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JHondo

JHondo

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JHondo
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  • @Terro said:

    I'm just curious if they said why they're changing it. Was there something in their data that rised a flag that said hey we gotta change DS... oh yeah we'll also look at OOO too.

    In a previous Q&A stream it was asked "DS nerf when?" from the community. The answer given was along the lines of, it's a controversial perk that they have to be careful balancing but they are looking at ways to make it less abuseable.

    Basically they finally listened to community feedback.

  • To me Terminator is too much of an action movie and not enough horror to fit with DbD. A lot of sci-fi kinda rides that line though, like Aliens fits the horror but gets a bit too actiony.

    That being said, I wouldn't hate it if they added him but probably wouldn't play him more than getting achievements and never touching them again just like I did with the Nightmare on Elm St, Stranger Things, and Chains of Hate chapters.

  • My go to lately has been Lithe, Inner Strength, Stake Out, and BT.

    BT has given so many saves for me and helped in end game scenarios that I can't justify taking it off and being just another farming dbag.

    Lithe is probably the most reliable exhaustion perk but is very map dependent. This one is the same for me as BT, has saved me so many times during egc.

    Inner Strength because I have most of the totem spawns memorized and don't want to rely on teammates or finding med kits.

    Stake out is a great objective perk that is based around stealth. Get those stackies and bonus progression and BP for just hitting skill checks is so nice.

  • @indieeden7 said:

    The thing about upcoming DS is that they have changed it so that it can't be used while not being tunnelled, but it also has the potential to be deactivated while being tunnelled as well. The timer should pause while in the dying state and while in chase (or possibly even when running seeing as people could just moonwalk and follow the person).

    If they want to make it an anti-tunnelling perk then they should, but they also need to keep in mind that it shouldn't be made useless just because the survivor using it managed to waste 60 seconds of the killer's time.

    I'm okay with it pausing in chase but not while slugged otherwise it has no play around other than hoping they progress their objective. If I don't want to eat a DS and have an obvious DS user trying to get value from it I will slug them since it creates some pressure and I know for sure that by the next time I see them (pending WGLF heal or Unbreakable) they won't have DS up any longer.

  • @Casanova09 said:

    The ds change doesn't address tunneling someone to slug them. I got tunneled then slugged now what?

    It currently doesn't address that anyway. Unless you're combining with Unbreakable, in which case it won't change that at all.

    @MonsterInMyMind said:

    Honest question what are your thoughts and grips about the new DS/Object change gathering feedback to see if my potential idea could work looking to see what bothers Survivors most about this change if it bothers anyone.

    I play both sides fairly evenly and I think these changes are good healthy changes for the game. While it has been clarified by McLean on twitter that being healed will not deactivate it they do need to clarify that it only does if you are the one doing the healing.

    Personally DS wasn't that bad to me as a killer to begin with but now it will guarantee that if a Survivor is trying to get me to eat it they won't be doing anything else on that timer and it eliminates some of the end game DS issues that many killers complain about.

    In all honesty most of the survivor DS nerf complaints I see are on par with the killer ruin complaints. The "but my crutch!" kind of complaints that have no basis in game health or balance, they just don't want to see a perk they always use and rely on be altered.

  • So, Hag can force players off if a tile you don't want to loop or can't loop with her speed. As far as the set up time is concerned, with her power you can afford to let 2-3 gens pop while you're working on getting things ready to snowball.

    A good Hag main to watch is Michi on youtube, he has some great videos showing various trap placements and tactics and is an outstanding defensive Hag player. I am a Hag main as well and use her more aggressively. I'll place traps ina few key spots and get into chases using my remaining traps to zone or shut down tiles as needed and often end the matches with only the first two gens done.

    Her mobility is a little slower but Scott Jund just did a video about movement speed on killers where he had huntress with 1 stack of Play With Your Food and one base speed waking the entire distance of Azarov's Resting Place. It took ~30 seconds at 4.6m/s to cross the map and only ~32 seconds at 4.4m/s. The speed difference is actually very minimal and some things factor into our perception of how fast the killer moves. The Twins and Demogorgon are both 4.6m/s killers but to me they feel slow and clunky because of their sound design and their gait when walking (how their weapon and camera moves with each footstep). I have a similar feeling when playing Hag or Deathslinger compared to Huntress. Since they have quieter foot steps and less jitter while moving Hag and Slinger seem faster to me than Huntress does.

  • Might be the add-on that makes it take longer to crush him so he's recovered before you complete the action?

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1905071#Comment_1905071

    I've been playing this game since 2017 so I know how much potential each killer has and if someone thinks the twins are a decent killer well good luck to you that's all I can say.

    Twins are fun if you don't care about winning but have zero viability. They're kinda like Wraith to me, fun but entirely add-on/perk reliant to the point you can just simply be out perked by the Survivors.

  • I like Trapper for M1. As a great killer content creator, Otzdarva, recently said "A bad trap is better than no trap." As long as you can learn where to place a few traps that almost always guarantee a catch and learn how to use traps in chases you get some great value from him. He loses some viability at high ranks since survivors get smarter at recognizing common trap locations but he's a solid killer at low ranks.

    Another great M1 killer, imo, is the Pig. As long as you can get some downs you have a built in slowdown mechanic with the RBTs and some creative uses of her crouch in mindgaming loops. With her I almost never rely on stealth and dash attacks since her wind up for it takes forever and a day but utilizing her crouch strategically at a lot of loops helps result in hits/downs.

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889733#Comment_1889733

    I just assumed they could easily raise those too without any need for animation changes.

    But damn that sucks, the PoV really kills the character for me :'(

    I forced myself to play him to get the adept and lethal rush achievements and refuse to play him again until it's fixed. The only way I got the achievements was by using the wall hack and turning add-ons of his.

  • @Sandt21 said:

    Can anyone tell the difference between Default and Tritanope? They look identical to me. I don't have colorblind problems, so if I did it would probably look completely different if i did, but right now, it looks the same to me

    I'm not colorblind myself, but it looks like the colors are more solid, using less translucent effects and removing the ambient effects. If you look at the gen pic the auras look almost the same but the Tritanope looks slightly more vibrant and doesn't have the cloudy section at the bottom of the picture and the sky looks clearer. If you zoom in on the scratch marks the Tritanope looks to be solid where the original you can still see some of the ground texture under the red of the scratches.

  • @Jarol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1889714#Comment_1889714

    It is more than obvious, since Silent Hill came out in DBD, many theorized to see a hypothetical episode of RE, with the announcement that we will see STARS this year, it is 2 of 2, 1, perhaps they refer to RE and 2, Stars of the horror movies, but with the confirmation that RE: Village will be released on those dates, I think that Behaviur could be used on those dates to negotiate and obtain the capcom license, also the theory is having more force.

    Mentioning stars could also refer to space.

    I'd love to see an RE chapter but I'm not gonna get hyped for one until it's officially officially announced.

  • All the killers have a first and a third person pov. Survivors see the third person pov and the killer sees it when they load into a match. Killers have a different model and animations tied to the first person view.

    A couple months ago when killers loaded into a match they saw the character model in third person from the first person animation, so for example Bubba stood with wide arms, Freddy had longer arms, etc. When Blight loaded in he had no feet or half of his shins. That 1st person animation needs to be changed to raise his pov, it's not a matter of just raising the camera, unfortunately.

    *Edited for clarity

  • I'm gonna guess they thought they'd still possibly be adding maps to the other realms but the license for SH only allowed them one so they put the correct description in the offering.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877031#Comment_1877031

    I prefer the duration+setting speed, makes it so they don't gain too much if they abandon the loop since i rarely cancel trap placements and if they stay/trigger the trap the duration addons if you are patient most of the time will get a hit.

    I have been using the distance addons more nowsdays since it is more suited to how i play, also because im running low on duration addons XD.

    Good idea, when I start running out of distance I'll give duration a shot. For build I use Franklin's, Third Seal, Monitor, and BBQ. Just works well with how I play and buys so much time with people desperate for their item, makes hook states longer, and the bonus BP lol

  • I maintain rank 2 solo surviving when I bother getting back up there from reset. The key is to know when to leave and when to stay. Just escaping is almost always a pip and for sure a safety. Sometimes I won't care and will be a bit altruistic but otherwise I'm focused on objective, save when I can, and keep chases long enough that my team will hopefully get something done.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877014#Comment_1877014

    A mix, usually im aggressive until 1-2 gens are left but i keep the survivors out of the area of gens i want to defend last.

    What happens is once i switch to being defensive i have a few traps in good spots that are away from my web so if needed i can commit to a chase if a survivor goes there.

    Nice, I usually play a mix as well. If I'm annihilating right off the bat I won't set any new traps unless I'm locking down a loop in chase. I usually don't even have a "web" though just trap high traffic spots or strong loops as I come up to them. Using the setting speed and distance add-ons exclusively here.

  • I also play her with a controller! Do you play her as more of an aggressive chase oriented killer or more of a defensive killer?

  • If you're running from Steam or Windows store it's the same thing just a different boot up source. If you're losing performance try updating your graphics drivers and checking your cpu usage first. Could also be too little RAM or outdated hardware.

  • @GloryHunter said:

    @JHondo Seems like it. The amount of exaggeration or invalidating arguments with perfect-case scenarios that are next to impossible in solo Q in these threads is rather sad.

    There's so many variables in this game too to defend/deny any situation. Yes a perfect scenario case can show that a person's argument can seem a bit silly but as it's been discussed with OoO, just because the stats say one thing it doesn't change how it feels to play against that perk. In reality you'll remember the bad games or scenarios more than the good ones and come here to complain/vent/offer game changes but in the reality of that same game someone else could have had a really fun/perfect match. There's a massive lack of empathy and keeping an open mind in the forums from all sides. And that's not even scratching the whataboutisms and people that want to take a thread and make it about a completely unrelated issue.

  • @GannTM said:

    Yeah I never understand why people do that. People should be allowed to play whoever they want. That's why being a Spirit main is so tough because you get accused, bashed, and judged just for playing a video game character you like.

    I get that a lot being a Hag main.

  • I wouldn't call myself a killer main but I do play a bit more killer than Survivor, Probably 60/40 ish. When I play I want to see balance and tend not to jump on bandwagons because of how this game is balanced, being a pendulum that swings from one side tot he other coming closer to the middle each time.

    As far as the forum posts go, most of the posts you're describing tend to devolve into ad hominem attacks from both sides and just become childish pissing contests. Unfortunately the only people who tend to make logical points in those posts are people that play both roles and worry about overall game health over one side or the other, those people are usually attacked/insulted and labeled whatever main the person attacking doesn't agree with.

  • You can place a trap at a loop and force them to leave it or get the hit on them when they continue to run the same loop. She is a little slower but an agressive Hag doesn't need to rely on camping to win and can end chases quickly through zoning and shutting down loops in the moment.

  • I'm no Nurse main, I did spend a few months learning her to get her achievements and adept though, and in that time I found a lot of survivors will mindgame themselves. I'll get to a loop, be fatigued, and the survivor will vault a window or run the loop right back into me giving me the free hit. A big part of playing her is knowing when to blink. I do second the people who said earlier to watch the guides from Marth, OhTofu, and Supa, I've seen most of them and they helped immensely.

  • I was stuck on the Spine Chill crutch myself for a while. I stopped using it when working through the Tomes. Those challenges that require the use of specific perks got me questioning what I could get rid of and still be able to play the match in a similar way to how I usually play and Spine Chill became the perk I felt I could swap out without changing my play style.

    Lately I've been running Stake Out instead. It gives a bit of info when the killer is near by counting down for the stackies, it helps gen progression when you have stacks, and because of how vague the information is it helps train you to pay attention to your surroundings.

  • @6yXJI0 said:

    Even if it would't have Aura, i would still use it. And i wouldn't use it for just aura, without bloodpoints.

    Exactly! There's so many better tracking perks or combos of gen perks that could be used that BBQ with only auras is pointless. BBQ with in the bonus BP would still be one of the most used killer perks. Unless the Rank Reset BP actually massively helps reduce the grind.

  • @Klakky said:

    U can't get 8 stacks when there's 4 survivors, u get 1 token per survivors first hook only

    Unless they change it from 1st hook to 1st and 2nd hooks....

  • It's probably one of the most balanced perks in the game.

    Most killers run it for the BP, which sacrifices a spot they could be using for another gen regression perk or better tracking perk.

    The aura reading is only marginally helpful as the state of auras makes it difficult to see if a Survivor is on a gen when it's shown, a Survivor close to the hook is not shown, and Survivors can get in lockers to avoid being seen with it.

    I'd be willing to bet that even if BBQ had the aura reading stupidly nerfed most killers would still run it because the grind in the game is absolutely ridiculous and most "killer mains" play both roles so they want to be able to go through Survivor blood webs as well.

  • Monitor & Abuse: used to be my "I don't know what to use for a 4th perk" perk but I've just stopped using it except for Hag and Oni since it helps me with them for getting the drop in Survivors early game.

    Spine Chill: used it all the time but I get more use out of Stake Out picked it up on the last "get x great skill checks" in a single match tome challenge, it's a really underrated perk and I seem to face fewer and fewer stealth killers anymore.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859891#Comment_1859891

    How does pop effect oppression other than regressing other gens? I mean is there a extra benefit out of oppression?

    Oppression doubles as tracking and gen pressure. With pop I can get 25% down on a gen and if there's no one around Oppression tells me which gen to go to next. Basically taking a very strong regression perk and adding a little more strength to the build while also dropping in some more tracking. Oppression could use a little reduction in the cool down but otherwise it's a really balanced perk, imo, that fits well into multiple builds and it's effectiveness hinges on the skill of the killer. Theoretically you could use it well with any perk that requires you to kick a gen but with pop being the strongest regression perk it just makes sense lol

  • There's a reason I haven't used the combo as killer. I knew something like this was gonna happen and didn't want to get used to it lol

    If they mess up Pop+Oppression though....

  • I kinda get what you're saying but killer powers all have different focuses. The killers released with the base game cover most of the other powers and help build the skills required for the DLC killers already.

    Also, Nurse is included in base game and if she's all you play when you start the game then congratulations, you are now a main of arguably the best killer in the game.

  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848431#Comment_1848431

    Angel you shouldn't mention those places here. Talking about datamines and leaks are not allowed.

    Yeah, I got a warning for that already myself.

  • @R52G said:

    https://forum.deadbydaylight.com/en/discussion/comment/1828180#Comment_1828180

    What about Pop, Oppression, Overcharge, and Unnerving Presence all with Doctor? 😈

    For me personally, perks that rely on TR to slip up Survivors on gens seem worthless, Huntress Lullaby could replace both Overcharge and Unnerving if you're whole goal is to go for making Survivors mess up skill checks. With my play style Doc is best as a tracking killer. My personal build on him is BBQ for the BP and tracking, Iron Maiden to make them more hesitant to use lockers to counter his AOE, and Poppression for a combo of regression slight tracking and map pressure.

  • I just don't understand people. I had a similar experience playing as Hag one night. We were on Pale Rose and the Survivors spawned near shack where the basement happened to be. I get the first down in shack and take them down and hook them, as I'm placing a trap in the basement a Survivor come running down and I grab them off the unhook. Go back to placing my trap and I'm not even 5 feet out the door when another Survivor comes running up, I smack them and they keep running down triggering my trap in the basement so I teleport, down, and hook them. That's three in the basement, two of which just handed themselves to me. I replace the basement trap, one let's go, and I'm moving on to find the fourth guy. As I am again, maybe 10 feet out the shack door the last Survivor runs around the side triggering my window trap so I smack him, he bolts for the unhooks and triggers my only other trap in the area so I down him and he DCs before I can pick him up.

    In the post game the one that DC'd goes off in me about camping and that it's all Hag is good for, yada yada yada, and myself and the first Survivor I hooked both bit right back on him and his teammates about rushing the unhooks, especially against a Hag that got the good fortune of getting their first down at the basement.

  • Honestly, Poppression is a better combo. Add Surveillance to Pop+Oppression and you get some of the best tracking, pressure, and regression all in one. I think Oppression could give a lot of value with impossible skill check Doc but Overcharge will only add to the gen you kick so the people working on gens get an Overcharge type skill check with oppression but a gen not being worked on will just regress and not have the skill check added to it.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827673#Comment_1827673

    Yh I might have gone too far with point 3, and I like your friends Idea, tho it's been proposed for years with Pigs RBT and devs havent done anything.

    But I dont see why point 1 would be OP, It would force survivors to play together, since he doesnt have any teleports or speed buffs this would be a good way to eliminate genrush or It would allow him to get a down if the survivor is injured, It would force survivors to heal, which is allways good for all killers.

    And about Freddy, he doesnt down you mid loop but he does make them useless once he gets control of the pallet, It doesnt work the same way as trapper, but it's the same purpose.

    @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827697#Comment_1827697

    The first point would be OP because in game with random survivor you can't rely on them and they can't see your aura unless they have a perk for that. That mean you either go in dying state or wait till someone randomly run next to you. Stepping in a trap already put you in the injure state and that's ok.

    IMO Trapper need something that make the trap far from him more useful.

    For pig I'd make it so you you can't get the RBT on the first box and you either get it out after the second (low chance) or the third. If she has the add-on that add a jigsaw box then you can get the RBT out either on the third or fourth.

    Keep in mind that while we do want to make their power more useful we also don't want to make them BS for survivor either. We want to have a fun game for everyone, not just for one side.

    In regards to the OP suggestion I'd say make an injured Survivor that gets out be broken for X amount of time if they get out in their own and just remain injured if they're assisted out. That would make it so it's still punishing and will force the Survivor that is now broken to play more cautiously for a time while encouraging people to work together.

  • CST US here and in the "peak hours" from like 7pm onward my killer queues are around 10-30 secs and Survivor queues are 10-15 minutes. Used to be able to play killer at night and in my days off of work play Survivor most of the day to get challenges done but even lately Survivor queues early in the day are getting longer and longer while killer remains consistent around the 30 second mark.

  • I only 99 when I can stay near the gate and assess the situation, otherwise it's open and I'm gone.

  • Devotion 4 lvl 76 and 896 hours. Started playing almost right at the midchapter between Ghostface and Stranger Things.

  • Given the range and Hex status it should have the cool down removed. I got more value from the Blood Favor like add-on of Blight's than I've ever actually gotten out of Hex: Blood Favor.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/213802/i-ve-got-bad-news-about-twins

    Create of Gears,Jigsaw's sketch and Tempered Timer would like to have a word with you

    On a site note,yeah i was extremely disappointed when i looked at the Twins addons.I thought they would be more creative with the addon design after seeing blights addons.

    The problem with Pig's add-ons is once youre out of yellow none of the add-ons affect her ambush or stealth. They're all affecting the Survivors having traps in their heads or searching boxes until you get to the Iri add-on that gives wall hacks.

  • Easiest key nerf... Nerf hatch.

    Hatch does not spawn until all gens are completed or one person is left alive. The biggest problem with keys comes from too much added pressure of "I can't kill this guy or else those other two can get out with their key because they've finished 4 gens." Or "There's two Survivors left and they've done three gens so hatch has spawned and they can now get out with no recourse."

    Having hatch spawn when all gens are done or last one alive still allows for the where did they go achievement, still allows multiple people to get out with a key, and also prevents the biggest issue with keys in a match. Yes killers will still feel cheated when people escape after all gens are done but it allows more wiggle room for getting keys out of the match and allows the killer to feel like there's a bit more counter play to them.

  • I agree with all of your points. The 4 man escape isn't that big of a deal to me as killer though because it just means they aren't gonna be wasting my time and circle jerking at the exit gate. But I've had many games where I kill the 2nd person and the other 2 just disappear. Watch some streamers on youtube in games where they're dealing with a key, they always talk about how "if this person dies the rest can escape" and most have to resort to so called "toxic" play style to avoid the game ending prematurely.

  • @Dr_Loomis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817055#Comment_1817055

    I had one suicide on their first hook. I was shocked when I got Merciless and the Adept popped. Only used Victor once to down a survivor, the rest of the time I left him idle as a security measure.

    I was playing them as a mostly m1 killer with Victor to help zone and occasionally give tracking info.

  • @Dr_Loomis said:

    I just got Adept Twins after maybe my 6th game. Used the Midwich and placed Victor at one gate and Charlotte at the other. Love the feeling at getting a killer adept. I loathe them!

    My devout is bugged on them, after three games in a row where I should have gotten all 4 Iridescent emblems (11 hooks, 4k, all other emblems iridescent) I gave up and will just have to try again when it's fixed or purposely depip to green ranks where I can get away with Merciless having a gold emblem or two.

  • Play all the killers and find one that clicks for you. I started with Wraith and pre rework Doctor but when I started playing as Hag sh just clicked for me, lately it's been Trapper, for a little while it was Pig, just try em all out :)

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815292#Comment_1815292

    The only thing they gave Felix is a sweater which David already has.

    I was unaware he even had one lol

  • They gave Felix one in the advent calendar event with the code, hopefully David gets the same love.

  • It shouldn't be a Hex, it's nowhere near strong enough to waste a totem on and risk losing any value from it entirely. If they were to make it like Surge or Oppression or any other perk in the game that can get regular value but has a longer cool down it would be a much better perk and worth the time to experiment with and see how it shakes up the meta for killers without strong anti loop abilities.

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