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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011422#Comment_3011422

    Go to the character info page (F1 on PC, I believe PS4 it's right on the D-Pad and it'd be the same with Xbox, I cannot make out the picture you've provided) and not the actual perk itself. The last I heard, no perks were listed there. I would check myself but it's 1am and I don't feel like booting my pc back up for something I can check tomorrow morning.

    I know about that, again, Im just confused as to how this is going to work with the perk rework. As I mentioned, they are universal perks, but they still have ties to their respected character in the perk description IF you own the DLC, that is where the confusion comes from.

  • @GoodBoyKaru said:

    I believe they're treated as universal perks (because if you check the character info page of Steve/Nancy/Demo they don't have teachable perks there. I could be wrong but I'm pretty sure it'll be treated the same as Sloppy Butcher.

    That's the issue though, if you own the Stranger Things DLC, their perks are still listed as being apart of the DLC on the perks themselves

    Dead by Daylight_20220620185120.png

    It makes it really hard to tell if Demo's perks are his or not, since they are still his perks, but at the exact same time, they are universal. It's confusing really.

  • Demogorgan takes a short bit of time to pull up their shred, this also slows them down while doing so, even if they do shred there is still time to react, you can fake dropping the pallet and run to the side to avoid the shred. And even if youre forced to drop the pallet, Demo isnt the best for eating pallets, they have a cooldown after breaking a pallet, the cooldown can be reduce by addons but not that much.

    Demogorgan is a balanced killer; he has mobility that is rewarded by a setup, an ability that rewards you for good usage of it and rewards good movement and pathing. He isnt insane in chase, but he still has some potential in chase unlike a lot of other killers.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/329200/how-do-yall-feel-about-hillbilly

    I’ve complained a lot about the (completely unnecessary) Hillbilly nerfs, but I’m starting to get a bit more used to him. I’ve been using spirit fury and enduring, which has helped me get some chainsaw hits after the pallet insta-breaks.

    I agree that nearly all his add-ons are pure garbage. It’s a crime what BHVR did to his add-ons

    Mechanically, I dont think his basekit is as bad as people make it out to be, overheating is just an inconvenience but I dont really see myself overheating a lot anyways, even for a mostly M2 Billy.

    I just think his addons need some tuning since a lot are useless or work against his power as a whole.

    I think his addons are comparable to Oni's really, they have a few decent ones, but the rest are just awful, very awful.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011120#Comment_3011120

    Yeah... I don't think they were thinking of Billy with garden of joy, at least what I saw of it

    There are spots in bushes where you can stand where you physically cannot chainsaw them. Ive had people run to that spot everytime Id pull my chainsaw up. BHVR really needs to look at that map's collision, it is awful.

  • @MilManson said:

    Weaker than Wraith.

    At least they are better than Sadako, then again, I dont think anything is weaker than Sadako.

  • @Chadku said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010998#Comment_3010998

    We got 3 stacks of STBFL for Shred, Brutal Strength Shred, Unrelenting Shred and zero addons that apply Mangled, Hemmorage when shredding.

    I just want some addons to increase the range or speed of Shred, I want to go absolutely THOOOMING towards survivors.

  • @ThatOneDemoPlayer said:

    Billy isn't Demogorgon or Artist, so I can't love him

    Demogorgon is also pretty fun, just wish all of his addons werent portal related, just wish they have more interactions with Shred.

  • @[Deleted User] said:

    I think for killer, if gen regression is going to be weaker across the board then No Way Out, Grim Embrace and Deadlock could be more popular. If Sprint Burst is going to be more popular then i think Fearmonger will become a popular counter.

    For survivor i think Lithe will be meta because even though there's arguments for sprint burst being better, Lithe is more fun. You don't have to walk around everywhere, it's sprint burst on demand.

    It really depends on the perks that they buff that will turn out meta though.

    Grim Embrace is def going to need a buff if so, there is no reason to not use Dead Mans Switch or Deadlock over it. Even No Wat Out provides more stall than Grim Embrace does.

  • @Ayamir said:

    He feels clunky and so slow to play,he's just not a fun smooth killer to play anymore our Billyboi got butchered sadly...

    he can be good if you take the time to master him and learn how to curve even tho curving won't work against decent survivors and people should know to never hug loops against a Billy.

    Most of his add-ons are just terrible,the engravings are cool for the curves montages but the slower chainsaw charge can punish Beginner-Intermediate Billys should never use the engravings.

    I use the steering add-ons since I am not that good at Billy and Dad's Boots helps me alot.

    Overall a decent killer with lethality and mobility but takes alot of practice and is one of the hardest killers in the game.

    I would argue that learning with the Death Engravings, the charge time is manageable and the speed boost lets people get a better grasp over managing the speed.

  • @Hi_Im_Chucky said:

    I haven’t seen a Billy in a long time. To the point that I’d probably DC just because I thought I’d mistakenly spawned into a forbidden past realm and needed to return to the present…

    Certified Time Travel Moment

  • @Steel_Eyed said:

    Great basekit. Terrible addons. Engravings is not the best addons. Fight me.

    Personally, Apex Muffler with Leafy Mash is an insanely good combo, maybe throw in Tinkerer, Dark Devotion, and H: Plaything and you got a really solid build. It's been pretty fun and successful since people dont expect it at all.

  • They periodically teleport to a new location as well as take some time to respawn after being collected, rechecking old locations is always a good idea.

  • @Sepex said:

    Either I just don't run an exhaustion perk and if I do I just stick with BL.

    ^^^

    This right here...

    I dont normally run Exhaustion perks, but when I do, it's always Balanced Landing (Ive considered on getting Smash Hit in my Bloodwebs as well for an Exhaustion perk but that's besides the point). I like it when perks have different interactions with already existing mechanics, Head On, SH, BL, etc, just taking an already existing mechanic and deriving something new from it. Heck, my two most favorite perks in the whole game are Any Means Necessary and Dark Devotion just from their design alone! Id love to just see more perks like it, I know most people see them as "niche" but I just love toying around with them.

  • @Sluzzy said:

    The nerf Sprint Burst threads have already started. My prediction was true.

    Most people dont really see an issue with SB, and most people who have an issue with SB only have concerns based on what old Exhaustion was like.

    Personally, I think 99%ing Sprint Burst is more skillful than just pressing E anytime you feel like, takes a lot more micromanagement and planning ahead, and most people who use SB kind of get hard countered by Fearmonger (since most people who use SB are on gens and only really leave when the killer is right on top of them). So seeing SB become meta is honestly going to be a lot more interesting and I personally think Im going to like it more than DH.

    I think the only complaints people have is just with holding W being more efficient than looping against almost all of the killer roster, which I can understand the complaints, since looping actually takes skill and has interactions between the survivors and killer, and most people on both sides just really dislike the idea of running in a straight line and never looking behind them being the bigger time-waster than anything else (I mean, why else do you think people dislike a majority of anti-loop killers?), or at least I reckon so.

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005986#Comment_3005986

    TLDR.

    Haunted ground as nurse? Is this 100 MMR meta?

    I can tell you haven’t played at high MMR, if you use that survivors would laugh at you because lockers exist.

    The same survivors at high MMR who disappear for the entire corruption intervention duration and then magically appear when it’s finished.

    "I can tell you havent played at high MMR"

    As opposed to you? No one can see their MMR. But Im assuming everyone is magically in high MMR and any arguments are just automatically trumped by "youre not in high MMR, but I am". Also Im assuming that youre going to just ignore my other reply as well? I mentioned that if getting people to cleanse totems is hard, just bring a totem worth cleanse, isnt as hard as yall make it out to be let's be real here, H: Devour Hope and H: Ruin are right there for the taking.

  • I play nice and fair ~ People dont bring Frightful Flans because they expect to get paired against a tunneling/camping killer or I get harassed Post-Game even though I let people go.

    I farm with other people ~ Im bored out of my mind, people still dont bring Frightful Flans, and I still get harassed Post-Game because survivors dont want to farm (they want to actually play the game).

    I play to win ~ People dont bring Frightful Flans, 3-4K, and get harassed Post-Game because playing the game to win is apparently a sin in the eyes of the lord.

    There is literally no winning, I swear, I want to try and keep a positive mood about the whole thing but it's just so hard to do atm, I just want BP, nothing else.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005986#Comment_3005986

    LOL, use Haunted Grounds at high mmr and see what happens.

    Have you considered bringing perks that make survivors want to cleanse totems then? H: Ruin and H: Devour Hope do a good job at that. My point still stands regardless, a lot of perks are held back just because of Nurse being mechanically the strongest killer.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002993#Comment_3002993

    That won't solve the problem of her being op in comparison to any other killer, holding the game's balance back.

    This is also a fair point.

    With perk balance, they have to consider all possibilities (sometimes they miss the mark, but they tend to fix things eventually), Nurse is one of the hugest reasons why a lot of perks are weaker than they should be, I think there is one huge category of perks that get thier effects reduced solely because of Nurse... Aura Reading and Exposed.

    One of the hugest counterplays to Nurse is unpredictability and breaking line of sight. Aura Reading perks complete remove these as options for the survivor. There is a reason why Ive seen a lot of Nurses using perks like H: Retribution or SH: Floods of Rage; because they are insanely good on Nurse, they allow the Nurse to get a hit in a situation where otherwise they wouldnt. But perks such as these held back just because of the entire mechanical design behind Nurse.

    Exposed is another, since Nurse's swings count as a basic attack, they are able to get value from exposed perks. This one is kind of a no brainer as to how this is an issue. You have a killer with insanely quick chases with the ability to insta-down a survivor, this is of course considering that your pairing it with Aura Reading perks as well. Perks like Starstruck (paired with Agitation) are absolute powerhouse perks, but a perk like Starstruck on it's own can have varying strengths depending on the killer, but most basic killers dont get as insane of value as Nurse gets with it.

    Of course combining the two you still have the insane combo of H: Haunted Grounds, H: Undying, and H: Retribution, the thing that ive seen Nurses use to 4K at 5 gens all because of a single cleanse of H: Haunted Grounds, but suggesting the Nurse messed up or got unlucky they still have another opportunity to proc the effect... But Im just going to assume people are going to sweep that under the rug just as fast as Nurses sweep survivors into the Entity's grasp.

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003006#Comment_3003006

    Any proof to back up your claims as a nurse in comp games only manages 2k's and 1k's and that's with the survivors limiting what perks they can use.

    And on the BHVr killer stats, she's the lowest played killer with the lowest kill rate.

    Thanks.

    People using killrates as evidence to defend Nurse dont understand that killrates literally mean nothing.

    Pinhead has the highest killrate, is he overpowered because of it? No, most regard Pinhead as weak. He doesnt have that huge of a learning curve so a lot of killers are prone to pick him up. He comes with built in slowdown that can be quite oppressive against new players that arent equipped or knowledgeable enough to handle it. But experienced players can handle it quite well. So high killrates mean nothing... what about low killrates?

    The issue with using killrates to defend Nurse is that killrates doesnt consider all possible skill levels for Nurse. Nurse is insanely strong mechanically, the ability to ignore all the fundamentals "rules of looping" is a powerful tool, and the high killrates with experienced Nurses which heavily reflect that; but someone who is new to Nurse is going to be horrible because of how different her mechanics are to others killers. And if a majority of players reflecting killrates are new or mediocre players, it's going to heavily sway the killrates just as it does with a killer like Pinhead. Heck, most people that play Nurse are probably doing it for Adept, Daily Rituals, or/and Archive Challenges, at least according to most Nurses Ive asked.

    Killrates ≠ How Good Or Bad A Killer Is

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003187#Comment_3003187

    No Pig actually can do stuff on loops with ambush, they rather go against a trapper.

    You think Pig has anti-loop? Maybe on Midwich, yea sure, but basically nothing on any other map. Hear a roar? Just W key away. Ambush is meant for just what it's name is, ambushing survivors, getting them when their guard is down or when they are in a tough position... or just getting right behind the Obsession because you want to keep those sweet STBFL stacks. Otherwise, it's kind of just useless.

  • Ive mostly been playing Billy for the event while I level up other characters, but now that I got done P3ing Wraith and Trapper, Ive been playing Spirit (with their mask) as I level them up. If Legion or Billy had masks, I would exclusively play them, since I got some cosmetics to at least match the blue, black, and gold; most killers/survivors that have masks I dont have cosmetics for or dont really enjoy the masks to (seriously tho, why does Ace have to keep the hat on D: , I love the mask design itself but come on).

  • Consistently getting the same player over and over is very uncommon, my suggestion would be to take a short break and come back to the game at a later time. If you are on a Console platform, my recommendation is to report them for harassment is they continue to do so. If all else fails, VPNing to get in a different region of matchmaking might also help, since it removes all physical ways to get paired against the player.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3004643#Comment_3004643

    Chests sure, anything RNG should be kept far away from the main objective timers I would argue. Greats being an extra 1% and multiple survivors getting RNG procs could lead to extremely silly scenarios.

    It was just an idea, and of course I was just putting in the ideal scenario in which the game is balanced enough to do it, but my point still stands regardless, we need Luck to be more useful, it's the least utilized mechanic in the game right beside modern-day keys.

  • Up The Ante wouldnt be a bad perk if they gave more usage to Luck. What if it gave a chance for a Good Skill Check to count as a Great Skill Check, or increased item rarity from Chests? Just stuff that have niche application but not entirely useless, I mean people still use Plunderer's Instinct and Ace In The Hole, it could find it's way in there, or maybe even find it's way into a Stakeout and Fast Track build.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3004411#Comment_3004411

    So basically nerf DS so it cant be used at endgame? That would just result in instant endgame tunnels where currently the killer goes for the person trying to get the save/trade.

    I get why you say it but it's one of those things that encourage less fun styles, now if NOED was changed to stop perks like DS and BT at endgame that's be a fair balance and good health, perk to counter

    Well BHVR mentioned at basekit changes and heavily referenced basekit Borrowed Time during one of the developer streams. We know that some base game changes are coming to the game, we just dont know what exactly.

    But I think it's unfair for the killer to get DS'ed in the exit gates over a survivor misplay. Someone opens the gates but fails to bodyblock the guy who just unhooked? Well youre still going to eat a fat DS and there is literally nothing you can do to prevent it, wait it out? They just crawl through the exit gates, let them go? They will sit there in the gates for the full 60 seconds just to use their DS.

    Also I didnt entirely nerf it. I changed it so deactivation is based on completing a heal for a health state. How many times have you seen a survivor think they have time to heal but in reality, doesnt, so DS is inactive when actually being tunneled? It's fairly common. Or how about people who get healed by someone else, the killer downs them, only to eat a DS right before it ends? It's not too uncommon, and very frustrating from the killer's POV. If you had time to heal a full health state, you arent being tunneled, therefore DS shouldnt be active.

  • DS can be reworked though, just an idea I had:


    Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape.

    After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds:

    ~When being grabbed or picked up by the Killer, succeed a Skill Check

     to automatically escape their grasp, stunning them for 5 seconds.

    ~Successfuly stunning the Killer will disable Decisive Strike for the remainder of the Trial and result you in becoming the Obsession.

    ~End-Game Collapse will disable Decisive Strike for the remainder of the Trial.

    While Decisive Strike is active, the following interactions will deactivate it:

    ~Repairing a Generator

    ~Gaining a Health State or healing another Survivor for a Health State

    ~Fully Cleansing or Blessing a Totem

    ~Sabotaging a Hook

    ~Unhooking other Survivors

    ~Interacting with the Exit Gates

  • Survivor: Collect an invitation from the pedestal and survive until EGC (End Game Collapse).

    Killer: Collect an invitation from the pedestal and play a full match.

    Easier to get for killers than survivors overall.

  • I personally think Dragon's Grip is the funniest, it rarely works, but when it does, it's just comedic...

    Youre a Meg, you watch the Wraith who was struggling to get a few hooks kick a generator. Youve got nothing to lose, you approach the generator as they cloak up, turn around, and seemingly head off to pressure another generator. You hear a noise, probably isnt anything, maybe it's the wind. You reach for the generator and stop it from regressing, you scream from excitement... then you hear it. The bell's toll. Bing Bong! And with swift fury your down on the ground, and swiftly, onto a hook. It all happened so fast yet so slow.

    Haunted Grounds is a close second, just something about "Im going to cleanse this totem" shortly into "oh golly me" is the dumbest thing ever to me and I love it. Though the main reason why it's second is because it always goes off at the worst times for me whenever I play survivor lol.

  • I just lobby skip if they dont use Frightful Flans. I dont tunnel or camp, Im more in the match for the chases, not too fond of being punished for a playstyle I dont use.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002661#Comment_3002661

    I wish everyone had your outlook. I don't care if i win or lose as killer but some games its just so unbalanced in order for the survivors to win i have to throw and afk in the corner for 4 gens lol. What i don't get is why Camping and Tunneling has become the go to for survivors to blame as to why they lost the game.

    My question wasn't about how people play its about how people respond to losing in games and why a single term now has such a broad range of uses.

    I typically use Tunneling, Camping, and Gen Rushing to represent maximum efficiency of objectives, I dont use them as a way to shift blame or hate.

    ~If I get tunneled, good on them, they now have a really good chance of winning since they got me out of the game, which is perfectly fine, I can readjust my perks, rewatch footage to get better at looping.

    ~If I get gen rushed, they are amazing at doing their objective, bringing the best tool for the job, major props, I can look back and use that knowledge to get better at pressuring generators.

    ~If I get camped, they are doing a good job at pressuring survivors to get away from gens, or depending on the killer and perks used, props to my team for finishing their objectives, maybe I can look through some old stuff and look at tackling tough situations.

    I try to avoid looking at things negatively, even if, ya know, it can be hard sometimes. Im not going to sit here and act like I havent gotten annoyed every now and then, but it's bound to happen with any game. But keeping a positive outlook on things, and using terms to reflect more positive things, really does make DbD a lot more enjoyable.

    Though the discourse between both sides does kind of hinder the experience, I will say, not too fond of getting harassed over how I play a game, people tend to look at the terms I mentioned more negatively and heavily reflect that in the words they use... my PlayStation Messages heavily reflects that.

  • I believe "Gen Rushing" does exist, however I do not think that it is "toxic". The survivors objective is to finish generators, so finishing them at fast speeds by bringing in items for it is perfectly fine for them to do so. Killers can also camp and tunnel since it leads to kills, which is the objective of killers, then can also bring in perks and items to maximize killing potential. Both sides have terms used in regards to maximized efficiency of their objectives, but again, neither of which is toxic... since ya know, it's their objectives.

    (Toxicity isnt an action, toxicity is a mindset, also it would just generally be silly to say one side completing their object is toxic.)

    (Apparently I cant type either so Ive had to edit this several times.)

  • I just want them to fix the visuals and audio for him picking up his whip. Half the time I go down to Nemesis's whip, he doesnt even have it pulled up visually, it just does the normal running animation. The other half of the time I just get no audio for it being pulled up. I wouldnt mind a buff to Nemesis, just a fix to him would also be cool. (Also, for the love of all that is holy, BHVR also needs to look at him not being able to hit people crouched behind windows, anytime I do it to a Nemesis I just feel bad from how awful that hitbox design is.)

  • I dont think tunneling (and camping) determines the character of a person, since ya know, it's literally just a game, and Im not going to let the actions taken within a game dictate who someone is outside of a game. People can play the game how they choose. If they want to tunnel, Im fine with waiting in queue again, Ill just move onto the next match. Want to camp me? Ive got Kinship, so Ill gladly wait the 2 min 34 seconds, more time for my team to get gens. Either way, I dont care if I die as survivor, I dont care about losing or winning as killer either, but that's just me, and not everyone is the same, Im just here to have some fun, and Im not sure why everyone has to make a big fuss over how other people play.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002361#Comment_3002361

    Well I'm often the first chased (bad luck but I dont mind getting chased) but even though I know the locations to look i never see or hear any which is my issue, within the first few mins i could be chased round most of the map.

    Maybe others are spawning near? I honestly have no idea how they work or if a requirement is needed.

    Hardest challenge for me so far which is weird as I know most totem spawns lol

    Seems like a bug then. Ive had Green Glyphs not spawn on Ormand when playing as certain killers. BHVR tends to make mistakes, they are only human afterall.

  • @EntitySpawn said:

    Things like totems, green glyphs etc. Should be a group effort, even if you increase the number you need if someone in the trial you're in gets them it works towards your challenge as well.

    12 green glyphs, I'm on 8 and played 20 games... its challenges like this that cause people to farm and throw the game just to complete them and I dont want to be one of those people.

    I try play for fun and progress challenges as I can but 20games and not even done because I either dont have the chance or they're already all gone is just stupid.

    I'd rather 25 and have the challenges share especially ones like this..

    Never had an issue with Green Glyphs, the best advice I can give is just to search for them actively at the start of the match, dont wait until EGC to get them done. Waiting until EGC gives others a better opportunity to get the Glyphs. The best maps for finding them (in my opinion) are MacMillan, Coldwind, Gideon's, Azarov's isnt too bad either; so you can maybe use map offerings to have a better chance of finding them. Small Game is also really good since you can see what totem locations to not go to, since Green Glyphs spawn at totem spawns not occupied by a totem.

  • @Wampirita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3002235#Comment_3002235

    I don't even go into games with planning of killing anyone, i'll do 8 hooks and they can go if they want, but I wish i didn't need to play for 20 min of hide and seek

    I dont always have the plans to kill people either, I had a guy trash-talk despite me literally giving all of them the escape, got 8 hooks in the first 2 gens (they werent bad, just didnt expect weird pathing and mindgames) so I just spent the rest of the match letting them do gens. People dont care.

  • @humanbeing1704 said:

    This is why I don't use cakes you get killers like this during events

    Ive 8 hooked every team Ive faced, never killed them, didnt tunnel or camp, had people not use the event offerings, and still complain about the way Im playing. Ive done everything I can to play fair and nice, but people still complain and harass me. Dont sit there and act like it's only the killers doing stuff like this, both sides have players like this. The community, as a whole, is awful.

  • @Wampirita said:

    I'm just a mediocre killer main that came here to beg the survivors to play normally.

    I've done like 5-6 matches now and how every single one of them looks like? ALL survivors hiding, not touching gens and waiting for other survivors to die so they can claim a mask.

    One game people were intentionally sandbagging each other just to make them die faster.

    YOU HAVE 2 WEEKS FOR 10 MASKS.

    Why do you put a Flan offering if you end the game having less than 1000 points, because all you do is sit in a locker.

    "UgH, bUt KiLLeRs aRe SwEaTy!"

    They aren't, they play the game the same way as they always did. They don't owe you farming games.

    As for me if you REALLY need to escape, you can just point out and i'll let every single one of you go.

    Just play normally. Sooner or later you will get all of the masks. Or just go as afk wraith, claim all 10 masks and go back to survivors to get the most points you can from the event!

    Both sides want to gain something.

    But really there IS something wrong if it took me 36 MINUTES to find one immersed Feng, and i still don't know how not a single one of the survivors didn't get the afk crows.

    You would play MULTIPLE matches in that time. Is the mask really worth griefing like that?

    PLS ffs. You can curse at killers all you want, Yeah, they were the ones that completely destroyed last anniversary, but do you really want to throw games to get 3-4k points with Flan included?

    I just keep getting matches where people refuse to use the new offerings, mainly survivors. Ive had 4 matches in a row where people refuse to use Frightful Flan. 2 of which had 4 Escape Cakes. I play pretty chill, dont even use slowdown perks either, but Ive been treated like absolute garbage this entire event, almost every game a guy on PlayStation has chewed me out for tunneling and camping when I literally never tunnel and camp at all. People just need to chill a bit.

  • @Sluzzy said:

    This is a casual warning to not play survivor during the event. Killers are sweating profusely during event even when 5 event offerings are using. The first two matches I played were against Onis and they would hook, pretend to leave, and then come right back and tunneled people off the hook. Also slugged everyone.

    Killers are not punished for this. It is very easy to do this and they still get 30K+ while survivors all get less than 10K.

    Dear BHVR, balance your game and make it a level playing field so both survivors and killers have equal chances of winning and getting equal amount of bloodpoints. One person shouldn't have the ability to deny bloodpoints to 4 others.

    I mean, your saying that they are pretending to leave but like, maybe you shouldnt unhook with them so close by? You can wait for the Oni to get into a chase, or wait until you know for sure they are gone; you shouldnt expect the killer to leave the area when an unhook is going to occur, nor should you expect the killer to not tunnel when the option is right there.

    Also Oni's power has lots of snowball potential, so of course they are going to slug... do you expect the killer to just instantly end their power every time they down someone? No, not everyone plays like that, so dont hold that expectation in others. Generally, you shouldnt hold expectations at all about the other side, everyone plays differently, and rather you agree with it or not, they are in their full right to play the game they want. (PS, you can run Unbreakable, or even Soul Guard if slugging is an issue, but it isnt required most of the time if your team is knowledgeable to deal with a slugging situation, in SoloQ it can be difficult, but keeping a level head goes a long way.)

  • You have to select the challenge to personally contribute to the challenge, your personal contribution is not passive as far as Im aware, though I kind of expect this to be one of the slower challenges to complete for the community since not everyone kicks gens, also some regression perks such as Hex: Ruin do not contribute to the challenge since it's based on the point scoring action of damaging a generator. I reckon "Be chased by the killer" and "chase survivors" will be an absolute breeze to go through considering how common both actions are, very rarely do you find very immersed gamers in DbD, at least with MMR being in the game.

    Also the community challenges works either 1 of 2 ways (and Im not certain as to how it works so pick your poison):

    1. You can only contribute as much as the challenge will allow for the community challenge.
    2. You passively contribute to the community challenge but you need to contribute to progress.
  • Stealth perks (Iron Will, Quick and Quiet, Lucky Break, etc) really help with evading the killer, but overall youre better off following the killer or hiding in an area that is very much traffic'ed by them. The alternative is just to play until you get an AFK killer. Either way there isnt really much advice that can be given since it's just sitting near the killer mostly, personally I used Stakeout just to get them stacks to use on gens later (maybe Fast Track as well to make up for not really helping the team), Pebble is also funny to bring I guess.

  • @Mazoobi said:

    This is probably a hot take, but I don't think body blocking with BT is a wrong thing.

    I can see why killers are annoyed with it, but isn't teamwork asked from the community? BT is one of the best perks for this because it gives a unique effect that isn't an "increase X effect".

    If I'm a survivor and I notice the killer is hard camping every hook and always there when the unhook happens, I'm not going to let you get a free hook again because you wanted to sit next to me for the past 40 seconds.

    It's the smartest move from the survivors in that situation because it minimizes the lethality that the killer can do. Hell, if players are exposed in any way, body blocking with BT is a smart play.

    As many players have said, you'll go ahead and tunnel the body-blocker. Go ahead. I'm not discouraging you, but it seems like people are forgetting that body-blocking & any form of teamwork is allowed too.

    When I play killer, I don't like to linger around. I don't have to worry about BT at all because that 12-second timer has nothing on me.

    There are options available against a body-blocking Bt

    EDIT: changed title

    The way I see it, is I dont go out of my way to tunnel unless someone bodyblocks with BT, I am making a conscious effort to avoid going for you, but if youre going to throw yourself right in front of me, Im going to go for you. It's nothing personal, just the way Ive always done it. In the endgame though, I frankly just dont care, anything goes in endgame imo.

  • @CrowVortex said:

    I find him super fun, the only issue i have is sometimes scratch marks are hard to see in Nightfall, I've had a few cases of a survivor getting away after being hit and overcome kicking in on indoor maps like lerys.

    I typically use Blood Hound (very underrated perk) on the Dredge and Legion because their tracking isnt always the best. But if that doesnt help, Predator (another underrated perk) is also a good option, the scratch marks are way easier to track when they are so close together (also recommended on Spirit).

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995910#Comment_2995910

    The teleport is overpowered. I would make locked lockers take triple as long as they do now for him to escape them. The cool down should also be longer by base (maybe 25 seconds per teleport usage, which would also make it a more meaningful decision whether or not you use up to all three charges). Certain lockers should never be traversable (shack if it has basement, lockers in and near other basement spawns, and any immediately next to exit gates). Would also consider him only being able to traverse lockers by first going near one, so it can’t be spammed on demand like it can now.

    And for how powerful Nightfall is, I think it would be more fair if survivors were given a visual indicator (like Freddy or Pinhead) of how long before it starts.

    His teleport isnt an issue, if he teleports to a set of lockers, he will always teleport to the locked locker, so you can always lock 1 (but not 2) of the set of lockers to hinder his teleport. The animation for him teleporting to a locked locker gives the survivors plenty of time to make some distance, even with the addon that decreases the time to get out. And even if you do lock multiple lockers, he still has to waste time breaking the locks manually. Id say his teleport is balanced because it has it's advantages and disadvantages, and includes built-in counterplay that let's survivors strategize how and when to use given resources. Even without locks, the killer still has an auditory warning that he has teleported to a locker, and has a visual effect on the locker if he sits in the locker for more than 8 seconds (to discourage camping). It's fun to plan ahead and around it, at least in my opinion, and never saw it as insanely oppressive and most of my time has been spent playing against the Dredge, and Ive faced some insane Dredge players, but even still, he is just kind of mediocre in my opinion.

    Also with Nightfall survivors are given an auditory warning that Nightfall is about to begin (which also plays for the killer as well), Ive literally never struggled because of Nightfall directly, I always make sure to look at my surroundings and use my knowledge of loops and tilesets to micromanage where to loop in case of the Dredge showing up.

  • @Sluzzy said:

    I have versed two Dredge killers very recently that used Lery’s map offering and Devour Hope.  This is not fair and balanced. Finding totems on this map is a nightmare, especially when a killer is bloated with several abilities.

    You can’t see a thing on this map and with a high mobility killer, no cooldown to traversing the map, anti-loop, how does BHVR think survivors are supposed to win? Where is the “fairness”?

    Haddie has 3 useless perks and can’t deal with the Dredge.

    Devour Hope needs a nerf, Dredge needs a nerf, and certain maps need to be fixed so it is at least possible to see when his third power is activated. When you can’t see a vault that is only 5 meters in front of you, that is a serious problem with game balance. We can easily make the game scary without completely making the game unfun and unwinnable for one side.

    It is NOT fun to verse. Matches should have reasonable chances of winning for both sides and the Dredge with certain perks and map offerings is not it.

    Disclaimer: I have already played as the Dredge and he is very easy to use.

    Allow me to bring some counterpoints:

    ~The Dredge's Nightfall can be countered by rememorizing the locations of loops, and Nightfall's range isnt as short as you make it out to be, I have literally no issue looping the Dredge at all.

    ~The Dredge's Teleport (both to lockers and his remnant) have a cooldown, you claim to have played as the Dredge yet you cant even pay attention to the cooldown to his power. On top of that you can use locks to hinder his chase abilities with cutting off areas by locking lockers, which creates a lot of distance. His remnant is completely countered by holding W since he moves slower when charging his teleport.

    ~Haddie's perks arent useless, just because they arent meta doesnt make them bad, they have their uses rather you see it or not.

    ~Hex: Devourer Hope is countered by information perks such as Small Game, or Detectives Hunch. Hell, even remember totem locations helps which isnt hard when you play the game long enough. "But I shouldnt have to dedicate a single perk slot to counter 1 killer perk" is a common argument I see against this, but it's 16 total survivor perks VS 4 total killer perks, your team has plenty of room to spare for 1 single anti-totem perk.

    ~Both sides can bring builds that increase their chances of winning, which mind that, still have counterplay. survivors have 4 chances to throw map offerings in comparison to the 1 killers have, and even then survivors can completely trump offerings such as Sacrificial Wards. Remember when survivors could bring an RPD offering and use Boil Over in RPD's Library and waste enough time to get all gens done and still not bleed out? That was fixed (or at least an attempt of fixing it was put in place) because it was mathematically impossible for the killer to win through the amount of stall survivors were able to generator. However a killer bringing a map offering with Hex: Devourer Hope still has lots of room for counterplay from either side, and isnt a guaranteed win for the killer.

    I play both sides, and have spent most of my time VSing the Dredge. Ive faced the exact build youve faced and still cleansed Hex: Devourer Hope without any issue, so I know what Im talking about it. Might I suggest just learning to adapt to the new killer and playstyles that come from it, you might not like it, but sometimes you just got to deal with it.

  • Killers need an incentive to force them to not camp and tunnel, typically, BBQ does this most of the time, at least until they get all stacks, I think the game should reward more post-game BP for those who dont tunnel, or more BP for the survivors that do get tunneled that way they dont lose out on a bunch of BP from it.

    I always see suggestions that promote punishing the killer to camp and tunnel, I mean, DS is in the game, it isnt stopping anything really, punishing killers for playing the game is not only going to not affect the way people play, but harm the experience of those who accidently tunnel or camp without realizing they are. Punishing is a double-edged sword, rewarding isnt when done right.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935957#Comment_2935957

    If you don't have devour hope or an offering then there's no other way unless it's for a killer who has a mori in their kit (eg. pig's traps or PH's final judgement).

    Huge RIP then, also I didnt know that built-in killer kill conditions counted towards killing a survivor by your own hand, but I would assume that bleeding a survivor out doesnt count despite it carrying the same icon just because it's a different kill condition.

  • @sizzlingmario4 said:

    Yes it's bugged. Don't use it

    Do you know of any workarounds for the issue? Or are there no workarounds? I still need to kill a survivor by my own hand for a daily, and I dont have Devour Hope or Momento Mori offerings.

  • @[Deleted User] said:

    Hooks get permanently sabotaged when used to sacrifice a survivor, when you saw those permanently sabotaged hooks did you sacrifice someone before hand?

    Nope, both games I only got a 1K, but the hooks that were used to sac them were on the complete other side of the map. It happened on Ormand so I can easily tell which areas Ive hooked at.

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