HEX_MalusGrey
HEX_MalusGrey
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EDIT
Could also be daily. Since there are so many characters. Getting mauled by killer X for an entire week might be annoying but when it's changing daily i think this would be a lot of fun.
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Get the skimpy outfit for Nea with the skirt. Maybe change some clothing items to look as bitchy as possible.
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@GrimReaperJr1232 said:
No, just... no.
Yes, Bubba is the best camper in the game. He can insta-down and multi-hit, having just one would make him a great camper. He has both because it's part of his design and something that distinguishes him from his Chainsaw Bro, Billy.
No, the devs will not implement a system to prevent camping. They have said time and time again that while they do not want to encourage it, they still would like camping to be a viable strategy (face in: in some scenarios, camping is the smart thing to do).
If there is a camping Bubba, then leave the person to die on the hook. Yes, it's unfortunate, but that's all you can do. Get gens done and by the time it's all over, it'll be too late. Even if he can down another person and camp them, that's more than enough time for the rest of the survivors to open an exit gate, teabag and be waiting in the next lobby. Due to a lack of hooks (and chaser emblems 'cause chainsaw), he is going to depip.
You cannot even safety pip you spend the time face camping unless the survivors do what the Bubba wants and that's to try to go for the rescue in spite of him being there. Insidious? Pay very close attention when entering a basement—you can still hear him down there, and if you do, run away and never look back.
Does this make solo queues hell? Yes, but they always will be. Is camping enjoyable? No, it sucks for everyone. The most you can do is simply punish the killer for doing so.
Rhetorical question: Isn't it part of being a game designer to design your game in a way that it is enjoyable for everyone, and not the exact opposite?
So what's the point then?
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1675551#Comment_1675551
She's fun and I'm in no way a red ranked killer. I'm also a SAW fanatic.
As for her traps, your issue seems to be seeing them as a tool for lethality. They are used for stall. By placing a trap on a survivor's head, you know that they are now going to be so occupied removing that trap that they will be in one of four places. Bad Pigs will see this as a sign for easy kills, good Pigs know that the survivor is essentially removed from the match, or has a death wish.
Activating the trap is simple: a generator is completed while the RBT is on a survivor. It's timer pauses while said survivor is being chased, dying or on a hook.
Without add-ons there are 4 (can be moified to 2-6) boxes, and the timer is 2:30 base (can be modifed to 2:00-2:50).
Perks that affect skill-checks such as Unnerving Presence do not work with the Jigsaw boxes. Excessive skill-checks are also bad as the Great result is part of the skill check, and can lead to the traps being removed quicker.
If you want to pop heads, then what you need for the best chances of doing so are the add-ons Tampered Timer (-30 seconds) and Crate of Gears (faster placement, slower box searches) with a large map. One of the Red Forest offerings should help. Place the trap and hope that the survivors finish a generator before the survivor is unhooked, they don't get it off in the first two boxes and maybe even slug them once but ONLY, and I cannot stress this enough, ONLY if you naturally run into them.
Your best builds are generally ones with detection and slowdown. I like Ruin/Surveillance/Nurse's/BBq, and I generally don't need add-ons. I prefer the Video Tape and Combat Straps, but the Gears and Last Will are also pretty good. A lot of people will also suggest using Monitor & Abuse with Whispers so you can get closer before crouching, but it's never been my style.
I see. Thanks for the answer =)
It kinda proofs my point of pig being broken. Basically all addons do something with this box mechanic but when you need specifically 2 of them plus large map and luck with survivors finishing a gen before unhook then this system is just broken and all these addons are good for nothing. Hence why you don't need addons.
This is very disappointing. While reading the addon descriptions it sounds like they would allow to go for specific tactics or playstyles, but are actually worthless.
My playstyle on nearly every killer is to prolong the match as far as possible and chase the players across the map. By the time it is over i could slap 3 bear traps on the same survivor. This doesn't realy do anything for me.
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@PigMainClaudette said:
After seeing Otz pull off the weird attack the devs are trying to remove, I can see why they are doing so. Luckily that's ALL they seem to be doing.
https://forum.deadbydaylight.com/en/discussion/comment/1675424#Comment_1675424
As A Pig main, this hurts. Trap tunnellers are the worst kind of Pig players.
Can you tell me how to get the traps working? I would like to play pig but i feel like no matter the build, strat or addons, i can not get any kills from traps. I was trying to be "toxic" and slap excessive skill checks + unnerving on while just standing next to survivors on boxes, but not even that worked. She feels utterly broken. Why did u main her? Have i missed something?
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1675449#Comment_1675449
Who said it was your fault??
This Jejune figure. He said it is my fault for doing "invalid actions". As if i had any control on that lol
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100%
Being hooked can be very demoralizing and frustrating. Not because you got hooked, but you see what the others have been up to while you where running the killer for 2 minutes. One gen done, one is doing bones, one is crouching in some corner. On your second phase maybe someone get's for rescue and immedietly manages to be seen by the killer and downed.
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It is very hard to perform a grab without survivors forcing you to do so. There are a few exceptions like hag grab, spirit and tier 1 myers. Even then it takes luck and RNG, yet some people here act as if it's an issue. I got grabbed maybe once in a few weeks against a mirror myers and he only got the grab because i didn't knew what i was up against.
Except for this scenarion and face camping, getting grabben is 100% the survivors fault. I can not count how many times i grabbed a survivor because he f*ed up trying to dumb tech me. Or survivors being grabbed because they greed a gen despite hearing a Spirit coming. It's you fault, realy.
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@Squirrel_Thicc said:
Aww you don't like the killer so you want them removed and take him away from other players who enjoy him? Cry me a river.
Im not crying. Im saying you are sad for enjoying him.
If he would work the same at billy or at the very least wouldn only be able to down one at a time i didn't had as much issues with him. But a killer whoes main strategy it is to camp hooked survivors, this killer is just for noskill sadboys who desperitaly need a kill. And that's what Mori is for.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1674503#Comment_1674503
It's latency, it has nothing to do with survivors "aborting" grabs.
This latency issue does not happen on window or pallet vaults and it does not happen when grabbing a survivor with Myers. But it does happen on gens. "My fault"? Yeah, sure. Devs need to fix this issue.
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Piggy is desperate for a buff. 2 dozen addons plus perks to somehow get her reverse traps working but nothing helps. Trying to kill anyone with traps on purpose and you are just meming. Even the ultra rares don't help, they get out of it almost 100% of the time. The counter starts when the next gen is done. So it's up to the survivors weither or not they want to start the counter? While it is actually your job to not let them do gens and prevent the counter from starting? Brilliant. Just brilliant. Whoever thought of this should be employee of the year. But don't forget to draw him a pigface.
The sad thing is she is quite complex and fun to play, but half of her Ability is just a meme.
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Killer: Tinkerer. Most valuable info perk in the game. Both to protect gens and to find survivors.
Survivor: Speed burst. It is very helpful if you don't want to be chases right now or quickly leave an area to get to the strongest loop you can find.
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As statet in my starting post.
"Not too hard to beat with a decent team that doesn't fall for him. But seriously, killers that do nothing but camp hooks. What a low life."
Under the condition that no one in your team screws up and does gens instead, he is not hard to beat. But that's not the point. Hook camping with Bubba takes zero skill and it's the lowest and boring strat in this game. No matter if you win or lose, playing against these people leaves a bad feeling. The best moments you can have with him is when everyone insults and makes fun of him after the match. This is something i would say is a very toxic thing to do. On bubba it feels always right. Something is wrong with this and it's not the survivors fault. Facecamping as the main strat to win makes me think this killer shouldn't exist.
Edit
I am playing ALL killers. There are killers i do not touch because i am too bad with them (Billy), there are killers i do not touch because they are too bad (Demigorgon) and then there is Bubba. That one miserable character in my collection that just doesn't deserve it.
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Survivors shouldn't be able to abort the grab animation at all. At least not on gens. Windows work. On hooks, it is broken but i would keep it this way so facecamping doesn't become too easy. Gen grabbing is the big issue for me. You grab - Survivors sprint bursts away - You are stuck in animation and the game is over.
Even when this is not happening, survivors shouldn't be allowed to greed gens in front of the killer and get away with it because of broken animations.
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1000 matches are more then enough to make your own statistic. Lithe next to balance landing are two of the rarest exhaustion perks i see ingame. SB and DH are much more common. Never used lithe. Vaulting hitboxes are way to messed up for that. Just today again. I vaulted the windiw in the green roundell at asylum. I already had my feet at the ground and the killer had to go around the corner but he still managed to hit me with 1m distance between us. Should have been impossible but nope. I still got downed.
On another occasion a huntress got me with her axe when i already was in the next room.
Thinking of it. Has anyone noticed the lag being worse the past weeks?
Every single time i down a survivor he clips and then is 50cm-1m further away from where i downed him. It's totally messed up.
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Fun fact: Hitting a survivor with dark devotion will transfer your terror radius, but your blast is still on your Doc. I have not tested it but i assume you can still use your blast when in undetectable. Completely hitting them by surprise. This sounds like fun, i think i will test it.
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The "trick" is not to run throu his traces. Unless you unhook someone in the basement this is something that is very easy to avoid. Also getting caged is a lot better then being hooked. Chances are you get teleported to someone sitting on a gen who can immedietly unhook you. Avoiding his secondary is nothing i am particually good in myself, but since i also play PH i had a lot of situations where cornered survivors just dodged all of my attacks. Stay at a loop and bate is m2. Similar counterplay as with huntress.
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You need to remember who you have hooked. Short term memory of one minute. That's the whole counterplay, nothing more.
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I had a lot of matches where the last survivor managed to escape because the gates where too far apart. I always try to look from the distance if i see any lights, but often enough the gates are so far apart that the survi easely has time to open the gate til im back. It is random. Either you have a chance or you don't.
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+1 to all of that. At the very least it should apply Exshausted but the way it works you hit a survivor and he runs to the next pallet. Plus it is not hard to loop a killer for 16 seconds before using the same pallet. The only situation it is good at is when you barely make the hit before the survivor would drop the pallet. So you don't have the pallet stun. But the pallet that would normally be wasted will stay active. This perk does more harm then good and is not very thought throu.
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Poison is a nice idea. After 2 minutes lose one health state. With broken i think you have 1 minute left. Mending + 1 forced heal + 1 heal for full health would greatly stall the game and even teams that don't heal would have to heal at least once. Being in a chase or healing action should stop the timer.
On the other hand, im thinking of good teams here. For lower ranks this would be nightmare.
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Strongly disagree. I see no reason for his power to be nerfed. Also he already got a rework. Why changing dreamworld? It does basically nothing unless you run into snares and those need preperation on the killers side. Also finding survivors who wake you up or wake up by yourself is not complicated.
Honestly, i never care about beingi nside the dreamworld.
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When the penalty was introduced the last time i have noticed an extreme increase in DC's.
In the past weeks i had barely issues with DC'ing players.
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It is not the most stressful match because i had more then enough matches where is just tilted. But one of the most stressing combos is gen kick freddy against gen rush squad. Tinkerer + pop allows you to stall the game quite a lot. Imagine 4 gens almost done and keep them almost done for more then 10-15 minutes while still 4 survivors left. I DID THAT. On multiple occasions even. It's extremely stressing and not worth it. But freddy is the best for this job and i can't let him fail. Teleporting back and forth, downing a survivor. No time for the hook, teleport back, then walk back and hook, then make it in the last second again back to the gen. Next gen is about to pop. Just like this non stop until the first one dies and then the second. Finally, match is almost won. Challange of endurance.
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How about jumping onto walls and from there a jump attack.
Looking up a wall - M2 - Jump animation to spot xy.
M1 on target location and you perform a jump attack. M2 on other walls / ground and you jump further. This could work similar to frenzy but instead of making pallets unsafe, it would make jungle gyms of all kind unsafe.
To put this mechanic to a greater use, maybe this mechanic could be open for more killers. Demi would be my first choice or maybe ghost face. Wallclimbing, walljumping etc.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1671314#Comment_1671314
"They think playing a different killer is just as survivor, like changing your player model."
This is honestly true for most Killers, because most of the Killers are pretty simple. And if you are experienced with Trapper, you dont need to go against Baby Survivors with Pig, since they play roughly the same (as an example).
And in fact, they tried different "Ranks" for different Killers with the MMR-System, but it did not really work out. (E.g. I got decent Survivors while playing Nurse and I am terrible with Nurse. Meanwhile, I won 30 games or so with Billy and still got players playing their first game...)
How is trapper the same as pig? xD
See, this is what i was talking about xD
"Trapper is similar to Hag" is something i would understand. Both need to prepare an area and chase survivors into. The pig is a stealth killer. If you play her like trapper you do it wrong. On top comes her reverse trap stuff you also need to learn. If you don't use the powers of killer sure, most might be similar. But that's not the point of playing different killers. Not if you want to get gut and have fun.
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I play Spirit with a HEX / Pickup build. It is fun on low ranks to pickup survivors from bones, but not as good on red ranks where survivors actually do gens and don't stay still to squeeze the last 5% until im there. I put fun over 4k. If i want to have both i play freddy or doc.
Meaning: Doing 4k is easyer with a lot of killers. That is why Tiers exist. Maining a high tier killer results in many 4k's. Doesn't mean you will play this killer 100% of the time. This is why 21 killers exist to "choose" from ... get bored with Spirit, main another one. It's just the grind to actually do so that is way to brutal.
4k with Freddy, Myers or Doc is very easy for me as well. Because im used to these killers. Toxic OP stats might also have something to do with it XD
Now im playing Legion, Hag or try my luck with the Nurse because the matches get too repetetive and i'd like to experiment with new build and start ideas. Slugging with Oblivious build is something i could see work pretty well. Just need to find the right killer / strat for it.
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It is not impossible but the game would have to change tremendously using statistics and algorythms to pair certain killers with certain maps they are good at and what devs said about MMR. Every killer needs his own ranking so don't go red ranks with a certain killer and red stomped with a different one. When i start to play billy or nurse on red ranks people ask me how i got my ranking. NOT AS NURSE, OBVIOUSLY!
They just don't get it and it's annoying. Can't get better with certain killers if you can't get a hit and your small moments from time to time. But what do survivors know. They think playing a different killer is just as survivor, like changing your player model.
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@kaeru said:
Another satisfying perk that benefit from teabagers is Blood Warden. It's a bit situational but if you often get into situation when everyone is alive at the end of the match it might help.
Very hard to pull off. When you down a survivor but not hook him right away, more experienced players will have a close watch on the timer. I would rather like it if it would be triggered by camping the exit gates. We would see this perk on every second killer.
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@impossibleodds said:
https://forum.deadbydaylight.com/en/discussion/comment/1670661#Comment_1670661
The problem is when they're at the exit gates and doing it. "Yes, you won. Please leave. Please stop bullying me and just end the game."
I had this exact situation 30 minutes ago playing as nurse. Im a baby nurse. The teleporting is fun but very hard to perform. They tbagged me at the gate with 3 healthy and one injured. I acted like i would go away and they started healing. Guess they didn't thought about nurses calling ;)
In the end i got both red ranks and the others left. One was laughing how stupid they were, the other one was crying what a ######### killer i am. They deserved what they got. I have done similar moves with PH and Spirit. Extremely satisfying.
But usually i never go to the exit gate. When i know i can not get a down i will wait until the timer runs of. Devs realy should add some mechanic that prevents survivors from stalling the game and holding the killer hostage this way. This is not an exception or some players who do this. It is every single match (that is not a 4k) and it's extremely annoying. And then the tbagging. I feel stupid to walk all the way to the gate just to watch them tbagging me, so i stopped doing it.
Maybe devs should add a perk that will block all exits for 2 minutes when survivors are camping there. Should also work with hatches. This would teach them a lesson and change this behavior.
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+1
It is bad and toxic behavior. Playing killer is huge stress. If you play bad, survivors will let you know. If you play not in a certain way (No tunneling, camping, whatever), survivors will let you know. If you play very good, survivors will (most of the time) say nothing. The match stay's and falls with what you do and how you perform and every mistake can cost you. The game is 4 vs.1 and survivors shouldn't get toxic with teabagging just because the killer has missed a hit.
At the same time to the killers address: When a survivor provokes you with teabagging or flashlight clicking - Don't fall for it. There is a good chance this guy is just a cocky idiot, but it is just as likely that he is well prepared to loop you for 5 gens. Ignore these people. They want to "protect" weaker teammates. Go and find them, down them and wait get a nice hit on that idiot who is waiting behind the rock to flashlight you. Now you did exactly what they didn't wanted you to do. You have applied pressure on them.
As a killer: Your Game, your arena, your rules.
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While playing Nea i have noticed a not insignificant increase of hardcore tunneling as soon as i wear a flashy outfit. I don't play flashlight very often but if i want to, i know which outfit to choose.
On killers it's basically "what i have". Not that much. Cosmetics are way overprized. I have no issue spending 10€ on outfit's. As long as there is an S behind the '. This moonprizing on digital goods is just ridicules. Someone should have told the marketing guy's that people will spend much less money when the prizing is too high, but i am not the first nor the last who will complain about this behavior.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1670513#Comment_1670513
Yes, even weak killers like clown can win some good games every once in a while. However, Spirit is definitely OP, or at least uncounterable in the right hands like deathslinger. People who don't use addons on spirit are uncommon if not, rare. The reason that people think spirit is not OP is because many bad spirit players exist (not trying to be mean). Even iron will without stridor can be countered as a good spirit. If the spirit player has some nice surround sound headphones and know how to play her, there is nothing you can do to get away from her. Every single little thing you do makes noise even with iron will. If you vault a pallet or window, you make noise. If you crouch around while she is phasing, you make noise. If you hop in a locker with quick and quiet, guess what? You leave dust for a half second and make noise. With a good headset and good player, the spirit can hear these tiny little things and completely ignore your resources. Now, these players are quite rare, but that is the proof that she is OP. I myself don't even have the best headset and usually demolish a survivor team because I can still hear the survivors' footsteps and smack them. This is only without addons, with addons like the duration ones (which double as a recovery speed addon for some reason) she becomes overwhelming. It is also unfun to go against a killer who gives no feedback to survivors as to when she is using her power.
With "without addon" i meant the one that let's everyone hear her phasing sound. When this is not active, you can hear her coming and even where she is. More or less. As i said, you can even drop pallets on her while she is phasing just by sound.
The best trick not to get killed is not to be seen in the first place. I know this is easyer said then done but this is how red ranks survive. When i play against mixed groups, the red ranks are almost always the last that i spot because they keep their distance and play carefully. Or at least a little bit more then less experienced survivors who get hooked first.
Once you got hit, it is just a matter of time till she get's you. All you can do is to prolong the chase as long as possible so others can do gens. This is the best strategy against any killer. And also basic.
When you got hit, run to the next secure pallet loop you can spot and run her as long as possible. When you hear her phasing, run into one direction and backtrack the same direction cou came from. With good timing she will miss you. Try not to run throu grass, because then she can pinpoint your exact location. Don't stand still. When there is an obvious location te be (window, pallet etc) you can be there but stay 2 or 3 meters away from the pallet.
Best way to learn countering a spirit is to play her by yourself and don't do what everyone does.
Same goes for Nurse counterplay btw. For example: When she is following you don't look behind and break sight with her. Behind a wall or something. Then go back to that corner and watch her teleport into nirvana. Good nurse players are experts in guessing. Use this habit to your advantage and throw them off.
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Spirit is not OP. Without any addons you can hear her coming and plan in advance where she might pop up. The coolest thing you can do is to drop a pallet on a Spirit before she got out of her phasing. I will not say that a good spirit can't rip you to shreads, but the same goes for most killers. I was once facing a clown main without special addonds and he just stomped our group.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1670238#Comment_1670238
Is that proven? I never heard of that before..
I hade made a ton of matches playing killer and i have noticed this many times. As survivor i tested it by myself and managed to unhook myself 2 times. It is not working 100% of the time and the circumstances are not that often. But it totally makes sense. These kind of hidden game mechanics are things that game designers build into games to raise the thrill and fun. Think of it. Gates are powered, you are hooked for the first time and no one left for rescue. Your very last chance is this 4% unhook that the loading screen was talking about a huindred times. And then: BOOM! I GOT IT! IM FREE! UNBELIEVABLE!!!
Except when it isn't because the game designers give you a 40% chance in such situations sou you have a high life moment ;)
This kind of stuff makes games more fun and i wouldn't change anything about it. At the same time, devs wouldn't want you to know about this because that would ruin your special moment ;)
EDIT
Feel free to put this theory to the test. Don't get hooked until all gens are fired up and the others are on hooks. Then try unhook yourself. Also test with gates open/closed. I am not 100% about the exact circumstance.
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What makes you think i am lying?
I have seen this many times as killer and unhooked myself a few times. All gens done + no survivors left to unhook + attemps left = Much higher chance to unhook yourself.
Honestly i thought this is common knowledge. 4% chance is almost impossible, unhooking yourself under the circumstances above is not. OP has noticed the exact same. Why else complaining about survivor getting the hatch? Must have been the last survivor left with first time hook.
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Basic chance is 4% but tremendously increases when all other survivors are either dead or slugged. Not 100% sure but i think there are more conditions. So when you have not been hoked til the end of the game and no rescue, chances are good that you can escape.
Nothing wrong about that. This mechanic is not explained anywhere, but it's a thing.
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Dodging an axe on 25 meters is one thing. Dodging it up close is a whole different story.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1669448#Comment_1669448
Sure, if the survs do not get disturbed the gen won't be blocked. Thats why you actively chase them away and THEN pick a survivor up. Think about the situation that you get to a nearly finished gen with possibly multiple survs there and you manage to down one. You cannot afford to hook the downed one normally, bc the time you need for hooking, other survs may finish the gen. With TT you can prevent this and you can hook the surv without fear. And when you have Pop in store, you likely can directly use it on the blocked gen after a few additional seconds.
Yes, double BP is the reason I also run BBQ over TT. But apart from that, I find the info from TT way more reliable than BBQ (often I do not see any auras the whole game), and that "situational advantage" is not as rare as it may seem. It's really relieving if you know the gen is blocked and cannot be finished, while you hook someone, so you will be guaranteed to use Pop on it. So satisfying.
This sure sounds like as if the survivors are always close to you dancing behind your back ...
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Me too. Usually when i sit down on a gen i search for the closest pallet. But sometimes find myself in situations with nothing around me. Im a sprint burst player, so this doesn't hurt me too much, but in some situations i get chased at the start of the game and run into areas with nothing in it. Even if i could swear there have been pallets in other matches, i swing my cam around me like a mad man but see nothing. Kinda annoying. Some maps realy have too many pallets close to each other. When the killer has to kick 3 pallets and then comes to the shack it's a bit too much. But hard to balance i guess.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1669664#Comment_1669664
I'm in red ranks right now so I don't know if the experience is different at green/purple.
IT IS. 100%
Red ranks know how to teamplay, know how to loop without getting downed in seconds and even use their comms in a tactical way so you know what is going on, as well as doing gens. Not every red rank is a pro, but they don't idle around the entire game or start the trial by searching the hatch or whatever. I do much better in a good team as in "Okey i did my first gen, everyone else is on hook. Do i rescue them or wait for the hatch" situations. In the end i get to the rescue and maybe get tunneled for it. This just isn't fun.
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I am no noob but there is a thing that confuses me. A few day's ago i played against a Bubba. While he was hunting me i jumped throu a window. I was already on the other side of it and theoretically far out of reach. He got me while the last frames of the vault animation played out and i already stood on the other side. When i got down i was basically in the middle of the room. The shot looked absolutely impossible. I have noticed similar things on other killers. Hag for example is great on hitting survivors late and from weird angles throu their vaulting animation.
When i play killer however, when i try to hit the survivor throu the window, unless it's a straight shot or i am cery close, i almost always hit the window frame. While other killers seem to get these shots, i can not figure out how. I run around the wall -Survivor starts vaulting -I go into launch attack while turning towards the window and hit the window frame or miss. Is there a trick to get these shots right? Like a specific hitbox window i need to hit?
No video footage, but i guess you know what i mean. Im getting kinda annoyed by this pling sound everytime i play Doc. In loops im pretty good at hitting survivors on the last frame while he has already dropped the pallet. Not so on windows.
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I have played SWF twice and it is indeed more fun then Solo Q. But also unfair against the killer.
From my personal experience: Many survivors have a close look on what the others are doing and behave the same way!
I have the most fun when i go rampage on altrustic, take protection hit's for others and run after them for healing. The others will start to do the same and probably die and the match is lost. But it's much more fun to lose in this way as to have them all idle around and doing bones and chests.
What we need are more tutorials, especially by youtubers who explain how to behave in what situations.
5 gens done, someone got downed?
99 the gate, don't open it!
Someone is on hook in front of the gate but has a lot time left?
99 the gate, then go for the unhook!
Someone is being chased?
Don't run after him for unhook, do gens!
Someone got hooked near you and you are on a gen?
Wait for 5 seconds after the hook, then leave gen for unhook. The killer will always stick around for a moment and search for survivors. Don't waste time and don't be an easy target. It is incredible annoying if you have to leave a gen because someone was hiding again right behind the hook and then get downed in seconds because the killer was smart enough to look around. That is noob play.
You have been repairing a gen with another survivor but nowe the killer is after you?
DON't run into the same direction and let the killer chase 2 at ones! It doesn't matter who is first at this pallet. You will only block each other. Split up and change direction.
But rule Nr1 : DO NOT IDLE AROUND. Bones and chests give a few BP, but do nothing for your pip or the matches outcome. Do gens instead.
There is so much stuff to look for and to learn, but you can not teach them while the match is running.
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GG as loser alway's sounds better then as winner. There are a lot of people that only have a GG as long as they have won.
I would love to see something as in GWENT where there is no Chat. Instead you can reward other players by giving a GG. For every GG given you also get a smaller reward for yourself. In DBD the GG giver would get some BP and the receiver would get some shards. This would be nice. No chat needed, neither before nor after a match.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1669144#Comment_1669144
Thrilling gives you additional stalling which can be crucial to keeping a gen from pop while you are carrying a surv to a hook, BBQ cannot do this. It helped me more often than it hindered me in aplpying Pop to a gen.
Are you sure about that?
Because as far as i know thrilling only stalls gens that are currently NOT being worked on and it does so only for 16 seconds. Otherwise it gives you the info what gen is not blocked. So when the gen is being worked on and about to pop, thrilling does nothing to prevent that. That's what tinkerer is for. It tells you what gen is about to pop so you can go and shush survivers away. Either to down + pop or let ruin do it's magic.
Could be a matter of taste but sadly, getting double BP is more worth as very situational advantages.
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I agree with some points. Especially the grind in this game is horrible. I don't want to play for hours just so i get better perks and i don't want to grind for weeks just so i can play the killer i just bought for money play the way i want to.
Oni without infectious fright? It's only half the fun, but to get infectious fright on Oni with almost all killers i needed 4,5 million BP. It's ######### insane and worse then any asia grinder. It is not fun and playing specific perks or builds just because you get the most BP with it also hinders people to go other way's and experiment with new builds.
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@ringwinning said:
https://us.v-cdn.net/6030815/uploads/TP6P78FI2JZU/image.png
What about this guys?
Sorry, I don't have stridor yet otherwise I would equip it.
This, but swap pop for tinkerer. I had this build too but the issue is that in the heat of the game i often ended up running up to a gen for kicking but forgot that ruin is still active. Thrilling tremors + Tinkerer however are a great info perk combo. Additionally with undying you have a solid pickup-build that will give you constant info about where everybody is.
Thrilling tremors can be swapped for BBQ. If you get the info on what gens they are sitting upon pickip or hooking makes no difference, but BBQ gives you the extra BP.
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Pop is gold on Freddy.
I run pop fairly often, but you also need tinkerer. Most of the time survivors will lure you away from other survivors sitting on gens. When you manage to hook them fast enough you can go back and down the gen, or secure a 3 gen with it. When you have to rely on chase perks due to your playstyle/killer, then pop might not be the best choice.
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Blood favor: This shouldn't be a Hex. Hitting the survivor already gives him a speed boost so he can make it to the next pallet / Window anyway. Make it a Hex on top and it's just redundant.
Deathbound: The auro of the healer should be revealed for 6 seconds.
Cruel Limits: Should affect the killers radius. This would give a nice combo with blood favor.
HEX NOED: Should have tokens that are build up by hooking survivors. 4 Tokens should be fine. It's just extremely annoying how many killers completely rely on a single perk to get any kills, and then just wait for the endgame to happen instead of doing what they are supposed to.
Overcharge: Sounds nice in theory but never actually worth to occupy a perk slot, since there are much better kicking and slow down perks and hitting the skill check is not that hard for good survivors. Remove the skill check possibility and make it insta regress.
Nemesis: Oblivious on getting a new target is a very weak status effect to occupy a perk slot. I suggest to add a hindered status effect for 3 seconds. This would open new synergies with perksl ike make your choice, Furtive Chase, Enduring and Predator. A lot of new build ideas! But this shouldn't apply on blinding the killer. Might be a bit op against flashlights. Also Furtive Chase would require a rework against hook camping. When unhooked and the killer isi nside of a 32 meter range, the new obsession should be chosen at random. Nice synergy with make your choice.
Coulrophobia: Makes no sense gameplay wise. The effect should instead apply on survivors that are NOT inside your terror radius, to make it anything worthwhile. Anti-Item perks are pretty bad as they are. Could use a buff like this. Also opens the synergy with nurses calling and overwhelming presence. This combo seems more of a troll then something useful, but at least it has a synergy.
Monstrous Shrine: Too niche, not strong enough. Make it map wide instead of a basement perk.
Trail of Torment: I think i am not the only one who is confused by this perk. It is utterly useless against any survivor who has read the description to this perk. Stealth with no surprise element is no stealth. Remove the yellow highlight.
Beast of prey: Considering that survivors always keep track on where the killer is, this perk seems kinda useless. Keep the undetectable up for 5, 8, 10 seconds after losing Bloodlust. This might open a nice synergy with I am all ears. Jungle gym combo so to speak.
Gearhead: Raise the timer to 60 seconds or reveal whatever gen is currently beeing worked on. Sometimes skill checks come consistently, sometimes you can do 40% of it without getting a single skill check. Too RNG to even look useful.
Survivor perks:
Delivernce should give an unhook attempt, no matter if you have been hooked before. After unhooking yourself once, it should be deactivasted for the rest of the trial. Getting tunneled or have bad luck at the beginning of the game, or run into a hook camper when trying to unhook, makes this perk kinda useless. It sounds like a great core perk, but there are too many situations you can not control. And then it is just an occupied perk slot with no effect. Needs a buff.
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Congratz =)
A few day's ago this appeared on my screen:
A feast for the Entity
In public matches, sacrifice a total of 1000 survivors.
2.8% of all players have reached this achievement. Not the rarest achievement, but still =)
BTW: Only 48% of all DBD "players" have the "level a character for the first time achievement". Steam is crazy.