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Lost_Boy

Lost_Boy

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Lost_Boy
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  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278377#Comment_3278377

    In SoloQ thats how u win. Dont be the first hook and need help from other, useless, survivors. Instead, u make points.

    Another reason for them to remove the grading. If the optimum way to get pips for survivors is to be useless & for killers to play meta perks and killers all the time then it's just bad for the game.

  • The fact that the grade means nothing and it's just a show for how many points you'll get on the 13th is something that shouldn't be in the game anymore.

    As a killer it can force you to play sweatier killers and perks until you get Ir1. Especially at Ir ranks because it's painfully slow due to not getting merciless killer that often.

    They should just remove it from the game and average out the time it takes players and give some bonus BP per game. It would make the game more healthy, as people wouldn't feel the need to play sweaty until they got Ir1. This is particularly true for killers. If you have like 1 pip to go until next rank you might decide to tunnel one person to secure the win just for the sake of needing 1 pip. If that wasn't a thing you probably wouldn't do it.

  • Run him with Eruption, Overcharge, Oppression & nowhere to hide. Use double jailer & 4m increased range add-ons. Look for 4-5 of the closest gens and pressure those. Don't get caught up in long chases, just use minions to push them off gens and keep your regression up. You'll slowly wear them down and if you get them down to 3 Survivors with a 3 gen it's very hard for them to win at that point.

    I find with decent teams is basically a game of attrition, due to the fact that they usually easily outplay the minion range, that's why the 4m and jailer add-on is so good. It really helps when you drop a minion straight away to get him on the chase.

  • @KidneyStoner said:

    Although the killer is very weak in chases, he is a console campers wet dream. Up there with bubba and hag. No gameplay, just camp

    I guess console killers are that bad they have to camp and the superior PC race killers never camp or tunnel right? 🤣🤣🤣

  • After playing him a lot more over the last few days & won a fair amount of games on him I've came to the conclusion that he can easily dominate smaller maps with large dead spots between loops & tiles. He really does require stacked regression perks to apply any kind of map pressure because his speed, size & power just can't put out enough pressure. Chases do normally take quite some time and you really need those regression perks to apply map pressure.

    What I will say though it's that even if he can hold his own on some maps is that the games are usually very very drawn out and even though it's virtually impossible for 2-3 man team to break a 3 gen it's also very long & boring because he just can't close the distance when you have only a few people left and the gens in close proximity.

  • Nah it's just a learn to play issue there's nothing wrong with the Knight 😂🤣😂

    Well that's what some people on this forum think because they obviously know better than the majority of the community and popular streamers.

    Someone even won 13 games straight with prestige 80-100 players because they knew the secret tactic of zoning with the Knight.

  • @darksouls3600 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273274#Comment_3273274

    If you say... But I'm already iri 3 just using him with a good build, for me is a good build, a lot of matches was difficult and I "lose" (I don't care if I lose, but you probably care) but, the most of the matches I played, was like 1 to 3 gens done, he's literally a free hit machine.

    You sound like the ones who say: "I can't use this killer, he's a piece of garbage"

    With the right build and don't being a mindless killer that don't do strategies, like hold W use his power just for use and preying for God to help you, even Sadako, legion, trapper, slinger, ghost, Myers, etc. Can be strong and oppressive.

    Yeah I've won plenty of games with him also that doesn't mean he's good lol. You're the one coming on the forum claiming that you play him to perfection & it's effectively a learn to play issue and dismissing the fairly obvious problems his AI bots have.

    As I said before he can perform fairly well on mediocre survivors on certain medium size maps with low wall loops & lots of dead space, but his problems start to show when you go against good survivors that basically render his minions ineffective, particularly on larger maps with a lot of connected tiles.

    I'll review my original statement and say I don't think he's the worst killer, but he's certainly in the bottom 5.

  • @Canas said:

    This map is an unholy mess, they literally got pallets stacked next to each other.

    https://us.v-cdn.net/6030815/uploads/Q3U9AAABF6TW/are-you-kidding-me.png

    Yeah there a lot of medium loop god pallets that have 2 pallets next to each other. Theres also a shack, god pallet, shack, god pallet stack all in a row.

    I put on pallet/window seeing perk yesterday and counted 20+ pallets and 16 windows.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273315#Comment_3273315

    Would help if I could actually see the pallets on this map. They blend into the walls.

    Haha just like survivors and scratch marks also

  • @Grigerbest said:

    I played a bunch of games with a new killer yesterday to see how the buffs affected his perfomance after a PTB...

    So I played him predictively putting a guards a little further a loops they were heading and was zoning them a little bit left or right (put a guard on a left side, yourself move to the right and on right from left as well)... 13 matches maybe, against a pretty good survivors (Looking for their prestiges 80-100, looping and holding shift+W against this power)

    I haven't lost a single match with this killer yet. Yes, he doesn't feel really fast with getting a down, but he's consistent as heck with it.

    They were holding shift+W, they tried to ignore the summons by going through them, but here's the thing, even if they can see a green orb (they can see where I'll spond a guard), I can cut them off by putting a guard further and a little to the side (zone them), and catch them myself by going on a opposite side.

    Whenever the time they hold shift+W, I'm almost there to hit them myself and if they stop at the loop, it's a guarranted hit.

    Yesterday after 3-4 matches I understood that it's a hardly zoning "sandwich" killer. He's not insanely strong coz all these chases takes time (1 full guard haunt) to hit if they holding W, but it's pretty much doable.

    Using his addons on detection radius and haunt time (brown and yellow), is a must have to me. Otherwise it's really hard to pull off effectively.

    I wonder how you guys playing him... (Considering the ammount of people saying he's bad)

    I thought that as well, I thought he's not going to work, now I think I was insanely wrong. After a buffs and AI fix, I think I finally understand how he must be played, and it's deffinitely not by tapping his ability at loops.

    I very much doubt you faced prestige 80-100 for 13 games and they didn't know how to outplay his basic AI zoning tactic.

    You said yourself chases take long so what were the other 3 survivors doing at that point when you spend like 40-60 seconds on a chase?

    Problem with zoning them like that is it only works when they don't have another tile to run to. Most of the time they will just run out of range to a new loop & you start the process again until you find a decent area that has dead space to take advantage of.

  • @darksouls3600 said:

    I playing him a lot and for me he is a very good killer, the way you play him is totally different of any other killer, new strategies, know how to zone survivors, know the moment and place to use your power, he is very good in chases, some God loops simply don't exist with him, like shack.

    You probably just need to know how to use his power with efficiency, practice leads to perfection.

    Lol so everyone is wrong about his issues and you're obviously just an anomaly that plays him to perfection?

    I guess he's good if you're playing baby survivors on a medium size map with lots of open dead spaces and low tiles to exploit (which really isn't that many maps).

  • Contender for bottom 3 for sure.

    Another thing I've noticed is that his model size gets stuck on a lot of s**t. His lunges are also prone to getting hooked on random objects because of his size.

  • @GannTM said:

    Sadako and Pig would like to have a word with you.

    Don't diss the Pig like that! Lol

    I actually love playing the pig with enduring, spirit fury, STBFL & now I've added Hubris to that it's quite a fun build.

    Even though I hate the new map in most killers it's actually a good training ground for the pig mind gaming her dashes. She glides very well around some of those annoying loops.

  • @Terion said:

    I have searched for other threads about it and.. found nothing.

    So... i was playing swf this evening and one time one of my friend was like "why is knight so fast?!" we searched for add ons and perks and all, nothing that would give speedboost. He said "everytime when he hooks someone he is like super fast."

    i noticed this in at least another knight game. The rest were fine though. Now i played some bots games because i wanted to see if they changed, but i just had a pig game... After my first hook i was like "whoow hang on, why am i so fast all of the sudden?" i kept like having speedbost on pig the whole trial after my first hook, or me and my friend are just tripping today..

    anyone else noticed? im like litteraly questioning my sanity rn XD

    The Knight does have a speed boost addon. It increases him by 10% for like 8-10 seconds (purple addon) when he summons the jailer. If you put it on with the brown addon that gives 2 jailers he basically has it up like 66% of the time.

  • It's literally going to be the new face camping Bubba that's about all he's good for lol

  • I just done quick run with wraith using the pallet/window perk (forgot the name) & I counted 20 pallets & 16 windows. About 3/4 of the map is god pallets into tiles into shacks into god pallets.

    I also ran Eyrie out if curiosity and counted only 13 pallets & that map is double the size.

    What an absolute joke lol

  • New map is utter trash. Like a million safe loops and pallets connected on a pretty small map. Can't see scratch marks very well because of the environment. Lots of really small environment objects you get stuck on. Environment in general doesn't have much in the way of colour variation.

    Shaping up to be my new most hated map already!

  • @BlueRose said:

    I put this question out to all who say "just bait out DH." How do you bait it out at a pallet? I asked this question to someone on this thread and all I got was a smart-ass remark "if you get hit with DH you were outplayed" even though I legit asked a legit question. I know in the open the way you deal with DH is to not swing when the survivor tries to bait you to swing by running into you but if they are at a pallet or about to get to the pallet how do avoid that situation? The reason I ask is this is how most of the survivors I have seen use DH. They use it at pallets where they know a killer has really no choice. Swing eat the DH, or don't swing pallet drops on the killer or in the killer's face. The outcome is the same in both choices. That is why I ask, How do yall "bait" DH there and befit you as a killer and not the survivor?

    All these people saying it's fine, it's a you problem, you got outplayed etc etc are obviously playing against potato survivors.

    Everyone knows deadhard is easy to bait out in the open. When you put deadhard into a skilled players hands and they use it to extend loops or extend chases is where the problem lies. It's exactly why it was nerfed in the first place and now it's just as bad as before in a skilled survivors hands, especially if a SWF is running multiple DH.

    There is literally no difference between old DH on getting that extra loop & new dead hard getting that extra loop. They just work differently.

  • 2 things need to happen to COH.

    Firstly the healing time should be at least on par with self care. It makes absolutely no sense that such a strong team wide perk is faster than self care.

    Secondly there should be a penalty for individual players for consecutive blessings. Going up in increments of 14 seconds for every blessing. I'm sick of snuffing out totems and literally hearing that blessing tone straight away like 5-6 times in a game. That way you have to make a tactical decision on when to use it. Do you waste your cool downs early or do you save it to mid game where it matters more? Currently you don't have to think at all, just remember where the first totem you found was and infinite free heals with zero consequence.

  • @Johnny_XMan said:

    I don’t know why you are adding auto-Dead Hard into the equation when that isn’t an intended feature and thus has no relevance on balance.

    Also no DH does not need a nerf. It is more than fine the way it is.

    Well it kinda does have relevance since the only reason auto deadhard exists is because of bad perk design. You never seen auto deadhard being used before because it wasn't exploitable in the same way i.e if someone used auto DH they would most likely just get stuck against a wall or something.

    New DH is effectively just the same as going from healthy to injured so it's really very easy to control with a hack & very very easy to mask as normal play.

    If a perks design is the sole reason that it becomes exploitable then it's relevant to why it's a problem.

  • Deadhard is just as strong as before at prolonging a chase or squeezing more rotations out of a loop. At some point a killer has no choice but to swing at a pallet or window and can't wait to bait out DH or they give the survivor even more time.

    The FOV teching is problematic also because if done correctly it can easily cause you to be completely blind to the animation and if you happen to swing then there's a good chance you'll spend the next 2 seconds spinning to track which direction they went due to the speed burst, which can basically mean another tile or window.

    On top of that it's basically the easiest perk in game that is open to automated hacks and it happens a lot. I've definitely seen a huge increase in the success rate of players timing deadhard perfectly since it's been changed. Prior to the changes a survivor could barely hold off for 5 seconds and now all of a sudden they have nerves of steel and can time it perfectly regardless if you try and bait it or not.

    I also don't like that it renders some killers powers almost useless like Wraith & Pig. Pretty sure other killers suffer more than others also.

  • @Katzengott said:

    Before crossplay i had my account open to messages, just for entertainment.

    And now with crossplay, it's very rare i get matched with other Xbox Series X players.

    When it comes to toxicity, plattforms doesn't matter anyway. So i'm happy i can't even see the ingame chat.

    But still, almost everytime i play killer and there's a another Xbox player, they'll complain via PN about anything.

    Xbox survivors are totally cringe tbh. I mostly see them in 3-4 man SWF & they generally are the most obnoxious players I've come across. I don't have messages open anymore, but when I did it was like random BS messages every other game. You still get some random BS chat on PC but it's nothing like Xbox players. Most people don't even bother saying GG and just leave without saying anything.

  • I recently bought it on epic for like £5. They also had a sale on characters and I managed to pick up every killer for like £35.

  • @Brokenbones said:

    Agitation and map knowledge is usually all you need to render boil over virtually useless. Plus Agitation is a good perk without using it to counter boil over. You can slot it into any build and you'll get value out of it every game since you will always have to spend time carrying and agi just feels nice.

    Something I like to do is take note of close hooks before I pick up, so I know immediately where to go to not give them any extra time to wiggle. Thankfully a lot of the abuse spots for boil over have been made less annoying over time. Eyrie of crows has 2 hooks in main upstairs and RPD library is gone now.

    I play on PC though, I heard boil over was so bad for our controller using friends it needed to be toned down. Annoying perk

    Currently on console it's like it was pre nerf. Not exactly sure what's happened with it, but it's pretty broken on console at the moment. I've played PC recently also and the effect on console feels like it's about 5x stronger. It will literally stop you dead in your tracks and you can't move & that's when you're in the open. If it pushes you into any environment object it will pin you in position and you can't move for 2-5 seconds.

  • Apparently MMR for each killer is based on your highest killer MMR. It puts you like 200 rating below your highest killer I think I read somewhere.

  • @soulfire22 said:

    the entire game is just trash right now, killers attacking past pallet downs, survivor and killer going to the same side of a pallet after stunning, its just insane. between latency and everything else dbd is just in a state of being a giant meme atm. thats not even talking about all the other issues the game currently has

    I recently had a game where we actually switched sides during the stun lol

  • @ThanosPAWG said:

    I personally find boil over fine the way it is as a console player(Xbox). Maybe its a Playstation issue or something. Although I wouldn't cry if it got changed.

    I'm on Xbox also and it still feels off. I can remember when it came out pre nerf and how terrible it was. After the nerf it really wasn't bad at all. I can actually remember thinking for months afterwards why would people still run it because it really felt like a waste of a perk to me due to how ineffective it was. It's only just recently that it's really started to feel like pre nerf boil over again.

    Sometimes it actually pushes me backwards and will literally stop me dead and I can't move at all. I'm not even trapped on anything in the environment. Introduce any close proximity object & it will more often than not jam you against the object & basically pin you in place. It's honestly not even just a controller issue, it feels very very strong in comparison to how the perk behaves on PC.

    On PC it's utter garbage. It might inconvenience you like once out of every 10 encounters. I'm pretty much having to drop players like 60-70% of the time on Xbox.

  • I think most teams have the capacity to turn into a bully squad if they get the opportunity regardless if they are dedicated SWF or not.

    It's pretty common for any team to start messing about with the killer if they know they're safe. I.e the team has secured 3 fast gens and they are very confident they will win or they're playing against a killer who doesn't have good chase & loop potential.

    It's like it's hardwired into survivor mains psyche to act like a bunch of d**kheads at any given opportunity. They go from playing sensible to acting like their favourite toxic streamer SWF all tbagging, body blocking, clicky clicky etc etc.

    That's literally why I treat every game as if I'm going against these types of players & play with no mercy. Almost every survivor has the potential to play like this if they're presented the opportunity.

  • What I would like to know is how survivors have become significantly more skillful at timing new Deadhard over old Deadhard. You could pretty much expect someone to use Deadhard within 5 seconds of being within striking distance prior to the changes. Now survivors have nerves of steel and can easily wait out the bait & react with their cobra like reflexes to hit Deadhard at exactly the same time as a killer swings.

    You still see players who you can easily bait out i.e legit DH users, but you also see a hell of a lot of players that are using scripts to automate DH.

    It's just a bad design and open to abuse by people using auto scripts.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267764#Comment_3267764

    It is a feature, doesn't mean that a feature can't be badly executed and unbalanced.

    It needs to cost the killer more to do.

    Best solution would be an increase to repair speeds when the killer is within x meters for x seconds.

    Some kind of Bloodlust-like system would be good. Where 20s of camping increases repair speeds globally by +5%, 40s by +10% and 60s by +15%. This could easily cost the killer an extra gen or two when they camp and reduce the chances of them securing any further kills by playing that way.

    This wouldn't be abusable by survivors, because in order to profit they would have to 'just do gens' instead of baiting the killer to stay near the hook.

    If you made it 'all action speeds' and not just repair speeds then you could also apply a 15% bonus to unhooking speed too, making it easier to mount a rescue after a hook stage has been camped. The killer might secure one extra hook stage but it'll be harder to secure the entire kill from first hook.

    Dude you can pretty much do like 4 gens already if someone is camping from first hook to death, so basically you just want to complete all 5 gens before the person even dies and then they can probably all swarm the hook and get the rescue anyway & escape.

  • Pretty much why EvilDead failed really hard. Like that game had some potential, but they kept making huge balance changes based on top SWF v Demon teams and it basically killed it. Sure some people still play but it's kinda dead.

  • Freddy always felt like he could hit from further away to me.

  • I played pig for the first time in ages tonight and actually had really fun games with her.

    I look at the traps as my gen slowdown & ran more aggressive chase perks to keep the pressure on. I was running Brutal Strength, Enduring, Spirit Fury & STBFL. I was running the addon that decreases the trap kill time by 20 seconds & the green one that increases the box opening time by 17%. It seemed to work pretty well and I won about 8 games straight with mostly 4ks. Even had a few decent SWF games that went on for about 25 mins that I won.

  • Gratz I can barely face to spend my 2m bloodpoints which are almost always close to cap nevermind however many million it takes to get to p100 lol

  • I'll give you a few reasons.

    Like every other game as killer is either a sweaty TTV SWF or people stacking BNP with gen rush builds & popping 2 gens as you get your first hook.

    If you try and play a non meta killer with average pressure and chase potential or run perk builds that are non meta then you get spam tbagged and survivors will wait at the gate to spam tbag you regardless if there only 2 of them left.

    Survivors see a non meta build or killer as something to taunt opposed to something different they might have a fun game with.

    This constant cycle basically causes a lot of killers to play dirty in every match with complete disregard to the survivors enjoyment or feelings.

    It's so common now to play these types of games over and over that when a bunch of solo players that aren't toxic want to play for fun they basically get treated as if they're going to be one of the above mentioned type of team/player.

  • @Grigerbest said:

    Usually it's survivors who complain about 4 slow down perks.

    Also the same survivors who complain about tunneling, which is pretty much a direct effect of 2 gens popping just as you get one hook.

  • For a good three hours tonight I had like TTV tryhard SWF every second or third game bringing all the meta perks, BNPs, purple torches etc.

    Sucks but this is happening all the time during peak hours and quite often after 12pm these days. I think due to the lack of solo players its become more frequent to face SWF a lot so I think killers are going into a lot more games with the mentality that they need to be sweaty from the get go or before you know it 3 gens have popped before you get your second hook.

    It sucks for solo queuing players and tbh I don't particularly like playing sweaty teams all the time and quite often lose because I'm playing some non meta killer with some weird perk combo. It eventually gets to a point though when you just go back to a strong killer and start running regression perks because most of the time that's the only way to beat these teams that you get every 2-3 games.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263771#Comment_3263771

    I dont drop frames or lag usually as I'm on the series X but I would assume desync is the main issue.

    Like I said I can just hold forwards and lunge and some survivors can do a little wiggle and my camera will just snap and swing even though my lunge wasn't fully done, the survivors are also still infront of me so I'm guessing it auto aimed to where they was because of the desync

    A good comparison is when a hooked survivor is being taken by the entity and you swing you will snap up in the air. I guess it's doing that on the survivor but with desync it misses.

    360s usually only work against console killers because they dont have high sensitivity btw, you need about 80odd sensitivity to keep up with the survivor. I cant play at 80 or higher but if you're struggling with that try uping your sensitivity if you can

    Yeah I'm on series X also. In the beginning it felt pretty good on series X, but I feel like the performance has kinda deteriorated over time. Still better than last gen console I suppose.

    Unfortunately I like to play Deathslinger & I find it impossible to aim at higher sensitivity. I'm probably just torturing myself trying to play ranged classes on console and should just move back to a higher sensitivity setting again lol.

    Ideally some customizable settings for ADS would be the next best thing to mouse & keyboard.

  • @JawsIsTheNextKiller said:

    How does the fast wiggle specifically affect controller? I also get juked by this but simply put it down to my reflexes. Can it be remediated by waiting out the wiggle?

    It seems to affect the aim assist when it's in close proximity FOV. Like it throws it off and when you go to attack even when the target is in front of you it just kinda misses completely.

    I've seen people trying to do it when I play on PC & it just doesn't work. Of course you get juked by spin from time to time, but this console issue really feels off. Not only do you have to try and anticipate the spin, but you also have to fight against this aim assist and you just spend way to much time messing about trying to land a simple M1 attack.

  • @EntitySpawn said:

    I dont play killer much but i can hardly ever lunge anyway because of DH, like seriously I'll be up their ass for ages and watch them do multiple spins and they still hold it...

    But yeah some swings are BS, can do a straight lunge and if the survivor does a fast wiggle side to side my lunge just stops as if it connected. Think it's a connection issue with that player tbh, feel the game is aim dressing you to where they should be but arent actually because of desync

    Yeah I think desync is also a big factor along with frame drops when you have a survivor in a very close FOV.

    I've actually started recording clips when I get some crazy desync on hits and I literally lose the survivor for like 1-2 seconds or they kinda dart away from me all laggy, but at like super speed. Not sure if it's certain killers or perk combos, I haven't really found any common scenarios this happens in.

  • Just another typical survivor behaviour that keeps the neverending cycle of toxicity going game after game on both sides.

    Killer gets annoyed because they played in a non toxic manner yet survivors don't recognize this and like to gloat because they managed to escape. Next game killer has no mercy and tunnels the weak link out the game early and survivors get all salty and proceed abuse end game chat and teabag & waste time at the next available opportunity. The cycle continues & everyone just plays toxic and doesn't really care anymore.

    I wouldn't even consider this the most toxic thing. I really despise when you have 2 survivors left and the game is unwinnable at that point because they 3/4 genned themselves and they just tap gens and hide for like half and hour. Normally I'll at least give them the opportunity to find the hatch if they play normal, but if they waste my time I just let them bleed out.

  • @Rovend said:

    That is the cause of people overexagerating over perks being tested on ptb.

    People saw 4 survivors using reassurance in the ptb leaving one surv in the hook for minutes and were mindblowed thinking this would break the game, not realising that it was going to be a very rare occasion of all survs using it or it could be easily countered by simply NOT HOOK CAMPING.

    Unfortunately these are the kind of things toxic SWF groups like to abuse so I guess the just removed that option from the game.

  • I mean if you play on console with a decent TV, you have a fair amount of picture customisation options. I was actually very surprised how dark the game was on my laptop. It's probably a good thing that you can modify the screen if it's like that on even good PCs.

    The image on my console is significantly brighter than the laptop and I've even adjusted some of the colour palette to make the red scratch marks stand out more.

    Pretty much the same thing as filters tbh.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262159#Comment_3262159

    https://forum.deadbydaylight.com/en/discussion/comment/3261577#Comment_3261577

    Last time kill rate stats per map were given Midwich had the highest Kill rate in the game. Also, Darkness Revealed can be quite effective. That's okay though; feel free to disparage trying anything new. I'm sure that will help.

    I use weird builds all the time and enjoy experimenting actually. I answering you back about learning the maps, like it was just a lack of knowledge in my behalf of not knowing where to go. I gave my reasons on both maps being unfair due to bad design through too many pallets or lack of hooks where you physically can't reach one even before any add-ons or perks are abused.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262166#Comment_3262166

    That was absolutely a good change, because it now scales with the effectiveness of each killer. This means it's no longer overpowered on high mobility killers like Nurse, Blight and Wesker, who can head straight for the blocked gens to catch survivors off guard, securing an early down AND still having gens blocked off. Meanwhile killers who aren't so effective at map traversal, or require set up, can take the time to do so with the safety of having three gens closest to the survivors blocked off.

    Now we just need a similarly limiting factor to Lethal Pursuer, so that the same killers, Nurse, Blight and Wesker, aren't completely overpowered with it. But considering it only lasts for 9 seconds I'm not sure what that could be. Maybe it only shows auras while they're further than 40m away?

    I mean the old corrupt really wasnt that OP. You would normally get like 1 down and if lucky you would get a second. Must of the time you would only get one through and apply some pressure to a second person.

    It's like 2 mins so I really don't see what the issue was, especially when you have perks like breakdown that last like 3 mins and effectively shut off like a quarter of certain maps.

  • Corrupt intervention deactivating on a down.

    It's almost always better to run lethal pursuer over the new version of corrupt now, particularly if you run another tracking perk.

    Sometimes you get some value out of corrupt, but generally you get a down in the first 30-45 secs with Lethal and you have you added benefit of knowing exactly where to go after the first down if you pay attention at the beginning of the match.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/354378/most-hated-maps-as-killer

    Good luck with that if they bring Reassurance. It can be activated from directly above and below the hooked survivor. In the end, you might find it more productive to just learn the maps and bring Darkness Revealed if it's very frustrating for you. Most of the bottom of the Game and most of the entire Midwich map is near a locker.

    What's to learn? That's maps are very basic and you actually don't really have to learn much and the layout at all. They're unfair because they have an insane amount of pallets or stupid hook placement.

    Unless you're using a offering for either of those maps (why would you lol) then you're never going to be running darkness revealed, unless it's some meme build.

    To be fair when I first started playing I did actually enjoy the meat plant, but that's only because I was playing impossible skill check doctor. Might actually give that a go again for the lols

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/354378/most-hated-maps-as-killer

    Don't hate on maps. Learn them. There are a lot of maps in the game. You will have better luck on the next one :)

    Dude I know every map in the game. I hate those maps because they're really unfair to the killer. Doesn't matter if you can memorize the loops blindfolded, you still get out played because theres either to many pallets or you can't reach a hook!

  • Yeah I'm not that fond of Eyrie either tbh.

  • @DashMonsta008XV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260756#Comment_3260756

    There's a lot of PC players who use controller and I am well adapted to my console/controller to 2017 360 tactics as much as my other bredren are ,so please don't make this a console/PC thing

    Except it is a huge issue console. The amount of times I miss an attack that is almost impossible to miss on PC is a joke. My £450 work laptop performs better than my Series X when it comes to spinning and FOV techs.

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