official date for patch 3.5.0.
The closest thing that we have to an official response is Peanits saying that it should be around 2 weeks from the PTBs Launch. The PTB launched around the 6th-7th, so the speculated date is the 21st, 22nd, or 23rd.
But as said, this is just speculation.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1008255#Comment_1008255
You forgot the best Tracking Perk - Whispers.
Helps to find people early and apply pressure ASAP. So if they hide, use Whispers. It might get some time to get used to it, but when understanding how it works, it is a really powerful Perk.
That's why I said below the perk list "I might have missed some perks, but this is basically what you'll want to get for gen-stopping and Pressure applying perks."
Whispers is a good tracking perk, but for a noob it can be complicated and not that useful for some Killers. That's kind of why I left it out, plus the perk is a universal perk... so he can get it on any Killer while he levels up his Blood-Webs.
But yes, its pretty good in the right hands
-
@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1008571#Comment_1008571
Doesn't help I was looking at the post while walking into work and was mostly skimming.
For what it's worth, FireHazard, I honestly appreciate how much work you put into the posts to help people out.
Thank you! I do appreciate that, I try my best to help everyone out on this sub-forum and other sub-forums as well.
Also, I can see why that would make you not see that part. There is so much to read in that perk description alone, and walking and skimming through it can of course have that happen ha ha.
But thank you for the kind words, it really does let me know that my work is helping people out.
-
@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1008349#Comment_1008349
Looking again, I misread. I saw "The new Ruin now applies a 200% regression bonus to the already normal regression penalty when a generator is kicked," and missed" and it does so by damaging the generator immediately after a Survivor gets off it"
The "when a generator is kicked" had me thinking you were saying agen had to be kicked for the perk to kick in
Simple mistake, I also misread some things from time to time.
I try to simplify what I write to not make it any longer than it has to be, so sometimes it doesn't make much sense from first glance. That, and it sometimes gets strung along a lot due to how much I type out in one comment.
-
@Zeidoktor said:
Small thing, Ruin is automatic, no kicking required (unless something changed since I was last in PTB). It's for exactly that reason it doesn't pair with perks like Pop Goes the Weasel.
Didn't I add that?
Unless this wasn't for what I wrote, than yeah it doesn't work with PGTW anymore because of the automatic regression penalty that applies now.
But that only happens when they get off the generators, not when they're on it.
-
@Carlosylu said:
It has never been reportable nor bannable, it's just a bit annoying for survivors who have been waiting for a lobby to get into
The issue with things that're not listed on the game rules link, is that they meet a grey area in which it's unknown if they're reportable or not.
But common sense shows that if it's not listed, than it's not a bannable offence. It's questionable yes, but not bannable.
-
how to counter gen-rushing
pressure
You need to exude "pressure" as a Killer, to do this, Killers like Billy, Spirit, etc, can usually down someone in a matter of seconds if they're skilled enough. Why is that? Because of their powers, Billy has an chainsaw that allows him to sprint forward and down any Survivors that're in the healthy or injured state, once hit, they of course go into the dying state.
For Spirit, she has the ability to phase walk at an incredible rate (a lot faster than her normal movement speed), this allows her to gain a hit on a Survivor and phase walk to them right after for a quick down.
Killers like these will naturally down Survivors quickly which exudes "pressure" onto the other Survivors to rescue them. More pressure means less Survivors are working on generators to save their teammates, less generators being worked on means a quicker win and less stress on YOU the Killer.
For other Killers, you'll want to utilize what their powers offer and focus on those aspects, master this and you'll eventually get it down to a T, but some Killers will still struggle with this more than others, so keep that in mind. Not every Killer is equal, some require more effort than others and are less effective the higher you get in the ranks.
perks
Since Ruin is being changed soon, you'll either have to use other perks as an alternative or mix up your builds to counter-act gen rushing. Since you're new, it's best to use these builds to help you better understand how every Killer (or a set of Killers) work in the future. Once you're familiar with how a Killer works, than you can start experimenting with other builds OUTSIDE of gen regression... just to mix things up.
For now though, i'll give a list of a few perks that'll help you fight against "gen rushing". Before I do this though, I just want to say this.
Perks like NOED that instill dependence within new players is not something I recommend YOU use. If you want to use it than by all means, but I personally think you should avoid NOED all together. Why? Mainly because of that one word I said, "dependence", the perk can cause newer players to grow dependent on it overtime which causes them to eventually have a tougher time without it.
But besides that, here's a list of some perks you'll want to work on getting for the future:
- Corrupt Intervention [A Plague perk] (This is one of the few perks that a lot of players will argue is better than pre/post rework Ruin and for good reasons of course! In short, Corrupt Intervention blocks 3 of the farthest generators from your spawn for 80/100/120 seconds depending on the tier it's in. Very useful for monitoring less generators at the start and finding Survivors that spawn at the blocked generators that're far away.)
- Hex: Huntress Lullaby [A Huntress perk] (When this perk is near max or max tokens it's by far a lot better than Pre-Ruin in some regards, especially when paired with the right perks. Huntresses Lullaby gives a 2%/4%/6% regression penalty for any missed Skill checks when it's active, but what really makes this perk shine is the token build up it can produce. 1 to 4 tokens will cause the skill-check warning notification, which is the audio noise you get before a skill-check appears, to become slightly shorter in its warning for every token that's piled onto the perk. Eventually when you hit 5 tokens the audio warning for any skill-check will not appear anymore, making it harder to focus on skill-checks if a Killer is nearby in a chase or just to focus on it for example.)
- Hex: Ruin [A Hag perk] (For this explanation, i'll only be talking about the 3.5.0 version that's coming from the PTB soon. The new Ruin now applies a 200% regression bonus to the already normal regression penalty when a generator is kicked, and it does so by damaging the generator immediately after a Survivor gets off it. What this means is, if a Survivor is working on a generator and you walk up to it while they're in a bush or something, than you don't have to waste time kicking the generator, instead you just walk up to it and search for the hiding Survivor while the generator regresses. This opens up a good combo with Discordance and Surveillance, as Surveillance will apply white auras to any damaged Survivors and Discordance gives you a notification for any generators that have 2 or more Survivors on it. Its up to you to decide if this is a good change or not, but if not, than Corrupt Intervention and PGTW is a good alternative.)
- Pop Goes the Weasel [A Clown perk] (This one is simple, after you hook a Survivor Pop Goes the Weasel will activate. Once active you have 40/50/60 seconds to kick a generator and apply a 25% flat regression penalty to it. Unlike other perks that work off of progressive generator damage, Pop Goes the Weasel or PGTW applies a straight forward 25% debuff to the generator. Meaning if the generator was on 50% and you kick it with PGTW, it'll go down to 25% and than continue with the normal regression rate afterwards. With Pre-Rework Ruin this perk was a deady combo with old Ruin, but now you can't use it with the new Ruin since new Ruin automatically damages any generators once a Survivor or Survivors get off it. So, this perk is now better suited with Corrupt Intervention, as the generators that're not blocked can be kicked with PGTW when it's active. The perk itself is very good without Ruin too, but if you want even more potential with halting generator speed, than it's best to combine it with another gen-stopping perk.)
- Nurse's Calling [A Nurse perk] (This isn't a gen-stopping perk, but it ties into applying pressure. Simply put, Nurse's Calling will reveal the aura of any Survivors that're healing within 20/22/24 meters of the Killer. So in a sense, you can easily down any injured Survivors that're healing nearby and apply even more pressure by hooking them afterwards to get some Survivors off the generators. Since most teams are not a SWFs, one or more Survivors will come to rescue them.)
- Discordance [A Legion perk] (Any generators that has 2 or more Survivors working on it will apply a yellow aura to the generator for 8/10/12 seconds. A hidden feature to Discordance is that it'll also give you a visual and auditory notification when this happens, as well as the yellow aura. This will let you know for sure that 2 or more Survivors are rushing 1 generator, in or out of a chase! This is pretty good when combined with the new Ruin and Surveillance, so if you want to try that new combo in 3.5.0, than you'll want to get this with Surveillance.)
- Surveillance [A Pig perk] (This is an important perk to get when using the new Ruin, as any generators that're damaged by Post-Rework Ruin will automatically apply this perks effects on it. Surveillance's shtick is that any damaged generators that're damaged by Ruin or the Killer will be given a white aura afterwards. If a Survivor eventually works on this generator again, than the white aura will turn to yellow for 8/12/16 seconds, which means a Survivor is on that generator again or they tapped it. Also, the white aura will stay on that generator until either a Survivor gets back on it OR if the progress on it is back to 0%. If it goes back to 0% by itself, than the aura will automatically turn red instead of yellow to indicate this.)
- BBQ & Chili [A LeatherFace perk] (This perk is amazing for tracking Survivors. Once you hook a downed Survivor, any Survivors outside of a 40 meter radius from that hook will reveal their auras to you for 4 seconds. This allows you to decide where to go to next and apply even more pressure afterwards if you down that Survivor you went to! Also, BBQ & Chili gives 50%/75%/100% bonus BPs during the post-game, if your BBQ & Chili is Tier lll than you can gain a 25% bonus for every Survivor that hasn't been hooked yet, hooking the same Survivor doesn't give another token, it's only 1 token per Survivor.)
- Thanatophobia [A Nurse perk] (The last perk I wanted to add here is more of a Killer specific perk. While it works on every Killer, it's best used on Killers that can easily damage other Survivors. Why is that? Well, Thanatophobia gives a 3%/3.5%/4% stack-able penalty to Repair, Healing, and Sabotage Speeds, each percentage that's given is based on how many Survivors are in the injured state. This perk stacks with other perks AND goes up to a 12%/14%/16% penalty to these action speeds by itself. Now, it works with all Killers of course since enough injured Survivors will apply a bigger penalty, but it works best with Killers like Legion and Plague. These Killers can keep the Survivors constantly injured or mostly injured, Plague keeps them constantly injured to avoid her Super Vomit if they heal, and Legion can put them in that injured state a an easier and faster pace. In some cases, people stop healing against Legion as well because of this, so this perk works best with Legion and Plague. Other Killers like Billy, Nurse, and Spirit can also work with this perk, but it's usually best on Legion and Plague.
I might have missed some perks, but this is basically what you'll want to get for gen-stopping and Pressure applying perks. There are some other perks that could help with applying pressure or add more penalties to generator speed, but some of those require specific Killers, just like the perk I listed above (Thanatophobia).
your spawn
One of the last bits I want to add is where you spawn when the game begins. If you spawn in a far off area from a lot of generators, than you'll want to go to those generators that're the farthest away from where you spawned.
Why? Because Survivors usually spawn far away from the Killer, and it's mostly at generators or close-by to said generators. Of course though, one or two Survivors can spawn closer to your spawn at a decent distance or fairly close distance, but for the most part they'll all spawn at the farthest generators or semi-farthest generators.
If you go to the farthest generators and don't hear any Survivors working on a generator/see any Survivors in-general nearby it, than they're usually sneaking around that area or not there. It's best to give the area a once over and than move on, since if you spend too much time there for a Survivor that may or may not be there than a Survivor that's on another generator can gain more progress on it, since you're wasting time at another area.
So do keep this in mind when you first spawn in, if you're on a Killer that doesn't need an immediate set-up time to lay traps like Trapper, Hag, or Demogorgons portals, than you should go there immediately as your first target to monitor.
conclusion
I hope this adds some new information to these perks that were suggest above, and any new perks that were added by me.
Hopefully I added in some new perks above or at least gave insight to their combos and information you might've not known. Hope this helps at least!
Stay safe out there,
see you in the fog.
-
other suggestions and information
Besides Corrupt Intervention, you can also use Huntresses lullaby. It isn't as good as pre-rework Ruin since Ruin works right off the bat, but if you get 4-5 stacks it's arguably better than ruin, especially when combined with other perks.
here's the thing about thanatophobia
Thanatophobia isn't a good perk to use on most Killers, as the perk itself works off of Killers that can naturally damage other Survivors easily, like Legion, Post-Nerf Nurse (somewhat still), Plague, and sometimes Freddy.
If anything, you should use Corrupt Intervention as a substitute for Ruin, or experiment with other perks that combine with Corrupt Intervention like Pop Goes the Weasel.
an optional build with post-rework ruin in 3.5.0
You can also just try the new Ruin out with the Surveillance and Discordance combo, this will tell you about any generators that're getting gen rushed AND Surveillance will tell you about any generators that're suddenly being regressed.
Once a generator has Surveillance white aura, you can walk away from a generator and look back to see it suddenly turning yellow, which means a Survivor is there and snuck back onto the generator to keep working on it.
basically...
You have options besides Ruin, you can even try Devour Hope as a substitute for Ruin and work off of the instant downs you keep getting with the 3 tokens + the eventual 5 tokens. Once at 5, you'll be able to mori Survivors.
But besides that, Thanatophobia is best for Legion, Nurse (somewhat), Plague, and sometimes Freddy. If you use it on someone like Myers than that's a bit of a stretch...
So if you want the best option, go with Pop Goes the Weasel and Corrupt Intervention. If you want to try out the new Ruin combo, than use 3.5.0 Ruin with Surveillance and Discordance.
-
@Starr43 said:
https://forum.deadbydaylight.com/en/discussion/121196/does-tenacity-work-with-unbreakable
No Mither, Tenacity, and Unbreakable is actually really funny if you attempt to block someone from getting hooked and get downed underneath them.. you get to do the Squiggly Worm while using the hooked teammate as cover like a dying state mind game without pallets until the killer fakes you out and picks you up (sometimes people will leave you).. Flip Flop is obviously one of the best choices to add because if they don’t leave they eventually snag you.
Yes it’s rare but if you run a build like that with No Mither enough times there will be situations where you were unhooked and the Killer doesn’t want a D-Strike, someone else is on the hook or downed and another in a chase.. easy hero moment;p
My favourite was doing the worm under a Nea and the killer started chasing someone else close by which bought me enough time to get up and unhook her but the killer came back so I took another hit to give Nea some time.. Nea ended up having a flashlight and returned the favour. It was just such a fun play to have happen.
I honestly didn't combine No Mither and Unbreakable because they both can get the Survivor up, except No Mither does it infinitely and Unbreakable can only managed it once.
But Unbreakable does get you up quicker, so I can see why the combination is there. The only issue with No Mither builds is the fact you can get 1 shot, and if the Killer just picks you up right after than the build is void at that point. So, unless you're pretty good at looping, than it becomes more of a hindrance than anything.
That's why No Mither is mostly used for memes these days, or "hard mode" personal challenges. But of course it's used for achievements and certain challenges as well.
-
No problem!
-
@fcbayern1902_ said:
i read on leaksbydaylight on twitter that tome 2 comes out on january 22nd will the update come too?
A leak isn't an official date.
Peanits did say that it would come out 2 Weeks after the PTBs launch, so the 21st or 22nd.
But I wouldn't go off of leaks as official information next time.
-
@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1006704#Comment_1006704
Depending on map though, another build I find fun to use is NC + Agitation + Iron Grasp + Thanato
Right, if the map gives a basement in the middle, than of course it'll work out well. If it doesn't, than the build is kind of null at that point.
The other build also seems like a basement build, but it's more flexible with how it's used at least. I feel that's better than the other, as if the basement aspect doesn't work out, than you at least have the other two perks to use as a back up.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1006698#Comment_1006698
I pretty much agree with @FireHazard
I think this is a pretty niche build but if you can get it to work, good on you, you must be a way better player than me XD
I mean, everything can be niche, but if a player can make use of it than I don't see anything wrong with that.
Not saying you thought it was wrong, i'm just... idk. My point is if it works for him than more power to him.
-
@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1006680#Comment_1006680
I know! Weird AH! But fun and effective cause of Feral
Hook someone in basement, go away, someone unhooks, you go back, Feral hit the unhooked (not downing him and making him mend and waste time without it being considered as tunneling) read the "hero" thanks to that hit, go for him, hook him in basement, repeat. Have in mind the shack pallet is a + for the Legion
I guess that's not really camping, I guess?
If it works for you though than it's an option to use. I just don't see it being a mainstream thing for people to use over other builds, I can just see it being easily circumvented by gen-rushing you while leaving the person on the hook until the time is right, or something like that.
And if you chase someone else, than they can just unhook the basement Survivor and than the build is... meh.
Again, if it works for you than more power to ya.
-
@Hunefer said:
https://forum.deadbydaylight.com/en/discussion/comment/1002857#Comment_1002857
Yeah the problem with DBD in contrast to competitive games is that both teams can rank up from a game. So rank resets has to happen in order to not overpopulate high ranks.
Right, but it's also to keep things fresh for some players.
The issue is, being reset back one rank will see more diversity within the Red Ranks, since if everyone eventually gets to Red Ranks, than they'll just be reset back to Purple and easily get back in Red.
But we'll be seeing a Rank Rework during or after Chapter 15, at least that's what the Road Map shows, so we'll see what happens.
-
@Carlosylu said:
For me it's just basement builds, works every time.
Discordance + CI + Iron Grasp + Agitation
A basement build on Legion...?
-
@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/1006502#Comment_1006502
Uh... what's going on here? XD
Who knows, lets not continue the conversation though, as it doesn't contribute to the question that's already answered.