HEX_MalusGrey
HEX_MalusGrey
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I see the point of frustration. As survivor i rarely get teams where gen rush works because half of it is ideling, searching chests, doing blank bones for BP or run after the killer and watch a chase for 2 minutes, waiting for the unhook. With those people getting a penalty or nerf would only fack with people who actually try to win.
IF it works however the game is over pretty fast. Bad for pipping. Usually ones the gates are fired up, everyone is trying to heal or farm hooks like madman, leaving no one behind etc. Pipping and BP might be the reasons for that, except sportsmanship and teamplay.
Getting a gen rush group or let's say a group that is very effective in doing gens can be highly frustrating. YOUR example is nothing. When i play Freddy some groups rush hard in case it's a forever build. Last time i hot my first hit after 40 seconds and 3 gens popped simultaniously. With pop, teleport and A LOT of sweat i managed to keep the other gens down, that somehow also have almost been finished. No idea how they have been so fast. In fact they where so fast even without toolboxes that i can not rule out hacking. But when i got my first hook, things slowed down a bit, so i guess they just spawned each on a single gens and somehow had enough time or whatever.
In the end i managed to get a sweaty 2k with lot's of hooking, but these games are actually not worth playing. I hate to get sweaty like this, it's just too extreme. Would be nice if i could choose this or something and not go unprepared in such situations. But the way MM and SWF works it's completely random.
You have one match that is ultra sweaty SWF match and with the anger and sweat you then go into the next match raging havok and destroy some poor casuals who just want to have fun. Devs have to make clear upfront if there is a SWF group in the lobby or not, on top of the rank. Can i PLEASE decide by myself if i want to play against SWF or not? Why is this kept a secret?? Right. Because most killers would just leave these lobbys, for good reasons. Or perhabs pick mori 100% of the time.
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Every insta down perk of a killer is a -1 chance perk, every time you skip the injury state. Red Mori = -8 chances for survivors.
Survivor DC?
-6 chances for the team.
Your teammates running into hooks against a hag?
When your team facks up your own chances also get slimmer. Second chance perks for survivors only bring a little bit balance into the game.
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Family Fued: Oni vs. Spirit
The spirit would win. Oni has a ton of muscle power but i think Spirit could outsmart him. Also Katana + speed might be more dangerous as a club. Although i am not sure what happens with the limbs of the spirit if you hit them very hard. Technically they are not attached, so they might fly off. Like with insects who cap off their limbs to survive. She should be hard to get a hold on.
Chainsaw bois: Bubba vs. Billy
I'll pass but presumably Bubba. He has a stronger lizence.
Human side: Ghostface vs. Pig
Pig wins. She would already know everything about Ghostface upfront and have a trap ready for him.
Jason couldn't make it: Freddy vs. Michael Myers
Draw. Neither of them can die.
Legion (Frank) vs. Doctor
No power = no electricity, right?
I think the Doctor would still take the cake. Legion is just a human with a mask. A mask on the doctor however would make him prettyer. He is the true badass sadist the legion only dreams of to be.
Huntress vs. Trapper
Huntress wins. Distant attacks are better then traps. Even when trapped she could still throw axes at him.
Wraith vs. Plague
I guess the wraith would win, altough i don't think that either of both can die. But an axe is definetly stronger then incence.
Phead vs. Demogorgon
Phead wins. Strength, intelligence, weapon. He has it all.
Clown vs. Blight
Without powers = Fat, asthmatic clown against skinny "i wish it would be asthma" candle face with a walking stick. I put my money on the clown.
Hag vs. Nurse
Nurse wins. Unless the hag also knows how to draw Witcher signs, she couldn't do much against a ghost. Especially not without powers.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1665970#Comment_1665970
okay so we both agree that there are certain pallets he wont want to break.
those unsafe pallets however are a vast minority of the existing pallets on a map, most pallets he will come across are going to be safe. you are right, he could just run a circle around those aswell and catch them eventually, but bloodlusting a chase is never a good idea, its a lot faster to just break the pallet down (after zoning them out, as previously mentioned) and hit them before they reach the next tile. and yes, if they link some tiles (T L walls, Jungle Gyms, general pallet spawns) together they literally create a god loop you wont be able to beat without at least getting to bloodlust 3. but by the time you catch somoeone there without breaking the pallet(s) the other 3 survivors have already completed 11 gens, opened 35 exit gates and tought the entity some neat party tricks.
for the second point, you wouldnt believe how many times a killer not kicking a pallet while i chained some loops together saved my ace. with a competent survivor who knows how to run tiles correctly not breaking a pallet can backfire horrendously for you.
for the third point: so was i. but when you switch targets you dont have any "inbetween time" to kick them, so they are still up and usable, forcing you to run through the same loops you already had to endure.
also yes, hooking a survivor has higher priority than breaking pallets. but you wont be able to achieve the first thing without the second, at least not as efficiently as you could have.
"those unsafe pallets however are a vast minority of the existing pallets on a map, most pallets he will come across are going to be safe. you are right, he could just run a circle around those aswell and catch them eventually, but bloodlusting a chase is never a good idea, its a lot faster to just break the pallet down (after zoning them out, as previously mentioned)"
In my starting post!
"for the second point, you wouldnt believe how many times a killer not kicking a pallet while i chained some loops together saved my ace. with a competent survivor who knows how to run tiles correctly not breaking a pallet can backfire horrendously for you."
While playing against the 10% survivors who not only know how to loop but also how much distance they can run safely from one loop to another. Idealy on your way back you should have gotten the second hit, not making it to your god pallet. If not, you are the guy who you wisely suggested to leave behind and make your way to a gen.
"for the third point: so was i. but when you switch targets you dont have any "inbetween time" to kick them, so they are still up and usable, forcing you to run through the same loops you already had to endure."
Im getting most of my targets on their way from A to B or directly on a gen. If i run into the same pallet twice i can still kick it, but chances are the next chase will not happen in the exact same part of the map. And then again: A pallet that is throwen is not as safe as a standing one. On the second run you are much morel ikely to hit them while vaulting.
"also yes, hooking a survivor has higher priority than breaking pallets. but you wont be able to achieve the first thing without the second, at least not as efficiently as you could have."
Sorry but i didn't know that. I dunno how i pip, i think it just happens.
When my matches are over i get 4k with at least one third of the pallets still standing and another third unkicked. Guess i do something horribly wrong then.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1665874#Comment_1665874
It's the opposite because you never bloodlust a jungle gym pallet, that should be a no brainer that's like leaving shack pallet down and trying to catch a survivor , you should only bloodlust travel pallets that are unsafe , otherwise get rid of the safety for the survivor and either switch target or get the down if you know it can be obtained fairly quick, if I know the survivor is in a strong area I'll make them waste a couple pallets and then move back to gen pressure, I'm consistently at rank one and unless you're nurse or another killer that can ignore survivors safety zones juggling the gen pressure and chases is one of the most important things a killer can do in this game because every second counts
ZONING. I was talking about ZONING, not about bloodlusting. As said many times above.
For example: Kick the pallet from the outside and the surv has windows left and right. Kick it from the inside and he will have to leave the area. Not hard to understand for a red rank is it?
I don't know about you, but i never have to spend much time in a jungle gym.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1665666#Comment_1665666
idealy you want to do the opposite of that.
unless you know its a very unsafe loop or the survivor immediately left the tile after dropping it, you always want to break the pallet, otherwise its going to come back to bite you in the ace later.
its important to know when to drop a chase though. if you get a survivor who is good at looping, make them drop a couple of pallets to get rid of them and then switch to someone else as soon as you see the possibility to do so.
but leaving pallets up will just keep already used up tiles intact that otherwise could have been a deathsentency for other survivors.
<- Rank 1 killer
How is this the opposite? You just repeated what i said but left out the zoning.
Insta kicking every pallet the survivor throws at you is the best way to lose time. By the time your kick animation starts the surv already knows the next pallet to run to. By looping them once to make them face the direction they came from will throw them of. Idealy the pasllets in this direction are either dropped or destroyed. When you see the survivor running in front of the pallet while you kick, you made a good timing and a lot of distance.
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NOW the forum accepts the post. Years later ... great.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1665874#Comment_1665874
you said he would want to not kick pallets at all.
this would result in him leaving all kinds of pallets up that will later be used against him, as he wont be able to create deadzones. additionally any survivor who noticed you not breaking pallets will be able to use said pallets in the same chase again by linking multiple tiles together, creating a superloop he wont be able to catch them on unless he starts breaking the pallet, resulting in a huge timeloss on his part.
unless the pallet is super unsafe, e.g. the pallet right next to the dropdown and the staircase back up at Father Campbelles Chapel, or the survivor immediately left the tile and has deadzoned themselves, leaving any pallet up is not a good idea.
and as ive said, if someone just runs you around the map, get as many pallets gone as you can, but instantly switch to someone else when you see the opportunity to. that survivor will have less to work with plus will be lacking the knowledge of where exactly the pallets have been used up, which can result in drastically easier chases. if you left the pallets up however, that wont be the case.
also that zoning you referred to is the most effective WITH breaking a pallet.
you are right, you will want to force them in a different direction than the next pallet is in, but leaving the current pallet up will just result in you wasting more time on this loop, so chase them away from the direction where another pallet is in and then break the pallet down, so they have nothing left to work with. and again, if you broke the other pallets you encountered beforehand, the survivor will be running straight into a deadzone - which once more isnt the case if you just faked the break and left them up.
First: Speed jumping a pallet is slower then running around it. This is what makes unsave pallets unsave in the first place. The vaulting animation is slower then normal running. Since most pallets have a small side (rock etc.) to each side there is no such thing as a god loop you create yourself.
Second: Yes i have said he should try to avoid kicking pallets. Telling new players they "want" to kick pallets only leads to the assumtion that this is a goal of some sort. I fell for this too when i started this game. Kicking every pallet i cam across where in reality the only thing that is important is to get the hit. There are SO MANY survivors who leave pallets early or don't stop at all, especially if u don't ######### around. There are pallets you have to kick but you should try to avoid it or at least use intelligent zoning.
Third: I was talking about in-chase situation. Outside of a chase (after the hook) you can kick as many pallets as you want. But until you downed the survivor you shouldn't waste a single second. If you can not zone him and he doesn't want to leave -Kick the pallet. Otherwise, it's not the top goal to free the map from pallets, but to hook survivors. That's the important point here.
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This stupid forum stops me from quoting.
@Mister_xD How is that the opposite from what i said? You just left out the zoning part. Insta kicking every pallet survivors throw at you is the best way to lose time. This makes you predictable and they will run with you around the map. In a chase, the moment you start kicking a pallet the surv already knows the next one to run to. If you ZONE them however into the direction they came from, ideally by hitting the kick animation when they are directly in front of the pallet, you will throw them of and get much more distance as when you would just run after them.
@ringwinnig: Good loopers will always greed pallets before they throw them. In that case you might want to use the greed run for zoning.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1665666#Comment_1665666
idealy you want to do the opposite of that.
unless you know its a very unsafe loop or the survivor immediately left the tile after dropping it, you always want to break the pallet, otherwise its going to come back to bite you in the ace later.
its important to know when to drop a chase though. if you get a survivor who is good at looping, make them drop a couple of pallets to get rid of them and then switch to someone else as soon as you see the possibility to do so.
but leaving pallets up will just keep already used up tiles intact that otherwise could have been a deathsentency for other survivors.
<- Rank 1 killer.
How is this the opposite? You just repeated what i said but left out to talk about zoning. Run the surv around the loop so he faces the direction he came from where the pallets are already dropped or destroyed. You hit the right moment when your kick animation starts and you see the surv running in fron of the pallet. Personally most of the time i can kick pallets outside of chases or at least i get theminto the direction i want them to be. Insta kicking and you do exactly what they want you to do and by the time you start kicking they already know where to run next. Make them loop at least once will throw them off.
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Alway's avoid kicking pallets. Continue the chase or act like it. If they won't leave, you need to run the loop until they get into a position where there is no pallet behind them. Then kick the pallet. But yes, jungle gyms have the safest pallets.
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Freddy and Doc. Both are very good at slowing the game down, so DS doesn't hurt. As long as i get them 20-30 seconds later, which is usually the case, it doesn't hurt. But it always depends on the situation and weither or not there is a strong loop near by. 5 second stun can be nothing at all, or a lot of time. Hag wouldn't be bothered either, as long as the DS happens inside of her web.
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I am Nea main. I have all perks on her so i have one survivor for every build and don't have to spend more BP as necessary.
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Camped like 4 out of 10 matches. But patroul camped, not facecamped. Facecamp happens very rarely to me.
Tunneled however happens fairly often. Especially with Mori noobs. They run after you for minutes to get their kill leaving other survivors left and right, which absolutely sucks. Mori is the biggest bullshit atm.
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@Joelwino said:
https://forum.deadbydaylight.com/en/discussion/comment/1665553#Comment_1665553
I think it should deactivate during the endgame, you can't be tunneling the survivor if they're your only objective left to defend
So not deactivate during endgame but deactivate when you are the last survivor. OFC you can be tunneled during endgame. In fact, getting tunneled during endgame is 100% guaranteed.
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FireUp might help a little. Teleport a second too late and you can still catch up like with other killers.
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I have all killers and only demigorgon is at level 1...
He is just so bad and could use a buff. Main issue is that you can always hear him and tell exactly where he is. This makes him basically useless in looping. I don't even need to look behind me to dodge his attacks. Most demis i have seen so far where frustrated tryhards in their mission to get at least one kill. It's sad realy, but i think he is the worst killer so far. I have zero respect from him.
The only exception to this is his vaulting. This animation just looks creepy AF and always makes me nervous ^^
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Give survivors 500k per win. Seriously, who cares. BP is just a grinding mechanic. Game would be better without this.
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Downvote and smash a baseball bat on it while it's on the ground.
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@Tricks said:
swf audio coms is just hilariously broken. Made even more so because it is not balanced into the game and yet behaviour allows 3rd party external programs (otherwise known as cheating) to let players achieve this broken, unfair, unbalanced advantage because theres nothing they can do to stop it.
Cheating is ok people. Go out and do it.
They could simply turn of SWF for ranked matches. Easy fix. Or add BP gain in custom matches on top of removing SWF from ranked, but make the BP for 5 players only.
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Normal for lower levels. Has nothing to do with Meyers. Could be any killer.
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The extra difficulty for killers doesn't come from a single perk. It comes from groups (SWF) who abuse mechanics.
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I just got DS to play with. It is fun and neccesarry. But i also know how hard people abuse it. Just yesterday i played hag with (presumably) swf team and got one DS after another. No crouching on hook, just ran into my traps. The guy who get's unhooked then saves his savior and i get DS time and time again 4 times at one hook. In the end i hooked all of them twice but no kill + teabagging at the gates. This is just trolling and abuse.
At the same time, i also had a lot of normal matches where i went after the easyest target and got DS for it. When this is the case i kinda know it's deserved. I guess this is why this perk exists. But when 4 people run it as a strat, it's just bullshit.
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One of the best perks in the game.
Classic Doc build: Monitor and abuse, Distressing, Unnerving presence and ruin.
In my current build i have swapped monitor for undying, but as said above, monitor is very good on many killers, including doc.
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NOED itself is not toxic. It depends on your playstyle. Many Killers (Especially Trapper noobs) wouldn't get a single kill if not for noed. Idleling the entire game, setting traps, don't care for gens and once the gates are triggered he get's his first down and starts snowbaling the guy's who want to rescue. It is not as much toxic as it is weak and noobish. Same with Insidious Bubba hook camping. These people are bottom feeders.
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Blight has nothing to do with Legion. His power also works very different.
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- Grave of Glenvile
- Temple of purgation
- Elementary scool
- Red Forest
- Yamaoka Estate
- Meat Plant
- Coldwind Farm
- MacMillan Estate
That's it. Pretty much in this order. Don't realy like the others. Worst map is Haddonfield. A whole street filled with power loops in the shapre of buildings, balvonys for quick escape and labyrinth like wall structures. Looping a killer on a fence ... how stupid is that...
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@Dugman: Fire up + Play with your food + Tombstone.
Or
Fire up + play with your food + sloppy butcher + mirror + indoor map offering
Or
Myers + Fragrant tuft of hair. That's it.
Who voted for Myers has never faced one of these builds.
However, i'll go with the wraith. He is the most basic and stale killer in the game and is easy to spot for every half decent survivor.
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I started the game with wraith too. But i had to completely abandon him on higher levels. He is good to learn basics but not beyond that.
As bitingsea say's, pick a killer that is good in loops. I wouldn't suggest to learn nurse, unless you have nerves made out of steel. For "THE BEST" killer in the game it is surprisingly hard to find nurse players who are decent with her.
My main killers: Myers, Freddy, Doc. Especially Doc i can always go back to and feel good playing him. My save heaven after a couple bad matches so to speak. Same with Freddy. Both are very good at slowing the game down which is key to win a match. But there are other way's to win.
You can also pick a killer who can end chases quickly. Not bubba though. Bubba players are the worst and all they can do to win is camping hooks. Most hated players i would say. At least for me.
Billy can be very good but don't get fooled by the "easy" tag. To play him properly and run into survivors instead of walls you need a lot of experience. Pyramid is also very good.
But all of this also depends on what perks you have. Some killers are more relient on specific perks then others. With this in mind i would suggest to pick Doc, Freddy or become decent with the Hag.
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Legacy only means hardcore grind on a skin. Has nothing to do with personal skill.
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Kids and their fantasies ...
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Nightmare on elms street!
Freddy is THE killer when it comes to gen control and is one of the best.
Plague and Blight however sit somewhere on the other end of the spectrum. Blight can be good with a lot of training. Plague is kinda fun but has too many downsides. The blight has the HEX: Undying perk which is kinda important in a lot of HEX builds. Maybe you get the chance to grab this one in the shrine.
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The Shape is the best. Especially with his addons. Mirror Myers, tombstone meyers and normal meyers all have a different gameplay and flow. Most versatile and fun to play killer.
Pig is the worst. Reverse beartraps are completely unreliable and even the best addons seem to have zero impact. The only way her gimmick leads to kills is by stumbeling across survivors on boxes, hooking them again and that's kinda ######### gameplay. I like her other abilitys but overall way to weak.
Wraith is the worst killer of them all. Not only do you NEED addons to play him but the worst is that no one is afraid of him. You just run from one pallet to the next til all gens have popped. Only reason he comes across as kinda strong sometimes are ######### survivors who idle around all day instead of doing gens.
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@Generator_Repairer said:
Base terror radius. Doesn't it say itself that?
You tell me ...
But no it does not.
Question remains open.
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Im running self care and item builds pretty much excusively.
Sprint burst, Botany knowledge, self care and Ace in the hole. Living out of chests and keep what i find.
My winner build is sprintburst, BT, Prove Thyself and either self care or bond. Unless you have a good team, self care is always better.
Medic Build (Starting with medkit+addons)
Sprint burst, Build to last, Desperate Measures, Botany Knowledge
Engineer
Sprint burst, build to last, streetwise, prove thyself
That's basically all im using. Relient stuff that works in every matchup.
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When cloaked he should get +5% movement speed by standard. Other then that i feel like his weapon hitbox is a bit weird. I dunno why but he is one of these killers (If not THE killer) that easely misses a shot and runs into pallet stuns all the time. Billy and trapper are pretty good at this too. With Freddy for example i run into pallet stuns too, but at least i get the hit.
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Nope.
I want to forget about bad matches and not have them tattoed all over me.
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I went with Pinhead. He should bring some dope hook perks and abilitys.
Alien could be cool too, but i have the feeling the way they would implement them he would be another stomper clown like the demigorgon. Not sure what he would bring to the table.
A lot of people vote for Jason but honestly i have no idea if he would be interesting. I would imagine him like the trapper but without the traps. His thing is that he can not die, but unless survivors get guns and flamethrower addons i see no point in his ability.
What about an Axe murder? There is not a single Axe murderer in DBD. How about Wallace from Nightmare Creatures2?
OR EVEN BETTER!
How about Oddball from Thrill Kill? Yeah i know you know either of those, but they would be cool.
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Doing gen is almost always the only acceptable thing to do. Unless offcourse ruin is active and you can spot glowing bones in your area.
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Basement Bubba with Insidious. The worst crime on humanity this game has produced. I played this once but it's litteraly killing your braincells.
I have less issues with campers as with survivors who have full health but don't even try and with survivors who trigger and loop the killer right in front of the hook. Litterally encouraging him to stay there instead of beeing stealthy for once or at least have the decency to lure him away.
Also i have a talent to die when the game is already over and the gates are open. I have tryed everything but it's always the same. I manage to hide and do gens etc. the entire match but as soon as the exit gates are open i get spottet and die on first hook.
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I play both survivor and killer. I see no reason why this should be nerfed. If it's this combo only you can be lucky and get the undying first, so the ruin goes next. Otherwise you get some extra BP. Not a gamebreaker at all.
NOED is tremendously more annoying. There are so many players (Trapper noobs) who play like garbage and don't even actually try, but in the end win anyway or at least get a lazy 2k. Trap the areas around the exit gates early on and completely ignore everything. Kinda bullshit.
Mori should also be removed. I play killer a lot and have piles of Moris i don't want to use. This Mori tunnel gameplay is just bullshit and no fun at all. For survivors it is very frustrating and for killers there is nothing to win. It's just toxic throu and throu. This whole "secret" thing on offerings is also complete nonesense. Uhhhh what could he use? What is he hiding there? This is gonne be a huge surprise to find out!
It's pointless nonesense for both sides btw. As if i care if someone spawns with someone else or all at one spot.
And then there is this unholy huntress addon. People just DC on huntress when she used it. Me too. I hope this is getting removed soon.
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If you don't have fallen in love with him learn his teachables and up your main survivor. This way you only need to spend til lvl 40 and have one survivor with all perks. That's the best way to farm the least. For the killer side things look very different but killers also get more points.
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Lightweight is very useful on lower ranks and against bubbas. Against any killer that relys on scratchmarks rather then info perks. I had killers that followed me across the entire map and back instead of patrouling gens.
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@HEX_MalusGrey said:
https://forum.deadbydaylight.com/en/discussion/comment/1634580#Comment_1634580
Plague? The Killer nobody plays?
Out of 100 matches i see maybe 3 plagues. MAX. I wonder why lol
Im just scrolling throu the list. There is not a single killer i see as rarely as the plague.
I have played plague myself but that was before i have lerned how to loop. One of the worst killers. You can spot her easely across the entire map thanks to the smoke and her size. Just stay away from her and pop gens somewhere else and don't cleanse unless you realy have to. Easy strat.
OH i forgot. Do you know what survivors don't do when playing against Plague?
Healing! When everyone is sick, nobody thinks about healing. Thus giving so much more time doing gens or bones.
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/1628728#Comment_1628728
Have you ever played against a Plague running Thanatophobia?
Plague? The Killer nobody plays?
Out of 100 matches i see maybe 3 plagues. MAX. I wonder why lol
Im just scrolling throu the list. There is not a single killer i see as rarely as the plague.
I have played plague myself but that was before i have lerned how to loop. One of the worst killers. You can spot her easely across the entire map thanks to the smoke and her size. Just stay away from her and pop gens somewhere else and don't cleanse unless you realy have to. Easy strat.
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https://forum.deadbydaylight.com/en/discussion/comment/1629499#Comment_1629499
Here is another thread for you where i did the math. To main an additional killer i would need roughly about 4 million BP. I have 4 main killers. Grinding 4m for another one would use up pretty much all good addons i have on them. 150k is what i do in 2-3 matches and it's gone in seconds.
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@Mooks said:
at this point just stop playing this game altogether. This sounds pretty unhealthy for you and I am very confident that no matter the changes you won’t be satisfied ever with what the devs will do.
next event however should be hallowed blight. Last year they adapted the pustula offering so it doesn’t spawn any flowers but only gives extra BP iirc. Could start 0-2 weeks before Halloween. But nothing confirmed obviously
Five years into developement and dozens upon dozenz of DLC's and 10€ skins into devs are just now starting to think of a better macthmaking system which not only filters slightly good players out of the lower ranks so beginners will leave positive reviews, but also has something to offer for people that have spend a little more time into this game. 600 Hours in my case. This game has a lot of issues down to the core. It is sometimes enjoyable but overall i am not very satisfyed with this product and i think if the competition was stronger this dev team would have never made it with their buiseness model.
However. You have answered my question.
@Zeus: 150k BP codes?
I have 20 killers. I can wipe my ass of with 150k!
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@TotemsCleanser said:
Pop and Thanatophobia are the ones I run the most frequently. Ruin if I don't have any of those perks in the killer I'm currently playing. And although it does not directly affect gen speed, Sloppy Butcher, so that they have to spend more time on healing (time that they would otherwise spend on doing gens).
Thana doesn't do anything. The only scenario where it is used is on a forever freddy. I would change it to litteraly anything else.
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I don't like the reworks so far. That is all i can say.
Yamaokas Estate is kinda okeyish. I like the new vuildings. But springwood was much better before. What's with all the empty woodland? Why blocking everything? Why seems everything so bulky and towery? I played first with the blight and thought this effect is because of his height but it is the same with other killers too.
Neither as killer nor as survivor i can find anything positive on that. At least for springwood, the old version was much better.
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Tinkerer!
Most important info perk in the game!
Keep everyone busy, healing, unhooking and if someone doesn't want to play with you then Tinkerer gives you a hint and you can shush him away. Give him a slap or whatever. Kick gens that are almost done with pop and keep them busy. Depending on the map you can also control which 3 gens you do not want to pop and use tinkerer for that.
In my personal opinion corrupt intervention is one of the most overrated perks in this game. Who has issues finding survivors at the start? Just run for the gens that are furthes away from you and listen for gen noise from a distance. Every single match it takes me between 10-20 seconds before im in a chase. This is also about the time rushers are prevented from going onto gens. If the other perks would block gens for longer then just 16 seconds i could imagine that a gen-block build could somewhat work but until now blocking gens has never bothered me at all.
HEX perks can be very good. CAN. If you fight a good group or even SWF then your totems will be gone in no time anyway. Bad luck is always a thing with HEX. But still, it's pretty good. Just not as reliable.
NOED can be quite brutal. I had a lot of matches especially against trapper that don't do anything during the match but as soon as the gates are open everything goes downhill. Very good tactic. But again it relies on luck.
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So you want a build that is good on every killer?
Tinkerer + Pop + BBQ + Anything but HEX.
Especially Tinkerer is in my opinion a massively underrated perk. I have at some point started using this perk without recommandation and i have no idea how i managed to win matches before i used it. I would go as far as to say that every killer should have tinkerer as a passive ability to keep survivors from staying at the other end of the map popping one gen after another while you already hunt 3 others.