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KingFrost

KingFrost

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KingFrost
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    1. Save the best for Last
    2. Pop Goes The Weasel
    3. BBQ + Chili
    4. Whispers

    Whispers lets you find your first survivors easier, and give them a party hat to welcome them to the party. All survivors deserve a party hat. But if you're good at finding survivors, you can replace it with something like Monitor and Abuse or a Hex Perk of your choosing. (I particularly like Devour Hope)

    BBQ lets you find survivors after you've hooked them. After all the guy on the hook has a party hat on most likely, so he can't do much even if he's rescued.

    Pop Goes the Weasel makes the slowdown by the party hats with survivors trying to take them off (WHY!? DO YOU NOT LIKE THE GIFT I GAVE YOU? DID YOU WANT A DIFFERENT COLOR? IT CAN BE ARRANGED!) also when you're all out of party hats, you need a way to slow the game down.

    Lastly, Save the Best for Last. Probably the best killer perk for any killer who regularly uses their M1. This will save you loads of time in chases. And Pig's dash on the Obsession means you won't be losing stacks if you can get them. (I recommend a good Video Tape)

  • I think you let survivor dictate how fast you use them. If you're popping gens left and right, I'll use a Mori pretty fast. But once the gen speeds slow down, I'll hook people multiple times before using the mori. If I'm getting downs fast, I won't use the Mori until their third hook, if then. Though sometimes I will play a tad unfair if I meet a survivor who was toxic toward me in a previous game, and I happen to remember them.

  • I brought Kindred and Off the Record. (Only because I didn't have Iron Will on Dwight). Managed to follow a Deathslinger around a bit. Had a Disconnect in our match which didn't help, but we did get 4 gens done still. Worked on a Totem while he picked up Meg, and followed him back to the hook. Bad matchmaking helped I think.

  • I agree.

    Had a game some time ago against a Clown with a secret offering. We all avoided him like the plague, and he ended up getting a single hook all game. I doubt any of us had much fun. We ended up escaping, and I learned -- it was just a shroud of separation. Had another game against another killer with a Mori. I had DS, so I hopped in a locker to make him eat it and hope to get away. I hate playing like that, but when a Mori is out there, there's not much you can do. Turns out it was just a cyprus.

    Killers know when survivors have keys. I think it'd only be fair for survivors to have warning of a Mori. I say that as a Red Rank on both sides.

  • I don't get any comments because I play on switch, where we can't talk to each other because Nintendo is Nintendo.

    I do get friend requests from survivors sometimes.

  • Fun to Play:

    All the ones you listed are fun to play. Pig's the most fun IMO. If you're good with Aiming, Deathslinger is a LOT of fun too.

    Good Perks:

    Plague has really good perks. Corrupt Intervention is one of the best perks in the game. Infectious Fright is fantastic too. Dark Devotion isn't terrible. She probably has the best set of perks of the lot.

    Second best in terms of perks is probably... Legion for Discordance and Iron Maiden. Mad Grit isn't awful either.

    Ghostface is probably third. Thrilling Tremors and I'm All Ears are great. Furtive Chase is meh.

    Fourth best for perks is probably Pig Surveillance and Make Your Choice are great perks. Hanged Man's Trick is probably the worst perk in the game right now

    Deathslinger has the worst perks overall. Retribution is good, but the other two are pretty useless.

  • I was in Solo Queue yesterday. All Red Rank Survivors. On my second hook, with kindred. Killer was chasing someone on the other side of the map. One survivor was... I don't know what they were doing. Just walking around it looked like. Not even attempting to come my direction. The other is in the basement getting a chest. And of course I end up dying on my second hook because my teammates refuse to come for me, even when I've got the last gen to 75% completion. I struggled to the very end too. But nope. They couldn't take time to come and get me.

  • Monstrous Shrine - Survivors are oblivious when in the basement. Oblivious effect applied lasts 5/7/10 seconds after leaving the basement.

    Mindbreaker - Works on all gens, not just those with less than 50% completion. Increased to 8/9/10 seconds.

    Overwhelming Presence - Survivors in your terror radius repair generators 2/3/4% slower

    Furtive Chase - Terror Radius reduction lasts for 60 seconds after ending a chase.

    Territorial Imperative - Also applies to the Killer Shack.

    Unrelenting - Cooldown of missed basic attacks by 40/45/50%

    Predator - You're able to tell which direction the scratchmarks were going in. Scratchmarks much more visible in grass.

    Hangman's Trick - 6/8/10 meters

    Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius

    Coulrophobia - Survivors in your terror radius also suffer a 10/20/30% speed reduction in totem cleansing as well.

    Beast of Prey - Bloodlust activates faster

    Cruel Limits - Map Wide

    Unnerving Presence - Also removes Great Skill Check area entirely

    Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.

    Third Seal - Also applies oblivious status effect

    Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.

    Dying Light - Obsession's healing speed is reduced to 20% instead of 33%

    Huntress Lullaby - Start with 1 token.

    Overcharge - Kicked Gens now also get 0% progression bonus from great skill checks. Releasing the gen before completing the skill check counts as a miss.

    Surge - 40 meters instead of 32

  • I wouldn't mind if I didn't have to do it as Dwight. Nothing against the man, but I don't have all the perks I want for him


  • @TheCursedTitan said:

    All killers do is complain about how overpowered survivors are and only they are heard

    I'd say that's not giving the devs enough credit. They listen to both sides pretty equally. On the survivor side they nerfed Ruin, buffed Sabo, and they're always nerfing Pig (*makes sad oink noises*). Not that she needs any nerfs. On the killer side, they buffed Doctor and reworked some of the maps. They're also looking to fix the opening of the game to make it more fun for both sides. If Devs listened to only killers, DS, BT, Dead Hard, Unbreakable, and Adrenaline would be nerfed. And Ruin would've remained the same. A lot of killers relied on Ruin to slow the game down, and now they have to find other perks to rely on. (Personally I like PGTW)

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318618#Comment_1318618

    Facecamping might be annoying but it's a strategy because you try to kill the hooked survivor and perhaps slug survivors trying to unhook, so it's at least playing to kill/stop survivors from escaping which is what the killer is supposed to do. T-bagging is just mocking someone so that is just being stupid.

    T-bagging is worse than Facecamping! I say that playing mostly as survivor.

    It being strategy doesn't make it any less frustrating. Just like survivors bringing keys are a strategy, but still frustrating and a bigger problem than something with no real effect on the game. And keys can be SUPER frustrating.

    Just yesterday I had a Nancy teabag me on the way out of a game that looked to be a 0K. I had one person on their first hook, one person trying to get an RBT off, and one person 99ing the other exit gate. Nancy got her teabag in as I chased her out the exit gate. I then went back, found the person who 99'ed the exit gate, downed them, hooked them, found the person who JUST got their RBT off, right at the exit gate, trying to heal, and I hit them, ended up with a 3K because Nancy decided to wait at the exit gate and Teabag me instead of saving her teammate. Was it annoying? Definitely. But it had no negative effect on my ability to play the game. If anything, it gave me a 3K because she could've saved her teammate instead of teabagging me. So joke's on her. Her teammates were unfortunate to have her as a teammate.


  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318523#Comment_1318523

    I am not sure about that actually. It is an individual opinion of course, but i think with old ruin camping was less rampant, because killer could afford not to camp, at least the good to mediocre ones. I know i camp and tunnel in games where i am outskilled anyway. If its about equal or survivors are actually less skilled then me (aka i can actually end a chase) i dont feel the need to do so. I might still lose if i dont, but since i dont have the constant feeling of being helpless, going after survivors actually accomplish something.

    That's more on the side of player choice (which you can only effect so much) vs game balance (which devs have complete control over). Game Balance doesn't take into consideration player choice. Because it can only somewhat predict what players will do under any given set of circumstances. Maybe less killers camp if they increase gen times. Or maybe camping becomes an effective strategy, and more killers camp because of it. Players who don't find camping fun (Like me) probably don't camp most of the time anyway. You might reduce camping a little by increasing gen times, but you also risk making camping a more effective strategy, even against optimal survivors. Which is what the devs want to avoid doing. Because the optimal survivor should be able to escape against the killer who wastes two minutes of their time nodding at a survivor who's only real interaction with the game from that point forward is tapping a button to prevent from dying, in hopes their teammates get out.

    If all 3 remaining survivors play optimally against a killer who camps the first survivor they find, ideally all 3 optimal survivors escape and the killer ends up with a single kill. Gen times have to be balanced around that, because if optimal survivors -- which are rare -- struggle against that play, what hope do sub-optimal survivors have against it? Because the vast majority of the game plays sub-optimally.

    Personally, I don't find camping fun. So I don't do it. Others find the game frustrating, and camp because they feel like it's their only choice. Like me, they might not find camping fun -- but they do it, because it's their best shot at winning. This is where killer re-works and fixing maps comes in. But gen times will almost always be a problem, because they simply can't be fixed without making camping a more viable strategy. Because even if you'd have less camping, you'd be making it effective for the players who are just in it for a 4K. And they can play however they like, and if they get sub-optimal survivors, they get their 4K and can walk away happy. That's fine. Survivors make mistakes, and they should own those mistakes. Learn from them, like I learn when I play killer and face optimal survivors Next time, just do gens. Fix the gen times, though, and you get a situation where even the optimal survivors get 4k'd pretty easily as long as the killer isn't a braindead potato.

    The devs don't want to put players in a situation where they can't win. This is why the hatch exists. It's why closing the hatch powers the exit gates. Killers don't have an equivalent because the game is designed to make the game a little easier as the killer's opponents (Survivors) complete their objective. The more gens get done, the smaller the map becomes. There's fewer gens to patrol. The first gens are always the easiest to do. And they generally take the shortest time to complete. Then the map shrinks, and keeping away from the killer becomes harder and harder. Whereas for survivors, the game gets harder and harder as the killer completes their objective. Less people to work on generators. Less people to open the exit gates. Once the killer gets down to two survivors, if one is in chase -- then that last chase has to last long enough to get that last gen done. (Whether it's at 0% or 99%) Then long enough to 99 the exit gates. Of course, most killers probably don't realize this, and start to panic as soon as 3 gens get done.

    It's a delicate balance, and one that's hard to maintain.

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318523#Comment_1318523

    "Teabag and clickyclicky on your way out"

    "Campers are ruining the game"

    Facecamping a survivor? TOTALLY FINE! It's just taking them out of the game on their first hook, giving them no chance to play the game once they're hooked. Nothing wrong with that!

    Doing a little dance, and making some noise that has not effect on the killer's ability to play the game? WORST THING EVER!!

  • Timeline: By the end of the year. So I'd look for it around September or December.

    I imagine things will be a mess at first as far as balance between consoles/pc goes. But they'll probably try optimizing consoles a bit more in that time to help close the gaps.

    Most exciting thing for me is getting to play with my friends on XBOX One. I don't own an XBOX, and I have no interest in buying one. IF they allow cross-progression, and you don't have to rebuy the characters, I might even get the game on PS4 so I can have better graphics and Freddy. Though we'll see if you have to buy characters on each platform to be able to use them or not. (That'd probably discourage me from getting the PS4 Version ATM)

  • Best way to punish campers is to do gens, then teabag and clicky clicky on your way out. When you get the 4th gen done, make sure you're split up enough that the killer can't come for all of you at once. Maybe head for the exit gate furthest from the killer. Hope you have one survivor on each exit before that last gen pops.

    Campers really are ruining the game though. Because of them, Gen Times can't and won't be increased. As soon as gen times are increased, camping becomes even more viable. Which breaks the balance of the game entirely.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1317397#Comment_1317397

    Feel free to share your data. The more data we have, the better the picture.

    Edit: Post already sneaked in ^^

    https://docs.google.com/spreadsheets/d/e/2PACX-1vSSKEUwZjyRe2tT6Z6Yzu89EpNCdujIh3_CqwYPl5Q16mHYo2LM8uPa99yQWxDvRuL46m752dsErs0C/pubhtml

    I keep track of perks used by killer, perks used by survivor, # of kills, how effective NoED has been, and a few other things.

  • Out of the 162 games I've played, here's the rate of killer appearance on Switch:

    Spirit 20

    Doctor 20

    Legion 16

    Ghostface 11

    Wraith 11

    Hag 10

    Myers 9

    Trapper 9

    Plague 9

    Leatherface 8

    Billy 8

    Oni 6

    Clown 6

    Pig 5

    Demogorgon 5

    Nurse 4

    Huntress 4

    Deathslinger 1


    Nowhere near as many Huntress's, which is no surprise. Huntress takes a long time to get used to, and on console it's much harder.

  • I'm keeping track of similar stats on Switch. Only I've got just 162 games recorded so far. I've found the average number of Gens to be higher, but the kill rate is pretty close to the same.

  • Resident Evil (Jill Valentine + Tyrant)

    Lolipop Chainsaw (Juliet Starling + Killabilly)

    Devil May Cry (Dante + Mundus)

    Parasite Eve (Aya Brea + Eve)

    Persona 3 (Mitsuru Kirijo + Reaper) -- mostly just think Reaper would be an awesome killer. Not REALLY a horror game, but eh... close enough? Could use any of the playable cast as the survivor. But NOTHING scares me more in a video game than the rattle of those chains.

  • Survivor Perks:

    This is Not Happening - When healthy, receive a 2/4/6% boost to repairing, healing, and totem cleansing speed. You are permanently oblivious.

    Up The Ante - 1/2/3% luck increase. Great Skill Check zones are 20/25/30% bigger

    Slippery Meat - Increases Chance of escaping by 2/3/4%.

    Deja Vu - See the Aura of all Generators. Bloodpoint gains from working on gens increased by 50/75/100%

    Babysitter - Unhooked survivor also sees the killer's aura. Increase timer to 6/8/10 seconds.

    Lucky Break - Activates every time you are injured. Leave no blood trails for 30/45/60 seconds

    No One Left Behind - Activates as soon as the gens are completed, instead of the exit gate being opened

    Solidarity - Med-kits count.

    Camaraderie - Works even when not in the struggle phase.

    Open Handed - If someone sees your aura, you can also see theirs

    Small Game - Add a Totem counter

    Autodidact - 25% more likely to receive skill check while healing survivors

    Off the Record - Also hides scratchmarks for 10 seconds. Killer does not receive audio notification when you're unhooked.

    Buckle Up - Heal survivors from the dying state 20/25/30% faster

    Poised - 8/10/12 seconds

    Boil Over - Increase hook aura range to 16/18/20 meters

    Red Herring - Works on lockers instead of Generators.

    Diversion - Only takes 30 seconds to activate.

    Fixated - No healthy requirement

    Distortion - Cleansing a totem will give you one token

    Flip-Flop - See the aura of hooks within 20 meters of where you are when in the dying state

    Killer Perks:

    Monstrous Shrine - Survivors are oblivious when in the basement. Oblivious effect applied lasts 5/7/10 seconds after leaving the basement.

    Mindbreaker - Works on all gens, not just those with less than 50% completion. Increased to 8/9/10 seconds.

    Overwhelming Presence - Survivors in your terror radius repair generators 2/3/4% slower

    Furtive Chase - Terror Radius reduction lasts for 60 seconds after ending a chase.

    Territorial Imperative - Also applies to the Killer Shack.

    Unrelenting - Cooldown of missed basic attacks by 40/45/50%

    Predator - You're able to tell which direction the scratchmarks were going in. Scratchmarks much more visible in grass.

    Hangman's Trick - 6/8/10 meters

    Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius

    Coulrophobia - Survivors in your terror radius also suffer a 10/20/30% speed reduction in totem cleansing as well.

    Beast of Prey - Bloodlust activates faster

    Cruel Limits - Map Wide

    Unnerving Presence - Also removes Great Skill Check area entirely

    Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.

    Third Seal - Also applies oblivious status effect

    Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.

    Dying Light - Obsession's healing speed is reduced to 20% instead of 33%

    Huntress Lullaby - Start with 1 token.

    Overcharge - Kicked Gens now also get 0% progression bonus from great skill checks. Releasing the gen before completing the skill check counts as a miss.

    Surge - 40 meters instead of 32

  • I always Mori the guy who teabags me at the exit gate when I see him again.

  • Underrated Survivor Perks:

    Kindred - Most people don't use this to its full potential. But it's low-key the best perk in the game. Unless you're playing SWF on comms, there's no reason NOT to run this.

    Spine Chill - Yes, you can become too reliant on this perk. But that heads up and the counter to stealth killers is all the advance warning you'll ever need.

    Fixated - Faster walking speed can make it much harder for the killer to find you when you stop running. Plus you know when your scratchmarks lead the killer your way

    Detective's Hunch - This makes Deja Vu useless. You see ALL the generators, so you can know if you're three-gening yourself. Hex totem? You can find it with this! NoED? You guessed it! Need a med-kit? You can use this to find a treasure chest. This perk is basically Deja Vu on steroids.

    Breakout - That extra wiggle speed can mean someone doesn't go into the basement. Pair it with Empathy

    Empathy - If you aren't running Kindred, this one's a good one to run. As soon as your teammate gets injured, you'll know approximately where the killer is.

    Quick and Quiet - Silent fast vault is underrated, and you can use this to time how much time has passed in a chase. Paired with Lithe and Dance with me, and it can be crazy.

    Underrated Killer Perks:

    Surveillance - In a 3 gen situation, this gets crazy value. Obvioulsy it's great paired with Ruin, but even without Ruin if you're going to kick Gens, take this perk.

    Whispers - A lot of people love this perk, but it's so useful that it might be one of the best Killer perks period. It lets you know where to start looking for survivors, and it lets you know when a survivor has lost you.

    Franklin's Demise - Survivors will waste time going back to get their dropped item. Sometimes mid-chase if they're particularly greedy. The best part about this perk is, you'll know if it'll get much value before you enter the match. See a team with no items? Don't bring this perk, obviously. See one flashlight? Probably not. See 4 toolboxes? BRING IT. Plus it counters Sabo with toolboxes.

    Agitation - Nearly ensures you get to a hook. But not just that, it saves you time too.

  • In my experience:

    1 - 5 minutes

    2 - 15 minutes

    3 - 30 minutes

    4 - 1 hour

    5 - 6 hours

    I think after that it goes 24 hours. I had some bad luck with internet and server crashes a while back. Once you get to the 1 hour mark, it seems to take a little longer to degrade. I honestly think they need to adjust it a little. I had three crashes in a day once, which put my penalty up significantly. I probably should've quit after the second one, but then that's effectively a 24 hour ban and it shouldn't be. Especially for a crash that was the server's fault.

  • Yeah, seems like she meant "You did well with a low tier killer."

  • Asylum. That place looks kind of meh now.

  • I play on switch too. I'm looking forward to playing with my friends who have XBOX One (I don't have an XBOX ONe, and don't plan on getting one). Though I have to say I'm scared of playing survivors on PC. I already struggle with some of the Switch survivors. I shudder to think what it'll be like when I face survivors with THOUSANDS of hours.

  • @Benno101 said:

    This must be the new thing to complain about. If I'm versing an iri head huntress, you bed I'm going to suicide on my first hook. You can't force people to play and have fun.

    Yep. If I've got a camping iri head huntress, or a game where someones already DC'ed and there are 5 gens left with an Iri Head Huntress, I'm out as soon as I can. It's simply not fun to play against. And arguably its in my team's best interest because it's more likely to make the hatch spawn faster. And the killer brought an Iri head, so they weren't desiring a long game.

  • Spray Can is a pretty cool idea, but I think maybe let them use it to mark things for other survivors? Like maybe some markings only survivors can see. Maybe leave messages.

  • I don't see too many that do. But maybe I'm just lucky. I've seen a couple that do. It's much more likely that a wraith is camping or a ghostface is proxy camping. Seen a lot of Huntresses who don't stray far from the hook either.

  • Gozer as the killer, obviously. The Gozerian or The Destructor.

  • Judith Myers

    Allison Kerry

    Jonathan Byers

    Joyce Byers

  • @Alice_pbg said:

    I would ask why not the guy from silent hill 2 since piramid head is his monster.

    But honestly... I don't really care.🤷‍♂️

    Only watched lore videos of silent hill and didn't play them myself.

    Because we need more female survivors. With Cheryl it's even.

  • I think some of them should work with the power, but not all. Kindred should. BBQ should get a stack from it at least.

  • -Whispers goes off. Whispers is GREAT with Corrupt.

    -Survivors tend to spawn around blocked gens.

  • It'd also be cool if you could reward players with BP from your blood bank, but that's probably asking for too much.

  • Yeah, BP shouldn't be capped so badly. 1 Mil isn't even enough to get someone to level 40 IIRC.

    They should give us a Blood Bank. You can deposit as much BP into it as you want. (Uncapped), but can only withdraw 1MIL bloodpoints each day.

  • With a new matchmaking system, I imagine the issue will be somewhat alleviated. I also imagine it's more likely for console players to be matched with console players because of that.

    I've played games with PC users coming in over the Switch. One game had a flashlight duo who terrorized this poor Clown. Probably wasn't a pleasant experience for him. But they probably had a LOT more experience than him, so they wouldn't naturally be matched together in a pool of ALL console and PC users. With more users, I'd imagine matchmaking will be more accurate. The other game the PC user disconnected, and the Legion decided to farm with me and the other guy that was left.

  • Some survivors are just jerks.

    Had a Leatherface earlier today. Guy played completely fair, but got a 0K. My teammates butt danced at the exit gates. I dropped my medkit, and hope he understood it was my way of saying sorry for my teammates being idiots.

  • Spoilers for Silent Hill 3

    Spoiler Spoiler Warning ▲▼

    Heather Mason is actually Cheryl Mason. She takes the name at the end of the game.

  • Most people probably know her as Heather Mason.

  • I have no problem with keys in chests.

    Keys should, however, be more visible in the lobby.

  • I like Daily Rituals the way they are. People should be encouraged to play both sides. It helps us see things from the other side, rather than just the issues we face.

  • Killer: Slappy (The Dummy)

    Survivor: R.L. Stine.

  • Running from an Oni, he's a good 10 meters away. He hits me from that distance.

  • One gen popping is pretty normal. You have to get an idea of where survivors spawn. Whispers will help you a lot.

  • They can't see your loadout. You just got unlucky to run into the killers running iron grasp while running Boil Over. (Which is a pretty worthless perk, even if the killer isn't running Iron Grasp)

    As the game goes on, you can pick up on what survivors are running. Just the same as survivors can do with killers. But they cannot tell what perks you have before the trial begins.

  • You know, I'm really curious though as to what Jason's title would be. Freddy is The Nightmare. So what would Jason be? The Slasher?

  • The new killer is XenocandyfisherminerheadX. Basically an amalgamation of Xenomorph, Candyman, The Fisherman, The Miner, Jason Vorhees, and Pinhead. The Map is in a camp in a small fishing village in space set during the 1800's inside a Mineshaft.

  • If the killer immediately stops what they are doing, and goes for the person who got unhooked. It's not tunneling if they are saved mid-chase by their idiot solo survivor teammate.

  • Monstrous Shrine should just get a rework.

    Cause Obliviousness while in the basement, and persist for 5/7/10 seconds after leaving.

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