Frozenscum
Frozenscum
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Sounds like - how to always have 0k and tbagging in gates.
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Plague in last tier as well.
P.S. Really? I got my own taste in Killers downvoted? The one who did it - you're moron, mate.
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I've said numerous times already - Ruin is bad perk. I dont run it as Killer even at low map pressure ones, cause they have standart mobility and in most cases I will end up with 3 perks after 1 minute of match since I cant even reach it before it gets destroyed.
Take Thanatophobia/PGTW/Sloppy/Franklin's/Nurses/whatever else and you will have more benefit.
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You need 14 points. Iredescent is 4, so you need 2 Iri and 2 Gold
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I dont care much, if ppl in trial are non-toxic, be it survivors or killer when i play as surv, dont write some stupid crap like "ez" and dont bm during game, and especially dont fckn DC at first down - I'm totally fine with any result.
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I had rank 5 Wraith chasing me around all map, I didn't even used pallets, he was just trying to bodyblock me and Bamboozle vaults. I'm total potato in chases as surv, so to say, and he didnt even hook me once. I dont know, maybe there are some good Wraiths somewhere, but so far every Wraith I saw was pretty powerless if he doesnt run silent bell.
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Don't run Ruin on Spirit, its wasted perk slot. She has enough map pressure without it and Ruin always destroyed in 1 minute of match. Played some surv matches today, I found Ruin 3 times in a row in first 10 seconds.
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Surveillance, Discordance, PGTW, BBQ/Nurse's
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Gentapping takes about 20 seconds longer than normal repair time. 1 good skill check cuts 7 seconds, so if you will have 3 skill checks during repairs it will be equal to tapping. If you have more - tapping is faster.
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Yeah, they 3 gens themselves and when I was breaking chases to stay near gens I was accused in camping gens :)
P.S. Looks like guy who was in that game downvoted my post :D
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Gates are fine, survivor is not entitled to escape through gates if he missed hatch. Gates at opposite corners is free escape against 95% Killers, cause Killer can't travel across map in 20 seconds.
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I'd like to see 2 changes to Freddy
1) Class Photo baseline feature
2) Wake up is only by failing gen or by non-sleeping surv.
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Leatherface suffers from 2 things in his kit:
1) Slowdown during revving - you can only use power when there is no vault/pallet in proximity which is veeery rare
2) Long tantrum when bumping into things - hitbox of chainsaw is pretty wide, so you need to make bigger circles around things or you will end up in tantrum and lose distance.
Possible solutions:
1) Remove slowdown or add dash at start of chainsaw attack to regain distance, like Wraith does after uncloak.
2) Remove tantrum or add ability to cancel it, so you can use it as intended feature, bumping into things wishfully to close up choke point and hit ppl around you.
Hitting multiple ppl is fine feature, you just never use it apart from camping hook or basement, which smart survs will not allow.
LF camps mostly cause his chases are very bad due useless power in loops and vaults. If he can use his power more consistently - camping will go away.
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Bitter Murmur is pretty ######### perk, if gen is done somewhere you already know its ppl there, so its basically do nothing to you. Since you run STBFL pair it with Rancor, it does better job than Murmur, you will spend only 1 hit for obsession in the end to save your STBFL stacks.
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Clown is generic M1 Killer with low map pressure. You need end chases asap and slow down gens rush.
Enduring + Spirit Fury - if you going to swing through pallets
or
Brutal Strength + Bamboozle - if you going to force early pallet drops
Ruin or Thana or PGTW for slowing down gens - whichever suits your playstyle more.
BBQ for tracking/points or STBFL for continue chase faster - which ever you prefer, since Clown has standart speed - STBFL probably better
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So, basically Legion now is just another generic M1 Killer with same perks set as any other M1 Killer, such a diversity we have :D
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@TheVVitch said:
https://forum.deadbydaylight.com/en/discussion/comment/464566#Comment_464566
Play more. PTB is generally not great for balance data. Since they just went to live yesterday, play them on live. People play more seriously on live than on PTB and the volume of players give more data points.
@Peanits already said in another thread he will be looking into the loss of frenzy during stuns.
Legion is not slow in FF... maybe compared to the previous version, but overall no they aren't "slow".
Legion slow af in new FF, I was testing it today, I was literally looped in FF around pallet. After I vaulted pallet almost at the back of surv, but just out of range to hit, she made distance from my slower vault to make another loop into vault, and another, and another, until FF was depleted. And I could not catch up with FF speed. Legion is now loopable in FF, how awesome. :D
Only time FF was useful - in open spaces for some tracking nearby survs with instinct. Otherwise I was just generic M1 Killer. New Legion power is trash, and they even removed ability to see if their timer is going down or not. Ppl were just hanging around in TR with DW doing gens and not even give a ######### about it.
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Do you even know that another HEX perks exist? If Ruin applied to all totems, where to apply other perks?
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Most: Doctor, Freddy
Much less: Clown, Pig, Hag, Wraith
less then 10 games: Rest
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I just had game with 4 Blendettes in similar outfit hiding from me from very start not going any of objectives. When I found one and hooked her, noone went for rescue, she died, when I found second - she DCed as soon as I downed her, third made same and hatch spawned literally at 4th location, so she excaped right after 3rd disconnected. Game lasted for 15 minutes, I lost pudding offering, cause had like 7k points, game was stupid and they were trying to mock me in end-game chat.
"Thanks" for giving hatch to survivors unconditionally and create another abuse of game mechanics.
"Good job" devs.
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Killer can't be boosted by NOED, just to say.
If Killer is bad and has no map pressure, losing chases aside from NOED boost, and bad at tracking - he will end with bad Gatekeeper, Chaser and Malicious. NOED can help with kills, but it can't help with emblems which should be earned in most cases much before end game phase, and kills only never give you a +pip, safety at max.
P.S. To the person that downvoted my previous post in thread - it just proves points I've mentioned in it. (biased and entitled to escape)
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All I saw in TS posts is rants of another biased survivor who decided that he entitled to escape after playing M1 simulator for 5 minutes without any additional efforts.
NOED is counterable perk, easily, when I play survivor, which is pretty rare, I ran Small Game and I cleanse like 3-4 totems myself all time. (I'm rank 4 atm, just to be clear about it) It can be countered before it even lit, it can be destroyed after it was lit. Does it rewards Killer for playing poorly? In most cases - no, it does not. Does it hard punishes survs for ignoring totems every time? In most cases - no, it does not. Is it good design? Yes, it is.
I do not run NOED much, since I dont play a lot of end game Killers. But I run it on Pig since it make sense on her.
Lets talk about "good" designed surv perks which I see in every game at least at 3 ppl in trial:
Adrenaline has no counter and rewards gen rush without healing (i.e. rewarding bad play ignoring all other side objectives), and especially cucks Freddy waking up ppl. Is it good design? NO.
MoM has no counter for M1 Killer and it's 2-sided perk. For low-skilled ppl it rewards bad play beeing hit all time. For hi-skilled it is just another full length wasting time chase. Is it good design? NO.
Exhaustion perks:
All those perks have invincible frames at start of effect. When Killer lunges at surv he has 150% of his speed which is higher than 150% of surv speed, but nevertheless Lunge always miss sprinted after Sprint/Lithe/Balanced surv. So a lot of survs exploiting it at higher ranks, they wait for Killer to start lunge and then sprint away making more distance cause of missed attack stagger. Is it good design? NO.
Let me guess:
Number of Killers using NOED is around 5% across all ranks, and its much less in higher ranks, cause its dead perks there.
Number of Survs using one of bad designed perks I mentioned above in trial - 100%.
So please stop ranting about one counterable Killer perk and watch at your perks first.
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M&A perk reduces your TR while you are not in chase, so it helps to get closer to survivors without beeing spoiled by heartbeat. While in chase your TR will be much bigger, and will confuse other survivors. Also you can couple it with perks like Unnerving, so while you in chase with one survivor, others will suffer from small skill checks and can mess them up and blow gens.
Many M1 killers can benefit from lower TR while not in chase.
For example:
Mayers with M&A at EW1 has 0m TR which with certain addon is really scary at maps like Lery's or Game.
Freddy with Brush and M&A has 0 TR and he can see survs aura always while not in chase.
Legion will have 16m TR coupled with his low profile - helps to sneak on survs, and while in chase and Frenzy his TR 16m larger - he can see other ppl from bigger distance.
There are more, but you could think of them yourself.
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Your Botany Knowledge example again do not count that Sloppy will be applied to all survs Killer hits unconditionally, while you need at least 2 survs have Botany to heal them all with increased speed.
If only one will equip it, he can't heal himself and he need to take time to find injured and heal him, wasting time for travel and search. Tier 3 of Botany makes healing be done in 12 secs, while Sloppy increases to 19 secs approx, both effects combined - 14 seconds to heal. So basically, Botany gives you 4-5 seconds shave off, is it worth to abandon whatever you do and go find injured to get those seconds?
Sloppy apart from healing debuff increases bleeding frequency which helps with tracking, so its 2 effects in 1 perk.
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@George_Soros I dont really know, why you think that Freddy's games are very long. Freddy is M1 killer with mindgame during transition, if you use his power correct, you can kick gens/pallets after initial hit, let survivor get out of dream and re-initialize mindgame on next transition to down him. In ideal play you need 15 seconds to down survivor.
If you try to chase survivor as Freddy for second hit, you'll end up in 5 gens chase around all map with pallets/vaults/infinites/etc. Hit him, break chase, kick gen with Overcharge, and either move back to him if he's woken up, or find and hit another one, repeat. Overcharge will help to regress gens since they will fail it to wake up, you will know at once someone on that gen, and if you take Sloppy+Thana combo on top - you will have plenty of time. Ppl will either stay in injured state which will help you to hook them up fast, or they will heal through debuffs and lose time. Slowing down will help you to build gatekeeper points, a lot of transitions deviousness and hunting. When game goes at my scenario - hooks are around 10, sometimes even all 12. But games are still around 10-15 minutes long.
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@George_Soros If you prefer to get 20-25k BP in game - literally take any killer. Even if you lose with 4e and 1 hook, you will have around 18k BP anyway due to chase and gen kicks.
Doc is not much better than any other killer as farmer, he can stack BP in Deviousness category, but he's M1 loopable for ages killer, so you can lose BP in all others.
In general for farming, you need killer with map pressure, fast chases and a lot of hooks if you aim for fast games with a lot of BP. Nor Doc or Freddy are such guys, they benefit from longer games.
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I think double BP should be permanent, amount of grind with existing number of perks is just out of hand.
They should either increase numbers in game, so we have 64k maximum amount for game and double points for all actions, or just keep double BP permanent.
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It's Freddy, you either lose tremendously, or maxing out points. Use BBQ ofc.
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If you tunnel one person, you definitely doing it wrong with Freddy and you will most probably lose.
You need to find first person at start of match asap and hook him asap as well, so you need to use perks which helps you with that. Discordance, Whispers, whatever else you are using for tracking, Bamboozle, Spirit Fury, Enduring, whatever else to end chase fast.
Or, if you see that chase can be long, i.e. jungle gyms back to back, loopable building, etc, just leave him injured and back to patrol to get another guy.
Then you have BBQ auras and you can tell if you should move from hook, or you should be in proximity. If you move away, try to hook second person asap, if you stay in proximity - put both ppl in sleep and go for rescuer and hook him up.
Your primary goal as Freddy is to keep at least 2 ppl in dream all time, keep all injured as much as possible out of dream, and end chases as fast as you can, so you have at least 1 guy on hook.
Noone wants to be injured against Freddy, so they most probably, especially not on last gen, will waste time to heal themselves or each other, taking time from gens and grouping up, so you can put 2 persons at sleep at very least.
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@Poweas Sure, take Overcharge instead
@blue4zion What is the point in taking Enduring, Brutal and Spirit Fury on Killer which have no any reason to break pallets whatsoever? Spirit can mindgame ppl on pallets. I can understand that build on M1 Killer without loop breaking power, but for Spirit...
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DC epidemic can be easily solved - bring back -2 pips and item loss on DC, no matter was it by bug or by killing process.
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It doesnt anything for chances in fact. Here is big stats which proves that. Prestiging character is just blood clothes which is totally crap.
I have now finally finished the bloodweb experiment. Rather than having to reformat the whole guide for this forum, I'll just link the Reddit thread instead: -
STBL, Surveillance, Discordance, PGTW
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They just pointing out that 90% of ppl in survey lied about their opera attendance so they don't look like usual sociopath gamer.
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When you start to check numbers you need to do it properly.
Brutal Strength makes you destroy pallet 0.6 seconds faster. Running Survivor will make 2,4 meters less distance during those 0,6 seconds, which is 2,4/(4,6-4,0) = 4 seconds of chase. Which overall gives you 4,6 seconds cut from chase for 115% speed Killer. Which is 4,6x4,0 = 18,4 meters less available distance for survivor to reach next loop. Now, do those numbers look better than 0,6 seconds? Same with Fire Up, and imagine them combined.
Bamboozle shuts down window for 16 seconds on top of faster vault, which means survivor either forced to drop safe pallet at once (killer shack for example) or run away to another loop, which in most cases ends in free hit midway. I caught ppl at Temple window not even once when they tried to loop it with balanced, just helplessly knocking their heads into blocked window cause they didnt hear sound after they made some distance on landing.
Deerstalker has 36 meters radius which is totally enough to find slugged person, their movement in slug 0.7 m\s, which takes almost minute to crowl out of Deerstalker radius from the spot they were slugged. And it takes like 10 seconds to run in a bigger circle around place you slugged them to find slug.
Also you have Knock Out to deny aura reading of slugged person.
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Thanatophobia could be token-based, I use it myself instead of Ruin coupled with Sloppy, but having it stack tokens and keep pressure on survivors could be so much better. Most of times ppl go for heals to get rid of Thana debuff, and it takes time and slow down gen rush.
On other hand - if Thana will be token-based, and survs will have no ability to get rid of perk, they will just repair through Thana's debuff. Which takes less time then heal overall.
But, I run Thana on Freddy and Doctor, both can easily find you and Freddy can land first hit pretty easy, so ppl waste their time for heals.
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Why do you even need to know Killer's perks? What the point? You know their perks during trial 100% of times. There are not so much perks used by Killers in general, cause a lot of them are trash.
Ruin, BBQ, Nurse's, Sloppy, Bamboozle, Haunted, Rancor, Tinkerer, Thanatophobia, M&A, Brutal Str, Enduring, Spirit Fury (also you assume SF as soon as you see Enduring at M1 killer), Franklin's, TotH, Lullaby, Unnerving, Overwhelming, PGTW, Discordance, PWYF, NOED are recognizable at first encounter.
Whispers, Surveillance and Bitter at second.
Name perk you can't recognize at first or second glance which is so much important that you need to know it after you died?
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Go for rescuer instead of rescued, BT will be meaningless that way.
https://forum.deadbydaylight.com/en/discussion/comment/455404#Comment_455404 Check this post, I knew they had 3 BT perks in post-game lobby, never saw it in-game. And they all died with 2 or 3 gens done, so 3 Adrenalines were wasted as well.
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I had game as survivor yesterday when I just DCed.
I was not very lucky to be caught by Trapper first and got hooked. Trapper made minefield around my hook and was facecamping me. All my damned team was crouching around my hook behind boxes and stones for 1.5 minute without any attempts to rescue and noone was doing gens. It was inevitable that I will die on hook and all my team was doing nothing for all this time.
Don't be like those ppl. Do not waste your time whenever someone beeing hooked. Do gens. Cleanse totems. Be useful. I'd die without any problems if I'd saw my team spend time of my hook with benefit instead of wasting it crouching around hook. One person was nearby when my chase started, he could finish my half done gen, but instead he was running behind Killer.
You have at least 30 seconds of hook to do whatever you were doing during chase of that teammate. 30 seconds is enough to get to the hook from other side of any map. Best way to move for rescue when you see another teammate beeing chased, its gonna be safe unhook unless chased one leads Killer to the hook for some unknown reason. If you see Killer's camping, try to draw his attention and see if he's chasing you. If he's not you have 3 options.
a) You can go for rescue and exchange with person on hook with risk of unhooked beeing tunneled if you have no Borrowed.
b) You can go for rescue and exchange with person safely if you have Borrowed.
c) You can move away and do objectives.
Just don't waste time.
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I had a plenty of games today, and lost like 3 games when 4 ppl escaped, though all times I refused to tunnel unlucky guys who always be in my way after unhooks.
But most of games went pretty good, with 28k+ BP in all games, last one was exclusively good, using in all games pudding or BPS.
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Cause Killer need to counter loads of 2nd chance perks and genrush nowdays, Iron Graps do not help in both.
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@Chi You clearly have no idea what those addons do :D
Those addons increase radius around trap from which survivor triggers trap. It can be very useful against ppl who like to run through traps at full speed since trap triggers earlier and you can teleport to it and hit their face.
Or it can be very annoying against ppl who like to change their direction at once since you will be further from them when you teleport. But, you can use it in chases when you have vaults/pallets trapped or for mindgames.
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@Creator RNG - Random Number Generator.
I think that 12 seconds basetime between generator skill checks will be reasonable time. Also first skill check should be tremendously difficult, second - considerably difficult, third - moderately difficult. Dress add-ons should increase time between skill checks by 2, 3, 4 seconds accordingly. Progress on skill checks should be saved if you for some reason stopped working on gen, i.e. if you failed 1st skill check, worked for 5 seconds more and ran off, on next gen you will have 2nd skill check after 7 seconds of repairs. 120 seconds will probably too long penalty taking in account Freddy sees you. Around 30 seconds will be more then enough for a penalty. It is basically 42 seconds till next skill check which is a lot against Killer who can see you.
While healing and self-healing skill checks stays same as normal.
Yes, as I said above - healing, self-healing skill checks should not wake you up, beeing healed from dying state and Adrenaline as well.
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My Default layout as Surv - Small Game, Distortion, Spine Chill and Self Care/ We'll Make it
I play Iron Grasp at Hag, its been there since I first played her, and its still there.
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Freddy is fine.
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Freddy's suggestions are not all thought well.
>: In order for survivors to get out of the Dream World, they need to hit special "Dream skill-checks" while working on an generator. There are three Dream skill-checks available on a single generator: at 15% , at 30% and at 45%. Missing all the skillchecks will cause a temporary removal of them (120 seconds). Survivors can still wake up each other. >
15% of generator in Dream World is 24 sec
30% - 48 sec
45 % - 72 sec
If those skill check are normal size - 2nd and 3rd are useless.
If those skill check are Overcharge size (which makes more sense) - 24 seconds between them is pretty long.
While I agree that some of the wakes are dumb. 2 ppl in Dream, one dying, second running around. Second heals dying one - miraculously healed one out of Dream.
Self-care space spam - bam, out of Dream.
Healing skill check failures should not break Dream state, as well as Adrenaline, healing from dying state should not break Dream state.
There should be 2 actions that break Dream state:
- Non-sleeping survivor wakes you up.
- You fail generator skill check. Thus Dress add-ons will be useful as they are now.
>: Remove every action speed while on dream transition>
This could be very powerful buff for Freddy, since you can interrupt ppl from any activity instead of watching them cleanse your totem at your nose helplessly.
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I'd rather increase damage on item up to 30% at level 3 of perk. 10% is really too low, you dont hit them that much with same item in hand.
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Hmm, also she could collect traps survivors managed to take off. Just find them near Jigsaw boxes and collect as Trapper does with traps. But, she should not see traps auras, or games with her will be too long.
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On Doc
BBQ, Enduring, Spirit Fury, Thanatophobia/Unnerving/Dying Light
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My fav is Doc, I like to have ability to track survivors and trick them with fake pallets. Also sometimes Shock is handy. Though he's pretty weak against SWF teams, or maybe its me who suck against SWF teams.


