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Frozenscum

Frozenscum

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Frozenscum
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  • There is simple solution to avoid toxicity - turn off chat if you want to observe perks other ppl used and check your emblem. Chat turn-off persists through matches, so you need to do it once.

  • I highly doubt this is anything other than coincidence. I don't see how this means the system of the Keys should be changed.

    Even it is a coincidence it happens very often, which denies stalling mechanic of RBT.

    Percentage-based system provides more consistant stalling time than current one.

  • That is what I said, key is placed in random box. Also I said that most of times it is placed in 2 closest boxes, which not only raise chances to find key there, but also cuts time survivor spend for searching.

    If key was percentage based depending on which box by count survivor search it would increase stalling time.

    About add-ons, I like most of them changes, apart from

    Interlocking Razor (Changed to Very Rare from Rare) "A modification to the Jigsaw Box: the addition of interlocking razor blades makes it impossible to move suddenly in the Jigsaw Box without slitting one's wrists."CHANGE: Survivors freeing themselves from the Reverse Bear Trap become Injured and scream, revealing their position for 4 seconds. (Calm spirit nullifies the scream, not revealing your position)

    I'd change it into modification to RBT - Survivor has Broken status while RBT is on.

    and

    NEW ADD-ON: Heroine Syringe (Ultra rare) (I've borrowed the Syringe icon from the survivors :3) DESCRIPTION: While in a chase, press the "Control" key to immediately execute an Ambush Attack. "Ambush Attack" has now a cool-down of 20 seconds.Considerably decreases the range of Ambush Attack (From 16 meters to 11.5 meters, that's the equivalent of 3 lunges instead of 4) Moderately increases the penalty of a missed Ambush attack. (35% increased cool-down on a missed ambush attack)

    Having 3xLunge on demand with no downsides, cause missed Ambush CD increase is not of a downside really, is probably overkill. This will end chases in no time, just double Ambush back to back.

    I'd make new add-on to destroy pallets with Ambush attack, so if you guessed wrong, and survivor drops pallet before you, you can resume chase at once.

  • When Pig applies RBT key is placed in random box, all other boxes are empty. Survivor getting key at first try is solely luck based, BUT I've observed during games against Pig that most of time key is placed in closest or second to closest box, which is pretty #########.

    Key mechanics should be reworked to be %-based to be more viable, the more boxes you search, the higher chances you will find the key. Last box has 100% of having key in it.

    Probably something like 20%, 33%, 66% and 100% probability of key in 4 boxes. Which will take most of time 3 boxes to search to free yourself.

    When Pig is using additional boxes percentages change accordingly.


  • @se05239 said:

    Rigged Timer

    Very Rare Add-on

    RBT activates the second its placed on a survivor's head. The timer is increased by another 30 seconds.

    Timer increase is unnecessary - since it is simply same situation as if gen pops during hook time. RBT is not active in TR and on hook, so survivor do not lose any of its time, so additional time should not be granted.

    But such add-on will help in stalling game when no gens done, so Pig will have better Gatekeeper emblem which is actually very nice.

    I even think that such effect should be baseline. Cause number of times ppl remove RBT when it is not even active yet is too damn high.

  • You are not entitled to survive if you have RBT on you. If you are unlucky and have key in last box, well, that's your fate in current match.

    I've seen so much times when my RBT was removed at first box right near or 10 meters from the hook guy was on, I cant even count. I could complain about it too, but I dont, cause it is a Game.

  • @miaasma said:

    rules set no. 2 becoming base would be really broken on large maps with wider box spawns, especially paired with tampered timer

    It wont, cause trap is not active, you have all time until gen pops to search area. Once it pops, you see auras.

  • Wrath addons are very diversive:

    You can run Speed Wraith with Windstorms

    You can run SIlent Wraith with Coxcombed and Ghost

    You can run Vaulter Wraith with Shadow Dance

    You can run Map Presense Wraith with Bone Clapper

    You can run Tracker Wraith with All Seeing

    You can run Blind Warrior as Sloppy replacement

    Perks you just take to support your addons.

  • Dont rely on perks, they are helpful ofc, but you need to grasp basic understanding of game and survivors habits and behavior.

    At lower ranks you can do 4k perkless with any Killer pretty consistently.

    You need to build feeling when to chase and when to abandon and return to gen patrolling. You need to build inner Whispers, when you can predict which gen you need to start with and which to check in middle and endgame.

    You need to learn how to defend certain area of map during match with close proximity of gens to have easier last gen defence.

    Start with perks you have and work on abovesaid aspects, once you learn them, you can change your playstyle and perks build to whichever you want to: gen protector, tracker, slugger, basement, meme.

  • Kicking generator should apply momentarily 5% regression followed by normal regression.

    Thus, if survivor taps gen midchase Killer can regress it for another 5%.

  • As backup to my words, game against Spirit just now.

    I was injured in gates, one of Claudettes, rank 6 one, she was healthy, left for no reason and didnt heal me, while other two were running injured from unhook from other side of map. If she didnt left - we could bodyblock them and get 4e.

    Red rank Spirit, tell me how OP she is? I juked her for 2 gens, so she even camped me a while. But, when she caught me she did it with style, I was sure at that moment I've escaped, but she found me somehow, popped right on me, maybe pure luck, but it was cool.

    2019-07-03.png


  • I dont see any problem with current Spirit.

    I run Iron Will and Spine Chill as my basekit in every game, so I can tell if she runs to my gen, or if she run around pallet, cause Spine Chill says it to me perfectly fine.

    Iron Will helps to juke her when she is trying to catch me up from distance. Just walk to the side a little and keep running again. She will phase out as soon as she lose scratchmarks and I'm already have distance again.

    Ppl complaining about Spirit, cause they used to play same way every game. Stay till TR is heard, run to pallet, loop, repeat.

    Spirit is strong Killer ofc, she can catch up after hit fast, she can mindgame you by standing still, she can gengrab with beads, BUT, we need strong and different Killers in game, otherwise we will end up with Nurses and Billies above rank 7 in each game, and that is boring and frustrating.

    I play Spirit without Beads and perks, and I have 3-4k pretty often in purple ranks (I'm avoiding rank up to reds cause games there are cancerous and sweaty), and I see ppl who have no idea how to juke Spirit and run into straight line to pallet in every game.

    This is just mindset of 90% survivor - run from pallet to pallet as soon as possible. Step out of it, and try to use some brains during games.

    #leavespiritalone

  • You need to put some math in perk rather then simply putting 2-3 percent more to existing. Also perk need some rework.

    6-7% per injury is 5-6 seconds extra to repairing. While healing takes 16 seconds it will still be no worth to heal until all 4 are injured even without added time to healing from debuff, and if you take debuff to healing into account - it will be no worth to heal anyway.

    I've posted how it should be imo here.

    Atm it is not worth to heal to get rid of Thanatophobia even at max stacks.


  • Trapper - 61

    Spirit - 36

    Legion - 32

    Leatherface - 36

    ~15-25 on all others

    Already used: ~50

    Overall summary: ~230-240

    I play each match with it, cause why not?

  • @Cardgrey

    It is BS change to grant last survivor hatch with 4 or 5 gens that make such absurd situation possible. It is major flaw they did, and I hope it will be reverted back.

  • I dont see any point in further argue. Idea is bad.

  • Signing up for that too.

    They can simply add choice if you want to play old Freddy or new Freddy, with different cosmetics. You take current outfit - you play old one, you take new outfit - new Freddy.

    Simple as that.

  • There is no paradox there.

    Placing traps in unusual places along common paths has no paradox in sentence.

    Survivor will check narrow walkthroughs, but rarely will be aware when running between gens near non-pallet obstacles.

    Traps placed around loops get survivors a lot, when they see no trap in pallet, they tend to think loop is safe, etc, etc.

  • I dont even use darkening addons on him, they are fun, but I prefer green setting tools to cut my time and increase time I have to reach caught survivor if he steps in trap not too far from me.

    Just dont place traps in obvious places, predict paths and place traps there. Ofc some obvious places should be trapped too, like vaults on long walls, but overall beeing unpredictable is your best friend.

  • Awful idea, how do you even come up with it?

    Trapper and Hag take their time to place traps to cut chase time later in match, I cant even count how much time I've started chase with healthy survivor just to pick him up from trap 10 seconds later. Can you achieve 2 hits with M1 Killer in 10 seconds? No.

    You took time for placement and compensate it with chases cut.

    You can play differently, place 1-2 traps and go and find survivors to start chases, picking up traps midchase and placing traps after hooking.

    While Trapper and Hag can sacrifice 2 gens for that, it will pay off later.

  • You dont count cases when survivor especially awaits at hatch when gates are opened. This will deny them 3k points at least.

  • @KillermainBTWm8

    So I presume generators are optional too if they go to Objective, following your logic? Precisily because Hatch is optional it should NOT be in Objective.

    @AsheruSwiftwind

    Goal is Escape, generators are Objectives you need to do to reach your goal. It is not my goal to repair generators, it is necessity on the way to reach goal.

    I dont know how to explain better such obvious things tbh.

    @TheBean

    I'm not angry, I'm just trying to explain obvious things to ppl who refuse to understand it. It is a bit hard.

  • Killers complain about looping cause it is boring and time sinking.

    Number of pallets at maps and distance between them (especially on certain maps) can give survivor safety for long amount of time sufficient for others to complete all 5 gens. Half of pallets are not-mindgameable cause you can see Killer and drop pallet as soon as Killer about to reach you and move to another while he is breaking it.

    Looping itself is an behavior when survivor reaches pallet and start to run around obstacles utilizing different size of frame of models. Killers have bigger frame, so they take larger circles around obstacles which lowers difference in speed. You can make 2-5 loops around depending on initial distance. As soon as Killer builds Bloodlust Survivor drops pallet to reset it and cycle starts anew.

    It is very boring for Killer, and sometimes frustrating.

  • @Gcarrara @AsheruSwiftwind

    You probably should read better. 2k extra points that were wasted, completely, cause I've already maxed my points by doing objectives - generators.

    Escape is NOT Objective, it is Goal. You need to do Objective to reach the Goal. If you fail to understand it, please consider not to comment

    When you escape through gates - you get points in Survival category. Escape counts as Survival, obviously.

    Escaping through Hatch is NOT an Objective by any means. You dont need to escape through it, like you need yo do gens.

    2k Hatch points should be Survival category, or at least Boldness, since escaping through Hatch can be dangerous, or in chase.

    @Peanits @not_Queen

  • No, he is weak.

  • Atm it is not worth to heal to get rid of Thanatophobia even at max stacks.


  • @Spicybarbecue

    You dont need to play by these "rules" if you want to pip. Here is Trapper gameplay without any crutch perks like Ruin, NOED, etc. You need to play efficiently, that it. Ofc you cant have pip in all games, but playing by your own rules raise your chances a lot.

    Recently here at forums a lot of discussions goes about necessity of HEX:Ruin for all Killers as mandatory perk.

    @Carlosylu Maybe you'll find some useful stuff in vid for yourself.

  • Well, couple of months ago I'd say Doctor, but I dont enjoy playing him lately, his power seems more and more dull to me - Shock Therapy itself. It looks like it is crippling him more than it helps.

    Since I've started to play without perks I do enjoy three Killers:

    Spirit - ending chases fast and apply pressure just by whooshing sound is fun

    Leatherface - getting dem chainsaw hits through windows and around corners is really entertaining and sometimes challenging

    Trapper - that satisfaction when your trap caught survivor, also I dont feel much pressure when I play him for some reason. In anticipation of traps survivors do more mistakes.

  • Remap struggling to mouse wheel and just scroll up or down, whichever is more comfortable for you.

  • I'm using BBQ on LF for points and Deerstalker to find slugs easier when I need to.

    Unless you know how to bait pallet drops for their fast removal you need Enduring on LF to not respect pallets and smack through with M1.

    Spirit Fury is pretty questionable, cause most survivors will drop pallets early when they recognize Enduring. Plus SF can help achieve 1 hit during trial, maaybe 2, which is not worth of perk slot as for me.

    Also if they drop pallets early Enduring can be wasted slot too, so having 2 wasted slots is not a good idea.

    Bamboozle is great to deny vaults and push survivors away to unsafe spots or open spaces.

    BBQ is good for finding next victim after hook.

    Infection Fright can be decent if you use M1 a lot instead of chainsaw.

    Knock Out is decent to slug 1-2 ppl and stall game.

    Whispers help to find survivors faster

    PGTW is good for slowing down game, capitalizing good play

    I'd suggest you try these builds:

    BBQ, Bamboozle, Enduring, Knock Out

    BBQ, Bamboozle, Whispers, PGTW

  • @MegMain98

    I do not use Ruin for pretty long time, since above rank 10 that perk is practically useless.

    Here is one game I've played couple of days ago at Lery's against Billy, beeing a bit drunk after friends meeting. Since I dont play much as survivor, so I'm pretty potatoish. Timestamp at point when I had chance to repair gen. Teammates were potatos as well, so Billy had nice potato salad there, not to mention he had lags switches.

    https://youtu.be/NGzYlTipx60?t=264

  • Dying Light applies debuff that can be removed only by changing obsession to another survivor, which is in current game state DS or bugged Furtive Chase, after bug removed - only DS. Smart Killer will avoid getting hit by DS.

    Thanatophobia debuff can be removed easily by healing yourself or teammates. At full stacks Thanatophobia equals Freddy's Dream state debuff.

  • Well, to reach red ranks you need to play efficiently and optimally.

    You need to punish survivors for unsafe unhooks by slugging unhooked one to waste time of third survivor while you chasing and downing unhooker.

    You need to abandon chases at long loops and infinites, you need to choose proper strategy according to survivors actions.

    You need to have no mercy for survivors who performed badly and put themselves at last hook in first couple of minutes.

    You need to tunnel and proxy camp sometimes when team is over-altruistic and swarm near hook.

    You need to prevent gen splitting during trial as much as possible.

    You need to recognize situations when you better spend some extra time carrying survivor to further hook to have position when you can guard hook+gen or totem to force survivors off other gens to get unhook working together.

    You do NOT need much time to get into red ranks, you need your games be profitable every time.

    Even if you will 1 pip each game with occasional 2 pips, you need to win 50 games to reach rank 4 from rank 15. With average game of 10 minute you need 500 minutes in month to get red rank, which is 16 minutes per day.

    So, when you stop making rules for yourself which actually benefit opposing team, you will probably experience all that fun stuff I wrote before.

  • @Carlosylu

    I saw your other thread with you playing at rank 15 in the middle of season and 60 devotion level. I assume you've never been above rank 10, or even above rank 12, so you have no idea how survivors can crash even top tier Killers who made 1-2 wrong decisions.

    Once you will reach certain level of skill and climb higher in ranks - your idealistic vision of game will change drastically.

    When you will face loopers who can run you for 5 gens if you stubborn enough to commit and who will tbag you on every pallet.

    When you face SWF teams with 2 BNP toolboxes

    When you face teams with 4 instaheals, which prolongs every chase double.

    When you face genrush teams with prove and leader

    When you face teams packed with second chance perks

    When you face teams with balanced landing with haddonfield offering when you literally can't reach survivor in infinite loops

    Before making threads gain some game experience and reach red ranks to feel all abovesaid. We'll see what you will say then.

    Just for you, to keep you at ground. Last game of mine. No perks (well, deerstalker, just cause I dont like to run around and look for last slug, wasting both our time). Iridescent chaser with 0% proximity to hooked. Unfortunately map wasn't too friendly to protect gens at start of trial, also one of them had Prove Thyself.

    2019-06-25 (7).png 2019-06-25 (5).png


  • 8) Go to forums and lick own balls, pretending to be godly Killer.

    Everybody can win with these "rules" when you play against survivors who do not play optimally.

    More of that, I can win with no perks and Merciless, but I'm not bragging about it on forums making threads with some made-up "rules"

  • Actually very good idea. I'd like to see my stats as well.

  • I rarely have ppl DC in my games with Spirit, most DCer are just salty to be outplayed.

    Also, when survivors do not feel pressure from Ruin, Sloppy, Thana and other affecting them perks, they tend to stay in match till the end even if slugged for a while. 2 games from last hour with Spirit.


    2019-06-25.png


    2019-06-25 (2).png


  • Since Spirit is high tier Killer, she needs mostly informational perks. Ruin is pretty bad choice unless you run Haunted Grounds.

    You can run gen protector build with PGTW, Surveillance, Discordance and BBQ

    You can run one-shot build with MYC, Furtive Chase, BBQ/Whispers and Infectious Fright

    You can run for a while Furtive Chase + PWYF since it is bugged now, but I dont think it is a good idea.

    Nurse's is good in pair with Sloppy, since healing takes longer, and more chances to find them, especially if you take M&A to lessen your TR even more.


  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/547258#Comment_547258

    There's definitely some killers you always expect NOED with because the incidence rate is high with them - Freddy, Pig, Wraith, Hag, Doctor, Trapper.

    I have no idea why I need NOED on Doctor, Wraith, Pig, Freddy and Hag. I can probably understand on Trapper since he needs more time to collect his traps than Hag, but I still better use perk that will help me through all trial, not only last 2 minutes.

    I dont run perks on my Killers for a month or so, and I have pretty much fun playing like that. I use occasionally BBQ for points and Deerstalker to find slugs, but that's it.

    1. Iron Will - counters Spirits, Nurses, and helps overall in chases against all Killers when you can LoS them
    2. Spine Chill - alerts of Killers appoaching, helps in chases against Spirits and Nurses while phasing/losing
    3. Adrenaline - broken perk as for me, especially part when surv gets healed after unhooking - total bs. Also guts Freddy tenfold.
    4. Balanced Landing on certain maps
  • It's devastating - I despise spirit fury most of all and every hillbilly uses that combo.

    You can predict Spirit Fury, since you can see Enduring effect on first pallet stun. Dont be greedy on loops and drop pallets earlier, you will render that combo useless.

  • I have no idea why my post was downvoted, when I simply said why Devs changed perk as they stated it themselves. Are you ppl idiots?

    Pallet stun now is 1 second, it was 1.25 seconds before, it is slightly buffed.

    DS was changed from unconditional escape into anti-tunneling perk which is good change. And Enduring was negating its purpose completely - that's why it was changed.

    Spirit Fury+Enduring combo is even stronger now, since stun is shorter, surv can barely make 1 step away and you already back on their track.

    As @Bbbrian2013 said 50% of stun duration and 75% recovery rate is different thing.

  • I stopped using NOED once I got some experience with game.

    Yes, in some games NOED can help you to secure 1-2 more kills, but most of times it helps you to get 1-2 more hooks at best. I see survivors cleanse totems in all my games, since I mostly play with low-tier Killers with no perks, survivors assume I have NOED, cause they dont see other perks during match.

    If I play as survivor I always clean totems I see in my way, especially if I recognize less then 4 perks during trial.

    Though, if you play in lower ranks - survivors tend to rush gens and run away, ignoring totems, so running NOED could be useful, especially if you're not so good in chases.

  • It was changed to keep 2 stun survivors perks not worthless - DS and Head On. Since with old Enduring both of those are pretty much nullified.

    As for me - keeping DS out of Enduring effect is fine, but Head On should still be affected by Enduring, since Head On is aggressive perk, so it should be countered.

    On other hand pallet stun with new Enduring is even less now, so it was buffed in this part.

  • 5) Kiss survivors in the ass and hand-walk them out of trial, cause if they didnt have "fun", i.e. escaped with tbaging in the gates, they will accuse you in tunneling/camping/gen camping, calling you names.


    P.S. Stop making threads with survivor's rules how Killer should play.

  • Noone complaining about his powers.

    Ppl complaining about his detection frame and time, cause he can stalk you faster than you detect him watching at him straight which is pretty dumb, I'm foking see you and stare at you, and yet you are still stealthed. This is especially annoying when he is crouching, he is very hard to kick out of stealth even in open field.

    Also apart from Mayers who pops EW3 and all ppl aware of it and hide/play accordingly, GF can stalk everybody to 99% and then just one-shot each person individually at any given time.

    GF can use power to turn off Red Stain during chase and mindgame ppl much easily than Mayers. And due to abovesaid frame and time you most likely wont kick him out of stealth during chase, so he has big advantage at mindgames.

    Detection time should have some decay time, cause as someone stated in other thread - he hears music of detection, hides, resets and stalk you again, and you can't do anything about it. Once detection progressed for a second for example, it should have some time to decay to 0, not be instant reset - maybe something about 2-4 seconds, so survivor has time to reposition or make some distance.

    I dont have much issues with GF myself, but I can see flawed points in his implementation which could be addressed by devs.

  • First of all, you need to play her as Freddy. Vomit at all survivors as soon as possible. Try not to stick to first found survivor unless he is in position where you can score down without looping.

    M&A as was said above help you to get closer to survivors.

    Bamboozle to shut down vaults on long walls, TL-walls and buildings.

    PGTW to slowdown gens or Ruin if you prefer it

    Discordance to see which gens require your attention.

  • @[Deleted User] said:

    point 2 i disagree with. A survivor can choose to leg it once they see the meter rising, making it difficult for GF to continue stalking. A survivor attempting to expose GF when he already knows you’re there AND will get a killer instinct notification to help track the survivor is simply taking an unnecessary risk.

    Survivors cant see stalk meter - only when they are exposed already.

  • If they wait in gates for you to force them out - do it. They provide you additional points for hits as well as getting some themselves. Forcing them out will take much less time then 2 minutes, why even complain about it?


  • @Renork said:

    Lol @ the potatoes that say SWF provides no advantages. My friends and I can clear usually 2-3 gens before one of us is found and from there you just loop a little (unless it’s a good nurse, but that’s ONE killer out of all the killers available, sometimes a really good billy). If you truly think we can accomplish that without telling each other killers direction, totem placement, etc. then you’re truly #########. Any killer that’s not a decent nurse or a really good billy will get destroyed, period.

    Lol @ the survivors who think that if they play against Killers who cant even FIND first survivor before 2-3 gens are done that all other Killers are same. If Killer do not abandon chase after 20-30 seconds without scoring a hit - he deserves to get genrushed. It is about Killer's decisions, game perception and perks choice. Plus, for some Killers map can kick in, like Billy or Huntress on Lery's where their powers are gimped a lot.

    If you think that telling where totem is and where Killer is helps you so much that you "destroy" Killer you're trully #########.

    @SteelDragon

    You just said that you got them all to dead on hook, but lost due to Adrenaline. How comes that it was SWF merit that you lost? It was absurdly OP perk against Freddy that gave them a win. PLEASE tell me how Adrenaline is equal to SWF in your eyes? You should tunnel one guy faster as Freddy, when you 3v1 as Freddy game is pretty much won.

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