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Mister_xD

Mister_xD

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Mister_xD
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  • but if everyone runs it, no one will fall for it...

  • @Aven_Fallen said:

    Speed-Limiter

    Infectious Fright (might need a few games)

    Farming

    aight, farming it is

  • i just had a game that perfectly answers your question.

    we played with a hardcamping bubba.

    by the time the game came to an end, a total of 4 generators was repaired - i repaired 4 of them.

    my entire team sat around the hook like a group of idiots, waiting for bubba to leave - and if he just turned his back for a second, BAM! hookfarm - without BT of course.


    thats the second game in a row now where i was the only player doing (or actually finishing) a generator - and i did 4 gens in both games.


    ffs solo is such a pain.

  • it does not turn off.

    unless you injure / down a survivor, ToT will stay active.

    and since the Tombstone can bypass that mechanic by immediately killing a Survivor it will stay active.


    quite scary to go up against, not gonna lie.

    but, as usual with Tombstone Myers, a locker will hardcounter the entirety of this build once more.

  • @LowSpecGamersMatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1726710#Comment_1726710

    Please dont bring shards as being free. for 21k shards u have to play DbD as a full time job. Unless YOUR time isnt valuable.

    @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1726710#Comment_1726710

    Just because people have access to the skins through shards, does not mean people will be able to actually obtain them all.

    The scenario is meant to make it seem like they can all be obtained for “free” because they are purchasable in shards, however, I’m willing to bet less than 1% of the population who play this game are sitting on that amount of shards to actually obtain all the skins.

    Imagine a scenario where you can own 7 free movies that just release. However, in order to do this, you must watch a total of 7000 hours of movies or approximately 3500 movies in order to obtain the free 7 movies. It’s possible and could happen, but chances are that it won’t.

    That’s the idea behind this “opportunity” which is actually just a scam in disguise if you stop and think about it.

    yet the last two years event currency involved even more of a grind.

    plus it was time limited, while now you have unlimited amounts of time to obtain it.


    will you have to invest time? yeah. of course - they wont just hand everything out for free. doesnt mean you'd have to pay any money to obtain it though. just play the game you enjoy and you'll get them as a passive bonus.


    its a simple concept: do what you like (playing the game) and get small rewards for it which you can use to purchase ingame stuff.

    no one says you have to grind out every single cosmetic asap - thats the cool part: they are not time limited! you can get them whenever you want!

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1726785#Comment_1726785

    Those are work arounds. Not counters. Survivors have DIRECT counters in the form of perks and items/addons to ruin/undying. Counters that don't involve them NOT doing something, or waiting.

    Try again.

    so first you tell me that they have no counterplay.

    and when i give you a list of possible counterplay, that doesnt count because you dont like it?

    gotcha.

    thats not gonna be worth making a discussion of then.

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1726729#Comment_1726729

    Except, the circumstances are different, which breaks your argument.

    DS/UB/DH/BT has been around for years, and STILL has no counter.

    Ruin/Undying/Tinkerer has existed as a build for *not even two months*, and HAVE counters, even as a combo, they have counters.

    Different circumstances entirely. So no. Nobody has a right to complain. It's not broken, like the survivor counterpart.

    i mean, you can just go after the unhooker instead. that kinda renders the build useless.

    or you slug them and camp the slug for 60 seconds.

    or you can eat the DS right at the start and then do tunnel them for the rest of the game.

    certain killers can also hide their presence, rendering BT useless.


    for Ruin Undying Tinkerer all you can realistically do is hope that maybe your team is doing totems, while hoping that the killer isnt randomly looking in your direction, while hoping its not a high map pressure killer, while also hoping that RNG blesses you and you destroy Undying first.

    there is literally no reliable counterplay to Ruin Undying Tinkerer for solo survivors.

    it all boils down to "lets hope that scenario X is / is not the case or we lose". say what you want, thats definitely, all potential power aside, not a healthy addition to the game.


    both are busted af.

    acting like the killer version is okay but the survivor one isnt is quite hypocritical.

    eigther complain about both or dont complain at all. if one side is allowed to run their strongest stuff that carries them, so is the other side.

  • it is.

    but ppl will not want to hear it and make up excuses for it, as usual.


    in the end, if one side has the right to complain about a strong perk combo (such as DS + Unbreakable), the other side has the right to criticize their strong builds (such as Ruin + Undying + Tinkerer) aswell.

    both carry people through games they shouldnt have won, imo both are equally boring and strong to go up against.

  • its not all that much of a downgrade tbf.

    we got a lot more free stuff this year than the past two after all.

    Hallowed Blight:

    7 skins released, 5 Killer skins (Trapper, Wraith, Hillbilly, Huntress, Doctor) and 2 Survivor skins (Dwight, Claudette)

    you could obtain 2 skins (= 6 individual skin pieces) for free, using the Event Currency, however the remaining 5 would be locked behind a paywall.


    Hallowed Catalyst:

    6 skins released, 5 Killer skins (Nurse, Hag, Clown, Spirit, Plague) and 1 Survivor skin (Jake).

    you could obtain 2 skins (= 6 individual skin pieces) for free using the Event Currency, aswell as 1 skin from the Rift (Nurse). You could also obtain the Hallowed Blight skins with the event currency. that leaves 3 more skins locked behind a paywall.


    Hallowed Curse:

    7 skins released, 3 Killer skins (Legion, Ghostface, Blight) and 4 Survivor skins (Feng, David, Yui, Felix).

    you can obtain 5 skins for free, using shards (Legion, Blight, Feng, Yui), 1 skin from the Rift (David) and 1 more for shards during the event duration (Felix - that one was an Auric Cells only skin before the discount dropped, so i dont know how they'll handle that once its over again).


    that means, while the previous two events forced you to pay money to obtain most of the content they had with skins (out of 13 skins only 4 could be obtained with event currency and 1 from the rift. leaves 8 pay to get skins), this year 6 out of 7 skins are free (5 if you had to purchase the Rift, as it is in the premium track) - and the only reason why the last one is an Auric Cells only skin is due to it being licensed.

    plus there is a discount AND a daily log in shard bonus during the event preiode that allows you to obtain them a lot easier aswell.


    i really fail to see how this can be seen as a downgrade from the previous years.

    the skins look dope, they are mostly free and we got more of an ingame event than last year, where we just had to hook ppl / do gens to get points counted towards our Event Currency.

  • in all fairness:

    us normies shouldnt be running around with a Dev Team exclusive shirt.


    i dont mind certain few people getting exclusive skins - e.g. a content creator such as Otz could get an Artifact rarity skin that resembles his own head or sthg like that.

    Dev team members have their own little shirt, etc.

    i dont mind those, the ones i do mind would be the ones that are available to "normal players", but only when they do a certain thing irl to get a code (e.g. all the old convention visitors exclusives such as Chuckles or Golden Feng). These would be excluding anyone who couldnt participate in that event, which imho is kinda unfair.


    TL;DR:

    imo its totally okay to have an exclusive cosmetic for certain individuals such as the Dev team and big content creators.

    i dont like it when its an event exclusive cosmetic that isnt available after the event has ended (excluding legacy, those kinda have a special place in my heart)

  • depends.

    overaltruism can very quickly kill an entire team.

    but a healthy amount of altruism is absolutely fine, imo a lot healthier than none at all.

  • as this is currently an event, i am running Plunderers Instinct and Ace In The Hole to try and get my hands on some juicy event items without having to actually spend any BP on survivor (literally still got a 2018 Hallowed Blight offering in my most leveled survivors Blood Web).

    after the chests, i go for gens.

  • have you read the stories to them?

    the cutscenes act as a final summary / conclusion of the stories that have been told throughout the tome and resemble the characters past, memories of their long lost life.

    they are just there to show you how the different characters lived before being abducted by the entity. a little explanation to how the Killers went insane or just to deepen the personality of a character for survivors.

  • i wouldnt say that im bad with any killer (exception for Hag and Nurse), but my current main would be the Deathslinger.

    the build i use is:

    A Nurses Calling + Monitor & Abuse + Pop Goes The Weasel + Discordance


    EDIT:

    I dont use Add Ons, but if you ask me his best Add Ons would be the faster reload speed and faster reeling speed series.

  • @Zarr0ch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1722697#Comment_1722697

    Oh...I must be a little of of the loop! Seems a lot has changed since I played yesterday :)

    yeah dude, you missed like 26 patches!

    the game is entirely different now!

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721820#Comment_1721820

    One thing you didn't mention is pallets. He's a bit weaker against dropped pallets than Huntress since he often can't downed an injured person who is directly across a pallet from him (depending on the loop, if it's a particularly unsafe pallet he might be able to wiggle around the side while reeling someone, but many pallets he can't.) So dropping pallets a bit early when injured is also useful. And on the flip side, since he can injure you from across a pallet, if you're healthy don't bother dropping pallets as often, it won't stop the injury.

    that very much depends on the pallet we are talking about, aswell as the survivors and the Deathslingers positioning around it.

    if you know how to position yourself as Deathslinger you can play around a lot of pallets, dropped or not.

  • pretty sure they just worded it poorly.

    since the dates for the dropy overlap at certain parts (oct 30th and nov 1st), you only get the later of the two dates.

    you werent supposed to get 500 Iri shards on oct 30th / 2750 Iri shards on nov 1st.

    you were ment to get 500 iri shards from oct 24th to oct 29th, then 2750 on oct 30th and then go back to 500 from nov 1st to nov 4th.

  • @KissingxToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1721781#Comment_1721781

    But if they use them to get to red ranks, shouldn't you see them more in at least green & purple?

    I'm legitimately always shocked when someone dead hards, DS's, UB or even BT. I can attest to this because I think I've been saved with BT maybe a handful of times or seen someone get up from dying state.

    well, due to the power these builds can give players you will rarely ever see them in low ranks (unless matchmaking hates you ofc).

    the only time you should realistically see them in lower ranks would be around the time of rank reset / when the player just unlocked the perks and/or just started running them.

  • i purchased the Legion Halloween skin and am currently working on the Blight Halloween skin.

  • his counterplay boils down to:

    1) Stealth + pushing the objective

    2) avoiding sight lines in chases


    His power is extremely strong for chases, so dont expect to run him around for long. if you want to beat a Deathslinger its important that you try to make the time intervall between chases as long as possible for him while pushing your own objective.

    Should he spot you, make sure to get as much distance on him as possible to try and stay out of his range. once he catches up though, try to make sure you stay in an area where you have high walls you can put between you and him to deny his ability to shoot at you. be VERY careful around windows.

    should you be in range and his Line of Sight, it comes down to gamesense and prediction. a Deathslinger will usually try to shoot you at places where he can predict you are going to walk through for sure - narrow corridors or doorways are usually the spots where they will shoot at, so if you are running at one (e.g. at shack), doubleback right before you reach it and he is most likely going to end up shooting into nothing. As his power requires precision, a small stop in your tracks should be enough for him to shoot right past you.

    on long distances you can also dodge the shot, as the travel time of the harpoon is enough for you to make a move to the left or right.

    As someone who plays Deathslinger a lot i can assure you: they usually dont just quickscope you with godlike aim. usually they focus on a certain spot they plan on shooting at, so if you can predict that you should be fine.

  • seen as those builds usually carry their user all the way to the red ranks, yeah you wont encounter them a whole lot further down the ranks.

  • 100% a bug, i noticed it aswell.

    really hope they fix it soon

  • @ShyPirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720723#Comment_1720723

    To be fair, playing spirit wouldn't help you to understand how the passive phasing looks. I played as spirit a lot before actually playing against her and realizing how she looks when she moves. No excuse for not knowing how her basic power works, though.

    fair point.

    though in red ranks people should know how each Killer works, especially when its such a popular Killer like the Spirit.

    the first thing I do when a new Killer drops is that i go and read through their powers description to understand what they are doing - then I eigther play them myself or watch others play them to get a grip of how the Killer works ingame.

  • got called a "lagswitcher" once, because the survivors had no idea how Spirit works (i kept "teleporting around the map" and "lagging out while walking" - red ranks btw)...


    yeah some people really need to take some time and play killer every now and then xD

  • probaply to allow the first survivor you go after to attempt to evade your attack with a smart juke, plus they dont want you to locate a running survivor while in frenzy when using it as a tool to traverse the map.


    the second question can easily be answered though:

    its to disencourage you from attacking the same person twice. FF is ment to be a tool that spreads out the damage, not tunnel one person down with it.

    this downside is a remainder of old legion, who was able to reduce the survivors DW time by hitting them with their power again (still possible with Franks Mixtape) and it would be quite broken if they could just stab you over and over, depleting your DW timer with each stab without having any penality on it.

  • definitely the Deathslinger.

    the dude has a freaking GUN (and is very accurate with it), so escape is basically but a mere dream.

    on top of that, his gun is designed not to kill.

    i think thats the most important part: its designed not to kill on impact.

    instead you will feel an harpoon enter your body and then slowly drag you over the floor to where he is - and judging by his backstory he then also didnt kill his targets, but rather kept them alive to imprison them. but what they do after catching you is a different question - the process of catching you is definitely the most painful with Deathslinger.


    the others at least make it quick...


    other hot contenders were:

    The Hag (eating you alive)

    The Doctor (beating you down with "the stick", then possibly experimenting on you)

    The Trapper (beartraps hurt)

    The Nightmare (because there is literally no escape)

    The Clown (toxic gas + he is probaply gonna torture you to death after catching you)

    though most didnt make the cut due to me only being able to speculate on what they'd do afterwards with you / how they do it, like Hag, Doc and Clown.

    the other two are just less painful to encounter than The Deathslinger imo.

  • no i dont think i would like that.

    due to the rather toxic nature this community can display at times, i can already see people hard targeting certain players because of the character they chose, being as toxic as possible towards them just to portrait their dislike towards the person they chose to play as.


    still, it would be kind of cool to have (big) streamers getting a little charm just for them, much like they did with e.g. Chuckles back in the day (not a general charm like the Fogwhisperer charm, but one exclusive to that one player)

    it would give them something to identify them ingame, should they so chose to use it, and i think it may be a nice little touch (a little like the minecraft head Valve gave away exclusively for Notch in Team Fortress 2, so players could identify him ingame)

  • ill agree on the perk part of the post.

    perks are a very significant factor of this game and can often make the difference between winning and losing.

    though you dont have to exclusively run the few perks you listed there.

    you can always throw something else in there, that compliments the Killers power you are using. Infectious Fright on Oni, Stridor on Spirit, Monitor & Abuse on Deathslinger, Thanatophobia on Legion, etc.

    my perk builds are usually build around Pop and Discordance being my gen defense and map knowledge tools (sometimes Discordance gets swapped out for BBQ, cause double BP) and the other two slots are something that i feel like goes well with the Killers power im using, as mentioned above.


    for the Killer part of this post, ill have to whole heartedly disagree.

    i think there is not a single Killer in this game who is unplayable at Rank 1. If you devote some time to this specific Killer and learn all the Tipps and Tricks with their power, you can do well regardless who you play.

    Granted, not every Killer can win on every map with every team of survivors (e.g. Billy on Lerys with a genrush team is going to be hell), but a majority of the time you can do well with all of them.

    this one really just boils down to your personal skill and experience level with each of them - and if you depip as one then that just means that you arent good enough with this character to be at rank 1 yet.

    I can play Killers like Deathslinger, Legion, Ghostface or Executioner at that rank without depipping (i even pip / double pip with them), so if i can pull that off, you can aswell.

    but you shouldnt expect to be a god at any Killer you pick up immediately. you are going to lose at first and you are going to struggle. thats normal though and its going to get better the more you give the character a chance.

    if you depip with a Killer you rarely ever play, dont let it get to you. You know you're not a bad player, you've made it to rank 1 plenty of times. its not an issue with your overall skill level, its just that you havent gotten used to this specific Killer yet. And once you did, you are going to be back at rank 1 in no time at all!

    just dont let a few losses disencourage you from playing.

    if you really want to play someone else, go for it! go and learn how they work, how to play them around tiles and how they compare to other characters! Dont be afraid to lose you rank 1, otherwise you will always be stuck with the few selected Killers you can play effectively and you will be burned out sooner than later.


    there is nothing you gain from being rank 1, this game is ment to be fun, so go and enjoy yourself.

    Play whoever you want and see where you end up. and dont be afraid to ask others for tipps and tricks with how to play / verse Killers - thats the main reason why this forum exists after all.

    I believe you can do it.

  • Deathslinger is balanced.

    His entire balance is build around him being an absolute monster in chases, therefore sucking at everything else.

    take away / reduce his effectiveness in chases and you got yourself a Clown 2.0.


    Clown and Deathslinger are very similar in a way - both of their powers only affect the chase, no map pressure, no game slow down and no trackng whatsoever. pure chase abilities.

    Thats why they need to be that oppressive in it, because thats the only thing they can actually do. if we nerf Slinger because he is "too oppressive" in chases, make him "more fun to play against", we got ourselves the next worst killer in the game.


    Slinger currently only has two options:

    1) he stays the way he is (or only gets small and insignificant changes)

    2) he gets a rework


    his power literally does not allow for anything else without him being absolutely guttet in the process.

  • @bjorksnas said:

    its because most people aren't that low of rank and it takes a while before the system starts queueing you against people higher rank

    this.


    it'll get much better once you reach ranks with more players in them.

    currently at Rank 1, Killer queue time is less than a minute for me.

  • Demodoggo is just proud that he caught the survivor!

    let him be excited for once :(


    poor demodoggo :(

  • Iri Head would be fine without the Leather Loop / Infantry Belt.

    those need to be looked at imho, not the Iri Head itself.

  • my current Survivor Build is:

    Iron Will + Kindred + Plunderers Instinct + Ace In The Hole


    my Killer Builds differ from Killer to Killer, but there are a few perks i like to run in general:

    Pop Goes The Weasel + Discordance is a combo i love using on a lot of killers. i pair it up with two other perks that compliment the killers power, e.g. A Nurses Calling + Sloppy Butcher for stealth based Killers or BBQ & Chili for Killers with high map mobility.

  • i believe the Devs want to step away from that in general.

    they just removed Slippery Meat's Bear Trap escape chance bonus, as they dont want Survivor Perks to counter a specific killer over others.

    so i think we'll see these killer power affecting Survivor Perks disappear over time. its just a question of how long its going to take...

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718722#Comment_1718722

    But would it still be a problem if ranking was actually consistent?

    i think it would definitely be less problematic than it currently is.

    however, there would be a few things i'd still criticize:

    1) the RNG based nature of the perk

    2) the way it overshadows TOTH

    3) the required coordination to take care of it properly (basically just widens the gap between solo and SWF, especially due to the survivors lacking any information on what their team is doing, when to go to a totem and when to rather stay away from them - this would be less of a problem in high ranks, but it would still be present)

    4) it would still dominate low rank matches


    now, the first one is just a problem of how te perk was designed in the first place (and it kinda boils down to personal preference aswell), there isnt a whole lot we can do about that, though the second to fourth point would certainly be something i'd still dislike about it.

    and i honestly dont think there should be a perk combo that dominates low ranks like that. that might be solvable with rank specific balancing patches (balancing changes that only affect certain MMR rankings, to help new players understand the game better and make it easier for them - in a sense, make the game grow in difficulty the higher you rank in the MMR system to match your increasing skill level on both sides), but with the current version of the game i dont think it would be justifiable.


    currently i feel like there are some killers who let themselves get carried by this perk combo. im not saying that a good perk combo that helps you out in your games, one you can rely on, would be a bad thing, but if the only reason they are at the rank they are at is a specific perk build, that scares me a little. it would be these kind of killers that end up having a really hard time playing against actual good survivors, due to their lack of game knowledge. they then end up here, on the forums, complaining about things that arent a actual issue / demanding things that would break (as in "make them too good") actual high rank killers who dont suffer from what they are suffering from.

    ive seen people on this forum complaining about things that arent actual game issues, but rather linked to their own skill level. and ive seen demands, such as people asking for free hits (e.g. someone wanted random jungle gyms to have a wall instead of the window / pallet, to ensure more deadzones).

    i just fear that the combo could end up putting people against others they arent ready to go up against yet. that would make their experience quite miserable and would lead to them having a wrong picture of the game and its balance.

    imho, if you are rank 1, then you should be that rank because your personal skill level is high enough to be there and not because of the perk / item / offering choices you've made (this goes for both sides - and i mean "you" not as "you as an individual", but as everyone in general).

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1718625#Comment_1718625

    "it is then that it gets way too oppressive for survivors and it singlehandedly wins killers a game. all the killer needs to do is showing some map awareness and its basically a GG - you cant do gens"

    This isn't true even remotely. I deal with it regularly, easily.

    "as they would rush to them immediately when tinkerer triggers and you cant do totems, as they would rush to them immediately when your aura is revealed to them - not an issue on normal killers, but high mobility killers always have the ability to get to you before you can finish the action, getting a free chase AND resetting your objective all at once."

    If he's rushing back and forth like that he shouldn't be getting hits on you or you are misplaying hard. As soon as he leaves you get back on, he comes back, then the other guys get back on. Even with a high mobility killer like Blight that is a losing exchange for him.

    "granted, coordinated groups can beat this by, well, coordinating their actions, forcing the killer to choose what totem to protect and which to let go for example, but for any solo player this becomes extremely hard to deal with."

    This isn't a problem with solo queue, the problem you are pointing out is just bad players that aren't pressuring multiple objectives at once. That doesn't require coordination to work on a different objective than the rest your team.

    "my suggestion would be to remove the aura reveal of Undying (or at the VERY least, limiting it to Hex totems ONLY). there is no reason why it should be on this perk, as it has nothing to do with what the perk was made for (respawning other Hexes) and it just ends up making the perk too good imho."

    Why does it need to be removed? It isn't oppressive at all and has lots of counter play.

    "but it would help a lot making this combo a lot less oppressive than it currently is, by actually giving survivors a chance to deal with the totems without trading like 5 hooks for them."

    It is a 4v1. He can't be in 4 places at once even on the highest mobility killers, so unless you are going down sub 10 seconds he isn't even getting a hit without committing enough time to lose one of the objectives. If he keeps coming back to the totem every time that is losing him the game. You are are forcing him to waste all his time there while everyone else is sitting on gens or removing the other totems/hexes.

    sadly most of your counter arguments boild down to "just have a good team" - which is a rarity in solo queue.

    you got a point with a lot of these. yeah, he cant be at multiple places at the same time. but that would actually require my team to do the objective in the first place, not sit in a corner, selfcaring and then urban evading for the next 50 seconds until they even think about going somewhere near a gen / totem, just to be scared off immediately once the slightest sign of a heartbeat is present in the distance.

    thats why i said this was problematic for solo queue, because thats usually the main issue with it: potatoe team mates. thats what everyone complains about with it, thats what makes it so unreliable and so annoying to play. the fact that your team mates usually barely scratch the 500 ingame hours and get themselves / you killed over and over again.

    in a group of players you know are playing well together / you have on comms this combo is a lot less problematic, exaxtly because these tactics you gave me earlier work.


    so, why should the aura reading be removed?

    lets look at the perk design for that. The perk was designed to allow other Hex perks that have been destroyed to be transferred to a Dull Totem, should one be available at the time.

    the whole point of the perk is to protect a different Hex perk after its destruction.

    its a lot like TOTH in that regard - its not ment to be good on itself, its ment to be good when combined with other perks, such as Ruin. speaking of which, isnt it funny how Undying, the perk that should protect a Hex after its destruction, renders TOTH, the perk that should protect a Hex from being destroyed in the first place, completely useless, by basically giving you that perks effect of alerting you when someone touches your totems as a sideeffect not only for free, but a superior version of it?

    TOTH is restriced to: 1) a noise notification / location reveal only 2) only revealing someone who is actively touching a totem and 3) only revealing those who touch Hex totems.

    Undying does the same, with less downsides - 1) it gives a direct aura reveal, so it not only tells you which totem is being touched, but you can also track the survivor, should they try to sneak away. 2) the survivor doesnt even need to be touching the totem in the first place, he doesnt even have to know about the totem and they still get revealed. 3) it gives the aura of any survivor near any totem with no restrictions.

    why would anyone ever equip TOTH, when the current version of Undying exists? its simple, they wont.

    so lets come back to the main question: why is Undying, the perk that is supposed to protect a Hex after its destruction also the main powerhouse when it comes to not letting a Hex being destroyed in the first place? and why is it even protecting the totems that arent Hexes to begin with?

    that makes no sense, thits not what its supposed to do. TOTH was designed to do this (and it also doesnt give away those working on Dulls btw).

    now, lets see the "lots of counterplay" you were reffering to...

    all i see here is eigther coordinated team work or equipping specific perks. correct me if i missed something, but none of that is reliable counterplay for a solo player such as me.


    also, please refrain from using arguments like "just dont get hit" in the future.

    i view you as an experienced enough player to know how ridiculous and weak that as an argument is.

  • @Blueberry said:

    Undying + Ruin is good game play. It gives you secondary objectives and does nothing unless the killer can play well and pressure the entire board. Not to mention it's costing him 2 perk slots.

    Like literally, where's the issue with the perks? Elaborate.

    the perks themselves arent an issue.

    the combo of Ruin + Undying itself is also not an issue (besides the face that it creates an RNG based secondary objective and i personally despise anything that is RNG based, but thats a personal issue i have with it)

    however, it gets problematic when this combo is used together with Tinkerer on a high mobility Killer, such as the Blight.

    it is then that it gets way too oppressive for survivors and it singlehandedly wins killers a game. all the killer needs to do is showing some map awareness and its basically a GG - you cant do gens, as they would rush to them immediately when tinkerer triggers and you cant do totems, as they would rush to them immediately when your aura is revealed to them - not an issue on normal killers, but high mobility killers always have the ability to get to you before you can finish the action, getting a free chase AND resetting your objective all at once.

    granted, coordinated groups can beat this by, well, coordinating their actions, forcing the killer to choose what totem to protect and which to let go for example, but for any solo player this becomes extremely hard to deal with.


    my suggestion would be to remove the aura reveal of Undying (or at the VERY least, limiting it to Hex totems ONLY). there is no reason why it should be on this perk, as it has nothing to do with what the perk was made for (respawning other Hexes) and it just ends up making the perk too good imho.

    this wouldnt fix my problem with the RNG based secondary objective, but it would help a lot making this combo a lot less oppressive than it currently is, by actually giving survivors a chance to deal with the totems without trading like 5 hooks for them.

  • when i play killer i try to avoid it as good as possible, but if its the only way for me to keep my momentum, ill have to do it. i wont drop all my momentum, just because the random scratch mark trail i followed was the one from the unhooked guy.


    as survivor, sadly, its very common. almost every second killer i see ends up camping / tunneling somoene...

  • dunno, he has those weird overheating problems with his chainsaw lately...

    damn thing keeps exploding in his face.


    he decided to take some time off and tinker on it, in hopes of fixing it, but ya know... its gonna take a while

  • as someone who played old Freddy Add On less from rank 10 to 1 i can assure you: he was super weak (outright frustrating at times), but he was a god damn blood point machine.

    but i can not deny that he had some huge flaws that, after the rework, were taken care off - he basically went from being the only killer whose power was an outright downgrade to being the only one whose power has literally no weak spot.

  • lets see, back back in the day, there were a few things that were just ridiculous for todays standarts... ill list some that i remember from way back then:

    • pallets would spawn at every possible pallet spawn. pretty sure there were no limits, so every jungle gym and normal loop had two pallets on it
    • exhaustion would recover while running, leading to multiple sprintbursts each chase
    • the entity could not block windows, so unimited window vaults for survivors
    • killers used to be way slower while going through windows
    • bloodlust did not exist
    • at certain windows survivors could not get caught by the killer (iron works of misers for example - that doorway next to the window was not always there)
    • gens would only take 60 seconds to be completed
    • killers had no way of kicking / regressing a gen
    • Brand New Parts would immediately complete a whole generator
    • Flashlights could blind the killer in less than a second with the right Add Ons
    • Hook sabotage was permanent (Trappers traps could also be permanently sabotaged)
    • Wraith used to be a lot more visible
    • Wraiths Bell was heard over the whole map and had no animation (he would just start appearing)
    • Hook stages would only last 45 seconds, so it was much easier for killers to camp
    • Trapper could place a trap right under the feet of a hooked survivor
    • there was no multidirectional unhook option, so killers could just stand in front of the hook and deny any possibility of unhooks happening (this is where the term "face camping" originates from, as they would literally stand face to face to the hooked survivor until they died)
    • the Skeleton Key was the only key in existance
    • killers could apply a Mori as soon as they downed a survivor. there was no hook requirement
    • NOED was not a Hex perk, but had a 120 second timer
    • Hatch could not be closed
    • exit gates didnt have the alarm sound before opening
    • Unrelenting used to reduce both succesfull and unsuccesfull attack cooldowns
    • many windows that are now blocked used to be open (e.g. the upstairs area of ironworks of misery had all 3 windows open at once instead of the 1 that is now open)
    • killers destroyed pallets a lot slower
    • killers used to look down when vaulting a window
    • the ranking system was BP based. 10k BP would be enough to get a safety pip, 15k for a pip i think
    • survivors (both sides, but it was useless for killer) had Ultra Rare offerings to make maps a lot darker. claudettes were literally impossible to spot with multiple of these in play


    some more ridiculous stuff added with updates:

    • the swamp (pale rose - grim pantry didnt exist at that time) was the largest map in the game
    • DS was usable by anyone - the obsession could use it as soon as they got picked up, everyone else needed to wiggle to 35%, then got the skillcheck. it did not change who the obsession was.
    • Save The Best For Last would reduce both succesfull and unsuccesfull attack cooldowns and was not token based. the effect was just active for as long as the obsession was alive - and it stacked with Unrelenting
    • Nurse, when added, had 115% movementspeed (Trapper speed) and 3 blinks by default
    • Borrowed Time would be limited to one use per person, but therefore affect both the unhooked and the unhooker, giving the later 3 healthstates. it also lasted longer i believe
    • the "deep wound" timer never stopped - and wasnt called such until Legion released
    • Huntress Iridescent Head only reduced her Hatchets by 2 instead of 4.
    • ...


    there is more, but this is long enough already and i'm tired rn, but you get the idea xD

    if you wanna know how that played in the game, go look up DbD's "dark times", you'll find a lot of stuff about it that way.

  • im not a spirit player myself and i havent really seen many spirits around since the change (had like one who never phased), so i cant really tell whether i like it or not.

    idk, she's still gonna be really strong, but how much of a nerf that was exactly i can not tell. at first glance it doesnt seem that significant though.

  • i win mine with Otzcheats.com


    on a serious note, good to see you got something that helps you dealing with the frustration this game can cause at times 👍️

    many who fail to do that end up burned out relatively soon, as they get too frustrated too quickly.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1716024#Comment_1716024

    you get one hatchet with iri head and infantry belt brings it to 3 instead of the usual 5 and the other takes it to 2 hatchets. I still consider that a downside

    in case you missed it:

    my post is about the Leather Loop and the Infantry Belt. which have no downsides attached to their huge upside.

  • thats the thing that makes him so boring to face:

    there is no reliable counterplay. he got everything covered.

    he doesnt really excel at anything, which stops him from being OP, but there is no weakness a survivor could exploit against him, which makes the games just seem boring and stale.

  • Oni:

    Oni is a straight forward killer. you hit them and collect the blood orbs to power yourself up, then activate your power and become a much deadlier Hillbilly. the power takes some time to master, but its definitely the easiest of the three you have there - and the one with the most raw power to it.

    perk wise he isnt that great though.

    • Zenshin Tactics is okay if you dont have good map knowledge, but if you know how maps are structured and where pallets were used up in previous chases, you realy dont need it.
    • Blood Echo is just there to force Survivors to heal, which would be the exact thing you want to avoid. the only real usage you can get from this is in anti healing builds, but its quite limited.
    • Nemesis is by far his best perk, but on its own its not that great. its really good for certain challenges / combinations, but nothing that really shook up the meta.


    Deathslinger:

    Deathslinger is a much more complex killer, as his reduced movement speed forces him to constantly make good use of his power to do well. The power is at the same time very complex and very straight forward - let me explain: the way his redeemer works is quite complicated, as it requires good reflexes and precision, while also requiring you to use your surroundings to your advantage when reeling survivors in, as you wouldnt want them to bring something inbetween you and them or you getting stuck on sthg yourself. However, its also very straight forward in the regard that its a pure hunting power. there isnt a lot of depth to it, its just aim, shoot, reel. no multitasking of different effects, no build in map pressure or tracking, just the chase. thats also what makes him so difficult to play, as you'll need to manage all these aspects his power is lacking yourself. Deathslinger is a 1v1 monster, but sucks in a 4v1 aspect. you will have a rough start with him, but he is really fun to play.

    his perks though...

    • Gear Head was nerfed into oblivion for no good reason at all and is honestly absolutely useless now. there are other perks in this game that do what Gear Head does, just better - such perks would, for example, be Surveillance, Discordance or Tinkerer.
    • Dead Mans Switch is actually not that bad, but its also not that good. on its own, you can get 3 uses of this perk before it becomes useless, and due to you having no control over when the survivors get hit by it, more often than not you dont get a whole lot of value out of it - and if you wanted to kick a gen someone was just working on, well, sucks for you. Free Repressed Alliance for them i guess.
    • Hex: Retribution however is actually quite a useful perk. much like Nemesis, its not a perk that shines on its own, but in combination with others its actually quite good.


    Blight:

    I'll be honest with you, Blight is the only one of these 3 i have very little experience with, so i apologize for that.

    Blights power seems very straight forward at first, however it has a lot more depth to it than most would think. He is probaply the hardest of these 3 killers, as using his Rush and Lethal Rush effectively can be very tricky, however i have seen many pulling off great plays with him. He has really good map pressure and a decent chase potential. an issue i personally have with him is is low FoV, as it makes it super hard to keep track of survivor movements in most loops, as you just cant look over these short walls most others have no problem looking over. his short height however can also be an advantage, as it makes you harder to spot aswell - and thanks to his normal movement speed you can play him like any other M1 killer aswell, which is quite good for beginners, as they are not forced to use his power all the time (like Deathslinger).

    his perks also arent half bad

    • Dragons Grip is a decent gen defense perk, as you basically make sure that they dont just touch your freshly kicked gen right as you turn around / while looping you around it. this perk can be very scary on stealth killers, however on high mobility killers, like Blight himself, the perk can also have quite an impact.
    • Hex: Blood Favor is by far his worst perk. it forces survivors to leave an area after being hit, which is when he can use his power to get a relatively easy down, however the perk has way too many downsides and requirements for it to be any good. it CAN work, but its rare.
    • Hex: Undying is by far the best perk on this entire list. its already made its way in the meta (Ruin Undying Tinkerer - the killers small pp build) and is ridiculously good - you'd be wise not to rely on it too much though, as its definitely going to get nerfed at some point in the future. its just too good in its current state...
  • *gets flashbacks to Tome 1s "finish repairing 4 gens in a single trial" challenge*

    yeah... that was solo friendly...

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714093#Comment_1714093

    Her downside is being slower and having to break chases to reload at lockers.

    thats a general downside she has and has nothing to do with whether she has the Leather Loop / Infantry Belt equipped though?

    the point is that these Add Ons have no downsides to them, not the killer herself...

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