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MadArtillery

MadArtillery

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MadArtillery
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  • Honestly No Mither should just give you a bit of extra movespeed, like 5%. For being a permanent oneshot that probably be pretty fair.

  • I think it's just meant to be a funny joke. I laughed my ass off at it atleast.

  • I totally agree. Especially with Decisive Strike forcing killers to slug more it's really become a powerful perk. Saves me quite often, sometimes multiple times a match. No idea why it's so uncommon.

  • I really must be the odd one out for actually enjoying corn maps and their corn.

  • Definitely killer. I'm a total potato that constantly screws up skill checks and can't loop and still escape pretty frequently as a solo survivor. Working on climbing past purple atm and by that I mean getting pips every match regardless of outcome. Hell of a lot harder to rank up as killer and I have to actually concentrate instead of watching YouTube while playing. The effort difference is massive.

  • I slid it to the right so meh. Haven't met much of the supposed toxicity really. Not quite sure what they mean by hearty though.

  • I have to be the third to say Rule #2 should probably be base kit. Helps them actually stay on long enough to activate and not be off instantly. Makes her a lot more functional. Also I do ignore like 90% of her addons so my bloodwebs are usually just a bunch of whatever is cheapest because there's no reason to even collect a majority of them.

  • Going to have to hard disagree on this whole thing. Movement speed is a very difficult thing to tweak and it sounds like a terrible solution.

  • The only insta down killer that's a problem is that stupid huntress addon. If any other killer oneshots you they had to work for it and it's likely a large chunk your own fault.

  • He REALLY does need some love.

  • I really like her. She's my first stealth killer I've picked up so far and she became an instant fav main. Getting easy first hits and grabs is very satisfying and easy to pull off if you learn to moon walk to gens. I love her traps too as a great way to slow down the game which for someone without perks to do that is an absolute god send. Getting cheeky kills off them is great though the game punishes you really hard for trap kills. You lose A LOT of points if someone dies from the trap on first hook. I really hate that about the traps, getting a trap kill should be rewarding not punishing for the Pig. Her actual Ambush is pretty garbage too, the long charge, short range, and loud sound que make it have only very niche uses as just uncrouching and running up with the last few second or so of stealth is better in most cases.


    Still despite how her traps punish her if they kill people I still enjoy watching people desperate to find a box before it pops. Makes my sadistic side swim with glee. I love toying with my bear trapped survivors and watching them pop. Gotta be careful not to dedicate too much time to it but it's just too satisfying not to do it occasionally.


    She could use quality of life improvements but I still love her and enjoy the heck out of playing her. The survivors I face seem actually pretty happy about the whole ordeal so not getting any toxicity after matches is nice too. I actually get things like positive comments regularly! How's that for a change of pace when playing killer?

  • Honestly surprised Legion wasn't 2 killer coop right from the start. At this point they'd probably have to make a whole new killer for it as there are some people that like current legion despite everything.

  • Sounds like you need to work on pip skills. Even a potato like me who can't loop, screws up skill checks constantly like the total nub I am still pips even in complete trainwreck games. If you really want to pip I'd recommend reading the aftergame emblem reports. They'll tell you everything that affected your score ao you know what to focus on to pip. You can get 4 irridescent emblems without ever being in a chase or even completing a gen if you know what the game considers important for the emblem and get its arbitrary points. Mostly it comes down to a balance between gens and altruism. Hiding can also generally get you a higher evader score than chases will especially as a newbie. The only emblem that requires you to survive is the survival emblem itself and its not needed to pip.

  • It's absolutely mandatory nowadays with ds on everyone. What killer can, just get by without slugging? Have ds god mode people body blocking you all day if you couldn't slug em.

  • The constant self stun swaying simulator that is nurse isn't fun to play for most people. Top it off with an extreme learning curve and it's pretty easy to see why so few play her.

  • It's tough to get games especially as killer as a newbie. Once you hit 15-16 usually things smooth out but getting those first few is definitely a problem. Not much that can be done about it though, it's normal in games that have been out a long time for newbies to have longer ques.

  • Tenacity is probably my big non meta perl. As someone else stated it really does make otherwise impossible escapes quite often and getting picked up after an escape is great. You can really be that Houdini if the killer goes for so much as a single swing on another survivor.


    Gotta say that's a smart idea for spirit. When I eventually get her I'll definitely have to give it a try.

  • @ChickenMcthicken_5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1230841#Comment_1230841

    They literally just told you why that mind set doesn’t make sense. Just because a survivor manages to do all gens OR open an exit gate doesn’t mean they have 100% guaranteed to escape. Taking the game for hostage for a ######### design death phase is what I would call taking the game for hostage and “cheap”

    None of those things are the equivalent. A majority of the time it's altruism or Tbagging too far from the exit that gets a survivor killed after gates open, survivors can still have objectives to fulfill after that point, objectives people are still willing to risk dieing for. Objectives people all to often are willing to try enough that they turn a 1k into up to a 4k for because the game isn't over for their whole team yet in those circumstances. It is for killer if the last person is slugged, that's it, it's over, job done. Nothing comes after. Even then survivors usually have earned atleast a pip already even if the exit gates have never opened. A killer doesn't even have a garenteed pip for a 4k, missing that hook can be all the difference. Survivors can very easily deny even single or black pips from everything to simple incompitance or giving up. Killers don't have the luxury of wiggle room survivors have.

  • Ya not very often thankfully. I hate the boring time waster breakable walls. Not a "feature" I look forward to being added to more maps.

  • Too slow AND too fast will kill you. Atleast that's how it works on pc so it's probably the same there.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229953#Comment_1229953

    Honestly, the biggest issue I have is that it's almost a crutch for skill checks, it only helps those who can't hit greats

    Well say you hit about 50% greats or so, that just means your tokens will last you the entire generator instead of just part of the gen. When you under pressure like finishing the last bit of gen or heal off before the killer gets too close it can help land them in tense situations.


    To be honest I play survivor because it's super chill and easy anyway so I'm fine with a crutch

  • Detective Tapp. I love the cop theme and I also love his perks so double positive there.

  • Nurse, never had fun with her. Self stun simulator while been a slow motion floating potato is just the absolute opposite of fun. No way I'll ever take to time to learn someone quite so boring.

  • I think deathslinger is just the closest they are willing to go to a ranged stealth killer. He's definitely not as lethal as huntress. The only thing he really has going for him is that small terror radius especially with monitor. I think playing into it more would be for the best but that's just theory crafting as I don't own him yet and I'm a terrible shot in every video game anyway. Honestly he seems like a great character to give crouch to.

  • Survivor:

    Tenacity: I'm not the type to give up. That killer better be ready to work to find me again if they look away for a second and it saves my ass regularly, sometimes multiple times a match. Dying ain't nothing, someone will pick me up from somewhere. I've even disappeared from killers shortly after being downed because one swing at another nearby survivor was enough to pull my vanishing act. It's not a popular perk so it has the advantage of surprise to be sure

    Stakeout: I'm a hider and a Houdini so I feel it's really important to have a tool that can make use of it and being able to get that time back on gens and heals after the killer leaves.

    Killer:

    Sloppy: Nothing annoys me more than swarms of vermin constantly pouring back in onto a generator I just chased them off of. Being able to make every spanking worth more feels good when I hit 2-4 survivors in quick succession. If they want to commit, I'll commit to making them pay for it.

    Surveillance: Knowledge is power, and as previously stated I hate people touching things I want them not touching so being able to at a glance know if they are on it or if they've litterally never gone back over the whole match makes all the difference for making sure I'm not waisting my time.

  • Sounds like me and pig. Sometimes someone just fits you and you can really enjoy them even if they aren't the strongest.

  • Legion doesn't have to be a solo for gameplay purposes, maybe technical reasons but def not gameplay. Having a pair of slow weak killers that had to work together for kills would be some amazingly unique gameplay. Not sure how well it would work having the others pop out of nowhere for moris though. I think they completely failed the group killer at this point.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1230694#Comment_1230694

    I've already addressed that, it would be optional. Not to mention the fact that you are awarded points for things you have already done, not things you may or may not do. Stating "stealing" suggests you are being deprived of something you are due. A Killer that slugs is no more owed points for killing than a Survivor that opens the exit gates is entitled to escape.

    If your the last living survivor and your bleeding out the killer has indeed earned their sacrifice of you assuming they can find you. Taking away the period to find you is just cheap.

  • Probably because people like me who screw up skill checks regularly and can't loop still gain 1-2 pips every game. Getting close to red ranks now and I'm still a self proffesed potato. The games very, very forgiving for survivors though so even a potato like me can escape as a solo pretty often.

  • Surprised Pig is always so low on the list. Sure her ambush dash is garbage and is rarely worth activating but she can slow the game to a crawl pretty easily especially with addons. Those traps can land kills surprisingly often especially against cocky survivors with a bit of personal interference. The occasional jumpscare with stealth can cut off half of the chase as well with easy hits. Shame to see her so low so consistently when she transformed the game so much for me when I picked her up.

  • If you are last and slugged it's time to find hatch or crawl out a. Open exit gate. If hatch is closed and no exit gates are open I still can't agree though as it's just stealing points and possibly a pip from the killer at that point.

  • I tend to prefer the third person Mori's for the raw spectacle of it. Watching demo eat people's heads never gets old.

  • Just slap them if they are out of position and leave em. Atleast then someone more productive has to come get them. I'd be careful about giving people trying to get your attention too much of it though. If they are trying to get your attention then they aren't doing gens which is a win for you already.

  • In the end the killer catching the survivor needs to be in a way inevitable. Bloodlust isn't enough until multiple stacks to prevent a survivor from lasting long enough to have won the game at that point. Winning the game is the reward for a long loop as is making the killer break off for easier prey. If survivors could run forever, litterally, then there would really only ever be one outcome to a match.


    Catching you doesn't win the game for the killer, catching everyone in the match over and over and over again wins the match. If every chase could take the whole match it'd complete break the multi catch system.

  • Ya I'm pretty sure the pure ease of ranking up as a survivor even as a complete potato is a big part of the teamate skill problem in higher ranks. It's just time played for survivors while on killer I have to actually do very well to rank up and I also get punished for bad games.

  • Never had an issue ranking up as solo survivor. Hell even if I blow 10 skill checks and the match is a disaster I usually still gain a pip, sometimes two. As long as you focus on tasks that will pip you and keep em spread evenly you are pretty much garenteed to rank up as survivor. It's why I'm purple and still climbing despite being a bad survivor, a doomsday potato. Hell I escape as often as not even with regular skill check failures and very poor looping and chase performance. Hold m1 on gens, hold m1 on other survivors, profit. Worst case scenario you black pip if y'all get wrecked, mostly you pip anyway.


    A side note running stakeout makes the game think you're ultra pro for all those free great skill checks and you'll get a much higher score because of it.

  • The oneshot hatchet was a cool idea in theory, risk it all with one hatchet, infantry belt completely breaks it though. I really hope they fix it some day.

  • Think I've done it before as trapper when I was three genned with a basement dead center between the three gens. Was quite the blessing of the rng though.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228956#Comment_1228956

    Stake Out only gets tokens if you are in the Killer's TR though, and fairly slowly at that. That means that not only will the survivor not be on a generator, but they also have a far higher chance of getting found.

    I think you are underestimating Stakeout. I run it every match and it's pretty darn reliable and always adds value. It essentially makes up for times spent into stealth by converting it into action speed with garenteed greats. Probably my favorite perk on survivor. Also helps making plays like intentionally failing a skill check to lure a killer away from your teammates doing gens on the other side of the map. Then you use the tokens to get repairs back quick when the killer leaves. Has come in clutch quite a few times with both heals and gens. Greats give 3x points as well so hitting caps is a lot quicker for both altruism and objective.

  • @ClaudettemoTel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229687#Comment_1229687

    Cause new maps rework are making every map gideon size.

    And we all know how op are high mobility killers in small maps

    Not like i haven't played against billy on smaller maps. He's got mobility but his power is actually has good play around it for both survivors and the billy. It's very tough for one to get a good chainsaw hit and when they happen the billy definitely deserved it so I can never knock him for having landed it. Absolutely nothing about billy has ever struck me as too strong. A lot of counter play and he's pretty telegraphed.

  • It would be really nice if there was something actually unique about survivors. I mean hell both killer and survivor are 500 cells and that's clearly not anywhere near equally valuable. Shame survivors are nothing but skins, probably why 90% of survivors are the slim females so they are harder to spot.

  • I suppose it's true that clown and stuff can technically be acquired for free. Takes a hell of a long time dealing with a complete lack of perks though. 60 hours in I've only just acquired enough shards in total for a single character. Bought some stuff off shrine though so still more grinding for me to actually be able to stand up more consistently competitively. Feels like a huge pressure to just throw money at it especially when clown is the grand "prize" for 60 hours of work. Wouldn't feel so bad probably is clown wasn't a complete trainwreck that exists purely to sell perks. Constantly being up against meta perks without them is very depressing, probably why I play as much survivor as I do because it's just more fair by default. I can do good stuff with things like deadhard, borrowed time, spinechill, ect. What I do know is after buying pig the game instantly felt a lot more fair because I had gen slowdown built in. I still have no good slowdown perks but spending money to buy a character had an overwhelming effect on my enjoyment of the killer half of the game. She might not be A teir but games way too fast to be fun without some way to slow it down. That's the exact type of pressure playing survivor definitely doesn't have. I don't need any shards, no 60 hours or wallet warrioring just to unlock competitive potential as survivor.

  • Freddy's lack of cosmetics is one of the big reasons I haven't bought him yet. Really not a fan of what they did to him looks wise.

  • Why would they ever nerf billy? A more balanced killer than anything I've ever played against.

  • Shame about the hearing problem, considering how audio centric the game is you must struggle with that particular issue quite a bit. Would recommend stakeout though, you'd be surprised how often it ticks when even someone with normal hearing doesn't hear anything as apparently the radius is already wider than the audio que even normally. Can be a good bit of extra warning for you along with spine chill. Boosting gen and heal speeds while helping hit blood point cap quicker so not a bad perk in general but probably especially good for your particular situation.

  • @gatsby said:

    @MadArtillery basically. slowdown perks are what win games as Killer. otherwise you won't be able to take chases without the other Survivors making a ton of progress on generators. The biggest common weakness of Killers is generator speeds and not getting enough time to really spread pressure.

    Ya I suppose that's a decent summary.


    As for the shrine thing, been here for 3 shrines, 2-3 are always perks available for blood points anyway every time and what's left aren't slow down perks which is what I actually want. Seriously though shrine puts a lot of pointless things up. Like buckle up, really? What a thing to eat a perk slot for.

  • Madness would sure help, ought to toss it in the generic perk pool do there's an action gen regression/slowdown Perk available by default.

  • Think Mori's are more a for fun but of flare than a mechanic to balance timings of. It's not like you'll be in much danger of losing with a mori if used to maximum efficiency. Honestly I just double hook people and mori for the fun of it sometimes and I definitely prefer the longer ones.

  • Let me throw my two cents in as an actual relatively new player. Purple rank survivor, green rank killer. It feels HEAVILY that killer is much more pay to win than survivor is. A majority of the generic perks on survivors are pretty good as are the teachables that come with the base game. Killers on the other hand get rather shafted in that area because god ######### damnit there is litterally no perks available to slow the game down without dlc and there's a bloody good reason they are very meta to run. Kicking gens does absolutely jack nothing by itself and getting tossed against great survivors can leave a killer with no way to slow the game down feeling extroidinarily powerless to the point where it stops being any kind of fun. You know that anyone one you are not chasing is 100% on a gen and you can't get any of that gen time back and even the shortest chases just lose you the game. Turning around to inturrupt the gen also can screw you just as much because you do have to end chases eventually and they'll be making gen time regardless of how much you inturrupt them.

    I get a lot of escapes even as a newb solo survivor who can't loop for the life of me and it's always killers without slowdown perks that make it easy so I know how they feel from both sides. Killers really need them if they aren't gods yet because any mistake on the killers part is much more punishing as even a complete potato can double pip as survivor even if they screwed a ton of skill checks. I should know because I 1-2 pip every single survivor game and I am pretty far the opposite of good.

    Feels to me pay extra to have actual power over the game speed feels aweful, I can see why everyone runs NOED or camps because if you didn't pay extra on top of the game there isn't that much available in tools to deal with good teams. Probably a big reason the only killer I feel like I can win with is pig because game slow down is baseline and has saved me many times. Glad I eventually bought Saw pack that's for damn sure. Complete game changer having a slow down the game button. Games feel WAY too fast without one.

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