JHondo
JHondo
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- JHondo
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Any time I pick up a new killer I learn them with their teachables so I can get their adept without crippling myself.
Once I get the adept I'm definitely gonna be running them with BBQ and STBFL as those help m1 killers so much. Probably gonna keep it similar to my Trapper build which is BBQ (for the sweet sweet BPs and knowing where to send Victor to), STBFL, either Pop or Surge depending on how I'm feeling, and for the 4th perk probably Sloppy as it can be effective against medkit teams and not be missed when I switch it out for Lightborn against the Flashlight gamers.
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Chains of Hate chapter, weaker killer and no perks on either side that are really good, just the situational For the People and memey Red Herring.
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I would have played more killer this weekend but I finished the killer tome challenges and only have a bunch of Survivor left so I played a few rounds to get dailies done but switched over to Survivor to get some of those out of the way but my only time to play was peak hours and in Central US region I had 15-20 minute queue times followed by being matched with rank 20s while I'm rank 5 against rank 13 killers. Add on the mori dodge for 45 minutes if lobby simulator and I said "screw it, I'm done with dbd until Monday when things should be back to normal.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1768550#Comment_1768550
I'd rather sit and wait. Getting a game with two console rank 11s is not worth even playing.
That's why I'm not playing at all until tomorrow afternoon when hopefully things will be back to normal
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Many killers have switched to Survivor or chosen to not play this weekend because of the Bloodlust removal test leading to players getting matched with anyone and everyone as the longer you sit in queue the broader the match making parameters become.
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@nixtunes said:
https://forum.deadbydaylight.com/en/discussion/comment/1765491#Comment_1765491
K so lemme just recap here. For Christmas, you'd like:
- No god loops. At all. Ever.
- No safe pallets
- A bloodlust buff
- Max 4 pallets per map
Sure! Anything else I can add to Satan's Wishlist?
Wow, your reading comprehension is astounding! Bravo!
All sarcasm aside, what I'm getting at is not all the maps have been balanced in any way shape or form, most have simply recieved updated graphics and a couple breakable walls thrown in.
As I stated in my last sentence, yes test it, but don't take any permanent action until they all have been actually balanced and retested.
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Right now it's because of the Bloodlust test.
Turning off bloodlust has led to a lot of killers switching to Survivor or just not playing for the weekend which has increased queue times to the point that they're just matching anyone with everyone regardless of rank.
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Update, got my 3rd Survivor match after another 20 minutes in the lobby. Went well but the 2nd Deathslinger in a row, also we were all rank 5 and the killer was a rank 15....
MM is so absolutely screwed today that I think I'm done for the weekend and hopefully come Monday evening it's not still total garbage.
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I had an awesome idea similar to this for an Evil Within license using Stefano from 2 as the killer and using cameras to track or slow down Survivors and a mild teleport ability. But then I remembered the franchise is effectively dead so I made myself sad.
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@Alphasoul05 said:
How about a "How often does the killer tunnel when there is no obsession showing/DS in the game"
This post isn't about whataboutisms. This is about the impact of losing bloodlust
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@yadielrodriguez said:
I got one simple question to all survivors who use Dead Hard?
Why use Dead hard and don't say it because it protect you which is not anymore it 2020 and now days and last year killers know how to counter it and especially the sad part it so predictable that survivors will use it so in the end you waste it why pressing one button and fail by getting hit so don't blame the killer just blame yourself for using a useless perk.
same go for sprint burst is also predictable but head on and lithe are still both exhausted perks that killers don't expect survivors to use so Im hoping I see survivors to use those exhausted perks more often than the other two and again it 2020 so those two perks it predictable and useless.
I ask a friend of mine this every match when he starts moaning that he's on the ground exhausted. I run Lithe and while some maps get little to no use from it it's still more useful with how I run than trying to avoid a hit or get to that next pallet.
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@Foohy said:
Lol stirred up quite the crowd.
I never said it was OP, the conditions are very specific and not necessarily easy to accomplish, but you can plan ahead and just slug someone and wait for the exit gates to open.
And the "just exit before he hooks hurr durr", don't you dare tell me you go into every game and take into consideration that the killer might have Blood Warden, and don't you dare tell me that when the exit gates open you all just leave immediately every single time because you think the killer might have Blood Warden.
The perk is underwhelming on open maps as you can just hide somewhere, but on closed maps like Midwich and Hawkins it can be game over for the unsuspecting survivors because of how closed up and isolated from the rest of the map the exit gates are with very few options to actually go to before the killer gets to you.
Again not OP, just a lame and anti-fun perk for people who get bullied a lot.
I used to complain a lot about other Survivors 99ing the exit gates because it meant if I was downed near there I couldn't crawl out and after a couple matches of that I was fed up and if I saw a gate almost open I'd just go and open it, then I got a game against Bloodwarden that resulted in a 4k and realized exactly why the gates get 99'd it's a very rare perk to encounter but now I always 99 a gate or I open it completely and gtfo if I have an escape challenge that's been driving me nuts. It has the stupid easiest counter in the game that nearly every high rank Survivor instinctively does to ensure if it's in play it won't get value or to prolong the amount of time to get a rescue and back to the gate for the escape because EGC is on a timer.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1765452#Comment_1765452
You forgot about:
Hawkins, Saloon and Lerys, who have already been done under the "new" way of balance the Maps. Same goes for Midwich, but I dont know how much the Corridors will influence the gameplay and I will not bring myself to burn a Midwich-Offering.
True, but Hawkins has the rooms with two pallets and a 2nd floor that can be run for eternity, small pallet loops at almost every intersection and hardly any windows/vault locations. Dead Dawg is full of breakable walls and one side of the map that is just a chain of jungle gyms that unless walls are already broken create a huge psudo-infinite along with a central building that is generally best to ignore as killer. Lery's still makes window to window to window spawns and simply holding W will win most Survivor chases. And Midwich still needs to be reworked/fixed/just straight up removed.
Even Macmillan, Yamaoka, and Bandham, haven't been "balanced" they simply got a graphics overhaul and their main buildings added breakable walls. The only one that received any sort of balance change was Groaning Storehouse by exchanging a couple pallets for a god window until the wall is broken.
I'm okay with testing it but I feel no action should be taken on the mechanic until all of the maps in the game have been looked at and actually balanced and the mechanic has been tested again.
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If this test shows it's not needed for the reworked maps I totally understand that but until all maps are reworked and rng is fixed to prevent the spawning of two tiles side by side that create psudo-infinites it shouldn't be removed as Survivors will do what they tend to do and burn offerings for maps that aren't balanced and haven't been reworked yet because they know they'll have the advantage.
Also, Auto Haven and Ormond aren't live yet and this test is taking place on live servers; meaning the only reworked maps they're able to collect data on are Macmillan, Yamaoka, and Bandham, all of which still spawn fat shaming trees/rocks/statues and maps in those realms that spawn tiles that string together to create über tiles that can become psudo-infinites.
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Until all of these spots are fixed and will never spawn again and all maps are reworked to remove any sudo infinities I think BL shouldn't be touched. I only played 2 killer games last night for dailies because I finished all of the Tome challenges for killer, one was Hag and one was Freddy. The Hag game was Rotten Fields but I know how to lock that map down pretty well so no big deal. The Freddy match on the other hand turned into a sweat fest because I got dumped on Disturbed Ward where without BL the window spawns on the first floor of the main building are sudo infinities. Luckily only 1 of them decided to abuse it but the others had great success drawing out the match by just holding W.
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It's not that the camera is in his stomach, it's that his 1st person model clips almost to his knees into the floor of the maps. When the bug was showing the 1st person model for killers everyone could see their massive blunder. Hopefully it's a little easier than they said and they can just raise the model to no be clipping into the maps and get that patched out sooner rather than later because his pov is what prevents me from ever wanting to play him again since I got his adept and power achievements done.
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1. Yes and no, it made Survivor queue times significantly longer for me and playing Pallet Freddy on Disturbed Ward for a daily took twice as long as it should have for the 4k and all gens repaired.
2. Also yes and no, I think the mechanic could be changed but doesn't need to be.
3. My suggested change is just removing tier 2 and 3 and keep BL 1 and activate it slightly longer than 15 seconds, maybe 20-30sec. It really doesn't make a difference one way or another being as it was before, it aids killers that are learning and experienced killers usually get the hit before or as tier 1 procs.
4. My week was pretty good overall
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/207617/reverse-bear-trap-escape
They haven't always been like that but currently they only activate when a gen is repaired. You can also always leave via hatch with a trap on. Also, queues seem as long as always. I love that killer mains are possibly boycotting something the devs are just testing. I'm sure that's great for the health of the game.
I'd be boycotting killer too but I'm done with those Tome challenges so I just did my two killer dailies and have been playing lobby simulator (Survivor) all night. I'm all for testing and find it ridiculous that killer mains are up in arms about a test, it's what the test may lead to that has me worried. BL 1 is entirely necessary untill all maps have been reworked, and given BHVRs track record on making proper balance changes I won't hold my breath. Until that point I believe it shouldn't be touched because it makes half the killer roster less viable and makes playing Survivor against a killer with no anti loop power even more brainless.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1764588#Comment_1764588
Note that this was not originally the case. Previously (before the EGC update), walking out the Exit Gate with a Trap on would always kill you (barring circumstances where the Killer tried to put you right at the exit to "force" a kill). Some people don't realize that this is no longer the case, and others erroneously believe that you can now just walk out with RBTs no matter what (I've seen at least a few die to this assumption).
That explains a lot when I play as Pig. Usually don't have any traps left at end game though so I've never seen someone leave with an inactive trap on before.
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Yep, lobby simulator tonight since I already finished the killer side of the Tome. Had 4 matches, two sweat fests, one so so game, and one Deathslinger on The Game that threw the match immediately. This is all over the course of two hours btw.
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My experience from the three games I've had after playing Lobby simulator has just been sweat feast 2020 with the minor exception of my last match against a Pig that let me go.
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@WTBacon said:
Reverse Bear Traps are activated by generators being repaired.
If a RBT isn't active, the survivor can leave without dying.
Gotcha, good to know. Guess she just wanted to use her last trap up to get some BP before I left. Usually when I play against Pig she's such a tunneling master that she should be called "The Mole" so I hardly live to the end in solo.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1763024#Comment_1763024
Not including variables that disable bloodlust.
Those variables include breaking LoS just long enough to escape chase, having to break a pallet/wall, and using some killers powers. Played a lot of Trapper last night and almost every chase BL 1 kicked in. Yes sometimes it kicked in as I got the hit but nearly every chase as the epitome of m1 killer in the game needed bloodlust 1 to kick in. I don't chase until tier 2 or 3 because I've got the hit or I know to abandon but a 15 second short loop is par for the course of this game, and many times Survivors will run that loop as long as they can before dropping the pallet and disabling BL1 because they'll continue to run that unmindgameable loop until the pallet is broken.
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@[Deleted User] said:
If your getting Bloodlust during a chase that chase is probably too long anyways. Drop it and go for a different survivor.
So 15 seconds is a long chase? Good to know I've been playing wrong in red ranks all this time....
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1761946#Comment_1761946
there's so many broken tile possibilities when you remove BL, it's sad
however, what i'm hearing survivors say, is "play more spirit and freddy"
Freddy is cancer so I'll stick with getting better at Nurse since she's actually fun to play as and against lol
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@APoipleTurtle said:
I think the devs mentioned at some point that they are working on rebuilding the code for grabbing from the ground up for dedicated servers (same story with Dead Hard). They were designed with the old peer-to-peer system in mind (where killer was host) and haven't tended to perform correctly on dedicated servers.
Don't know how long Grabs 2.0 will take, especially with the pandemic going on and their lengthy DbD to-do list, but it should get better once the new code is eventually ready.
Soon™
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@Hopesfall said:
Play Fractured Cowshed with 4 trailer loops and tell me Bloodlust isn't needed. And that's as basic of a loop as it gets.. just run in a circle, for eternity, and drop the pallet after 5+ ring around the rosies.. exquisite gameplay
Or any Auto Haven map with a truck connected to a long wall, 4+ rings around before a pallet drop and 0 mind game ability.
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It's a slippery slope, testing it isn't the issue, it's the possibility that it would be removed and of the 22 killers only a small handful would end up being viable. Also given their track record on actually balancing and fixing things that need to be addressed, it inspires little hope that other needed changes would be made in a timely manner to compensate for what is effectively a nerf to every killer.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1761777#Comment_1761777
So you've never benefited from bloodlust? All your chases are 30 seconds or less? I'm pretty sure it takes 15 seconds to gain bloodlust 1 so if you don't need bloodlust then I guess you must have short chases.
Can confirm, tier 1 is 15 seconds. When I play any killer other than Nurse, if a Survivor refuses to drop a pallet I will get to tier 1 bloodlust most chases. If experienced killers say they don't need it and new killers say they do, then what's the point of touching it? If it doesn't affect these people then why fight to get it out of the game?
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I play on PC and since crossplay I've noticed a higher number of mori and NOED when I play Survivor and a higher amount of immersion when I play Killer. But all in all there hasn't been a big difference. Every platform has potatoes, every platform has sweaty try hards, and every platform has scummy players on both sides. Either turn crossplay off and go back to your placebo bubble or understand that other than minor ways players from both sides approach the trials on various platforms we're all playing the same game.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1758383#Comment_1758383
https://forum.deadbydaylight.com/en/discussion/comment/1758386#Comment_1758386
I am not kidding guys I have an extremely hard time believing you. Every match in the end game chat the survivors all just beat on the Killer calling him anything but a white person because their own mistakes lost them the game - and the Killer just played right.
I get it on very rare occasions, one will call out the other for hook farming or sandbagging, but often when that happens the person they called out blames me lol
When I play Survivor I always apologize for my mistakes if they're not crossplay or call out my hook farming/sandbagging teammates and defend the killer when they're inevitably attacked by the salty Survivor.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1757547#Comment_1757547
He doesn’t need a more liberal use of his bottles. Players running out of bottles mid chase are wasting them and using them wrong.
It should only take one or two bottles at a loop to land a hit on a survivor.
What I'm getting at with a more liberal use is that players could use his power for tracking because Survivors scream once intoxicated and by having a faster reload or at least a less punishing reload is that they'd still have bottles available for chases. He could still be "punished" for having to reload in a chase similar to Huntress reloads or Doc shocking at the wrong loop. You can't tell me as a Clown main you wouldn't want to be able to refill faster/be less hindered by refilling.
I'm a fairly competent killer and I still have those times where I need to drop a chase just to reload either because the Survivor was good enough to avoid my clouds, a random branch/odd angle caused my bottle to break short of it's target, or I've snowballed so quickly that I don't have the spare moment to refill.
Bear in mind, not everyone is a red rank killer and not all killers need high skill floors so they can be picked up and learned. With how simple his power is yet weak he is perceived I think he's a prime candidate to be one oth those entry level killers with a lower skill floor that with a few QoL changes could make him viable at higher ranks.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1757534#Comment_1757534
I do feel like a faster reload spead would be nice but i understand why it's sluggish. I can imagine alot of clowns would just spam bottle throws and constantly reload if they are able to in a chase without loosing distance, because the strategy with clown is about careful, strategic and precise bottle throws to outposition survivors rather than just slow them down so they can't mak ethe next pallet.
Yea i think it's all about finding the balance between not being able to spam your power but also being able to use it consistently.
Definitely agree but if you think about the downside of Doctor, spamming his power results in loops that never end because he can't get to bloodlust so it's either loop a pallet for infinity or resort to basic m1 play until the next loop. I know clown is different because the slowdown it gives the Survivor but allowing a more liberal use of his bottles would up his tracking capabilities without removing his ability to use them in a chase.
Maybe instead of Nurse fatigue speed he could drop to revving Bubba speed while reloading? It's definitely about finding the right balance there, I just think adding a secondary power would add too much more resource management without fixing the core issues. Most Clowns will only reload after a down or after a hook because of how slow it is so they can bait the others. Even Huntress can reload faster mid chase, granted, her power actually allows her to down people so it's no big deal if they get a little distance on her.
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Personally he just needs some QoL adjustments and an add-on pass.
I like the idea of a separate gas to help tracking but that doesn't really fix the issue to me. Clown's regular gas can reveal Survivors and let you know the number near a gen or hiding behind a wall. What he suffers from most is the slowdowns. They fixed one by removing his slowdown when throwing but having the same time and drastic movement speed decrease to refill any number of bottles is what hurts his potential the most. Some simple fixes include passive refill of bottles, allowing refills to time differently so if he has used 2 it only takes a second to refill those two as opposed to the time it takes to refill all of them, or just dropping his movement speed from a 115% to 110% speed instead of Nurse fatigue pace while refiling.
To me, Clown at basekit isn't much worse than Trapper (which is another killer that needs some QoL adjustments) he's just punished too much for using his power. It's the same issue that the initial Billy rework had and that's resource management on top of the other juggling that killers have to do.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1756869#Comment_1756869
Oh man, I love when they do that. Every time someone with a flashlight throws down a pallet I'm just like, "Please try to blind me, please try to blind me." It's amazing the ones who will attempt it over and over again.
If the killer's running Lightborn, survivors don't get a "Killer Blinded" BP score event, right? (I wouldn't know because I'm terrible with flashlights as a survivor. I can't aim straight with a controller to save my life.)
I have no idea if they get a blinding score as I too am awful at aiming flashies.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1756839#Comment_1756839
These mindsets are adorable. And confusing. Killers get berated for using perks that are too strong. But apparently you also get berated for running a perk that they seem to consider weak. If flashlights are so easy to dodge, why try to use flashlights at all? If Lightborn is so unnecessary, shouldn't they be happy the killer wasted a perkslot with it?
Yeah, I hate the blindness screen, it's not pleasant. Apparently before I started playing it used to be worse, just a bright white screen, and damn that musta been hell on killers. But I think survivors who laugh at killers who don't want to be stunned or blinded don't realize that the game was designed on purpose to make killers feel like they fudged up and are being punished when those things happen, and they feel unpleasant, like physically so.
The funny part is, I never feel like I wasted a perk slot because despite it not working the first time they continue to try to blind lol
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@MeltingPenguins said:
While it's not the best solution:
Get lightborn. usually these swfs will bring flashlights from the start. then pretend to try to avoid getting blinded and mow them down. I have yet to have one swf to play like that that wouldn't result in a 4k simply cause they can't wrap their head around the idea their plan to be obnoxious isn't working.
Lightborn is my new go to killer perk. Had a game as Billy doing the Enduring Tome challenge while wearing the new cosmetic and legitimately had a Survivor tell me the outfit is bugged because they couldn't blind me lol.
I've also had Survivors try to berate me for running Lightborn because "it's just one flashlight, it's not that hard to dodge" to which I replied I hate the blindness effect on the screen as it actually hurts my eyes and I got a couple free hits and a free down out of it.
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Some of the killers backstory is sad tales of survival/mistakes/revenge and some of the Survivors have similar stories. In my opinion, what makes a Killer or a Survivor their respective role when the entity takes them is based on what the entity thinks it can get from them; hope or hate.
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I got it dropping from 2nd to first floor Midwich a few times.
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I got lucky, had a Billy that didn't respect pallets cause he was running Enduring and I burned a Hawkins offering since it's pretty much all pallets and no vaults and I remember how that map absolutely cucked me when I was getting my Deathslinger Adept.
In general, when there's challenges like that, I just camp pallets more often and know in the long run I'm gonna be playing kinda potato and overall a detriment to my team so I just accept it for what it is.
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@TheBigBingus said:
https://forum.deadbydaylight.com/en/discussion/comment/1742306#Comment_1742306
fair enough man, some people just don't like slugging, and that's perfectly fine. sloppy and surge are a great combo on him so I'm sure you'll do fine. anti heal builds are pretty fun, and they play right into his power. that's why I like Oni, theres a few different ways to play him, and you aren't forced to play the best if you wanna win!
Definitely, he's a killer that doesn't require min/maxing to be viable
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@SCP_FOR_DBD said:
I mean, SCPs but everyone knows that.
I'd be over the moon for F13, feel vindicated for these past 4 years.
also, real talk I would pay so much money for a Robert Englund skin it ain't even funny.
Bonus points if the Englund skin is like Ash so I can hear him call the Survivors the B word in the lobby!
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@TheBigBingus said:
https://forum.deadbydaylight.com/en/discussion/comment/1742286#Comment_1742286
interesting counterplay! i find that stealth can be an issue if the survivors don't group up, and lockers force him out of his power, so that can be smart if hes trying to slug multiple people at once. if i could make a suggestion, try running monitor and abuse and infectious fright! those 2 perks make oni a monster to go against. his terror radius is actually incredibly quiet, and monitor makes it actually surprisingly easy to sneak up and get that first hit, and it combos with infectious so you can find multiple people after you down someone with your power! i run those 2 perks with BBQ and pop, i think its his best build!
Appreciate the tip but I absolutely loathe infectious fright because I absolutely loathe the slug. It's boring when one decides to crawl away and never be found and as Survivor it's boring to be the slug and in both roles I'd really rather not have to waste a perk slot (Unbreakable or Deerstalker) to deal with it. I've found, by playing both roles fairly equally, that there are some perks that just become crutches. Spirit running Stridor, Nurse/Oni/Meyers/Bubba with Infectious, Doc with Corrupt, NOED+Bloodwarden combo, DS+UB combo, any exhaustion perk, etc. So I try to avoid the crutches, with the exception that I usually run Lithe on Survivor. Hell even spine chill has become a bit of a crutch for me lol.
But yeah, Monitor and Infectious on Oni is strong as hell and definitely makes up his best build, I just prefer to chase. Hag is my main so if I want to play a fast brutal match I run her with my gross Franklin's/3rd Seal/Monitor combo lol.
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I love playing as Oni too. When I face them as Survivor my strategy is similar to how I play against Doctor oddly enough. I hear the terror radius and book it to the other side of the map and power through gens switching back and forth as needed. If I know he has his power up and is headed my direction I get in a locker and wait for him to leave or get distracted so I can get to the other side of the map.
Playing as Oni my strat is running Monitor, BBQ, Surge or Pop, and Sloppy Butcher. Use Monitor to help get me my first hit then chase that person until I have my power up and get the down. After the hook I pop into fury and know exactly where to dash to provide the most pressure. Surge works great because if I can get the down right away the gen is regressing without me having to smash it and waste power time but sometimes pop is more beneficial. Sloppy helps get my power up faster because for some reason people still insist on bringing self care and that extra healing time just means more of those tasty tasty blood orbs.
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For a license it'd be Friday the 13th, Hellraiser, or Alien. I've had a strong connection to the F13 franchise as it was my first slasher series and my name is also Jason. Clive Barker is one of my favorite horror authors and the design and ideas around the cenobites is fascinating to me. And imo there's no better sci-fi horror than Alien.
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It's a kinda weak power that once Survivors get the hang of it may be "ggez" but they are so damn fun to play. I think the Blight was meh and is aggravating to play as because of his FOV deleting mind games.
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It's coming with mmr. Each killer will have their own mmr so for me being a red Hag I'll be able to play my green Nurse and not feel like an extreme uphill climb. That's why killers are still locked from their first implementation of mmr once you ready up, so the game can collect the data it needs from that match as that specific killer in your hands against those survivors' skill sets.
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@DeliciousFood said:
Just make it so that there's always an obsession every game, even if no perks or ability depend on it. There'll be less of that kind of behaviour without forcing DS or some gimmick.
This would be nice too since "Escape a trial as the obsession" and "hook the obsession x number of times" are now recurring tome challenges. I shouldn't have to run OoO or rely on using For the People to cheese it as Survivor or rely on players that bring DS or run Killer obsession perks especially when I hate running obsession perks on Killer or Survivor.
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@Wesker09 said:
Like I'm lost. When I go up against a killer running noed it 9/10 usually a pc killer and I don't understand. I'm not trying to through shade since I am a console player, I'm just curious
Almost every time I encounter it when I play Survivor is on a crossplay killer. Every once in a while it'll be PC but if there's NOED or a Mori for me it's almost guaranteed I'm facing a crossplay killer.
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Hag
Pig
Oni
Trapper
Nurse
Clown