Avatar

MadArtillery

MadArtillery

About

Username
MadArtillery
Joined
Visits
758
Last Active

Comments

  • It'd be a cool twist, especially given how it transformed the horror game genre but I doubt it will be in this particular instance. I'd expect it to be a lot older as far as things go for a "Classic". I doubt it'd be an emotional milestone either unless the four years by itself is milestone enough. It is an achievement to be proud by I suspect it's more leaning towards a liscence they've wanted for awhile. I'd love a FNAF chapter but I seriously doubt it'll be this chapter in particular.

  • Honestly never heard of one. If last years statistics are anything to go by almost no one plays her. I can certainly confirm from my own experience that I've faced more clowns than plagues and that's saying something. I've only ever faced three clowns. Having played her myself I find her power pretty frustrating to use. Frequently it fizzles in both forms and honestly it's pretty bad against even a moderately tall loop. Just how clunky it feels is probably a big part of it. She was one I was very eager to play when I heard of her but I barely touch her.

  • I'd give pig an extra second on her ambush duration. It wouldn't be much but it'd be enough to help.

  • There's always the mindgames of standing still which you probably already know. One thing though is spinechill gives away the mindgame. If you know someone has it you can still just enter phase and stay in place to trick people into vaulting on to you on maps like hawkins. Ironically them actually knowing you are phasing can work against them.

  • Honestly it's not horrible. It's somewhat functional on demo and pretty good on stealth killers as survivors get a lot less warning to clear the debuff before the chase. Stops pesky sprint bursts which are the bane of stealth killers. It would definitely be a lot better if it worked without the 50% gen progression limit though.

  • Ya there is a reason we get atleast two new match making threads each day. We'll see what the devs solution will do. If it's hidden I suppose that's just a way to shove it under the rug and not actually deal with it. We shall see I suppose.

  • It's already a great addon, no need to buff it.

  • 1. Pyramid

    2. Xenomorph

    3. Pennywise

    4. Candyman

    5. Jason


    Never been much of a horror anything person really so Saw was actually the only property I'd heard of before dbd enough to actually remember it's existence. Always been a gamer though so I atleast know about pyramid head and be looks dope. Love alien everything games and movies but unsure how they'd put a Xenomorph in. Pennywise is atleast a non human which could be interesting and candyman bees sound like an interesting power. Don't know anything about Jason other than something about legal battles.

  • That's kind of hilarious honestly. Maybe if being in a certain proximity of a hooked survivor outside of a chase gave survivors a repair speed advantage but often it is really powerful a strategy.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1289485#Comment_1289485

    I said Freddy can use the teleport as a chase tool. Pretty much everything you said I know because they fall under the “chase tool” umbrella.

    Basically my original point was that portals and dream projections are different enough that they both have distinct advantages and disadvantages.

    What advantage does demo portal have? Setup time? Predictability? Limited resource? Deniable? Sound ques? Long transit times? About all they are good for is radars though demo lacks the mobility to truly exploit them well. Ive pretty much replaced that by running a different killer with a better power and surveillance. You can get everything demo has but better in other killers and replace his one truly unique thing with a perk slot.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1289293#Comment_1289293

    Yes and no.

    Demo doesn’t lose a significant portion of his power at endgame, unless the player was recklessly stupid with portal placement, and the survivors didn’t cleanse any of them.

    Also Demo can set up intricate traps with his portals, by placing one in plain sight, and another nearby much more hidden.

    The only advantages Freddy’s Teleport has is the immediacy of reaching gens, survivors have zero ways to prevent teleports, and they can be used in a chase tool. A Demo player is never likely to be lucky enough to use a portal mid chase and manage to cut them off.

    Faking teleports, mindgames by throwing up a Freddy port in front of a player during a chase while able to cancel if they move to you, complete if they keep running to the gen. Easiest pops that can't be denied. Tricking people off gens. Freddy teleport has a million uses, and it's hard to tell he's even using it. Even the trickiest demo portal has a massive sound que and requires pre setup and is very obvious. Hell he faces where he's going the entire portal animation making him even more predictable on top of it. Especially if you are playing swf you can call out every portal direction like "porting towards shack" and you can annihilate demo. Freddy can throw a rave party if he wants while teleporting,chase survivors, whatever he wants. Demo has litterally nothing on Freddy tp and Freddy still gets snares and gen slowdown on too of superior portals. Demo gets pallet break a tiny but faster and can throw himself as an easy to dodge leap I dance around as survivor easily on the rare occasion anyone plays demogorgon. Just a hatchet throw that can't go over objects and leaves him stunned after use.

  • That's one weird ass perk build. Only one kill with spirit noed though, lol. While I do agree really good survivors have a good chance to escape it is supposed to be possible for survivors to escape. You aren't supposed to just 4k every match.

  • I like most of it, except the entering the other world thing. Demogorgon really needs his portals looked at thanks to Freddy's massively better teleport that stonps all over demogorgons thing by being better in every way.

  • Absolutely. Great combo with surveillance so people can't undo my surveillance kicks in my face.

  • I love my surveillance. It just gets stronger the less gens there are to kick. You can get a lot of value out of it, especially of you keep gens that are hard to escape from. Whispers is also a good info perk. Always get good results from it.

  • @freyaolsen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286942#Comment_1286942

    Thank you, I'm curious whether I'll find some evidence of value. Your experiment sounds very intruiging!

    I will post the results after data analysis, that should happen around june/july.

    Interested to see it. I love studies like these. Hopefully you find something interesting in there.

  • Yup matchmaking is #########. Every game will for the most part just be red ranks.

  • Ya, nothing like seeing your hex perk just sitting next to a tree in plain view of the entire map. Seriously ######### game?

  • Honestly their match making is a total disgrace. If I hadn't come to the game because I watched the game a lot on YouTube I'd probably have quit long ago. Anyone without extensive knowledge before they even play their first game is just going to get wrecked over and over by thousand hour red ranks because that's what the game thinks is proper matchmaking regardless of how many or how few matches a killers had. Normally people complain about smurfs stomping people in games. In dbd it's just stomping on newer players no smurfs required. That's just the intended experience apparently. First time I've ever seen noob stomping being a standardized feature.

  • It's called Russian Roulette Spirit. Devour, haunted, retribution, thrill. Touch a totem, spirit grabs you, don't touch a totem, get oneshot and mori'd. Survivors lose if they play and if they don't. Really need to be on point and run for it. Especially good on smaller maps. Probably works on Nurse too.

  • Have to stay at the gen long enough to hit it, same as every other skill check in the game where leaving it causes it to fail. Regression would still stop on the tap but they'd still take a short term penalty to tap and run if my knifes on their back when they tap. Would make it a decent pressure tool to prevent taps while present. Gives the perk an actual use and would combo well with surveillance. Right now it's a garbage pop wannabe,inferior in every way.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1287118#Comment_1287118

    ? Isnt that the only counter to survivors just tapping a gen to stop regression.

    The skill check can be done while running from any distance. It's the only skill check that does this.

  • I'd make Overcharge not give telekinesis.

  • I mean I do indeed use ruin against gen tapping, atleast when available. Overcharge would definitely be better for it as hex perks are bleh. Pretty much my primary interest in this discussion is overcharge being broken as I'd rather run overcharge over ruin but it's currently not much of an option. Overcharge is really missing it's place as a perk. Currently it's just sorta a ######### pop imposter. Would be awesome for securing surveillance coverage and countering gen tapping if it worked right, as is it doesn't warrant a slot as it has no function.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285787#Comment_1285787

    Biased ha haaa!

    Then use Ruin, or Overcharge and stop your complaining.

    Killers get 100 Bloodpoints for breaking a generator and survivors get nothing for tapping it.

    Don't wanna use Ruin or Overcharge? Then that's your fault, that just means YOU want things handed to you and no use the perks at your disposal.

    Baby killers, I swear.

    Ignorance is bliss right? Overcharge gives survivors telekinesis to do the skill check from as far away as they want. Doesn't work for antigen tap at all. It's an issue unique to overcharge.

  • Whispers and monitor are pretty big musts for Ms Piggy. Prevents you slow crouching unnecessarily and makes sure they have no warning from when whispers activates and you crouch. After that sloppy, nurses. STBFL is alright too, not sure I like it more than nurses/sloppy combo. In spite of bbq bp I really don't think it's actually any good on her. If you have pop it might be worth trying but she has decent slowdown already. If you are missing any perks toss surveillance in as it's one of her own perks and is spectacular on stealth killers.


    Bubba needs addons more than perks. Marks for speed and a charge time if you want to ever get a saw kill. I'd give more advice there but I still just have jank on him but he performs quite well regardless thanks to addons. Aweful without them though. It's a good thing he makes good money off bbq because dear god does he need addons and you'll be hunting through webs for them a lot.

  • I xo love the fog, very spoopy, especially when you know a ghostface is somewhere out there in it.

  • I really do dislike that mechanic. I'd run overcharge to deal with it if overcharge didn't grant survivors telekinesis. I don't know if it's a big enough issue to change much about but it'd be nice if the current anti tap perk actually worked as anti tap.

  • Something else for survivors to do other than gens? Might be a decent idea.

  • Yes, he's pretty easy to work around. A bit sneaky sure but that harpoon is garbage on most loops. He can land the first injury but after that he's pretty weak.

  • Sounds dumb. Ought to keep alert for the footsteps of people following you. Usually you can turn moves like that into a hook trade.

  • Key or just being bad. Always take a freebee when offered.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284506#Comment_1284506

    Leader doesn’t assist with gens, but it’s still nice insurance if a teammate needs to unhook you or heal you, and it’s great when standing by someone opening a gate.

    Ya it's nice but the OP did specify it as a gen speed build. It's already trying to be all in enough to run no escape perk, may as well be actually all in.

  • Odd choice for survivor. Doubt they'll do that one. It's certainly a more viable role than as killer though I suppose. Still I'm doubtful even an unarmed Predator couldn't handle legion for example.

  • Considering leader doesn't effect gen speed you'd probably want stakeout in there depending on how good you are with skill checks now that it doubles greats. Alternatively for solo play Better Together helps you make the most of Prove Thy Self as people will actually be able to find you.

  • Weird that they have some perks that give points and others that don't despite similar functions.

  • Pop requires a hook and actually kicking. That's why it regresses more. Surge is more of a free hit to gens, unfortunately it usually fails to do anything a majority of the time which is why it's so much worse than pop

  • Most of the people who complain I tunnel them seem to have an innate ability to walk into my face while stealthing repeatedly.

  • Would be a nice change of pace for survivors to bring haddonfield. 75% of my killer matches are on farm as it's always an offering. Then when it's finally not an offering I go to farm anyway zzzz.

  • Great perk, odd limiter to be sure. That's the devs in a nutshell isn't it though? They love slapping condition after condition on every perk. Especially when it doesn't make sense. There'd be better perk diversity if things were less conditional.

  • I'd be fine with Ormond if they just fixed scratchmarks. I hate that map.

  • @Raccoon said:

    Does it still glitch and eat your PGTW timer?

    No.


    @Joshumms said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282205#Comment_1282205

    That’s why it would be good if instead of within 32 meters it should regress 3 random gens so it will always have value.

    Think that would be overkill. Just blowing up the nearest generator with progress would help. Then atleast it'll go off occasionally. Most of my matches running it it only activated once on average.

  • If it worked with any down it might be okayish, I find a lot of the time I run it the survivors rarely go down close enough to a gen to matter though.

  • Run tenacity if you hate getting slugged so much, vanish into the night and have someone get you up where it's safe.

  • Would rather face slinger than huntress. Huntress is a far stronger killer. Powerful enough not to need to be sneaky and to be honest still pretty sneaky as her lullaby is big enough you pretty much have to ignore it.

  • Cause I wanna eat heads like a right proper demogorgon. Though to be honest it's pretty rare for me. I'll mori everyone off first hook if I see a key though.

  • Probably one of the most underestimated aspects of third seal is that it also hides survivors on hooks. Especially if you get multiple hooks at once someone may die or second stage just because no one can find them in time.

  • The amount of people throwing out Overcharge is pretty absurd. Guess a lot of people don't even read threads. Without the whole telekinesis it would indeed be a good answer, no idea ######### the devs were thinking there.

  • Leatherface is uniquely perfect for facecamp and not too much else. Never be surprised if they just stand there forever. If they didn't want to facecamp they would have probably picked hillbilly.

  • @hagling said:

    fixated, breakout, and deliverance should be moved down imo.

    • fixated's walk speed boost only works while healthy, and seeing scratch marks only really pays off with other scratch mark perks.
    • breakout requires comms / too much dedication to pull off when you could be doing the objective instead.
    • deliverance is incredibly niche, most of the time you're just denying an ally unhook points. the only clutch deliverance happens when you haven't been hooked until egc, you've saved someone previously, someone else remains in the trial and isn't currently on hook (since now if everyone's hooked, everyone instantly dies), and the killer is far enough away from the gate / hatch to make a quick escape. I think this is my biggest complaint with the list, it's just not a good perk. I'd put it in OK at best, but NAH is my pref.

    also! why is ace in the hole a tier above plunderer's? running just ace in the hole doesn't do it for me, whereas I can run plunderer's by itself for chest challenges / item hoarding and escape happy.

    good list otherwise! ❤️

    Think you are underestimating how powerful fixated is especially in a chase. It can really let you pull off impossible escapes pretty frequently in situations the killer knows should be impossible to locations doubly impossible aside from hopping in a locker. Them usually checking a locker and waisting more time just makes it better. Definitely a perk that takes practice though to learn the limits of. Where on what tiles to use it and the when/where but ooooh when you do it's gold. The scratch mark part is definitely a little pointless but that walk speed is godly.

1 … 8 9 10 11 12 … 16