Hensen2100
Hensen2100
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Take everything I say with a grain of salt because I am a Dredge main, but it's my favorite map.
I like all indoor map and play them whenever I can, as both killer and survivor. I got them all memorized inside and out, and have no problems finding anything.
But Lery's has a soft spot because it's the "OG" indoor map that I have played for years. It also has potentially the most consistent and strong basement spawn of any map in the game. The main room basement is just absolutely brutal and so many games on Lery's end with a chain of survivors being fed into it no matter what killer I am playing
The close quarters, uncertainty of the tiles, uncertainty of the killers location, etc etc can lead to some of the most dynamic chases available in DBD
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@Crowman said:
Imo Terminus requires at least No Way Out to get the most value out of it. Keeping survivors injured as they are unable to open the gates can really turn things into your favor.
I think it always goes with No Way Out. But Bloodwarden on top of both is pretty interesting because it means the survivors have to open the gates for you to start getting rid of Terminus. Although at that point you are three perks in and Rancor is probably the better endgame choice to build around rather than Terminus
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@Leachy_Jr said:
Emphasis on base kit. With add ons dredge is leagues better.
Dredge is unbelievably reliant on haddies calendar (reduced time to exit locked lockers) + boat key/ottomarian writing (increased TP speed/reduced cooldown) it's surprising they aren't base kit.
Dredge doesn't have a chase power when loops are chained together, but he is good at the edges of the map where it's harder to W key.
Basically the point is that killers shouldn't be so reliant on add ons to do decently well. Either haddies calendar should be base or locking lockers should have a bigger downside.
I have been maining him for a while now and use all sorts of different add-ons and combo's. I rarely use haddies calendar; I think his Purples and Greens are way better. It's a great add-on but things like Feild Recorder, Broken Doll, Malthinkers Skull, etc etc are just way too strong to give up most of the time.
Even if I wasn't using those, I would probably swap over to the Microphone addon with lethal pursuer for map-wide wallhacks instead of any of those ones you mentioned
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Sole Survivor
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@TWiXT said:
if there are 40,000 players online in a day, at least 8,000 of those players needs to take up the killer role in order to meet the demand of the 32,000 survivor players. That's 1/5th of the player base with the weight of having to take up the role the majority of the players oppose, generally punch down on, and despise because it's the 1 "powerful villain" against the 4 "good guys". For an Asymmetrical game to work, you have to make the role of the Villain appealing enough that at least 1/5th of the player base will actually WANT to play it.
Nobody is going to want to play the role of the villain if the role is too weak to do their job. New players especially need to be able to pick up on it fast and enjoy it until they get experienced enough to start competing against the mid-higher skilled survivor players, otherwise the game becomes what it what it was considered to be for a long time in 2016-2018... "a bully simulator" wherein 4 players gang up on and humiliate the 5th for their entertainment because of how unbalanced the game is in their favor.
Every Patch leading up to late 2018 were historically infamous for making the game easier for the survivors, and so much harder for the killers. Finally in late 2018, and throughout all of 2019, the devs decided to start making balance changes to the game mechanics to improve the Killer experience, while nerfing the survivors to a reasonable degree. This sprung new life and interest in the game, and lowered the survivor queue times, because the killer role could more comfortably compete in the mid-high end as they no longer felt like they were queuing up to be bullied.
Post 2019, the game slipped again down the path of making survivors more and more powerful, while the killers were getting weaker, culminating in a particularly egregious couple of patches (SBMM going online and hour of the witch DLC) that resulted in making the killer role less appealing to new players, caused a lot of killer players to drop the role, raised the survivor queue times and basically almost killed the game. This last mid-chapter patch however was a massive overhaul of balance improving the QoL of the Killer, while again reasonably nerfing the survivors back to a more balanced level.
That 8% rise in killers win rate? That's mostly factoring in all the New killer players at lower competitive levels of play due to how the killer role became a little easier to take up and enjoy, which resulted in enough players wanting to take up the role that we now have a surplus of killer players to meet the demand of survivors. So now, if there's 40k players online at a time, the amount of killers is above the minimum required 8k, resulting in lower queue times for survivors and killers in total, but also meaning that the demand for survivors is higher, which is why you hardly ever see the "BP bonus Incentive" switch over from survivor to killer.
What the Devs have been doing recently are GOOD things. Despite popular opinion/whining, They haven't actually nerfed survivors "into the ground" making the role completely unappealing to play (that's a gross overreaction), and have improved the QoL of killers enough to make it fun enough for new players to enjoy.
Basically what I'm saying is this: Powerful killers = more available to meet the demand of the rest of the player base. Powerful Survivors = Less killers wanting to play resulting in longer queue times.
It still comes out as a way less fun game. I am a long time killer main and I actually hated 6.1.0 because it made the bar so low for killer anyone can pick up a mid tier killer and kill survivors with thousands of hours. Survivor has slowly gone from superpowered to regular human over the past 4 years and it's an objectively more boring experience on both sides. Survivor was way more fun with things like exhaustion while running, the real iron will, etc etc with killers balanced around those power levels as well.
Now I can easily use perk combinations and killers that literally guarantee kills even if I play like an absolute dog and it's a lot less rewarding. Q times through the roof don't help either
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Prolly missing DPI flicking or turning addons.
Not sure about the second one, I feel like the attacks I do with him are fine.
Half the battle of learning blight is learning all his exploits. When I learned hug tech it was like night and day what you could do with him after
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@AoKenshi025 said:
i dont have nancy :(
It's a free perk now. I forgot they changed the name to "Self-Aware" as well
But that combo is probably the best general use stealth combo available at the moment. Since having SB available at all times also makes you a premier gen jockey in addition to being pretty sneaky with self-aware
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Fixated + Sprint Burst is better than Urban evasion in just about every single way. There are only a handful of really small rocks and other odd garbage that urban evasion can actually give you value at that fixated would not.
You could use all 3, but fixated is basically the new and improved iteration of it. It means you can go screw off to totally random hiding spots with no scratch marks very early, and also won't get punished if you do get found
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@LeeONE said:
Seriously, nobody is running it, and when I tried playing with it for around week, most of the times it's just not enough, I need those extra 4 seconds.
It only works on indoor maps and with smash hit, because without I can't make enough distance, why it was nerfed in a first place?
Maybe that's just my experience, what do you think?
Even on indoor maps, most killers can just hear my footsteps and find me anyways. It should be much stronger. It's a big feels bad when you are running it against killers like Nurse / Pyramid Head / etc etc who it's incredibly rare to get a stun on and then it just does nothing anyways because they can hear your footsteps
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@Laluzi said:
Showing prestige in the pregame lobby is just a terrible idea in general. It encourages lobby shopping - killers don't like seeing high prestige survivors, survivors don't like getting P0 default survivors as teammates - and it can also tell the killer who the weakest link is in those same circumstances.
That's a really dumb assumption. I have most survivors P10, and lots of the newer ones P1. All of them have the same perks now.
Sometimes I even play the P1s/ P0s on purpose to look less threatening in a lobby
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@BenOfMilam said:
I would prefer the option being up to the slug. If a slug wants to commit die and give their homie hatch and end the game, that's pretty chill.
It would not be chill to give sandbaggers the ability to straight up join the killer's team.
The slugged survivor is usually the one sandbagging, by crawling towards the remaining survivor and revealing their location when there's 4+ gens left or something.
Why should the remaining survivor, who did their job by not going down, get punished because of a system that lets the killer drag out the game unnecessarily?
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@AbsolutGrndZer0 said:
Okay, so this is to those that disconnect on purpose. Those that don't do this, we can speculate why and say that it's pointless and only hurting yourself and your team all we want, but... that's not what I am making this post for.
Those of you who disconnect on purpose already know the consequences of doing so all too well, so... why do you do it?
Usually I only do it if someone else DCed in the first 10-20 seconds of the game or something. If I don't plan on playing again for 5 minutes then that's faster than running up to the killer and suiciding or attempting to suffer through a 3v1 at 5 gens left. Life is short, why waste my time?
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I think it's funny. Recently I had a Dredge game where it was down to the last 2 survivors, and one went down for their first hook.
I searched around for the last survivor (a meg) for a while, and eventually found them BMing the hooked survivor by spamming the unhooks and teabagging
Took turns BMing the hooked survivor with the meg, then went into a locker after. I hate teammates who struggle on hook in a lost game when i'm trying to get hatch, just die already!
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Sometimes as killer, but I usually settle for smacking them on hook
Especially some killers, like Bubba, it's way more BM to hit them with the power as they are dying rather than just nodding and smacking them on hook
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3183676#Comment_3183676
This is a pretty foreign way to play for me, I come from a Minecraft/Cod pvp background where you can just become insanely good at the game and play chill while being able to win, I absolutely hate sweats and sweating in games, especially sweating in public lobbies.
Uhhh killer has plenty of absolutely broken things you can run to "chill" while securing easy wins. There is also no real defined win condition for killer, it's up to you to decide what you want out of your matches. I can go from sweating so hard I get legit tunnel vision from adrenaline one match to playing casual as f the next.
Typically I am sweating my balls off though, just because I can and I play lots of dumpster tier killers. Winning with them is way more rewarding to me than loading up on Nurse to pubstomp for the 100th win in a row
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You just gotta feel out the lobbies. Typically I gauge what to do based off how the first chase goes and how fast the first gen gets done. I almost always have Corrupt, Lethal, or Discordance for the early game. I feel naked without one of them since it means I could be loading into a game with 4x survivors spawning on gens and even walking to the wrong one at the start will cost me 2-3 of them.
If the first chase goes terrible, or the first gen is popping like 30 seconds into the match I just hard tunnel/camp the first survivor to death. Then attempt to slug in the 3v1 if killing the first guy cost me alot of gens
Conversely, if the survivors are dropping like flies or clearly babies I will play for hooks. Which is ideal since tunneling people to death gets old every game but against sweaty teams it is your only chance to win on alot of killers/builds
Or you can just play for hooks and not care about 3-4king every game
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I dunno, I don't think it's that bad of a perk. It's not so useful at the start, but in a game that has gone south, not alerting crows can be crucial since a smart killer can easily find you if you set them off; from a pretty huge distance. They can also notice a crow landing, letting them know to search the nearby area.
It protects you from some of the scariest killers in the game, who are most likely to use infectious fright.
I also find people looting chests / doing bones pretty often via sound when I am running stealth builds, especially on killers survivors never expect it on (huntress w/ wooden fox)
So it's not terrible, just not meta because there's other more impactful perks
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3183633#Comment_3183633
Ormond and Yamaoka come to mind. He can't play around the rock loops at all.
Also, those maps are fairly large.
I just don't see why you would play him over Blight. They both play very similarly in that you rush at survivors; but you can put Adrenaline Vial on Blight and have 7 rushes instead of just 2. And they will recharge faster, AND you can slap compound 33 on top of it all, AND Blight can get across the entire map in a single rush chain that recharges in 5 seconds whereas wesker's mobility is just above average.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3183344#Comment_3183344
I respectfully disagree
I've gotten pretty good at hitting the chains. It is very rare that I hit someone with the chain to slow them down that saved me more time than just walking like normal and smacking them. Once in a while it does pay off (especially if they're a console player who hasn't changed their bindings so they do the slow crawl over the pallet they just dropped) but more often than not, I find it is a very risky power to use that rarely is worth the risk
But ultimately it's your call how you run your Pinhead
NOTE: This is my playstyle based on base kit Pinhead. YMMV on this advice pending your add-ons like the add-on screenshot you posted above
It's not just landing the chains, it's landing them at the right time during the loop. Similar to a clown bottle, you are trying to get them at the apex of the loop while you are at the pallet. If you randomly land a chain sure, it might not do very much.
I don't see why you wouid ever play a killer and then not use the power. All the slowdown in the world doesn't make that worth it, you might as well play a dedicated M1 killer like Wraith instead. A good survivor team will dumpster a 115 M1 killer with no real mobility or chase power
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@Friendly_Blendette said:
Franklins and Hoarder are pretty good on him, his power is hard to get used to but trying to land the marker on the survivor will make it much easier since its almost guaranteed to hit point blank.
This is bad advice imo. With this you give up half your build and it's relying on RNG. A big map and this build is useless, small maps it can be good still.
@tippy2k2 said:
It's unfortunate but for the most part, your powers of the chain are absolutely useless. They are a high risk, low reward power that you almost should never use unless you are REALLY good at it (and even then...). The chains in the best case scenario is that you save a two seconds of chase time but the worst case scenario is you miss and the survivor just got even farther away from you (or a lot of times it's a wash as they break the chains so fast that it would have been the same amount of time for you to just keep walking to the survivor). If you insist on using your chain powers, try to put the spawn point of the chain on top of the survivor so you basically just launch it and it hits right away. That takes some getting used to but once you get used to it, it's the best way I've found to use his chains.
If a survivor starts working on the box and you see their little heartbeat thingy, teleport to them only if you are doing nothing else at the time and they're far away. If they are close, walk to them as you might get able to get a hit before they see you (since they are oblivious when they hold the box) and best case scenario you get the hit AND they keep the box in their hand (if you down them with the box in their hand, it'll trigger Chain Hunt). If you use Franklin's Demise with him, that will also cause the Chain Hunt to trigger. I do not do this but I know many Pinheads will.
Personally I find the box so hard to see and it's so quiet that I don't really bother looking for it. Play like a normal M1 killer and keep pressure on survivors like you normally would and let Chain Hunt be an additional pressure cooker. Chain Hunt is when you can really snowball things because survivors can't really do anything while it is happening.
Hopefully something in here helps you
Also bad advice. Playing him as an M1 killer with a 10s slowdown? If you can't land the chains at loops, play a different character. He is labeled "very hard" for a reason. The chains are plenty to shut down most loops if you land them at the right time.
I would reccomend running 3x slowdowns and a chase perk. He is a killer who can be very painful at loops if you don't land chains like a robot so having something like bamboozle will make your life 10x easier.
His addons are still insane and he's got plenty of DC inducing combinations.
This one gets the DCs flowing. You can nail people on gens with the fang from outside his terror radius which is stupid as hell; and then hysteria usually has people running around blindly trying to figure out where you are even coming from after they eat the fang hit
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@[Deleted User] said:
You mean a perk to kill the other survivor? That's a new one for me.
Yeah at least the last slug. Usually when I would want a perk like that it's when the survivors failed miserably at 5 gens or something, because some idiot brought no mither or DC"d or suicided (yet somehow I am the bad teammate here) and from there if the killer decides to slug for the 4k there is literally no chance of escape other than hiding for 4 minutes while the slug tries to reveal your location.
You should be able to just finish them off and get the hatch imo. Plenty of these survivors are evil enough to do it lore-wise, Yun'Jin?
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@supersonic853 said:
Wesker,wesker,wesker,Nurse,Legion,Nemesis. Is there a better way to stun then pallets? I've tried head on but people are pretty good at baiting it out. I'll take any advice ya can give.
Head on obviously. Offer it with an indoor map
Ideally you get aggro right off the bat, run around a corner and hop into the locker for headon. Windows will keep you running to the pallets which you can camp for the stuns
This build you can just sit in a locker near the gen whenever you hear the TR and headon from it. With the indoor map you can get totally free headons because parental guidance can make them lose you entirely after the stun sometimes
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Dredge is at P12, since I have been dumping the spare BP into him. The rest I am not gonna move past P9 / P10 since I get bored playing one character and don't main anyone
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@Sadako_Best_Girl said:
My brother really took a video from Scott and made it into a post.
Yeah only streamers can have opinions on gameplay; everything they say is correct. They are not just regular people who have a youtube account and an opinion.
Cringe.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3181991#Comment_3181991
At the cost of 25% of your perk loadout.
Still utterly busted on some killers + combos
I ran this build a few times for kicks and they never got more than 2 gens done. Permanently undetectable ranged instadown killer with wallhacks? Good luck. And I have a billion lery's offerings on her and they are actually useful now
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@Viciusaurus said:
Damn near every match has been a Starstruck Wesker running Distressing, and it's getting really tiresome literally being on the otherside of the map and still getting exposed. Why is his so damn huge?
Because while his base-kit chase is OK, he gets up to stupid strong levels when you stack chase perks onto him.
Especially dissolution + bamboozle means he can hold some serious W after people at even the safest loops in the game; just vaulting the pallet at places like shack / jungle gyms
And it's pretty easy to execute, while having good mobility too
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@RavenzZ said:
https://forum.deadbydaylight.com/en/discussion/comment/3181712#Comment_3181712
Ok, but without addons, how is he OP?
I will play 20 games of DBD today, and in 19 of them the killer will have addons. Probably 10+ of those will be Purple / Greens or more. Talking about these characters base-kits is utterly meaningless because it's trivial to be running addons every single game.
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3181712#Comment_3181712
How did he "recently get buffed"
Adrenaline vial got buffed while flask of bleach got nerfed. The meta shakeup helped him WAY more than other killers since he was already broken strong if you are not a boosted ape. Lethal pursuer buff brought back wallhacks blight, etc etc.
There's honestly so many busted builds he can run that it's too many to list out here; and you should NEVER lose to solo Q while playing as him. If you do, you are a trashcan killer tbh
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He's pretty OP, especially when you consider a number of his addons
But DBD is balanced around the lowest common denominator so he will never get nerfed; if anything he recently got buffed while clown got nerfed which is a joke
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@Usernameforderek said:
https://forum.deadbydaylight.com/en/discussion/comment/3180774#Comment_3180774
By your logic, the ideal way to play the game is farming. So you'll have to forgive me if I take your opinion with a grain of salt.
Don't get me wrong, I don't play a ton, so I'm always happy to get more bloodpoints and get new stuff. But after a certain point, they don't mean a whole lot.
Enjoy your 10 minute Q times lol
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@Adjatha said:
Learn to play Nurse, because she's basically the only killer with a power that can handle high level survivors (who hasn't been nerfed to oblivion)
Lol, yeah that might have been true 2 years ago. Not the case today.
Keep crutching on that character though; hope she gets gutted again. I loved seeing all the Nurse mains quit last time
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@KerJuice said:
Selfish Survivor Build?? More like Scumbag Survivor Build.
Yeah, run 4x team perks so you can go BT save your blendette teammates who suicide on hook half the time
I'm good bruh. Sole survivor all day
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3179072#Comment_3179072
It's actually openly vague (which I don't like). The devs sometimes treat the game as is it's every survivor for themselves, but other times they treat it like they're a team. For instance, when they were testing out MMR earlier this year, they mentioned in their blog that one of the things they wanted to do was tweak MMR so that survivors go up or down as a group based on how many of them escape or die. That's clearly a sign that in this case they are thinking the game should treat them as a team, not individuals. Then other times they have things like Low Profile on Ada which makes it sound like it's every survivor for themselves. On top of which they have no single clear victory condition in the game either, just a series of different things and they "let the player decide if they won".
And I firmly think the game would have been better off from the beginning if they had gone the route of the official boardgame and clearly spelled out that the survivors are a team and win or lose as a group. Ambiguous semi-cooperative game design rarely works.
MMR being based off how many people from your team escape or die would be so awful. Consider how every 1/3 or 1/4 game probably has a suicide or a DC in it. And also consider how a survivor can lose games of DBD with ~literally 0~ input as another survivor gets tunneled to death at 5 gens entirely across the map somewhere.
Other games you can play better and win, DBD survivor you can only do gens at a fixed rate. And even if you are a god at looping the killer can just ignore you. That's why it's a party game and never something people will consider very competitive outside a tiny subset of neckbeards who main Nurse
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Nope. Not at all. I only consider myself part of a team if I am in a SWF. Other than that, all my teammates are disposable potato's
If I want to play a true team game, there's plenty of titles for that. DBD is every man for himself imo, if the killer is slaying the games play out more like a BR than anything
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@Nos37 said:
No. The others will catch on and begin to work with the killer to destroy you.
I want to hide my aura from other survivors so badly.
That's why you gotta do the betrayal early. People think i'm petty for letting 3 people die on first hook with 5 gens left, but to that I say why are all three of my teammates on the hook before I can even get a gen done?
Pretty much anytime it's 3 survivors left, 1 is on the hook, 1 being chased, and it's up to me to save the third I just let them die and get the hatch. The killer and survivors dont expect you to end the game so abruptly; it's the best play when it's clear your team will never get the gens done and it's a hatch game anyways
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3179028#Comment_3179028
Yeah, Wiretap's radius is actually pretty decent, that's probably why! 😄
I do like Open-Handed though, it's a really solid perk even though it doesn't stack with this one perk.
I think it's amazing tbh. Especially with a map offering? On Temple of Purgation the downstairs gen was giving wallhacks on the killer upstairs and i'm sure that will translate well to maps like Midwich, The Game, or other multifloor maps.
Or maybe some Wiretap + Shadowstep on Lery's? That would be insanely safe assuming you don't have to leave the totem to get an unhook or something
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3179018#Comment_3179018
FYI according to the devs Wiretap doesn't stack with Open-Handed.
Oh really? Guess I was wasting the slot then. It seemed like a pretty big radius
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I was doing Wiretap + Blast Mine + Open Handed + Red Herring for a while so the entire team could watch the killer get blown up
Wiretap with open handed is honestly nuts
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@Friendly_Blendette said:
Like Ive been trying an info hit and run dredge (agi, myc, floods, bbq) but whether it be COH, bad locker RNG or just a bunch of toolboxes/proves/hyperfocus some games just feel miserable where gens go too fast, people get healed too fast and you spend most of the game barely using you power in theres no lockers on half the map. I try not to run slowdown on stronger killers since longer games are just generally boring to me, but what other playstyles have you found working. Atm I feel pushed to just constantly bring map offerings to maps I know have good amounts of lockers because damn some of the maps are rough in terms of locker placement. I havent been able to get a huge amount of use from chase builds since most people just W away from dredge and the remnant is already good enough antiloop in a lot of situations. Is snowball drege a thing to try out? something like devour undying just feels too luck based imo.
Depends on the addons, and perks actually. That's how you know Dredge is a good killer; because you can use tons of builds on him and they can still work. Lots of other characters don't have that luxury.
I mix it up a lot on him, from pure chase builds to gen defense builds to hit+run and they all work fine barring an ultra sweaty 4 man SWF.
I think his best chase "core" of sorts is Boat Key + Haddies Calendar + Dissolution. Those make him way stronger out of nightfall, trivializes the locks, and let you teleport mid-chase during the daytime to force vaults with dissolution. The survivor is inside shack and drops the pallet after being hit, you teleport in there after them, force the vault. That's the basic idea.
I usually run at least 1 chase perk. Dissolution if I am not using the Field Recorder for instant nightfall, Bamboozle if I am. Sometimes Brutal Strength if I want to use Call of Brine but CoB only works if the survivors are boosted. You need passive slowdowns like Deadlock to deal with SWFs, Dredge won't have time to kick gens in a rough match.
I always have 1 early game perk, Corrupt or Lethal. If I have Lethal I try to combo it with another Aura reading perk (darkness revealed) or the addon that gives wallhacks if you use all your tokens
Sloppy butcher is basically required for hit and run. Ideally you hook someone, teleport across the map, hit someone else, and then get back to the hook in time to interrupt a 70-80% heal and negate the entire thing before hitting the savior for 3x injuries
Also make sure to sit in lockers during any idle time you have, teleporting and sitting in lockers builds nightfall faster than anything else
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@justalilbit123 said:
Most of my teammates are just total clowns who crouch around edge map doing nothing. If the killer finds me first, even though I can make the chase last for minutes, nothing gets done because the survivors aren't doing gens. If the killer finds them first, they go down in 3 seconds and saving them only results in the killer going after me because all low mmr killers do is camp hooks while the survivors watch from afar.
The fact that you can do 4 gens solo, loop the killer for ages, save everyone and just get left behind too and your mmr goes down? How is that fair?? Dwight who sat in a locker all game and only contribution was getting hooked twice and lasting 3 seconds in chase gets to escape?
You run sole survivor / wake up. Or left behind + key.
That's how you deal with solo Q in DBD. If you don't have either of those combo's, then accept you will die many times in games that are entirely out of your control. The gens don't get finished half the time, not to mention the rampant DCs/suicides.
Raising MMR does nothing, you can win 50+ games in a row as a survivor and still get matched with a 10 hour dwight because the matchmaking is just that trash
If I am not running the sweatlord "let my entire team die so I can escape builds"; then I run builds to annoy the killer as much as possible. Then Id on't care if I die because the experience of shoving a flashlight into the killers face every chance possible whilst being tunneled to death honestly isn't that bad if you have the right mindset
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3175192#Comment_3175192
That's an issue with SoloQ more than anything. I do hope SoloQ gets major quality of life.
Also again, I dont think generator speed-up is fine the way it is, nor do I think regression is either; but at the end of the day I comes down to a matter of opinion. Some will agree, some will disagree, some will listen, some will ignore, but the least I can do is provide perspective and insight behind my mindset... that was the whole point in the original post and even my response to Sluzzy.
I just don't see it as an issue. Even as someone who has had the luxury to just sit there in a 40m terror radius and endlessly pound stacks into a gen. If you have this build, you are lacking in other areas. You will either be less potent in a chase, or more susceptible to quickly being eliminated through camping/tunneling.
Dropping 2x perk slots and then praying the killer has a big terror radius and it's a small map isn't a good strategy. It's a meme at best for solo's and only will shine in the hands of a 4 man SWF; who could be running other equally as strong setups
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3175015#Comment_3175015
Did you even read the replies or even the original post?
It seems rather selfish to say two perks working together might be a problem when killers stack perks all the time.
I literally made a reply stating that I am planning on making a post in regards to regression and generator speed-up, still trying to find the words to use with it since stuff like this is a very sensitive topic. But my general idea, if youd actually care to listen, is that both regression and generator speed-up need nerfs and/or limitations to diversify builds a bit better.
Also feeding into an "Us VS Them" yet again. I made if abundantly clear that I play both sides super evenly, Im not saying anything of this because "Im selfish" or "want easier games", Im saying this because I am actually concerned for game balance.
Survivors need way better perks than what they have. Hyperfocus needs a buff. Why does it reset for finish a gen? Folks on a controller has to have reflexes like a fly to hit!
Hey, guess what, I use controller and play on last-gen Consoles. It's not as terrible as you make it out to be, hitting the first 3-4 great Skill Checks is insanely easy to me personally, the rest I entirely rely on Stakeout though. Because again, remember, I did state that I use Hyperfocus a lot, it's one of the first shareable perks I went for.
When comparing to a similar perk for killer, Save The Best For Last: killers can swing, miss, and still retain their stacks.
Horrible example imo; Save The Best For Last is punished whenever hitting the obsession, you are basically given a single survivor that you arent suppose to go for leaving them more room to do generators and others stuff without restrictions.
Also swinging and missing is it's whole other thing, you are punished by default since the survivors makes distance on the killer for a missed swing. Basekit mechanics meant to punish poor gameplay should not be further punished by a perk... in comparison to Hyperfocus, you are punished for getting off the generator or hitting a good Skill Check, you are not punished by basekit mechanics in that instance.
Survivors are not getting enough reward from it in comparison to killers.
30+ seconds off of a generator. I get that generators are an absolute snoozefest, trust me, Ive done enough generators to where I just turn my brain off while doing them. But 30+ seconds off a generator isnt something to sit here and downplay. Some stuff on both sides are incredibly overtuned and using "well this side has ____, so let us have _____" is a horrible design and balance choice. Just because something might be problematic doesnt mean that having more problematic things to counter it is good balancement, it just leads to more issues in the long run, which is one of my main concerns.
I think it's funny people consider these builds problematic. If the survivors are dumping 6+ perks into builds that will fall flat against 1/2 of the killers in the roster who cares?
I've used it, and it's nice, but it won't save you in solo Q. 10-15s of gen time is trivial when most games of DBD are won or lost by a landslide
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I think killers are too used to giant hitboxes and the "cracked" huntress mains are realizing maybe they are not as skilled as they thought. Killers like Demo you shred people clean around corners lmao. Can you imagine how busted easy this character would be if he had a demo hitbox?
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I think it's even more disheartening to think that if your second attack there worked, you would have downed someone after DS within two wesker dashes which is beyond broken and highlights how OP tunneling is right now
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@Sumnox said:
Didn't you hear? They addressed tunnelling and camping. You also have Reassurance now! You -can't- be having this experience.
Sarcasm aside, yeah, pretty much. No amount of bloodpoints is going to make solo Q an enjoyable experience.
I mean the game has been trash since the DS nerf. That's just facts. I play it less than ever which is a shame because it used to be my favorite game.
Solo Q has always been pretty bad but at least before you could count on DS buying you a little bit of time. Now someone gets hard tunneled at 5 gens, more than likely they won't have DS, and you just automatically lose.
I really think the only people left playing are either people who don't care how unbalanced it is, or people who are too new to realize. Because you just CANNOT lose as killer if you are any good these days. 100+ winstreaks were pretty common before but now? I am sure some streamers will be putting up 1000+ winstreaks in this very balanced game with a good MMR system
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@[Deleted User] said:
I'd be wary of queuing survivor at 100% bonus. It probably means you're going to be put in a lobby at the far end of your MMR bracket.
That is implying MMR works even remotely. Anyone playing this game for any length of time knows it's non functional. I've played too many games with actual matchmaking to believe this one really does anything.
And I got a 100% escape rate for the day. What is your point?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3148837#Comment_3148837
I'd argue Trickster is both more consistent and, you know, actually hooks people instead of just kills them outright. Plus by that logic (can instantly kill someone who tries to unhook) Myers actually becomes the best camper in the game, overtaking even Bubba.
Well he probably is. I end up hooking people as tombstone myers fairly often. Either because they jump into a locker, I misclicked, or the survivor is being a potato
And I might even argue discipline doctor or even just regular Myers is better than Trickster. Discipline doctor can shock fast enough to stop multiple survivors from unhooking entirely, replicating Bubba. He just needs to be far back enough that the cone covers enough ground the survivors can't run in and out of the shock range between the shocks.
Trickster is good if they are out in the open but if the hook is nearby a corner or something you usually can't stop someone just running up and getting the unhook. If it's basement or on a hill or something sure
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3148812#Comment_3148812
I'd argue that the 10% is more than fair vs Trickster and Huntress considering they're able to hit from range and Trickster especially is notoriously the second best camper in the game, behind Bubba. because of how easily he can shred through health states when he's wound up his throwing speed.
Tombstone myers is the second best camper in the game, actually. They try to unhook and they just get instakilled instead
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@Omans said:
They can't let nurse be nerfed, because then they would have to admit all the easy 4k's they get are mostly a result of Nurse's busted mechanics and not their own skill.
But who are we kidding, they would all just switch to Blight while he is still busted.
Players who want to play a balanced game wouldn't play nurse to the point they defend her on forums.
I saw a Nurse the other day with no perks and range addons. Team suicided at 5 gens
You can only imagine the Nurse must have been thinking "I'm such a god! Killing these teams perkless!"
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3146443#Comment_3146443
I've got some interesting ones.
None that changed my mind, but it certainly helps me understand where other people are coming from.
The sweatiest tryhard killers that would almost never lose to solo Q are stomping even harder now. You basically never lost to solo Q as a killer if you were willing to camp/tunnel and run busted builds. Now it's even more so
Going up against a decent Nurse in 6.1.0+ is just such a joke, it's like instawin if they can find their keyboard. Doesn't help that they all run range addons too. It kills any motivation I have to play survivor, knowing that more often than not I am going to load into these unwinnable games and get killed in a manner that's about as interactive as watching a cutscene
I hated Nurse back when she was broken OP pre rework and I still hate her now. Hoping BHVR guts her again like she deserves so I can enjoy some survivor again
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He is ok. Too many maps have areas where his power is 100% useless. Between that and his low mobility it ends up being the best play to just camp with him a lot of the time


