GoodBoyKaru
GoodBoyKaru
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- GoodBoyKaru
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I believe you can only play as those 8 Survivors - the originals plus Mikaela, for some reason.
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He's always been able to do this, it's very sadly nothing new, and despite being raised quite literally since he used to have Treatment Mode and Punishment Mode in his kit (as well as passive madness) nothing had ever been done. I guess it's because he's just not very popular so nobody really knows about it?
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Honestly there's a lot more nuance to his kit than you'd expect. Torment Tunneling is a pain, I completely agree, but there's not really a way to solve that that doesn't involve removing half of his identity and making Cages more like hooks, except for making Torment even harder to apply (when it's already a pain in the backside to do so). I find him fun because I play him, a lot, and you'd be shocked just how easy it is to read him once you've gotten good at him. My best advice is genuinely and honestly to drop your item as soon as you can (either use it and lose it or find a safe space), because any Survivor who holds an item is 50x easier to hit than anyone without due to it disappearing whenever they perform any animation, or queue up to perform one. You can tell someones going to vault a solid 0.5s before they actually start the animation all because their flashlight disappears.
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@glitchboi said:
It mostly depends on how they play. The M2 animation-lock hit playstyle is boring, but flick Pyramid Heads are extremely fun to go against because they are persistent on getting weird 180 shots. Too bad there is only a one in a million chance to come across one.
I do want to go back and pick up FlickHead but Unknown’s been damn too fun for me to continue training my Flick PH.
There's still at least 2 FlickHeads on these Forums don't you worry 🫡🫡
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758710#Comment_3758710
On reddit they said that the reason they pushed the new UI update is because they couldn't improve or add new upcoming features for it when it comes to old UI, because it was outdated. Which is okay understandable and reasonable, but at least they could make the new UI visually the same as original.
What new features, though? The ability to purchase cosmetics without going to the store, at the cost of user experience and detriment to the simplicity of the menus? The power to show me when a character has a new outfit or sale going on, because the popup on the store icon wasn't making enough money or something? Or maybe just consistency with the already bad new store UI, I don't know what new features are so important that they're willing to sacrifice ease of use and simplicity for, because the precious UI was just well designed. Steph was brilliant at her job and when she left for epic nearly every change to UI and overall UX has been negative (and the good changes, like the FOV slider, they revealed on Twitter they'd been pushing for for months before she left lol).
I'm trying my best to be positive, I really am, but I just cannot see a good angle for this.
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Bhvr will release an unnecessary update to the UI, have it be universally panned by everyone in the community, fail at updating the UI by making it harder to navigate, and then release it nearly entirely unchanged anyway despite there being nothing wrong with it in the first place.
I genuinely do not see any reason to not revert it besides sheer and utter greed.
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@GentlemanFridge said:
https://us.v-cdn.net/6030815/uploads/RN1HAUK6KHQ0/img-9859.jpeg
https://us.v-cdn.net/6030815/uploads/TN1PM3BWFKI9/img-9861.jpeg
not sure what i did, but these ducks seemed to trust me
Trust the vibes
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754195#Comment_3754195
@Mooks tipped me off before you did, so all credit goes to him.
I'm still going to take credit because it makes me feel sparkly
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754196#Comment_3754196
I hope they become basekit
Let's face it we're getting Black Strap basekit at base and as a trade off Burning Man Painting reveals aura for 0.3s after a Survivor steps on a Torment Trail (it no longer gives Killer Instinct)
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Given the fact that their update to Ruins on the PTB fixed basically none of the core issues on the map I'm not going to get my hopes up. A nice surprise will be welcome but I'm not getting hyped only to be burned once more.
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I eagerly await the removal of range addons and nothing of substance being added tbh
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You made this post a minute after I sent it to you idk if I should be impressed or what
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So iirc you must
-Hook each unique Survivor at least one time
-Kill all 4 Survivors
-Get a total of 10 "Hook Events" throughout the match, meaning that you must hook Survivors at least 10 times.
And yes, if you win too quickly, you miss out on Devout (and ideally make up for it in Gatekeeper/Chaser because your Malicious will be dropping too)
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750926#Comment_3750926
Any perk combination is fair game. I wouldn’t listen to the people who complain about your perks.
My point with that comment is that it's a lose lose. If you run the hard meta, people complain you're running hard meta, and if you don't run hard meta, you're swiftly reminded why those perks are hard meta.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750971#Comment_3750971
Even if it's not the only reason, it's definitely the main one. Even I, being the nice person I am, feel the need bleedout survivors for several games after an unsuccessful game against SWF. SWFs can make any wholesome player into a toxic one. Although there might be a few killer players who are toxic just because they want to be, most of toxic killers become such once they learn what "playing nice" against SWF usually leads to.
by your logic, the SWF might do it just because a killer player was
toxic to them. So maybe everything did start with killer players after
all?Not quite, SWFs have a huge advantage over killers. They are guaranteed to win against 90% of killers unless they intentionally goof around. It's the power role that has the stronger ability to start being toxic unprovoked, and the true power role in DbD is SWF.
"Even I, being the nice person I am" is really giving "I am a nice guy" energy.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750926#Comment_3750926
He didn't say anything about Unbreakable, he was talking about No Mither. Why don't you pick No Mither every trial to counter this?
"no mither, boon, unbreakable"
They were, in fact, talking about Unbreakable. But "Why don't you pick No Mither every trial to counter this" we both know why, but sure, I'll humour you.
Because No Mither doesn't fit into my "fun" or "comfort" build (that being Autodidakt, Head On, Quick and Quiet, Strength in Shadows), and sure I could absolutely replace SIS for No Mither, but the downside to playing injured, potentially facing an Oni, etc. just isn't worth it to counter something that I don't encounter constantly.
But even then, that wasn't my point. My point was that yes, there are strong perks which counter this situation, however when they are run people will complain, and when they are not run people will complain that you should have simply run the perks. It's like complaining about the amount of pallets on the map, and instead of recognising there's a problem that realistically should be fixed at a base game level responding with "Oh just use Enduring/Brutal/Dissolution, why aren't you using those?" Release Garden of Joy was balanced, you just should've combo'd Bamboozle with EndFury, sounds like a skill issue.
Alternatively, when someone who doesn't use gen defence complains about gen speeds, being told to run slowdown instead of recognising that there's an issue at a fundamental level and perks are being used to bandaid them over and over instead of just fixing the damn problem.I should not have to dedicate slots out of my perks to fix a fundamental problem with the game. This is true for both sides. Stop arguing in bad faith.
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750926#Comment_3750926
Ngl, who actually cares if you run meta or not?
Just use what you want, if people want to complain, let them complain. Their words should quite literally have no effect on how you play a game.
Me, I care, because I personally don't find it fun. I want to run a build I enjoy (again, Autodidakt + Head On) and shouldn't have to sacrifice my enjoyment of the game because of BHVR's refusal to fix a problem with the game at a base level for over 8 years now. Perks should not be a bandaid to fix a core issue of DBD, there should instead just be fixes to the core mechanics of DBD.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749720#Comment_3749720
I haven't played it but good to know! I might check it out now
Now would be a good time, too, at least if you're on Steam. The Definitive Survivor Triology, including the 2013 reboot and also Rise, Shadow, and all DLC is currently on sale for £10.91, down from £170.
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@govengoben128 said:
https://forums.bhvr.com/dead-by-daylight/discussion/419012/so-this-isnt-reportable
you can counter any perks like no mither or boon, unbreakable.
why you dont use it?
Because when we do use Unbreakable the forums complain that Survivors only use the same 4 meta perks (and the only other viable one is honestly Plot Twist), and when we don't use the same 4 meta perks this happens with alarming consistency.
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@Thale20 said:
I think that the event cosmetics from previous years shouldn't be free. I mean they still need to earn money somehow. Getting them for free is like a benefit for ppl who played at that time. And we shouldn't forget that they already made all non-licensed cosmetics and most important all original chapters available with iri shards. You need to look at this and compare it with other games. Rainbow Six for example gives you one pack with a random item for an event and maybe 2 with challenges and for the rest you pay like 5$/pack but with a random item.
And at the end you don't need cosmetics to play.
But is it really for free, when it means skipping out on this year's cosmetics instead? The same amount of things would be given away for free, and the same amount of money would be spent (nothing), so it's hardly operating at a loss and instead it's just something friendly for the consumer.
Actually saying that last point and then looking at the new menu UI + store UI we've gotten, I can see why. Making things consumer friendly hasn't been high on the bucket list this year.
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People will do anything except rework map offerings to make them less unhealthy for the game.
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As long as they rework most if not all of his other addons to be worth running, sure. The reason people use the BMP/WD combo so much is becuase they are quite literally his only consistently useful addons, not because they're the most op things and the best to ever do it. Give some more variety in useful addons and we'll see a greater variety of addons used.
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hopefully they revert more than just that, the only bit i like is the return of the "Play as Killer/Play as Survivor" switch button from before MMR was a thing
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Finesse only working while healthy means I'd rather use a different perk to heal myself - Strength in Shadows springs to mind - and then I'd replace Lithe with Iron Will to make it easier. Take advantage of Windows and Finesse to make strong loops stronger and chain into weaker tiles, which should be easier with 20% increased vault speed over the weaker ones. I just don't like Lithe much, though, which is probably why.
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it's really funky when the big anniversary celebration event is bringing me this close to re-uninstalling dbd for the forseeable future haha
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747466#Comment_3747466
And what prevents people from sweating in casual? And how that system manage it to automatically do that? It would just be seperat queues with different rules/limitations. I don't see how it could potentially sort people... The system cannot even manage to determine skill aside from escape or sacrifice, how would it be able to determine a sweaty playstyle? Something that is entirely dependant on the definition of what is sweaty...
nobody said it was feasible they just asked what i wanted
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I'd want it to automatically put all the sweatlords into the comp queue so I can just exist in casual for the vibes
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745584#Comment_3745584
Against the average killer maybe, against good or decent ones probably not so much, especially because entering a locker leaves a seperat blood pool, if the person uses filters it is even more bright, I would not want to rely on the other person being bad to get use out of something like that, maybe rather pair it with lightweight and the Nancy perk to use unique patching without leaving scratch marks if you want to make the killer lose you?
I'm not saying it cannot work that way but I would think to be unreliable and DS to be the safer version.
Listen okay I play for fun funky fresh vibes not to win I'm definitely not going against the crème de la crème of killers and I'm alright with that because it means that the vibes are up and head on is online
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745575#Comment_3745575
And the killer is blind and does not see the pools of blood? Like sure it can work, but I would rather pair it with DS.
Listen if you've already ran around a loop once you'd be shocked how often QnQ'ing into a locker works for a second or two until they hear you.
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@Neaxolotl said:
People won't run it anyway since exh perks disable it, and when they do it's likely they don't have any exhaustion perks thus making them easy target for tunnel
if they use both, let them be, it's effectively three perk survivor
Walk with me here, you can pair it with Head On to be silent in the locker while injured before you stun thus making it more likely you can get the stun off. Funny perks are so back.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744943#Comment_3744943
I always wonder when ds was buffed, one of the arguments was: while good players can make good use of it, its absurd to expect new or average players to have the skill to make it worth with 3 seconds. Which I think its absolutelly reasonable. Idk why the argument flips on the killer side tho, either its fine to change unfun mechanics that actually good players can counter in order for less skilled players to have an easier time or it isnt fine.
You'll find that I have never argued that DS should be 5 seconds because new players can't make time out of 3 seconds, I've always argued that DS should be 5 or more seconds because there's so many things which disable it that there realistically should be a punishment to tunneling, and as they want that to be in the form of a perk then make it a proper punishment. Therefore, you'll find that my arguments are entirely consistent, and that shockingly different people will believe and argue different things.
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I will say I'm not a fan of this change. There's absolutely a problem where hooks are too RNG and can spawn deadzones far too easily, but that's not a problem with the hooks breaking, that's a problem with map design. Instead of fixing the issues with the maps, this is a bandaid fix of the symptoms without fixing the root of the problem. This change reduces the skill floor for playing killer, but also the skill ceiling, and it lessens the gap between a good killer player and a bad one, because good players were already managing their hooks and knew when a deadzone had spawned so would instantly slug instead of wasting time picking up + dropping, and good players would manage their hooks when not in a deadzone to avoid creating one that could be used against them. Now they respawn after 60 seconds, and even though it's a small bit of skill expression, it's still something which has been taken away, and when you combine it with the rest of the changes we've had to make killer less skillful overall, it's just… not something I'm particularly excited for.
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@Nazzzak said:
This is what it should have been after 6.1. It didn't need both the 75% and Exhaustion requirement. It should have been one or the other. I'd have actually preferred it be the other way - keep the 75% and remove Exhaustion requirement - but this works.
Honestly I'm happy they went with it this way. Back at the start of the game, IW was 75% and it wasn't used that much and really wasn't that good. Jake had the worst perks out of the 4 OGs and kept that title until Ace released (Dwight was saved becuase it was either Bond or Empathy and Bond was usually the better option, plus Leader affected gen speeds). It's honestly a pretty bad perk when it isn't 100%.
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Iron Will going back to 100% plus the Autodidakt and Larry buffs, means this update is an automatic W despite the hook respawn changes unless they somehow monumentally mess up the new Survivor. Which, to be honest, is not out of the question, given how most of last year went.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739338#Comment_3739338
Basically the counterplay against him:
- Waste all the pallets on the map (in newer maps 90% of the pallets are trash and can only be used to stun the killer, so predropping them doesn't even make sense)
- Play in SWF and push gens coordinatedly
Seems like a pretty balanced killer for soloQ!
Listen that's every single killer right now because solo is a wasteland and compdropping is tragically effective, Clown isn't really a problem child nor worth complaining about becuase he's honestly not that strong in comparison. Everything Clown does another killer can do, but better.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739339#Comment_3739339
Hindered make you recover Exhaustion? I thought as long as you press Sprint button, you dont recover.
I think its all about his power debuff survivors, makes survivors feel they're weaker than they should be. But not thinking that Blight is far faster than survivors' default speed, than Clown against Hindered survivors.
No? I never said it did.
Vigil works on the Hindered status effect, so yoh recover from Hindered quicker than without it, so you recover from gas bottles quicker, so you deal with his power slightly better. That's all.
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Sure, he's a chase monster, but that's effectively all he has and even then he's still worse in chase than Blight Spirit Nurse (plus some others, like Pyramid Head or Huntress). He's got no way to bypass or ignore pallets, meaning he has to break them, and his only real counter to a window is forcing a medium vault because of the hindered. Not to mention Vigil, which works on Hindered so works against Clown. Split up, crush gens, pre-drop pallets, don't greed a loop, use windows and if all else fails just W key.
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Oh like a solid 2 lol it's frustrating but a minor inconvenience at best, there's so much in the world to get angry about that this doesn't even register as an annoyance imo
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737681#Comment_3737681
Timezone?
For me it's nearly the 14th.
chances are canada time, specifically montreal, since that's where the dbd team are based
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I hope it's not Weave Attunement that gets the nerf when Franklin's is the problem child that's really not that useful except when used for tilt. But even then I don't think it needs a nerf, and disabling items can be useful in some niche situations, so that should be kept, and short of reworking Franklin's to disabling items for 100/120/140 seconds + depleting x% of charges when this happens I don't think anything really should be changed.
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Honestly considering that people wait until 11 seconds to hit where they wouldn't notice that BT's in effect by that point so you usually get value when people are tunneling and it's the only anti tunnel perk that works in endgame, and that 20 seconds of haste and 11 seconds of Endurance plus an on-hit boost is enough to get if not the exit gate then enough time and distance for a bodyblock, BT is severely underrated and I'd still say it's one of the best Survivor perks rn. It's a very effective anti-tunnel perk, it's just one you use to prevent others from tunneling rather than yourself.
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The final 2 survivors hiding and refusing to touch gens, get in chase, do anything except hide is considered taking the game hostage and is bannable, actually, but good try.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732315#Comment_3732315
I haven't played myself either, but this is from the wiki:
Survivors attuned to the Eye of Vecna or the Hand of Vecna with an accumulated 2 Hook Stages are vulnerable to The Lich recovering his Artefact from them.
Okay thank you 🫡
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@Crowman said:
When a survivor with the hand or eye of vecna is in dying state and on death hook, you have a prompt to retrieve artifact which is a mini mori like Sadako.
Havant played it yet, do they need to have attuned or is it only if they haven't attuned or is it just whenever?
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omg hey! i was built for this!
PERKS
so, as an absolute beginner, i'd suggest you use the following perks
Lethal Pursuer
Lethal is an absolute stable of his, it's so good. The first 9 seconds of Aura reading means you can get into your first chase near instantly, and because chases with him are so short you can easily get your first down + hook within a minute at most. Moreover, it buffs the next perk monumentally and helps to eat away at any pesky Distortion stacks that may want to ruin your day.
I'm All Ears
Possibly the best perk in the game on Pyramid Head, I'm All Ears will give you 6 seconds of wallhacks on a 40 second cooldown. With Lethal, that goes up to 8 entire seconds on a 38 second cooldown. His POTD cooldown is 2.25 seconds - provided you use Range add-ons and survivors misplay you can use IAE to get someone from Healthy to Downed before the aura read even fades. I genuinely cannot stress enough just how important this perk is on him - I've used it almost every single match since his release and it's still genuinely irreplaceable.
The more you use IAE too, the more you learn how survivors will path, which in turn makes you less reliant on IAE and more reliable in hitting POTD in general because you'll know exactly how someone plays.
Deadlock\Grim Embrace
Deadlock is being nerfed next patch, but who cares it's still going to be good and better than Grim Embrace will be imo. Pyramid Head has no mobility, so having gens get blocked for free is wonderful, and provides a little bit of tracking too. 25 seconds per gen, activating 4 times per trial, means you'll have an additional 100 seconds of gen time added just for existing. Of course, you could go for Grim Embrace, which provides 70 seconds of blocked gen time but does so across all gens, so that's a guaranteed 70 seconds. I opt for Deadlock due to the extra time and tracking that focused blocking can do, but really you can do either.
Ultimate Weapon\Infectious Fright
Previously, I would have said this slot belongs to Pop, but sadly the upcoming nerf means that it won't be as worth it on Pyramid Head anymore, especially not compared to someone like Wraith. Therefore, I'd say that the final perk you should run is actually Ultimate Weapon, with a special shout out to Infectious.
It may seem like a strange choice, but let me explain my reasoning. Lethal and IAE both get hard countered by Distortion, so while something like Floods of Rage would be better when it works having three of your four perks countered by a (strong and fairly common) survivor perk just isn't something I'm aiming for. Ultimate Weapon fills the niche of being the only good tracking perk in DBD that isn't countered by Distortion, and can help you basically whenever. Headed to someone with Lethal but can't find them? UW. Important gen has progress but can't find someone? UW. Just hooked someone and don't know where to go? Move a bit, and then UW. Downed a survivor and need to know if people are around to cage or hook? UW.
This final bit is where Infectious comes in. It's substantially better than UW at doing so, but doesn't provide any of the other uses of UW. Infectious is less tracking and more snowball imo, and it fills that niche well, letting you know anyone around you and giving you the knowledge you need to know if you should cage, slug, or hook. I prefer UW because of the slightly weaker, more universal aspect of the perk, but Infectious is still a solid choice. In fact, if using Infectious, I'd go so far as to suggest replacing either Lethal or Deadlock with Monitor and Abuse, just because it'll make Infectious that much better.
ADD-ONS
Pyramid Head is in the blessed spot of having a really solid base kit, but the cursed spot of having some awful add-ons because of it. The Range Combo is the only one I'd really suggest, combining Burning Man Painting (Increase POTD Range by 1.5m) and Wax Doll (Increase POTD Range by 1m). Special shout out to Tablet of the Oppressor (Increase ROJ duration by 2m), Crimson Ceremony Book (Successful POTD hits apply Mangled and Haemmorhage for 80 seconds) and Mannequin Foot (Increases time ROJ trails remain in the environment by 20 seconds) for having their own niche uses in different builds, but I'd always reccommend leaning Pyramid Head without any add-ons to begin with. Once you're comfortable with how he works, start using Range, or some combination of the other three while always including at least one range add-on, and you'll be fine.
GAMEPLAY TIPS
I realise that this post is very old, but I… haven't really changed how I play Pyramid Head, I've just gotten better at doing what I say to do here, so for all of my real gameplay tips check out the guide I made nearly 3 years ago (I really need to get around to updating it lol)
@GoodBoyKaru said:
So a few attentive people may recognise this from a comment I made yesterday (technically it was 24 minutes into today but let's not talk semantics). A couple of people suggested I make it a real post because "That's an excellent guide, very well put together." So, here I am. I've added a few more things so it's still worth a read.
This will cover what is, in my opinion, his best build and why, as well as a few tips on playing him & a few videos.
So hey, it's me- GoodBoyKaru, your friendly neighbourhood Pyramid Head main- here to give some swift Tips and Tricks(tm) to help make you a better Pyramid Head player!
For the record, this was made during DBD Patch 4.7.2
Build
PERKS
My personal favourite and imho strongest build is this:
- Corrupt Intervention
https://us.v-cdn.net/6030815/uploads/5A01IV8RME2M/image.png
Crucial early-game slowdown on a killer without mobility, allows him to stall the game massively because survivors know that if they get found they're doomed.
- Pop Goes The Weasel
https://us.v-cdn.net/6030815/uploads/FHA7ZFNAKVZY/image.png
It's the second best gen regression perk in the game, Ruin is too volatile to be anywhere near reliable on him because, again, no movement speed, he needs gen perks because he cannot move around the map quick enough, 11/10. "But you don't hook pe-" WRONG. You should be getting plenty of value out of PGTW and if you're overcaging then you're taking your map pressure and throwing it out the window.
- Barbeque and Chili
https://us.v-cdn.net/6030815/uploads/SC8THLXSY3RP/image.png
Now, you could obviously put other perks here like Infectious Fright (amazing snowball), Tinkerer (Undetectable is nice and it helps tell you where to go but again no movement speed) or Discordance (amazing info, can sometimes do nothing about it). However I say BBQ because I like the perk and also because bloodpoints.
- I'm All Ears
https://us.v-cdn.net/6030815/uploads/V90CSL0I44NO/image.png
Hands down the best perk in the game for Pyramid Head, that's six seconds of wallhacks. I cannot stress how valuable this is with his power- that is a guaranteed free hit in 9/10 situations. To show what I mean, I've linked a timestamped video below of where IAE comes in so clutch- continues to 5:16 in the video.
https://www.youtube.com/watch?v=XJs4rvkppqs&t=296s
(you can watch the whole thing if you really want I'm proud of the game).
An honourable mention here goes to Ruin/Undying over Pop/Corrupt. As I've mentioned before, Tinkerer isn't a great perk on him due to his lack of speed, but the same goes for Ruin/Undying. You don't have the map mobility to defend your totems, especially if they spawn further away, and you'll probably end up losing two perks before 2 gens go. Corrupt/Pop is just more consistent in my experience.
ADD-ONS
So, his add-ons aren't great. The best ones, by far, are range add-ons which, when combined, extend his POTD by up to 2.5m (10.5m total). These are Burning Man Painting (Rare), Wax Doll (Uncommon), and Black Strap (Common), which ass +1.5m, +1m, and +0.5m respectively.
tips
Okay so rule number one is to not break pallets. Sounds weird but, just trust me.
His power is incredibly strong in a chase- so much so that if a survivor commits to an animation they die. If you don't break pallets (with some exceptions like God pallets) you can do amazing things. Because who doesn't want more opportunities to win a chase, like, instantly? It turns incredibly safe pallets into death sentences
To show what I mean, here's another timestamped clip. Ends at 10:58
https://www.youtube.com/watch?v=gu3X5o9GpjY&t=646s
Learn the range of the power. 8m is specific and sometimes you think you can hit things and you can't. You need to be very careful, especially when playing with range add-ons for so long, because it can and will screw with your perception.
Adapt to the survivors you're facing. A lot of players will fake taking an animation, go to the side slightly to bait your POTD or your cancel, and then commit to the animation. If you turn to the side and release, you'll catch a lot of these survivors out and get a hit. It's really satisfying to do. Alternatively some survivors will commit to the animations regardless, in which case you'll know to aim in the centre. Other survivors will just hold W and pre-drop pallets, in which case you know to leave them because you'll really struggle catching up, or do not use your power.
I cannot stress that enough. If a survivor is pre-dropping W key gaming, do not use your power. M1 killer them.
Don't overcage and don't stress about torment. If a survivor loops you, they'll get tormented. That's just kinda how it works- you stick your knife in, follow them around a loop, and release your POTD after tracking their movements.
To see what I mean we return to the first video, again timestamped. Clip ends at 1:36.
https://www.youtube.com/watch?v=XJs4rvkppqs&t=83s
See how I hug the car, turn the camera and use the power to hit him out of animation lock? Had he kept running, easy torment too.
In my opinion, only cage someone in one of four scenarios:
- You're afraid of a DS (just please don't tunnel I'm begging you)
- You're afraid of an Unbreakable (much more likely)
- You can immidiately get into another chase
- It would place you into a Pressure Point Of No Return (name pending).
What I mean by that last point is that there comes a time in a DBD game where the killer will hit a Pressure Point Of No Return, where the survivors physically cannot come back from the amount of pressure and momentum you're building. The best example of this as Pyramid Head is where you split the map through cages. You have two downed survivors. Cage one, hook the other. Nobody is on a generator, you have a BBQ proc to interrupt the person saving the cage or the hook, and now the last person must save both people. On especially large maps, like Mother's Dwelling, or multi-storied ones, like Midwich, this can force people into second stage and you've won the game at 5 gens. It's more common than you'd think.
If you cage at other times you're probably wasting pressure you could've gotten from a hook.
Learn where you can and can't lay trails. In front of totems and lockers? Amazing. In front of a gen? Not at all, it becomes a Restricted Trail Element and disappears after a few seconds. The DBD Wiki has a section on this which I'll just paste below.
https://us.v-cdn.net/6030815/uploads/2808XTGCLSHV/image.png
I'd highly, highly suggest reading the wiki page on his power as it's really useful in understanding the fundamentals and giving actual values to words. Here it is:
https://deadbydaylight.fandom.com/wiki/Pyramid_Head
Finally, learn where you can and can't use POTD. It sounds like a simple thing but learning where you can and can't use it, however there's a lot to it. For example, learning how vertical changes affect it. Did you know if you release his power on a slope going up it'll fail, same with releasing it on a slope going down. However, if you're barely off of the slope it'll travel down it, but only if it isn't too steep.
It's nuts but knowing where you can and can't actually have an ability is, funnily enough, pretty important.
A few more quick-fire tips:
- Don't just go for animation lock shots. People expect these and adapt. Be unpredictable to catch them off guard and get easy hits. Like this:
https://www.youtube.com/watch?v=0U1k10I-zG4&feature=emb_logo
Bet they didn't expect that one :p
Needless to say that was where I hit a Pressure Point Of No Return and poor Jakey couldn't pick up the scraps.
- Don't spam his power. You waste too much time. Be precise, predict, and adapt to your opponents.
- Don't spam his trails. You move at 110% and you already lack a movement ability, you waste too much time.
- Tunneling isn't the best strategy. I know it seems like it because cages but again, you do not have a movement ability. Survivors can and will facefuck generators and ruin your day substantially.
- Dead Dawg Saloon and Hawkins are both maps you never press M2 on ever. Play like a default M1 killer because the map design prevents you from using your power. They're pretty much auto-loss maps, ngl, unless the survivors really badly mess up.
- Play survivor. Learn where survivors move and how they path, shoot POTD to hit them. That's what I did in that last clip.
And, yeah, that's about it. If people have any questions please let me know and I'll try to answer them as best I can, though I think this is comprehensive enough.
Ignore the perks section, obviously - a lot has changed since then - but the Tips section still holds strong. The only thing I'd add is expanding the focus on learning where you can and can't use POTD.
POTD is funky when it comes to verticality. If it's a slope, it'll travel down, but won't travel up, and will only travel down if you start slightly before the slope. If there's a gap in the floor, it won't travel across it, even if your POTD trail only slightly touches the gap, however if there's a window with a drop-down it'll travel slightly beyond the window to hit people even as they're dropping. Using POTD at the carnival caravan on Father Campbell's Chapel is risky, because if you use it from the ground it won't actually hit inside, but using it from the first step will for some reason give it an extra vertical boost even though it appears on the floor exactly the same so will still hit.
The biggest offender by far is the Basement stairs (nobody expects to be hit coming up the stairs lol) but there's plenty of stairs you can shoot down and basically guarantee hits for. You just need to spend some time learning the ins and outs of maps so you know where you can and can't use your power.
Oh, and don't bother learning him in a Custom Game against bots. The best way to play him is to go for unpredictable through the wall shots, and instead of mindless zoning to try and predict someone will predrop/prevault and aim slightly to the side so you can get the hit anyway. It all comes with time and practice, but make sure you be unpredictable and actually try and get value from your power, because nobody does so nobody expects it. Bots run on 0ms ping and can react to your moves insanely quick, so there's no reason in practicing to be unpredictable against players who can respond with no delay and will never be hit by your shots without zoning. It's an insane way to be humbled real quick.
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Slayvid King 💅 and Pyramid Head, me thinks
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@Dreamnomad said:
If you had the choice of generators taking 120 seconds to complete but you had to give up all perks that could effect generator progress, would you take it?
The purpose of the question is simple. You see complaints about gen speed all the time on the forums with players feeling that they are required to bring gen slow down perks. But if the gens took considerably longer to complete then you wouldn't need the gen slow down perks and could run fun perks instead. This is purely hypothetical. I'm not even suggesting that it is a good idea. I just want to know if players would be willing to give up something they are used to to get the opportunity to play a wider variety of perks.
In a heartbeat. Deadlock and PGTW are the only 2 slowdowns I run so being able to switch them out and run a full chase build (Lethal, I'm All Ears, Enduring, BBQ for example) would be beautiful. Unfortunately the killers I choose to play - Sadako, Wraith, Pyramid Head, Freddy - are all at least partially reliant on slowdown (I wish Pyramid Head had a movement ability because then I could abandon slowdown alltogether but here we are).
I mean, I'd probably never play Survivor again because sitting on a gen for 120 seconds would be mindnumbing, and when I do Hyperfocus + Stake Out would be a permanent part of my build, but just thinking of the killer side of things I'd love to go back to a more 2017 style of game where people didn't rush gens as much (or maybe I was just bad enough then that Ruin was not yet mandatory lol)
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@Bloodartist said:
Probably yes. Although it feels unfair for survivors to keep THEIR perks in such a scenario. For over a year Ive already been of the opinion that the game is unplayable without Hex:Ruin. The reason is simply the repair speed.
This game overall would be much more fun when neither side has their perks. Thats when Killer is actually balanced. The more perks come into play the more the scale shifts toward the survivors."The game is unplayable without Hex:Ruin" oh I love how much everything has changed and yet nothing has changed at all
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@bm33 said:
Wildlife rehab that has Nibi the beaver took her to a real pond to let her check it out, because she's so attached to the rescuers she followed them when it was time to head back to the rescue. Since she's so bonded to them they don't think she's releasable and are working with Mass Wildlife to hopefully keep her as educational animal like a groundhog (Stanley) they have that they couldn't release.
Here's FB post with video of her in the pond: https://www.facebook.com/share/v/FkbgLW84f3EpqBWJ/?mibextid=qi2Omg
And here she is following her human after.
https://us.v-cdn.net/6030815/uploads/A8H4E1P2HMG9/fb-img-1717112579562.jpg
Here's Nibi stealing food: https://www.facebook.com/share/v/baimNmV4HGmgtf8N/?mibextid=qi2Omg
And this is Stanley the groundhog they can't release with baby they're rehabbing for release.
https://us.v-cdn.net/6030815/uploads/XHWRH8XDCD9I/fb-img-1717112658564.jpg
I'm so obsessed with this information
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729725#Comment_3729725
When you get to 30k comments you get some kind of stock-sharing program or 401k with them right? 😂😋
i can hope so lol
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june 14th






