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Kwikwitted

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  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177383#Comment_1177383

    They mixed it with some goop that lets them see my insides using their scary scanning machine. In laymans terms I believe it was an MRI and the drink Mannitol. Had to drink a whole pint.

    Ah ok, that would do it.

  • @Cheers said:

    Ok here me out for a moment.

    Personally, due to good map pressure, aswell as being able to find survivors easily and slow the game down, as long as you know how to play on tiles, The Legion are one of the best killers in the game.

    Now is he better than Freddy, Spirit, Nurse or Hillbilly? Maybe Freddy? But the rest no. For me they're a top five.

    They also works amazingly with certain perks (such as blood echo and thanataphobia).

    Obviously there will be people who think different, but people say so much bad things about them when in actual fact they're fairly strong.

    So much wrong here.

    First off, the idea that Legion is somehow better than any of those killers, in particular Freddy is laughable. Freddy is without question one of the strongest killers in the game by a mile, and Legion isn't fit to hold his jockstrap. This is coming from someone who plays Legion quite regularly.

    Second, the term "map pressure" means literally nothing. Traversing the map quickly means precisely nothing if you can't do anything once you get there. Legion's power is either injury or mobility, it doesn't get to be both because he needs to hit often to keep recharging it. Meanwhile Billy can sprint across the entire map, stop and immediately rev to insta-down a survivor. Map pressure without kill pressure is useless.

    And good lord if I have to listen to one more poster on these forums talking about how Thanatophobia is a good perk. Is math really lost on this generation?

    First off, let's ignore the fact that you have to get 4 people injured for maximum effect of 16%. But even at four people injured, an 80 second generator will now take.......an extra 12.8 seconds. OH SNAP! THAT GENERATOR SLOWDOWN SON. We are literally talking a 3.2 seconds PER INJURY. It's a terrible perk and everytime one of you people talks about it like it's some amazing perk cause you read the tooltip I die a little inside.

    And blood echo? I can't even.

    Now they are not "in actual fact fairly strong". He's a mediocre killer that I enjoy as a guilty pleasure (and the fact that he's a BP machine thanks to tons of meaningless hits) but to pretend he's strong, particularly against a coordinated or even semi-optimal team is laughable.

  • @Tactless_Ninja said:

    I dunno. Then hospital ptsd? I can't drink Ginger Ale without thinking of the ER.

    Okay I'll bite, why does drinking Ginger Ale make you think of an ER?

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176750#Comment_1176750

    In the current meta, most of the best killers are ones that don't take skill. Now there are ones that do take skill such as Hillbilly and Nurse, but both of them take time, and many people don't want to put in the effort.

    You actually think Hillbilly takes more skill than someone like Spirit? I mean, what?

    At least spirit has to make reads, do some level of mind-gaming. Billy is a blunt instrument, he's a sentimental favorite of mine and he's the first killer I climbed to Rank 1 with, and to this day, the ONLY killer I've ever bothered to prestige (cause who cares about bloody versions of standard clothes when you've got cosmetics?) but he's as simplistic as they come, the only level of skill on Hillbilly is learning to back-rev and if you are so inclined learning to play drift king but it is hardly required to be effective with him.

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177025#Comment_1177025

    No that is just taunting which takes no skill to do but I suppose some skill to be able to stand at the exit gate and still be alive and yes I taunt constantly. I will say though once I was doing that...a Feng was a bit in front of me and way too far from the exit to be safe...the killer came we all three ran out and due to the traffic jam at the back of the gate I got downed by the Cannibal's chainsaw. He carried me out and hooked me. That was funny right there. I even wrote the killer that taking a line from Larry the Cable Guy. "I hate killers, but I don't care who you are...that's funny right there."

    .....You know that statement was sarcasm right?

    @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176949#Comment_1176949

    Were talking about killer powers, your whataboutism is nonsense.

    Actually you're statement was this:

    Cause those players are too bad to play killers that need actual skill.

    As far as I was concerned, we had ceased discussing killer power and discussed whether it was "skillful" to play strong killers or not. I simply reflected the argument to question whether survivors were "skillful" if they were using all the second chance meta perks.

    I gather you didn't like that analogy so now you're trying to hand wave it away pretending it's irrelevant, shame, I thought it was one of my better posts, others appreciated it, lighten up buttercup :)

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176949#Comment_1176949

    They think holding m1 all game and running around crap dropping pallets is so skillful yet will come here and cry about playing strong killers and demand nerfs

    Don't forget t-bagging two feet from the safety of the exit. That's a critical skill.

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176953#Comment_1176953

    Wow...I don't use any of those? Guess why? I don't need to. And if low skill scrubs wouldn't tunnel and slug and camp three of those perks would be 100% unnecessary. BT is used because you have scum killers who camp and they camp because they are trash and the only way the can get a kill is by camping.

    Oh man, here's what I love about survivor mains.

    First you just gotta go with the "no true scotsman" fallacy. Yes Mr. Toxicity Salt, I'm sure you are just the god among men who has all the skill in the world and no true skilled player would use any of those perks, just like no true skilled killer player would ever use Freddy, or Spirit, or Nurse, or Hillbilly.

    I mean, you're totally right, except for the thousands of examples where you're wrong. If I see these perks in almost every red rank game I play, does that mean that ALL of those survivors are low skill? By this logic there's no skilled survivors at red ranks except.....YOU. Wow, I'm so excited to meet you, can I sit at your feet and bask in your greatness?!

    But then, the best part, you couldn't even get through the whole post without resorting to the tried and true survivor trope of "well if killers didn't do this, we wouldn't need to use those perks".

    First off, no, that's not true, players who are competitive will always seek the biggest competitive advantage they can in any game in any circumstance. If I could mind control every killer main tomorrow to never tunnel or camp I would still see these perks in games constantly. The reasoning is simple, they give the best chance to survive.

    Competitive players will always use the best tools to compete, it's their nature. Can you have fun with a meme build in dead by daylight? Sure you can, you might even pip with it, but people who want to rank up as fast as possible are going to gravitate to the best tools to accomplish that goal.

    I'm not knocking people using these perks by the by, I totally get it, I'm a competitive player, so I will use strong killers constantly to climb to around rank 2 and then I'll usually alternate between playing to pip and playing games for fun and challenges and accepting a depip in all likelihood.

    I'm pointing out the hypocrisy of whining about "no skill killers" while conveniently ignoring every meta perk survivors use constantly, or even better, using some kind of whacked out logic claiming "well those perks are only used cause of killers" lol.

  • @vigilante714 said:

    I spent 4 hours today constantly facing with freddy, spirit, spirit, freddy, spririt, huntress, spirit. Can't they face other survivors too? like have a picnic or something? unless they are doing daily rituals, why cant they use other killers as well?

    Can they use other killers? Yes.

    Can survivors use non-meta perks? Yes.

    Will they? Depends on the situation.

    As Megawaffle pointed out quite clearly, competitive players are going to seek out and use the most effective means to accomplish their goal. For killers this is playing killers in the current meta who have very good chase potential, end loops quickly, and have high map mobility. So for killers Freddy, Spirit, Nurse (assume you don't mind stun simulator 5000) and Hillbilly. For survivors that means loading up with Dead Hard, Adrenaline, Unbreakable, Decisive Strike, and Borrowed Time. Same #########, just different sides.

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176728#Comment_1176728

    If they nerfed Spirit into the ground to make her as bad as say Demogorgon would people still play her? How many people played Freddie before he was buffed up the b'hole? Hardly any and why do you see him constantly now? Because low skill killers can play him and still get Ks...if we returned Freddie to how he was still think these scrubs would play him? You know the answer to that one.

    Oh boy, another one we can show the mirror up to. Let's try this.

    If they nerfed Dead Hard, Adrenaline, Unbreakable, Decisive Strike, and Borrowed Time to make them as bad as say (insert terrible survivor perks here) would people still use them? Hardly any and why do you see them constantly now? Because low skill survivors can use them and still get escapes. If we nerfed all those perks do you still think these scrubs would use them? You know the answer to that one.

  • @LetsPlayTogether said:

    Cause those players are too bad to play killers that need actual skill.

    Oh that's fun, let's hold up the mirror and show this one from the other side?

    "How come survivors always run Dead Hard, Adrenaline, Unbreakable, Decisive Strike, and Borrowed Time?"

    Cause those players are too bad to play with perks that need actual skill.

    amidoinitrite?

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176629#Comment_1176629

    Hey I hear you on this. And agree BT is a wasted slot most time. Effective against end game camping when I cant fault a killer anyway.

    DS is unbalanced in my opinion and I won't defend that.

    But I will always see noed as a reward for failure to kill all survivors before gennys got done.

    To choose to run this perk, survivors most be consistently powering the gates on them. However consistently completing gennys would be a reason to run adrenaline.

    So one is a consistent failure of objectives the other a consistent completion of them.

    I'm not talking about those running it from time to time or memeing around .

    I wouldn't say DS is unbalanced, just the timer being 60 seconds with no way to de-activate it is just ripe for abuse. As long as it de-activated when I hooked someone else I would say it's a fine perk.

    I respectfully disagree with you on NOED, and I will explain why.

    Now full disclosure I don't run NOED personally as I don't want to be down one perk down for 90% of the game, but NOED is not a reward for failure, it is a punishment for survivors not doing secondary objectives (totems) and rushing generators instead. The only reason you're seeing so much more NOED now is because simply put, with the destruction of old Hex: Ruin two things have happened simultaneously.

    1. Generator completion rates skyrocketed, with 1-2 generators popping in the first 1-2 minutes commonly, even against red rank killers.
    2. Survivors have all but abandoned looking for totems outright, as Hex: Ruin was really the only hex perk capable of forcing them to do so. Devour Hope is only looked for once you have three tokens, Third Seal is an annoyance at best, Huntress Lullaby no one runs except maybe a Doctor or a baby huntress with nothing else, and really with Haunted Ground and Retribution survivors have almost been conditioned to stay away from totems unless it is impeding them directly.

    Due to this change, killers who were reliant on old Hex: Ruin, in other words most killers in purple and green ranks as well as certain killers with setup time at high ranks, have substituted their previous early game power spike for a late game power spike in NOED. Killers with setup time like Trapper and Hag lost one of their major tools for slowing down the early game to get their trap networks setup and corrupt intervention is a poor substitute. Many of these killers were used to running down one perk anyway after Ruin was inevitably found and cleansed. The misconception many survivors had was that killers did not expect Ruin to remain up all game, we only wanted it for the first 1-2 mins. Now those 1-2 mins usually involve 1-2 generators popping because survivors have no secondary objectives.

    Look, previous to the Hex: Ruin change I would have agreed that anyone running NOED was usually a noob or someone who wasn't very good, but for many killers they have just substituted an early game advantage for a late game advantage.

    In the words of trapper "Maybe you do bones next time".

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176439#Comment_1176439

    Errrrr adrenaline 100% can be stopped. Stop 5 gens from being completed or kill 4 survivors.

    2 closely linked options that stop adrenaline from ever coming in to play. If you failed to do those then adrenaline comes in.

    Same way, if survivors don't cleanse their 5 totems. NOED comes in to play.

    So, win the game and prevent endgame entirely and you stop Adrenaline.

    Mind.......Blown.......

    Meanwhile NOED can be pre-emptively stopped even though the endgame arrives anyway. I mean, you see the difference right? NOED is technically designed as a punishment for ignoring totems and a counter to Adrenaline, but it can be prevented while the only way a killer can prevent adrenaline is to win the game before endgame in which case, NOED is also a wasted perk slot.

    Personally I don't really care about Adrenaline, as I said in my first post I find it to be the least frustrating of all the second chance perks and I would much rather deal with Adrenaline over DS, Unbreakable, or even Dead Hard. And I have no desire to run NOED because I don't run to run one perk down for 90% of the game, but these two things are not equal.

  • @Murdle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176397#Comment_1176397

    Actually, genius THAT is what makes her difficult to play for some people, along with her slow movement speed.

    I used to main nurse but stopped playing her cause I myself didn't feel like spending half the match being stunned and looking at the ground.

    BUT it is pretty obvious that the vast majority of people are initially turned off by her cause they can't even land blink attacks to begin with (forget the stun). They can't keep up with survivors, use headphones, or aim worth a #########.

    So again, it's pretty obvious that players going every game with 0 kills with nurse cause they can't even land 1 hit on survivors all game is because overall she is a killer that demands more skill and effort over the other killers.

    Hey genius, read my post again, I never said stun simulator is why she's difficult, I said it's why people don't want to play her, because it's not enjoyable spending 85% of the time staring at the ground.

    WHICH IS EXACTLY WHAT YOU CONFIRM IN YOUR VERY NEXT SENTENCE HERP A DERP.

    She is a killer that has a higher skill floor than other killers, an obvious trade-off for her ability to ignore typical survivor resources like pallets and windows, and that will turn many players off. She's a killer you either have to play as your first main and just grind your way through the learning curve, or you probably will never touch her.

  • @beaubird13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175869#Comment_1175869

    Aww baby gonna cry even know he has moris and dedicated servers AND NOED

    I mean yeah ApeofMazor made a pretty dumb statement, but you really wanna talk about Moris, which actively hinder a Killer's ability to pip while Keys on the other hand let survivors escape early and reward them with a boost to their survival emblem?

    And NOED can actually be completely short-circuited by cleansing five dull totems. Last I checked there was no Adrenaline shut off button.

    Don't spout stupid nonsense like this just to show dominance, particularly when you only talk about half the situation.

  • @NoShinyPony said:

    This is a PvP game. It's normal that people play to win and there is nothing wrong with using strong game mechanics (for both survivors and killers).

    Also the killer's role is not to be the fun provider for survivors.

    Ahem, the emblem system would like to have a word with you.

    "Didn't provide enough fun for survivors, ended game too quickly, no pip for you"

    @Deathslinger said:

    I will admit that in my inexperience as A Killer, I relied too heavily on camping and tunneling and as I got better, I could start to adapt to survivor rulebooks to get more bp and have a decent time with everyone but the toxic survivor community of harassing killers after the game was what broke me. Being forced to cut off communication with the gaming community, so I’m not harassed, is a sad reality about my time with DbD. Now I flipped my mindset on how I play with survivors and unless I see they are very potato or I feel bad because my advantage is much too strong, I’ll normally tunnel or camp just because it feels good. Go ahead and get salty and try to message me now (aww you can’t lol)

    So by your admission you refuse to attempt to get better. Ok then.

    Also I'm genuinely confused what harassment you are actually experiencing if you aren't getting messaged and you don't stick around in post-game chat. What's the worst thing you could be dealing with at that point? Someone t-bagging at an exit gate or a pallet? Flashlight blinding? Gotta be honest if that minor level of "harassment" is triggering you that much video games just may not be a healthy pursuit for you, or at least maybe you should stick to single player games.

    Bottom line as others have said play how you want, but I'm sure you know as well as I do this type of playstyle more often than not results in a de-pip, and a paltry amount of BP. If you have no desire to actually succeed in the game, why even play it? Seems like another game would make a lot more sense.

  • Out of all the second chance perks I have to deal with on a routine basis, Adrenaline is the least infuriating.

    As others have said, it's an endgame only perk and the other 90% of the game the survivor is running only three useful perks.

    Compared to perks like DS or Unbreakable, it's actually a second chance perk that at least has a reasonable activation condition of finishing all the generators.

    Just overall don't see it as nearly the P.I.T.A. that the other second chance perks are, I'd even put Dead Hard ahead of Adrenaline.

  • @Murdle said:

    Literally everyone plays her.. I see hag so much so I don't know what you're talking about.

    Every hag spams like 5 traps on hooked survivors and then proxy camps and tunnels.

    Boring killer to play and extremely boring to play against because of the play style that naturally comes with her abilities.

    A better and more accurate question would be "why does no one play nurse?" and the answer would be cause she actually requires some amount of skill and effort to play.

    Not every one, and the ones that know her best can dominate, hard.

    https://www.youtube.com/watch?v=IzoGHKqWDTY&t=574s

    And as far as your nurse question, thanks for making it patently obvious you've never actually played new Nurse. The reason no one wants to play her is they don't feel like spending 85% of the game staring at the ground playing stun simulator 5000.

  • @HamdaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1171732#Comment_1171732

    u lost credibility the moment you said spirit was countered by good juking. good troll

    Good thing I couldn't care less what you think, so your assessment of my credibility is irrelevant.

    But thanks for stopping by.

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176074#Comment_1176074

    Try maintaining or gaining rank as pig if you get a head pop it usually hurts you more than it helps

    Yeah this goes back to the god awful emblem system. Devout in particular. At least with malicious and chaser you can possibly get enough on the other three survivors to make a pip, but if you don't get every single hook you possibly can, it's probably not happening. Mainly due to the fact that the last survivor is either escaping through the hatch or can only be hooked one more time as there is no one to save them.

    It's the same issue with Mori's, which is why I'm very dubious when survivor mains claim they see Mori's every single game. Sure some people run them to have fun but most of the time if a player is actually trying to rank up they will not because a kill, while a nice boost to BP, is a loss of hook actions and a tanking devout emblem.

    This is why I've always maintained I would give up Mori's in a heartbeat if that means survivors give up hatch keys.

  • @Mo4ntus said:

    I literally only 4k or 0k with legion but the stupid thing is that he kinda breaks the ranking system because you barely derank

    Not gonna lie I totally abused this the first time I climbed to rank 1. The sheer amount of hits usually means your chaser and malicious are iridescent every single time, so safety pipping is quite easy, hell I remember getting pips on 1-2k's just due to the sheer amount of hits.

    @gatsby said:

    I'm a Rank 5 Legion main.

    Some games on Legion are actually a nightmare because you'll get aggressive red ranks who have dead hard and are good at 360s. Those kinds of Survivors just waste your time and try to get you away from their teammates so you get gen rushed. However, other games feel like a walk in the park and I'll get Survivors that are easily mind-gamed and go down quickly. But they're still Red rank survivors. So what makes that difference? (hint its not SWF)

    Legion's power is amazing for tracking Survivors, so the people with more passive playstyles who are used to avoiding the Killer and gen rushing get punished really easily. My theory is that the Survivors that aren't used to getting chased and get their points from Objectives and Benevolence get rolled over despite being the same rank, because their skill isn't winning chases. It's immersion.

    So yes, I've gotten many 4ks on full red rank teams. And yes, I've gotten no one on full red rank teams plenty of times. It has nothing to do with their "skill" and everything to do with their play styles.

    I won't throw a take in regarding Legion, I think he's a mediocre killer but I love him as both a Bloodpoints ######### and a guilty pleasure to play (who doesn't want to be an edgy teen with a knife once in a while).

    The more interesting point you bring up is different survivor types at red ranks, and you are 100% correct. I tend to see three archetypes when I play killer at red ranks.

    1. The gen rusher - Usually a Claudette or Meg, has sprint burst, does not get in chases unless absolutely forced, looks to play immersed with stealth and just hold M1 until the game is over.
    2. The clicky - This is the designated distraction for SWF teams, or just a really strong looper in solo play, he plans to run the killer as long as possible and keep them distracted while counting on his looping ability to keep him safe. Will have dead hard 100% of the time and will usually bring a flashlight for blinding. Often will follow the killer around for flashlight saves if not being chased.
    3. The medic - Similar to the gen rusher, this is usually a Claudette with a Med kit who will be seen most often doing unhooking and healing of the team, particularly in SWF play. They may be competent loopers, but not always. May not bring an exhaustion perk.

    I always find it fascinating how survivors can get to even Rank 1 without having to master the entire survivor kit, while killers have to master every aspect of killer to a certain degree to do the same.

  • @Xetal said:

    Come on man... I have less than 3 weeks of experience... I should not be owning people this easy.

    It's not about touting that the killers are OP... It's because I'd like to enjoy playing both sides... Then I can enjoy being a killer AND a survivor.

    As of now killer is so OP its too easy

    You're a killer with three weeks experience owning survivors who probably also have three weeks of experience.

    People have already explained this to you, the skill floor for killers is way lower, while the skill ceiling for survivors is way higher. Killers dominate at low ranks because survivors make mistakes constantly. At high ranks survivors play optimally and sweating it out just to get a 2k is very common. You can see streams of high ranking killer mains and see that they do not win all the time either, nobody wins all the time.

  • @AssassinZodiac said:

    Unpopular opinion:

    I've been a killer main for over a year now. I probably play 90% as killer, 10% as survivor.

    My unique opinion is that I really like the Ruin nerf. I was getting kinda complacent and bored with playing as killer. Most games would not me a 3-4 k with a little effort. Now it's renewed my passion for playing killer role. I find that gens going fast the first five minutes of the match equal a tense match that forces me to think quickly and act to save the match. Much more rewarding to get 3-4 kills after being behind the first five minutes of the match. I used to mindlessly run ruin, "Cause all killers need ruin", people used to say. I really don't need ruin or any other slowdown perk. Also opens up my strange perk loadouts I like to experiment with.

    I will admit, the ruin nerf made me a better killer, for better or worse. My ability to end chases by default had to get better as I didn't have the luxury of time that I used to have.

    I can't say for certain if every game being a sweatfest is a good thing for the killer community as a whole, but most of the time I do enjoy it and there is a sense of accomplishment for succeeding.

    And yes the change to Ruin and the current generator rush meta has brought full on chase/kill perk loadouts back in vogue, cause the only way to really get survivors off gens is make them unhook their buddy.

  • @Foxfire47 said:

    I have been noticing this more and more in my games the last few days. Gen speeds are ridiculously faster to finish than usual and this is concerning. Don't give me this "LeArN hOw To PrEsSuRe GeNs" I know how to pressure gens, thanks very much. When I patrol a map as any killer and if I so happen to be in the wrong place at the wrong time, a two gens pops in less than a minute. I just had a match where I had 3 generators pop in less than two minutes without tool boxes. How is this even remotely ok?

    I even have perks to help with reducing gen speeds but that isn't good enough. I play killers that stall or put pressure on gens, still not good enough. Something needs to be done.

    So before I even start, killer main, play killer exclusively, rank 1 most months, did it pre-ruin, did it post-ruin, have done it with Legion, Freddy, Hillbilly, Wraith, and Spirit at different times. I don't show this to brag, I show this to illustrate that I'm not just speculating and talking out of my fifth point of contact, I'm in the trenches trying for 4k's just like you are.

    Killer Screen.png

    So the big question, are generator speeds faster? The short answer is not really, the long answer is more complicated.

    Generator speeds feel like an issue now because of two main reasons, the removal of Hex: Ruin which for many killers was a crutch due to poor mobility or setup time, these killers, like Trapper, Hag, Myers, and others would use Ruin to slow down the early game while they got established. This usually forced survivors to either hit great skill checks (somewhat difficult for non-red rank survivors) or go hunt totems, which meant not rushing generators. This was a sufficient secondary objective that gave killers time to get a hook or two before the first generators went, giving killers a sense of momentum and pressure and allowed them to gain a lead.

    With the complete rework of Hex: Ruin (which ironically now works better with killers who didn't need it in the past) the issue now is that there is no perk to slow down generator progression in the early game, combined with some maps being very poorly designed as bigtimegamer pointed out. This combination of problems and the poor replacement in Corrupt Intervention means that survivors really only have one objective, as there is no pressure on them not to get on generators and start banging them out.

    So is all lost? Not necessarily, as a killer you can exert three kinds of pressure.

    1. Generator Pressure through direct regression with perks like Pop Goes the Weasel and Hex: Ruin
    2. Hook Pressure through hooking survivors, forcing another survivor to come for the rescue.
    3. Injury pressure, getting multiple survivors injured to force more time spent healing instead of doing generators.

    Of these types of pressure, only type 2 is guaranteed to actually force survivors off generators. This means that as a killer, unless you are playing a particular killer who can do type 1 pressure really well, you're best bet is to focus 100% on ending chases, downing survivors, and getting them on hooks. You should be ignoring generator progression entirely until possibly towards the end of the game when defending a three gen against two survivors or something, and even then it's probably easier to just slug for the 4k if you are so inclined.

    So two killers that function as good examples would be Freddy and Clown. Arguably Freddy is one of the best killers in the game, and I think it's hard to argue with that, because Freddy can exert type 1 and type 2 pressure repeatedly. Freddy can down a survivor, hook them, and immediately teleport to a priority generator and regress it with Pop Goes the Weasel for 25% regression, very strong, and hurts survivors in two different ways.

    Hillbilly does a similar aspect with his ability to insta-down, hook, and zoom across the map to kick a priority generator with pop.

    Clown does not have the luxury of a teleport, and is often considered one of the worst killers in the game in terms of map mobility, what he does have is the ability to end chases quickly, and that is all he should be focusing on. Clown is never going to be able to hook someone and walk across the map to pop a generator with pop goes the weasel, type 2 pressure is all he can do effectively, and it's all he should be doing effectively.

    Now does this mean all killers are effective and viable? Not even remotely, killers with setup time are currently having a tougher time in this meta, and high mobility and high map pressure killers are having a much easier time due to their ability to exert type 1 and type 2 pressure simultaneously.

    Another factor to consider is a dirty word in the survivor community, and that's slugging. Slugging may be considered a dick move at times, but it is absolutely a viable and effective tactic for killers to slow down generator progression. Slugged survivors either need to waste an unbreakable, or get someone to pick them up, wasting 50% of the team's time in the process. Slugging off the hook, while sometimes distasteful is an effective technique for forcing survivors into doing something other than repairing generators. Do not be afraid to slug, not to mention it's useful when you're not sure if the survivor has DS.

    Overall I don't see them changing where the game is at this moment, so if playing killer under these conditions isn't very fun (and admittedly, sometimes it isn't) I might recommend not doing it if it will cause undue stress. Killer is a sweatfest at all time, I'll be the first to admit it, and for many that's not fun, but this is where the game is at right now.

  • @Fibijean said:

    Probably my most unpopular opinion is that keys and moris don't need any changes except that they should spawn less often in the bloodwebs. I think that having overpowered mechanics in the game isn't necessarily bad game design as long as they're balanced overall (that is, balanced in a universal sense, not on a match-by-match basis). If it's equally as rare or difficult to use as it is powerful, that's still balanced.

    And at that point, it's a matter of personal preference whether you find that sort of thing enjoyable or not. I do, because I find it exciting and I think it adds flavour and variety to the game, but some people prefer that the outcome of every match be entirely skill-based with little to no RNG involved, and I can respect that as well (although I think DBD happens not to be that kind of game).

    And my unpopular take is the exact opposite.

    I would give up Mori's in a second if it meant I didn't have to play against keys, particularly when as a killer I'm penalized by the ridiculous emblem system for even using a Mori, as kills are good for BP, but do not count towards your Devout score, meaning it's usually a conscious decision to forego a pip in order to use a Mori, and for what, a moderately interesting animation that 90% of the time is obstructed by some ground clutter cause the cameraman BHVR got to film these things is always laying down or something? Hard pass.

    Meanwhile keys not only give survivors a significant boost to their survival score (cause duh, they survived) as well as 5k BP, not to mention they are almost impossible to defend against, you basically have to bring a Mori to counter keys to ensure enough generators don't get completed to enable the key's use.

    Keys will never be balanced, and Mori's are really just for one-offs when a killer doesn't care about pipping either out of boredom or out of spite, I would shed no tears watching both get left on the side of the road.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175500#Comment_1175500

    why does everyone on these forums always act like the sky is falling

    its BM in a game, it’s in literally every single videogame lmfao, police don’t have the time unless an actual crime occurred like a Swatting which if you compare this to tat then I have some serious questions for you

    BM is fine, call someone a baby killer, tell them they suck, played bad, whatever. Trust me I came from the league of legends community, I should be dead of cancer about 9000 times over if after-game chat was prophetic.

    But people don't need to be threatening violence, I don't care what the situation is. Can the OP do anything about it? Not particularly, but I'm hoping someone reads that article and at least thinks about just relegating their after-game salt to common nonsense, if nothing else because let's say OP was someone who was computer inclined, and was capable of tracking down the person who threatened them and decided to do something about it instead of calling the process, something way worse, you don't know who's on the other side of the game, it's probably best not to instigate to that degree.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175573#Comment_1175573

    Nobody has said anything to prove it will help..because all we have is speculation

    Um, doesn't this work in both directions?

    You haven't said anything that definitively proves it won't help either?

    I find it impressive someone would utilize an appeal to ignorance (no one has proven me wrong, therefore I'm right) and an appeal to authority (I've been playing for two years, I know what I"m talking about) in the same thread. It's almost stunning in it's level of oblivious.

    You claimed a video backed up your claims, that you then didn't even bother to link, and all you've done now is talk about "playing for two years" which is making most of this thread lol pretty hard considering the only people crazy enough to be on this thread as often as these people is they have been playing for even longer than that.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175489#Comment_1175489

    Just had to cut in and say that was some nice passive aggressive language :) You accused me of it a few days ago, so I found it funny. Keep it up, makes me proud.

    Oh, and I agree with everything you said here.

    Hey, never said I was perfect ;)

    And yeah I'm certainly capable of laying down some unneeded snark or being passive aggressive for sure. I've been accused of being arrogant on numerous occasions (which will shock no one) and my response is usually "well.....I mean yeah but".

    I will admit I definitely lost my patience to a degree in this thread, Mew nailed it, having a different opinion isn't bad, but shooting down others opinions on why you're incorrect with nothing but ad hominem and essentially going "NUH UH!" really loud is just really dumb, and it worries me when I see someone so oblivious to why that's a terrible way to argue.

    So yeah TL:DR I nom nom the bait more often then most, and I'm a smug arrogant prick more often than not, but I am usually aware of it lol.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175470#Comment_1175470

    Look at their post history - Save your keystrokes, friendo!

    Yeah I know, I nom nom the bait more than I should. Sometimes it's fun tho.

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175487#Comment_1175487

    Don't be like what? Any person who filed a police report because some unknown person said they were going to find them and burn down their house when said unknown person has no idea where that persons live and has zero ability to actually carry out the threat would be laughed out of the police station. Police actually have real crimes to combat...people going 45 in a 40 and not wearing their seatbelts. If someone said that to me I would have probably said "I live in cellblock and concrete doesn't burn."

    Yeah arguments in video games never spiral out of control.

    An Ohio video gamer who played a role in a hoax phone call that led police to kill a man in Kansas was sentenced Friday to 15 months in prison, authorities said.


  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175448#Comment_1175448

    Dont pretend you know me dude...you know nothing about me..and I have better things to do than see you make assumptions based off nothing but some magical expertise you claim to have, so do you have something meaningful to say or are you just here to pick fights ?

    I know you can't argue your way out of a wet paper bag, which is why no one in this thread has agreed with you.

    Didn't make an assumption, I made an inference based on your terrible ability to argue a point, and your blatantly lying about something you said you didn't say that I was able to literally quote.

    I had sufficient evidence to make an educated guess.

    "Magical expertise you claim to have". It's not magical to learn how to actually argue a point and not come off as a blithering idiot. Read the article, it'll help.

    I said plenty that was meaningful, read the article, it'll help later in life when you have to actually do something with actual consequences like argue for a raise at your job, or pitch a project to your company's executives. But I guess you'll just resort to referencing stuff that isn't there and storming out like you won the argument lol.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175407#Comment_1175407

    You’re mad aren’t you?

    okay I don’t think you realize how often those ebony Mori’s show up in the blood web 😂 I see them in almost every single level on my killer main. I got a stack of those. Trust me they’re not “ultra rare” more like “common” it’s bs. Why should anyone put up with that? I think it needs to be reworked to where all survivors need to be hooked before anyone can be Mori’d . It impedes too much on a players right to play the game they paid money for. It’s bad enough tunneling and face camping is a thing. But if you’re doing it in retaliation for gen speed you’re just bad at the game. Quit being lazy and go find people. Learn gen control pressure and map control. It’s stressful I know, but you wonder why certain perks are in place - to prevent you from preventing me from playing The game . I queued up too didn’t I? It’s not all about you.

    So first off, you don't have to machine gun posts, you know you can just use paragraphs right?

    And I would think I'm quite aware of how often Ebony Mori's show up in bloodwebs, since I exclusively play killer. Spoiler alert: Maybe 1 every 3-4 bloodwebs, and often I don't even bother taking them as they are 7k BP and I won't use them.

    I doubt highly that you see them in every single bloodweb, yellow Mori's yes, green Mori's maybe every 2-3 webs, Ebony Mori's every single blood web? No.

    "I think it needs to be reworked to where all survivors need to be hooked before anyone can be Mori’d"

    So before we even go any further let me say I don't give two halves of a flying ######### about Mori's, you can have all of them I personally think they're stupid anyway. You can have all of them.

    Right after I get them keys.

    "It impedes too much on a players right to play the game they paid money for."

    Don't ever use this argument, it's pathetic and logically dumb. Even if sacrificed you can queue for another game instantaneously. Killers on the other hand deal with a DC penalty if they leave a match and have no option to suicide halfway through one either. It's either deal with the remaining game even if it's not going well or self-imposed timeout, so please, don't try this terrible argument, it's actually insulting.

    "It’s bad enough tunneling and face camping is a thing"

    Face camping is penalized both in bloodpoints and the emblem system resulting in an almost assured depip. Tunneling is countered by those 4-5 second chance perks I mentioned and if you actually played survivor at red ranks you would know all too well that every killer assumes every survivor has DS unless given concrete evidence otherwise (no obsession in a game for example). The worst that can happen to a survivor at red ranks is maybe getting slugged which is countered by Unbreakable or just a teammate getting you up.

    "But if you’re doing it in retaliation for gen speed you’re just bad at the game. Quit being lazy and go find people."

    Considering as a red rank killer I bloody have to otherwise I would end up back in purples really quickly I"m gonna go out on a limb and say I do bud, not sure who this is aimed at.

    "Learn gen control pressure and map control. It’s stressful I know, but you wonder why certain perks are in place - to prevent you from preventing me from playing The game . I queued up too didn’t I? It’s not all about you."

    Seriously, show me on the doll where the Freddy violated you. Cause this victim complex is just stunning.

    I like how I have to learn "gen control pressure and map control" even though I could just as likely get a great map like Hawkins as a terrible map like Ormond or Disturbed ward but yet survivors never have to learn skills beyond holding M1. You can make it to red ranks easily holding M1 and letting others carry the looping and chasing for you. Survivors can get to the top of the mountain not even using the whole survival toolkit, killers have no luxury, everything we get is all on us, wins and losses.

    So please stop with the victim complex.

    @SurviveByDaylight said:

    Imo it’s too easy to find survivors. And for that reason alone I think survivors should have 2nd chances or more for sure . They cram 8 generators on a small map with you as a killer having every ability known to mankind to slay people. and you’re telling me you’re wondering why they’re giving survivors second chances huh? Who wants to spawn In and immediately get chased, downed and hooked without getting off it again? Or Mori’d right after negating DS? Stupid man. What because since you’re by yourself as killer you deserve to just bury people as soon as they spawn in? Yeah okay. It’s just not fun for survivors man idc SWF or not. That one guy leaves with nothing and you walk out with 20-30K. Who’s the elephant in the room? Killers. Sorry 🤷‍♂️

    I was gonna respond to this until this point.

    "Stupid Man".

    Yeah we're done here, I've given your little tantrum enough attention anyway.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175393#Comment_1175393

    Disturbed ward ? Your comparing the most broken building in dbd to hawkins..that's got nothing to do with map size..and you say I'm cherry picking, honestly your just here to stir things more so I'll leave you to whatever this is..I already explained everything in another post so have fun and time will prove what I'm saying..two years of experiance will tell you a lot

    Really? The fact that Disturbed Ward is huge with extremely spread out generators is a factor compared to Hawkins which is tiny, indoors, and has generators in close proximity? Has nothing to do with map size you say? Um, care to tell me what it DOES have to do with then?

    "you say I"m here cherry picking"

    Well you're sitting here making a statement with one supposed video as your evidence, without even producing said video, so actually no you're not cherry picking, you're just straight making stuff up actually, my mistake.

    "honestly your just here to stir things more so I'll leave you to whatever this is"

    I don't know if trying to educate someone on how to argue a point properly is "stirring things up more" but clearly my lesson fell on deaf ears. Shame, if you actually absorbed some of why your statements are so logically fallacious you might actually be able to convince people you're right once in a while. Oh well. I'll just leave this here for you when you grow up.

    The Purdue University Online Writing Lab serves writers from around the world and the Purdue University Writing Lab helps writers on Purdue's campus.

    "I already explained everything in another post so have fun and time will prove what I'm saying..two years of experiance will tell you a lot"

    Actually you explained nothing in this post which is the one we're all reading, so can we just chalk that up to the same place as this phantom video you wanted to reference?

    Also, seriously dude? I've been playing longer than you, and I've hit rank 1 multiple times over the time I've been playing. This sad appeal to authority just made you look even more like a petulant child who doesn't know what they're talking about.

    Killer Screen.png


  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1172830#Comment_1172830

    NUMBER 11 is completely wrong. The mere existence of second chance perks? If anything survivors need MORE SECOND CHANCE PERKS. You act like every game there’s a huge chance nobody gets found. Or the fact that killers have EBONY MORI that can auto kill after survivors get tunneled and camped after first hook. DS and BT is there because killers play like trash and abuse their right to delete people from the game almost immediately. Everybody deserves a shot to play the game and stay in it. It’s not all about you as a killer getting ez kills like I feel it allows you to. Your response is invalid because you’re simply ignoring the fact that survivors should have defense mechanisms to defend themselves against certain abusive actions from killers.

    Can you show us on the doll where Freddy touched you?

    "Everybody deserves a shot to play the game and stay in it"

    So the fact that you have to get hooked three times in almost 90% of games to actually be sacrificed, you have a perk available that makes it so the worst that can happen to you is getting slugged for 60 seconds after every hook, you have a perk available that will pick you up off the ground without assistance if you are slugged, you have a perk available that gives the unhooked player a free extra health state coming off the hook, another perk available that will heal you and give you a speed boost when the last generator is completed.

    All of that wasn't enough?

    Meanwhile killers have one endgame perk that creates any power spike at endgame Oh did I mention that perk can be completely nullified if survivors cleanse five dull totems? Oh and that once the endgame shows up the killer still has to find and down someone? At which point if survivors are smart they just go cleanse the hex totem now on the map and take out the perk?

    Here's what's funny, you can't even keep your ramblings straight. Number 11 talks about second chance perks and you start raging about Ebony Mori's.

    First, Ebony Mori's are red items and most killers don't use them very often, I am WAY more likely to run a BP or Map Offering than an Ebony Mori, mostly because I'm looking to either pip or farm BP. Second, Ebony Mori's actually work AGAINST killer's chances of pipping, as a kill does not register as a hook. Even killing a survivor who is on death hook is detrimental as you need 9 hooks at red ranks to hit iridescent and have any shot at pipping.

    Meanwhile survivors can use keys, get 5k bonus BP for escaping, and likely pip in the process.

    "Survivors should have defense mechanism"

    Refer to above laundry list of perks that deny killers the ability to tunnel or slug.

    Look I get it, your username alone tells me where your bias is going to lay, but good lord man, your arguments are always so full of holes it's actually depressing to read.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175127#Comment_1175127

    I dont recall referencing the vid in my thread..I merely used it as an example for later comments..never intended to use the vid in the first place

    Are you actually serious?

    Your very second post in this thread is you talking about an Otz video with hillbilly. Here's the post.

    "Lol watch otz hillbilly vid when every survivor was in arms reach the whole game and gens still flew..then you'll know why I say what I do..gens still go by way too fast on the new maps which are the devs modeling plan..and even then..what? We wait six years for map reworks which solve nothing at all? Lol"

    Then both Yamaoka and ad19970 both asked you what video you were referencing and here was your response.

    "Hillbilly on yamaoka map, the thumbnail was gen related...youd have to dig as I cant recall the title sorry"

    Ringing a bell?

    Seriously, why would you even bring up the video at all if you knew you couldn't reference it? This is like saying "well statistics say that I'm right cause X" and when someone asks for those statistics you say "oh well I don't know where they are".

    I mean this is textbook texas sharpshooter Fallacy with the added bonus of not even being able to produce the evidence you're using to cherry-pick. As someone who studies this kind of stuff as part of my job it's just stunning really.

    Again, I don't even care about the topic cause plenty of people have already explained to you why map size and layout does matter, quite significantly. If you don't believe that what you're telling me is you don't mind getting Disturbed Ward over Hawkins for example.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1171732#Comment_1171732

    All you say is just a confirmation of what he is trying to say: Survivors used to be way more op then they are now and got nerfed way harder then killers. You actually agree with him and i think he makes a solid point. Also, he did not even listed the hardest nerfs in my opinion (maps, dedicated servers for example)

    Just because survivors were brought down from the level of overpowered they were at does not mean the game is still not skewed in favor of survivors, what it means is that the advantage has narrowed, it doesn't mean the game suddenly became killer sided.

    And I never said he was wrong on all counts, because he wasn't, I specifically remember completely agreeing with iridescent heads and even Ebony Mori's, but the counterpoint was that keys break the game for an entire survivor team and actually reward survivors with 5k bp for escape and a possible pip, meanwhile Mori's often mean a guaranteed safety pip as you need hooks for a high enough devout score to pip and kills do not count in the same way.

    @Steve0333 said:

    I'm sorry I just have to say this:. Mirror myers is NOT that strong. He moves extremely slow and has gator arms. It's almost like playing nurse without blinks but can see where survivors are at all times. Just run and dont be a blendette.

    I am now picturing poor Michael with T-Rex arms, it makes me sad but laugh at the same time.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175056#Comment_1175056

    Hillbilly on yamaoka map, the thumbnail was gen related...youd have to dig as I cant recall the title sorry

    Not even vested in this topic because people have given all the reasons you're incorrect about your assumption, but just from a debate/argument perspective, it's pretty bad to continually reference a video as proof of your point, then when asked for a link to said video you can't produce it, to the point where someone else finds it, and it doesn't even support your point.

    I mean, if you wanted your assumption to seem lazy, ill-conceived, and poorly constructed, that would do it.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1171732#Comment_1171732

    57 upvotes . This forum is clearly killer sided. In my discussion about 4 man swf there was even a post with a quote " if survivos play good killer has no chance to win" it got about the same amount of upvotes no matter that the person that said that couldnt back up his quote and jumped off the train. Just quit arguing with them you only waste a time here.

    Yes couldn't possibly be that what I said was accurate or anything all "Fake news" but forum bias cause reasons.

  • Gr8 b8 m8 I r8 8/8

  • @2LuvRias said:

    "Recently, I've been playing as killer (The Trapper) a lot. But I have been playing, and everytime I win the match, the people call me camper."

    Camping is when the Killer is still on the map after hooking a survivor. Apologise and let them drop a pallet on your head NOW!

    I see you too are a man of culture and Samination.

  • From a killer perspective:

    Claudette - Nailed it.

    Jake - Similar to Dwight in either it's feast or famine with them. If you see a P3 legacy Jake with a flashlight I may go out of my way to not have to chase that looping god. If it's a Jake in default costume (emit baby sounds here).

    David - Always has dead hard and is most likely to troll with no mither.

    Dwight - Like Jake if it's P3 legacy with a flashlight dear god killer prepare yourself, if it's a Dwight in default outfit it's an actual baby dweet.

    Nea - Will have balanced landing at all times, most likely to burn a haddonfield offering.

    Meg - Meg is either Mask Meg or non-mask Meg. If it's mask Meg she has a flashlight and will attempt to bully me mercilessly, while sometimes failing hilariously. If it's a non-mask Meg she will do nothing except slowly walk to generators and sprint burst halfway across the map if she even hears a terror radius.

    Bill - I don't know why but most Bill players I run into are really weak loopers, it's almost like they inherited the traits of the old man they now control. Anomalies exist of course but this is stereotypes.

    Nancy - Kind of a hybrid between non-mask Meg and a baby Dweet, either working on a generator and is VERY skittish or is hiding in a locker.

    Quentin - I feel like since he's so ugly looking the only people who play him are dark and brooding, always has a med kit, either brought one or found one with pharmacy.

    Steve - Has to be wearing the scoops ahoy outfit, toot toot!

    Jane - Apparently is permanently on a head on challenge, will often jump into a locker right in front of me and then seem to be irritated that head-on didn't work.

    Yui - Always the most toxic, not even a question, no idea why.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1174067#Comment_1174067

    I wouldn't count going around the map to kick gens as gen pressure (and I say so in the link I sent you). Because while it does stall gen progress, it doesn't pressure anything.

    A Survivor isn't going to not do a gen because it's regressing, so using PGTW doesn't pressure anything, they will just do gens anyways.

    The only perks that can grant gen pressure are:

    • Devour hope (by being too big a threat to ignore)
    • Thanatiphobia (enhances injury based pressure)
    • Dead Mans Switch (Effectively locks in whatever gen pressure you GAIN in the next 45 seconds)
    • Thrilling Tremors (Effectively locks in whatever gen pressure you currently have for the next 16 seconds

    Fair enough, bad choice of words on my part, I would say Wraith can be more active in direct generator regression than other killers.

  • "WHAT am i expected to DO in such a situation? play and "have fun" being absolutely molested? i feel like a child in a pedophiles basement, i dont have a chance what so ever. and that kind of play isnt fun."

    As someone who plays Freddy a lot, I chuckled way too hard at this than was appropriate.

  • @Todgeweiht said:

    Remember when everyone was excited for dedicated servers? Yeah, good times.

    Pepperidge farm remembers.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173981#Comment_1173981

    I find it more useful to refer to category 2 as gen pressure and category 1 as map pressure, since map pressure doesn't actually stop you from doing gens while being occupied by being chased, being downed/hooked or helping someone off a hook obviously does.

    Map pressure can be most usefully defined as how much of a threat you are to Survivors you are NOT chasing. This definition applies to things most people associate with as map pressure and exclude things generally not thought of as map pressure.

    For gen pressure I have this guide

    https://forum.deadbydaylight.com/en/discussion/83714/basic-generator-pressure-guide

    Probably won't have very much new information for you in particular (it is more intended for people who hear "gen pressure" and don't even know what exactly that means anyway.) But does include a working definition.

    But basically, Clown has gen pressure because he can end chases with his power quickly and thus force Survivors to get off gens to make saves often.

    Wraith has plenty of map pressure due to his ability to travel across the map quickly and silently.

    Clown does not have any map pressure what so ever. He is a complete non-threat if he isn't actively chasing you.

    Wraith does not have any gen pressure beyond what a base M1 Killer has. His power doesn't significantly help with hitting Survivors which outside of some Killer specific mechanics is the ultimate method of pressuring gens.

    Yeah I was just categorizing them mostly arbitrarily, but I agree with you that down and hook pressure is more effective than just straight gen pressure as it occupies 50% of the team at once, one guy hooked, one guy who has to go and get them.

    And yes you echoed my thoughts on clown, his entire game is downing survivors and ending chases quickly to force survivors to abandon generators and pick up their people, if you play him trying to directly combat generator progress you're probably going to lose.

    I could make the argument that wraith has more generator pressure than you give him credit for because of his mobility, since he's so fast he can often get to the prioritized generator and kick it with pop easier than other killers.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173981#Comment_1173981

    To expand on your point, I would argue that generator pressure and injury pressure really depend on the experience level of the survivors. I typically refuse to let teammates try and heal me when it's a Legion, especially a sloppy/thanat Legion.

    Oh absolutely, in fact that scariest thing I see when I play legion (he's my guilty pleasure) is when I see survivors refusing to heal, because that's them basically saying "we know how you work and we're not playing into your game, come get us if you can" which usually makes things a lot tougher. This is one reason I think you see a lot of Legions run Thanatophobia, as he's one of the few killers who can actually get something from it, along with Plague, and it kind of forces survivors to either just accept 16% reduced repair speeds or start healing. Sadly I think it still loses to perks like pop but it is what it is.

    But yes, kill pressure is king above all else as it forces 50% of the team to engage in something other than generator progress.

  • That would be kinda funny, immediately go the central building on saloon map, break the two breakable walls, get into a chase, survivor drops pallet and it just breaks apart instantly.

  • So now we have a thread complaining about threads about matchmaking.

    What's next? A thread complaining about the thread complaining about threads complaining about matchmaking?

    INSANITY I TELL YOU, ABSOLUTE ANARCHY.

  • There's definitely a couple maps that really stick out as being just ridiculously huge.

    1. Disturbed Ward - WAY too big with a very good central structure and generators put about five miles apart.
    2. Ormond - Not necessarily too big but big enough and with some of the worst loops in the game that just can't be mind-gamed.
    3. Rotten Fields - The only killer who likes this map is Billy, Corn is difficult to see and absolutely cancerous to stealth killers.

    On the flip side, Hawkins is definitely an unfair map for survivors, I'm a killer main and even I'll concede I abuse the hell out of those offerings when they show up in my blood web.

    Lery's is a mixed bag, while many survivors complain about it I have seen optimal survivors on Lery's absolutely be uncatchable if they have a good understanding of the layout. I think what makes Lery's difficult for many survivors is they don't realize how they can loop several mini-loops into a really difficult loop. There's a similar ability on Hawkins, but that dies the minute I start breaking pallets.

    The best test should be a killer shouldn't see a generator pop before he's been able to walk across the map, that's usually not a good sign of good map design.

  • @Deadman316 said:

    Some of you all are so privileged, if the tiniest, unimportant thing does not go your way, you whine like babies, the call other posters names because they tell you to shut up. Or, you call them names because they disagree with you. Just be quiet and play, and go whine to your mommy if you got an issue with your privileges being challenged.

    Why do you even read these threads if all you do is get offended and clutch your pearls? Genuinely asking, it would seem a person with delicate sensibilities like yourself would be better served just not being on these forums if they bother you so much.

    @KingOfGhost said:

    Most killers need addons to be playable and even then they are not good.

    You need to play a specific killer ( like hill or Freddy ) in order to travel effectively on the map.

    The maps are too big for the killer and most of the time full of save/semi-save pallets and windows.

    Almost all the perk and power a killer have can be counter by one survivor without any perk.

    If one survivor is equal to the killer ( in the skill department ) then the killer can't win the chase.

    So I think one of the failings on the devs and really the entire DBD community is they've thrown out this phrase of "applying pressure" without really saying how to do it, or even defining it.

    Pressure can be exerted on survivors in multiple different ways depending on what the killer is best at. It doesn't have to be strictly generator or map pressure, pressuring survivors to get off generators and rescue their fellow teammates can be just as compelling.

    There are generally speaking three different types of pressure.

    1. Generator (or map) pressure.
    2. Kill and Hook Pressure.
    3. Injury Pressure.

    A killer like Billy and Freddy as you've said gets pressure through high map mobility, however they do it in different ways. Freddy's teleportation makes it very easy for him to counter generator rushes directly, especially if he's just going from hook to gen to instantly hit it with pop goes the weasel. Billy has more of a combination of pressures 1 and 2 as his high mobility and one-shot ability allow him to both get to generators and kick with pop, while also forcing survivors to abandon gens often as he ends chases quickly.

    Somebody like a Clown is pretty much reliant on pressure 2 as their main strength is the ability to end loops quickly. You need to always be hitting, always be hooking, in some ways even running generator perks may not be the best idea as you don't have to time or mobility to worry about stopping generators directly, you just need to kill, kill, kill.

    Doctor has a similar ability to end loops quickly while also having good anti-stealth capabilities so he should always been in a chase.

    A Legion or Plague exerts multiple pressure through getting everyone injured and in Plague's case broken, this means everyone is always one hit away from getting downed, and Plague even actively punishes for survivors healing and cleansing.

    Now admittedly, some killers are more effective than others at Pressure, true enough, but one aspect of "forcing pressure" is recognizing the killers you are playing and what kind of pressure they excel at, will this win everytime? Probably not, but it can help if you are trying to fit a round peg into a square hole so to speak.

  • @asimplelegion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173357#Comment_1173357

    It was endgame and the timer was about halfway over, plus I could not figure out how to use the chainsaw for the life of me

    Endgame is different as securing kills is all you can really do at that point.

    As far as the chainsaw goes, it takes some getting used to, but generally.

    Hold your secondary fire (usually M2) to charge the chainsaw, once the chainsaw reaches full charge it will activate and you will begin to chainsaw sprint. Releasing M2 will stop the chainsaw sprint and there will be a brief recharge period until you can start charging again. There is often a "jump" when the chainsaw sprint begins so be careful to not be in the process of turning unless you are planning to do a 90 degree turn when it activates.

    The best technique to learn for new Billy players is what's known as "back revving". While chasing a survivor you charge your chainsaw but you don't fully charge it while the survivor is trying to juke, you wait a second for them to commit to a direction and then finish the charge and down them.

    The charging time, cooldown, "jump" and speed of the chainsaw sprint as well as control can all be manipulated through addons.

    If you wanna see some crazy examples of what Billy is capable of I would check this video out, it's a little dated but still relevant.

    https://www.youtube.com/watch?v=yHP4IG3zj0c


  • @Steel_Eyed said:

    With Hillbilly you could’ve just chainsawed back anyways. Depending on situations I’d rather allow an unhook to happen because you get a lot more blood points then one-hooking a player. Survivors are less bickery when you let them, too.

    This.

    Billy's best asset is his mobility and map pressure, he's great at rocketing back to the hook and finding the unhook and downing them, keeping the cycle going.

    You really don't need to camp with him, proxy or otherwise, unless it's an endgame situation and you really don't have an incentive to leave.

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