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Hensen2100

Hensen2100

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Hensen2100
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  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318960#Comment_3318960

    The lore dictates I must ruin their experience, I'm legally obligated to.

    Untitled.png

    If you get tunneled out early because you can't loop or hide, it is lore accurate

  • @Little_Kitten said:

    There is tunneling and tunneling.

    Case 1: there is 1 generator left to repair, I didn't make any kills, because I got caught in a hurry (and I played fairly during the game) I have to put pressure on the players; I meet a player who just got dehooked; yes, I will prioritize getting him out of the game.

    Is this tunneling ?

    Technically yes. But completely understandable.

    Case 2: The killer starts his game. He puts a survivor down. He hooks him. As soon as the survivor is unhooked, the killer comes back on him, hits him once (BT), a second time (DH), a third time, hooks him again. He comes back on him again, hits him once (BT), a second time (DH), grabs the DS, puts him back down, hooks him again.

    Is this tunneling ?

    Technically yes.

    And here, on the other hand, I don't mind saying that the killer played like a *******

    Can we stop and take a second to talk about the lore of DBD. Also how the game measures the killer in terms of brutal, ruthless, or merciless?

    Look up the definition of merciless please

  • As someone who plays a lot of off meta builds and killers, doesn't look that scary to me. Bunch of games it won't do anything because im playing a low TR killer or a stealth build.

    I'd be much more scared of typical second chance / exhaustion perks than a few seconds off the gens. A single dead hard can extend a chase 30-40+ seconds; and with 3x survivors alive on gens that single perk slot can provide more value than this entire build

  • I think it's fine. Getting people with the double / triple vault mindgames is way too good; and survivors need some reliable safety on the maps imo.

    Playing around strong areas is part of the killer strategy. Either you run killers/builds that can brute force through those loops, or you play more gen defense / hit + run and avoid them entirely

  • @jesterkind said:

    I'm not so sure, personally. Trapper's simplicity is part of his charm, yes, but it's also a strength in that newer players have a simple, reliable, easy to understand killer to start out with. Even Wraith and Hillbilly, and especially Nurse, aren't quite as simple and easy to intuit as the Trapper is, imo. Not to say they're complicated at all once you know how the game works, but rather that specifically when you're first approaching it, there's nuance to those killers that Trapper doesn't really have. Doesn't require knowing how this game works to understand "put down bear trap, survivor gets trapped, hit survivor".

    I think just buffing him a little more would be best. Help him manage his considerable downtime a little more, have his traps spawn closer and maybe remove them from Map tracking.

    I think he scales decently well with his addons and is in a decent place. It's mainly the maps not having enough grass making him weak, not that his power is bad

    I also think Wraith is easier to understand since he requires 0 map knowledge and you just run at the survivors and hit them.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301888#Comment_3301888

    Define most killers, because it sounds like you're talking about bottom tier killers. Any killer with any semblance of a chase power can hold a 3 gen very successfully. Other killers like Knight can pressure a very generous 3 gen. Strong chase killers can secure a down on a pressured gen assuming they've managed to deadzone the area around it. This is, of course, assuming survivors hit every single Overcharge check, and having to hit one every 20 seconds can quickly wear you down.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301927#Comment_3301927

    My main issue is the perk shouldn't excel in 3 separate categories over perks that specialize in one of those categories. It shouldn't be a better slowdown than Deadlock, it shouldn't be a better reg than Pain Res, it shouldn't be a better info than Tremors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301945#Comment_3301945

    Weak killers are the ones that need to kick gens the most, and even the weakest killers in the game can be carried by the COB Overcharge Eruption trinity and a 3 gen.

    As I said, that's a skill issue. That build means the gens are wide open right from the start of the game. Have you tried running deja vu?

    Weak killers kick gens the most? When? With what time? They don't have time to do anything except run safe loops and tunnel. And that build also means they have no chase perks and should be trivial to loop on the majority of maps

    Eruption is such a non-issue if the survivors are good. You could argue it's broken on killers like Blight or Nurse but what isn't?

  • @bunnyfengenthusiast said:

    Incapacitated is the single strongest status effect in the game and shouldn't be tied to any perk. To anyone who is trying to argue Eruption isn't cracked, please make your case why you think this.

    Weak killers can't afford to kick gens. Strong killers don't need gen perks to win.

    If the killer is both downing people left and right and has all this time to kick gens survivors are actively contesting, it's a skill issue.

  • @MeltingPenguins said:

    I know a lot of people will not like this suggestion but:

    Break off the chase

    You know where the gens are, break off the chase, go either for someone else or force the survivors that been looping you to leave the loop.

    I don't think it's the right play. Low mobility killers you can't really afford to break off a chase in the early/mid game. And if it's a really dumb central building like Dead Dawg you can be sure most survivors are gonna hold W straight to the god windows every single time anyways.

    You are going to lose gens left and right trying to find a new survivor. Then if you are M1 you gotta hold W all the way up to them, hit them twice, and kick a few safe pallets along the way which is just too much time lost if all 4 survivors are alive and doing gens. You really need corrupt active during that time to hold your hand through the initial phase of the game without losing 3 gens right off the bat which is why the first chase is so critical and requires the killer to commit.

    Losing because the first guy you chased held W to the nearest god window after being injured and now is looping it without recourse? Forget it. That's another reason for bamboozle.

  • @Dennis_van_eijk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301419#Comment_3301419

    Yup exactly, even on playstation no one has a nice conversation about the match.

    It's either nothing back, ggwp or salt because they lost.

    I've been back from a 1,5 year break since last week and in all that time i got 1 message from a survivor who i scare as scratch mirror Myers, but that's about it.

    I play on anonymous mode most of the time but when I take it off.....

    sddd.PNG

    Hundreds of -rep on the profile, I almost feel obligated to play toxic when it is public. I have my reputation to uphold!

    I must be in the minority because I think teabagging / hitting on hook / etc etc is funny. I think a well timed dead hard is more tilting than any sort of BM in this game

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301256#Comment_3301256

    Honestly, I find Mother's Dwelling spawns no windows pretty often now.

    Bamboozle is more of an insurance policy to me. Half the time it is a dead perk slot but the times you need it, you really need it.

    Between running lots of M1 killers and also being a Bubba enjoyer i've also run it so much all my window vault mindgames subconsciously factor it in at this point. And i'm super lazy at jungle gyms and the shack.

    Dredge has made it even worse. I find myself never kicking safe pallets because between bamboozle and not losing bloodlust using his power he can basically brute force almost everything; even if it is a bad idea

    @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301256#Comment_3301256

    It's one of the few windows in the game that still gives me the fizzies, and I've never seen this before.

    It reminds me of that video where someone ran Otz on Nemesis for about 5 minutes on the Haddonfield HOP pseudo and the only way he caught her was that she got bored.

    I actually use bamboozle on Nemesis too. Sad but true, he smashes the pallets well enough so might as well get rid of the windows while I am at it. Definitely my most crutched on perk and I have it on everyone who doesn't have a super hard anti-loop / anti-window (Pyramid Head).

    Slowdown is nice but I usually find that cutting off ridiculous window setups saves me way more time overall than a few more seconds on the gens

  • You play M1 killers without bamboozle? Bless your soul. They STILL have not removed some of the oldest god-windows so I refuse to take it off. Grim Pantry comes to mind, the most braindead window in DBD. Or maybe that is Mother's Dwelling? Hmmm. I can't decide, there are so many.

    Maybe there are more in the new maps but I would never know, I just vault the window after them and that is that

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301229#Comment_3301229

    Why would you bother playing if you're telling them to just sit on gens?

    Because that is optimal survivor gameplay. Hiding and doing gens. It hasn't changed since release. Back then it was just more blatantly the optimal strategy because 95% of the games were against nurse.

    If you want to go there, the strategy in DBD tournaments (lol) is for everyone to hide immediately upon hearing the terror radius and only start moving around quickly once the first survivor is in chase.

    If the killer comes to your gen, and finds you right away, then you are looping right away. Looping means burning resources, even if you are doing it well. A better outcome is they never find you at all, waste a bunch of time, and have to go to another gen. Then those pallets are still there later on

    You can argue that's boring, but that's not what I am discussing here. I am talking about how to win. Plenty of killers are so OP that it's a death sentence for them to even catch a glimpse of you. Especially in solo Q where you are liable to die on first hook even with your entire team alive

  • They can be good on certain killers. Usually you want to use them with a map offering though, totem builds while going to a random map is dicey. A few addons, like Leprose Lichen and Field Recorder, make them significantly more effective.

    Blood favor is about as close to free downs as it is going to get in DBD, especially on stealth killers. It can win you plenty of momentum even if it only stays alive for a handful of attacks. What you do from there is up to you. Finish the first survivor off quickly and win the game in a 3v1? It was worth it. Continue going for 12 hooks but now an entire perk down? Not worth it.

  • As a player with 5k hours? Run sole survivor or left behind every game. That's literally the best tip I can give.

    Or be prepared to play lots of unwinnable games due to DCs, bad teams, busted killers, busted killer addons, and more.

    Don't bother going for hook saves, sit on the gens. Solo Q teammates are always greedy for unhooks and it risks you getting caught.

    If you are in a position to let your entire team die, take it. They were bad enough to all go down at the same time anyways.

  • @wakwak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301180#Comment_3301180

    Like I said, it's understandable at times, but if you are determined going into every game that you are going to tunnel someone, regardless of how the game is progressing, I think you are a bad player.

    Tunneling is a strategy and has nothing to do with skill. Same with camping and slugging. Knowing which situation to employ each is a skill, as are using the mechanics of a killers power to the best of your ability. You can be an amazing player and camp, or the worst player in the game and camp.

    Old red ranks you would expect to get tunneled every game, because 3 gens would pop for the first chase. What is the killer supposed to do there, exactly? If they were M1 you could easily run them for minutes at a time just dropping safe pallets. That's why everyone had DS.

    Now you don't even need to hit a skill check, you come off the hook full health with OTR every time. How many lives do you need lmao?

  • If anything, the devs have signaled they WANT survivors leaving others to die with the latest set of perks released / buffed.

    DBD.png

    This game would not be nearly as fun if I had to go down with the ship every game. There's SWF and plenty of other games for that.

    I think solo Q being a pseudo battle-royal is what makes it more fun. Jump in as anonymous mode Claudette and be a hatch rat every game, there's perks for it!

  • @GiveMeTheBox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300990#Comment_3300990

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301024#Comment_3301024

    A few of my go-to killers are Wraith, Cenobite and Artist. I like Pig and Ghostface as well, but don't usually expect to do well with them, I'm usually just memeing with them. Perk-wise I usually run things that help me find people easier. I like Tinkerer on Artist, Spies from the Shadows is a niche perk I like since it helps me keep track in chases if I lose them for a moment. Pain Resonance is my go-to for slowdown perks. Maybe I should be running things that synergize better?

    I feel like the issue is the chases, though. They definitely go on far longer than when I'm playing survivor. Both me and my teammates always go down far quicker than the survivors I play against. Sometimes it feels like I am actually going crazy, because when I, for instance, place down birds as Artist on a loop, the survivor leaves the loop, naturally. But then I can't catch up with them before they hit a pallet or another loop, rinse and repeat. When I go against Artist though, she'll place down the birds, I leave the loop, and she catches up to me in a matter of seconds. It's straight up driving me crazy, I don't get it at all.

    Well that is your problem right there. Information perks are super weak outside a small handful.

    Really you want to rely on game sense rather than perks to position your killer across the map. They are also pretty redundant on low mobility killers. You can know people are on a gen across the map, and never be in a position to do anything about it.

    Pain res is garbo. Not only is it RNG unless you run agitation too, but the rate you need to hook people for it to stop gens by itself is high enough that you would probably win using any other perk.

    Weaker killers I recommend just using fixed stall perks, like Corrupt / Deadlock. Then you can throw gen defense to the wind and just tunnel people out, which is how weaker killers win. Only strong killers can really afford to be running gen kick builds because those are the only ones who will have time to kick gens against a good team

  • @Grandpa_Crack_Pipe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299673#Comment_3299673

    You're going to have to put a little bit of effort in to convince me you're an actual human being who actually holds these views for these actual reasons.

    Long standing feuds with some of the biggest streamers in DBD. Some of them don't even play anymore. And the difference between facing them on stream vs. not was night and day.

    I remember forcing some head pops with old pig on one streamer I particularly despised and telling him "I bet I won't see that on youtube" and then the girlfriend goes "all you can do is abuse pig!" LOL

    @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299673#Comment_3299673

    Most streamers make money by being entertaining, many aren't necessarily good at the game. I wouldn't take it as such a personally adversarial thing.

    And why even go back and watched vods? In thousands of hours of DBD I have faced gd knows how many TTVs and never once gone back and watched the VOD (I tried once after a particularly funny end to a match, but they hadn't been streaming).

    Don't watch VODs, disable post game chat, profit. Or at least have a better time.

    Personally, when I am watching a surv stream and see the killer tunnel the streamer, I assume it's because they are a streamer, and tbh, that seem kinda sad and insecure. It seems either attention seeking or like someone desperate not to be beaten in front of an audience.

    Nah. When I see a TTV in the lobby I play like i'm playing for money. They are.

    Or you get the super fake "I'm friends with everybody!" streamers practically panhandling for views. Toss em in the trash with the rest of the clowns imo

  • Cause most of my experiences with TTVs have been bad; or it is just them talking smack in the VOD. Lots of cheating accusations as well because mr strimmer can't handle the fact they got beat and need an excuse for the viewers.

    Plus they are trying to get fame and money by beating me in a video game, why would I make it easy?

  • Camp and tunnel them out with a mori. Along with some BM on the hook for good measure

    Ideally they die first hook and don't get to play at all, to encourage as many viewers to leave the stream as possible

  • @Marik1987 said:

    We do it simply:

    I think his best addon is probably the brown "Map of the Realm". I run this addon together with the yellow "Dried Horsemeat" most of the time.

    The "Double Guard X-Addons" are ok, i would recommend the Assassin-one over the other 2, so "Treated Blade".

    The green Addons are all bad, no one cares about Hemmorhage or Blindness. Oblivious ok I think, Undetectable ok I think, but I would not run the green ones.

    The purple Addons are not worth running, the Iris are more meme.

    I don't think the window blocking iri is a meme? Seems like it could be super strong. Alot of the time I fly the path through a window anyways so some free bamboozle could never be a bad thing.

    Extra detection range + extra hunt duration is the combo I usually run too. But the 25% increased path speed one is really good as well.

  • @Blueberry said:

    You see more variety in survivor perks because there's actually a lot of decent survivor perks and survivors aren't under a time crunch like killers so they have the flexibility to run "fun" perks for flavor.

    Killers don't have that privilege against good survivors. They are on a time crunch. They have to run time efficient perks because they are on the clock. Also, most killer perks are just bad.

    TLDR: What you're seeing is a symptom of bad map design which makes gens go too fast and forces killers to run certain things. Most killer perks are also just quite bad and undertuned.

    Survivors are not under a time crunch? That's quite a hot take. A couple missteps and the survivors can easily be the ones on the bad end of time crunches in DBD.

    I would say post perk shakeup I see more variety than ever. Still plenty of meta slaves but also a pretty good amount of unique builds.

    I also don't think killers are pigeonholed into builds like you will claim here. An early slowdown or two is more than sufficient on killers with a strong chase power. Pretty much any build is 2k worthy, which is a viable build

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288783#Comment_3288783

    The point being that unwinnable matches happen too often and for so little reason. Whether you AFK'd at the start for a whopping 5 seconds, or you had to hit a survivor 2-3 extra times because of Off The Record, DS, and Dead Hard. It's too often, which means there's an imbalance that needs fixing. If you focus on just the low and middle MMR players for your balancing, you open the flood gates for the broken stuff in the game to be abused at the top. But unfortunately that's how most people like it, having 2 killers be viable at top level.

    He loves facing comp SWFs on "The Game" while playing Sadako.

    Sure he got 4 man out'ed with ~3 hook states, but hey, it was great fun for him. If only he pressured the map better or kicked those god pallets better. Results will come with practice; I am certain.

    The fact you even need to argue this stuff in 2022 is bonkers. Even streamer darlings have come to the conclusion years ago that it's impossible to 12 hook competent survivors unless you are playing the best killer setups in the game. Trying to prove it again is a waste of time imo

  • I think it's only up to 20m they can see you.

    Really nightfall is there for you to actually start using his power in chase. It's super strong if the locker you go to isn't locked, shutting down almost every loop in the game that has a locker at it if you time the teleport correctly.

    I would not worry too much about the stealth part of it although it can come in handy sometimes; it can get you pretty close but not ghostface close. Usually you are teleporting nearby to survivors and they hear you coming out of the locker anyways.

    Nightfall is also when you want to down someone and go as physically far away from the hook to the next survivor you can, ideally downing them as well. You can bounce around the different survivors and attempt to keep them from saving at the hook by damaging them miles away. Wallhack perks / addons are crucial for this and on big maps it's one of his biggest strengths

  • @notclaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288742#Comment_3288742

    While I know this is probably this best way to win more games, I really just dont want to resort to tunneling unless I really have to. The other side wants to have fun too, after all.

    You must not have played killer for very long, then. Eventually you will meet the survivors who will change your opinion, and they will do it in a way that doesn't make you have "fun"

    After that you will embrace the dark side, and enjoy abundant 4ks and salt via the most effective strategy in DBD

  • @MisterMister said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288742#Comment_3288742

    No offense, but with that mentality you will never get better at map and Gen pressure

    I have thousands of hours on killer, I am never going to get better than I already am. And I came to the conclusion a loooong time ago that in plenty of cases it's a way better decision to throw all semblance of gen defense out the window and just make it a 3v1 ASAP.

    You can only do map pressure and gen defense on a small subset of killers with specific builds. With the builds I run, the killers I play, and the way I enjoy playing it's usually better to just tunnel right off the bat at 5 gens

  • Tunnel and camp more is my thought. I make the decision to hard tunnel very early into the match. Usually my thought process is something like:

    "Just downed this survivor 40 seconds in....*first gen pops*....ok im tunneling them to death ASAP"

  • @Nazzzak said:

    They wait a few months after the release of new killers to observe their data. It's something they've said many times previously. Some killers have higher learning curves than others, so a few months gives players time to actually learn to play the killer so the devs can properly observe whether said killer actually need changes and where.

    They wait a month or two for the changes to hit so everyone has bought the character by then*

    Then nerf / buff to make way for the next set of meta products. If it doesn't sell well enough? Buff it to the moon. See trickster for details

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288363#Comment_3288363

    🤦‍♀️ That's all y'all can say. "The kill rate." Knowing full well that half those kills came from bad survivors, DCs, and that one niche build that needs a pink add-on to work.

    I think it's insane people will come in here and argue that she is a good killer. Absolute insanity.

    0 chase power. Anyone with a brain will never get hit directly from a TV. Power can easily be disabled for almost no penlty. You can't dump TVs into people for condemn kills unless the stars align...etc etc

    "But I 4k'd some potato's with her!"

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286974#Comment_3286974

    Hello!

    Thank you for your suggestions, my friend, I really appreciate the help!

    I am happy to see that some of the perks you've mentioned I was already considering for my builds. Guess I was doing something right, after all.

    In particular, I am glad to see A Nurse's Calling in there. This perk used to be an extremely important aspect of the old meta, and for me it never really left. It is good to have confirmation that Sadako can take advantage of this perk too.

    I will make sure to keep all of this in mind for my next trials.

    https://forum.deadbydaylight.com/en/discussion/comment/3286996#Comment_3286996

    Yeah, that... won't do.

    I don't even have Dredge, nor any intention of buying him, so this is off the table.

    Bit of a shame. If you enjoy the chaotic everywhere-at-once playstyle he is definitely the go to. And he actually has a wide variety of good addons; including wallhack addons

    Sadako you can try anything you want but at the end of the day she is just an M1 killer with some mobility. If the survivors can loop she is gonna get slapped. The better they can loop or the safer the map, the more she needs the chase perks to even function

  • asdd.png

    The best sadako build is to go play sadako 2.0 aka Dredge, lol.

    Sadako was exactly what I wanted in a killer, but with no anti-loop she is just such cheeks. Dredge doesn't have the hardest anti-loop ever but it is more than sufficient to actually get some things done.

    In the end, they play almost exactly the same unless you are trying to condemn slug. But Dredge just does it better in every conceivable way

    Sadako needs way too many perks. She needs slowdown, she needs chase perks to make up for being M1, and she needs information perks to actually utilize her mobility. There isn't really room for all of it so you always have to sacrifice in one area.

    I personally can't stand her without Enduring; and it's a painful experience to play her without bamboozle. So that's half the build right there. Toss in Corrupt intervention so you don't lose 30 seconds off 3 gens before your first TV turns on. Maybe BBQ or Rancor for the final perk slot?

    Rancor seems prime for her since she will be losing lots of games and you can follow the obsession demanifested until it's time to Mori them in a game gone south

  • In the hands of a SWF, reassurance means ~2.5 minute hook states. It doesn't need a buff.

  • Well, any killer without mobility is severely limited. Even if the chase power is strong. All of them are relegated to camping and tunneling because they can't be in 4 places at once and all it takes is 4 survivors on 4 seperate gens to cause them massive problems.

    And if there's 3 survivors alive and doing gens, it's way better to just play it safe and predrop everything as a survivor than risk going down and stopping the gen train. No need to save pallets when the gens can all be done in 3-4 minutes. If your team is screwing around while you do that though, that's kind of on them.

  • Lery's enjoyer here, best indoor map that actually has RNG tiles. RPD and Midwich are OK but have almost the same pallets every time

  • @DBD78 said:

    Yes time for another killer vs killer. Same two questions:

    Who in your opinion would you class as the better/stronger killer of these two and why?

    And which one of them is most fun to play?

    So Knight is new and changes comes to all killers sooner or later, but this question is about right now.

    Knight by a long shot. Clown needs to constantly be fed strong addons to remain competitive, even if you play him super well. He NEEDS extra bottles, bleach, or ether to have a real chase power. Otherwise all he will get is predrops instead of hits at most safe pallets

    Knight is just about as strong in chase, but his best addon is probably a brown and a yellow. He can down people at the safest loops in the game without even kicking the pallet

    Both play somewhat similarly in that they are basically forced to camp and tunnel the first survivor you find to death in order to have a chance against a good squad

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280081#Comment_3280081

    Ok I watched the full video, he does bring up some interesting points rewarding time optimization with the knight, but holy hell man was playing against people who could have gotten beaten by trapless trapper, like that down at shack in the first map had no right to exist, any decent survivors will at worst get the hit from the guard and use the speedboost to make distance, other plays were questionable at best.

    And you know what, even tho he id playing against players that are clearly not good, he is still right, if somehow even the 5% best players manage to die to a meme killer like sadako, no killer is unviable, legit I could play trapless trapper and people will somehow llet me 4k.

    Down at the shack? The one I am talking about is the "The Game" match. Not the original video here, the twitch link.

    Where I nail the TTV with 3x knights in a row, including two perfect predictions, straight through all the god pallets, and he was raging. He is the survivor. I was the killer, and was confused how people think a killer who can down people at "The Game" god pallets with the killer power is bad.

    Slain.PNG

    I played one match tonight, and got downs all over the safest springwood loops without breaking the pallets. Beat a 4 man SWF with 8k+ hours

    Shack? Shut down.

    House of pain? Shut down.

    Even the main school building? Shut down. Put a guard at the top of the stairwell and ran through the bottom. Then double backed to cut them off.

    This is a killer if played well you can get some of the easiest downs in your life against good loopers. It is not that time efficient, but that is resolved pretty easily through camping, tunneling, and NWO. He can hold a lot of doors in a 3v1 pretty well so even if it takes you 5 gens to tunnel someone to death it's still a decent situation.

    Super low effort killer to pretty good reward.

  • @ad19970 said:

    Lmao at all the people being salty at Coconut because he has a different opinion on the Knight than them. That's just hilarious.

    Twitch

    I just don't see how people can see a killer who can do stuff like this, and then they turn around and call him weak and unviable.

    Or, laughably, calling him the worst killer or one of the worst killers in the game.

    The worst killer in the game can effortlessly down people at some of the safest loops in DBD without even kicking the pallet? OK. Whatever you say.

  • The quick and dirty is to run the 4m increased detection radius addon, and drop it instantly at a loop. Otherwise if they are zoned a bit, drop it and then run it through as many nearby loops as you can.

    Ideally you want to drop knights right on top of people but it can be hard to land.

    Once they are being chased, it's pretty simple. Just zone them to death

    MidEast93 - Twitch

    Around 12 hours 7 minutes 30 seconds into that video is some pretty damn good knight play, with the ttv raging that he wanted to be killed and let out of the game it was so oppressive

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274811#Comment_3274811

    Nemisis is just better is every way guards chase for like 12s they are 5% faster than surivors and you don't even need to out run the guards just grab the banner after 5s you get a Sprint burst also

    zombies chase forever can be made faster with addons don't despawn unless killed don't have to command them to exist and you can insta down them also

    Plus he has a power that can be used anywhere

    I am using the 16s hunt addon in that game.

    The assassin with the detection addon can be dropped in the middle of two tiles and you shut down both without having to kick either of them. Zombies don't chase survivors straight through pallets and windows at up to 4.4m/s.

    Knight can break a gen 40m+ away with addons, and then immediately turn around to drop a guard to face camp someone for up to 30s, and then go patrol an entirely different gen all within a 15 second window or something

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274792#Comment_3274792

    Honestly it's the only good thing about him and it's a bug

    asdd.png

    ??? This killer is a 4k machine

    Look at that detection radius, it's insane. Into a 16 second chase

    Anytime a survivor goes to an isolated tile it's been a free hit or they are forced to leave. Even shack hasn't been safe

    Don't understand how people think this killer is bad, he can also instadown if you wait for the guard to hit someone before you do too

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274650#Comment_3274650

    The whole Killer is a bugged mess, not only the MYC/DH interaction but myriad of problems, you can lose your power and never be able to use it again during the trial, you can get ~15ms after being stunned, NPC pathing is completely busted, certain interactions dont work and plenty of other stuff.

    Maybe being able to facecamp with MYC isnt worth killswitching as its just Leatherface 2.0 but the whole bugged package mess they released is, Knight doesnt really work and I dont think is good for the Killer itself to be in this state, people are going to play him, see what an horrid state experience he is and stay away from him even if they fix the problems, first impression is the most important one and his is a heavy contender for dethroning Twins as worst first impression of all.

    Just tried this for a few games and I don't think it's really better than camping with any other 1 shot killer tbh. Other than being able to get monstrous shrine value. Reassurance still rolls it over as a real strategy, and pretty easily too since they can just walk right up while you are off in the orb somewhere

    It's oppressive in a 3v1 but most things are, for the 4v1 it's not any good

  • Like in the official description it just says "Canifex breaks stuff faster" when his hunt durations are actually 24 seconds instead of 12? Why don't they tell you that in-game? It's a pretty critical piece of information

  • add.png

    Did people bother to look at this? I wish they would give some sort of indication that the 3 different characters are SUPER different in how you should be using them.

    I think a lot of people are just spamming the 3 without realizing just how different they play. 28 second chases from canifex with the yellow addon are no joke. Jailer can get up to 30 second patrols and a 18m detection radius with addons etc etc.

    Knight could be a prime basement camper with the 2x jailer addon

  • It's my favorite map for both sides. Just don't commit to chases where they see you in the main lobby from a mile away and you should mostly be fine. There's usually only 3-4 actual god pallets to kick and once those are gone it's pretty unsafe, especially if you are playing an anti-loop killer.

    Depending on the killer you can just try holding one side of the map too, there can be some pretty condemning 3 gens that can occur

  • I think he could be pretty good, and I haven't tried messing around with perks like dissolution on him yet but something tells me it could be super strong. In theory he can pull an even better Nemesis at dropped pallets, having a guard go break them while you continue to zone the survivor, etc etc.

    The fact the guards phase through pallets and still damage seems pretty good...I had bamboozle on him and don't think I even kicked any pallets the first game I played with him since survivors had to leave every loop.

    Not to mention if you know the maps pretty well, im sure cutting off people with guards will be a thing. Makes me think "call to arms" might be one of his best addons so you can plop the guard down extra fast during chases.

    Indoor maps like Midwich I bet he will be a huge problem to deal with; since he drop the guard at one end of a loop / room and then just run the other direction for a free hit

    But people who don't have the map knowledge will probably say he is bad, I can see that

  • Doubtful. Most of the latest killers are pretty hard anti-loop and must be fed pallets non-stop, and kill rates were over 60% (?) when the map was released. Gotta bring it back to the 50% average somehow

  • @Sadsnacks said:

    I never would have guessed they had QA testers honestly. Not saying it to be mean. It's just the way the game plays and how the gaming industry is nowadays I thought that the model had switched to making the actual player community the QA testers. I mean just about every game nowadays releases as a buggy or unbalanced mess because it seems like most game studios are only concerned with hitting deadlines and racking up profit as quickly as possible. Gotta push those pre-orders too.

    I don't see how they can even have time for QA with a 3 month development cycle on chapters. I'm sure they have a QA Standard Operating Procedure that is part of the production pipeline, like a set of checklists as assets and code gets developed but I doubt they have much more than maybe a week or two to QA before it hits the PTB.

    My guess is PTB forms a large chunk of the QA. But I could be wrong. They might contract some QA testers but it might not always be the same people on QA as a result and so the quality of the QA might vary between chapters as a result.

    That's not just the gaming industry, that's the software industry in general. Let the customer do the testing and bug finding for you. There's never time to do it right, but there's always time to do it over

  • RPD doesn't really have that many god pallets tbh, and definitely not 30 of them. Your average coldwind map will contain more super safe pallets than RPD

    Any anti-loop killer can completely shred on RPD if they can manage to close the gap

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272472#Comment_3272472

    He is way worse.

    I don'tlike Artist but I like her better than Sadako.

    And I'm not sure which is worse between Sadako and Tin-can.

    I don't see how? From my one (lol) match playing as him it looked like you can deny a single loop no matter what if the survivor stays at it too long.

    Solid anti-loop, but needs to hit twice and has no mobility. That's B / C tier material. How you compare him to a pure M1 killer with no anti-loop is a bit beyond me.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271399#Comment_3271399

    Blame the survivor for that one. Wesker initially camped him, then eventually picked him up before bleeding out and just let wesker walk around with him.

    You are lucky he didn't just rat you out. That's what normally happens to me in that situation.

    In 6 years of playing I have still never worked with the killer to go rat out the last survivor yet it happens to me 24/7 feels like. Makes me babyrage and go play killer myself

    Especially if it was a match were the killer had to leave chases with me all the time because I was a better player than them; but MMR delivered amazing teammates who still rolled over and died trivially and there's nothing I can do in the 2v1

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