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Mo4ntus

Mo4ntus

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Mo4ntus
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  • @Kwikwitted said:

    I'm not going to pretend this is some kind of insider information or that other people have not brought some of this information to the masses, but it seems to be stuff that is getting left off of a lot of videos even of top tier killer mains.

    Before we begin, this isn't a guide for rank 20's, this assumes you already are at least a purple level of skill who is looking to get that final push and get into the red ranks or rank 1.

    Q: Does rank 1 matter?

    A: No, except for the achievement which may or may not go away when BHVR decides the best way to fix matchmaking is not show us rankings anymore and pretending it's fixed, so this is for those sweaty bastards trying to get this done before it's gone.

    1) Location, location, location.

    Map offerings are the secret OP weapon for killers, a good map puts you at an immediate advantage. If you are an area killer like Hag or Trapper a smaller map makes your life a lot easier to the point you may not have to be chained to corrupt intervention, if you are a killer like Billy or Nurse with good range maps with lots of open terrain may be better. Realistically analyze yourself on what maps you do best on, then stockpile those addons for your inevitable push.

    2) Prepare for the journey.

    Like with map offerings it may prudent to spend a month farming bloodpoints for addons and map offerings for your big push, it's going to be important you have your best tools available. Depending on your killer you may have to settle for a good supply of their second best addons depending on how rare their best addons are. Remember the month you plan to do this is not the month you care about BP, so unless your killer really benefits from BBQ and Chili you may be leaving it home this month, and speaking of perks, so that brings me to........

    3) Generator slowdown and information.

    With the changes to Hex: Ruin it would seem two perk combinations are best for generator slowdown/information.

    Combo 1: Hex: Ruin/Surveillance

    Positives: If a generator is regressing it is highlighted in white, if it stopped regressing it goes yellow, this will give you an ungodly level of map awareness and help you not waste a lot of time past your original generator patrol. It also helps with finding your first survivor as you approach a generator if it goes white there was a survivor on it. It makes three generator strategies downright devastating as well. Much more fire and forget than the Combo 2.

    Negatives: It's a totem, the inherent risk is always it will start in a terrible spot and get cleansed immediately by survivor who spawned literally next to it. Without the Ruin surveillance becomes much more onerous to utilize, requiring a lot of generator kicks to get value from.

    Combo 2: Thrilling Tremors/Pop Goes the Weasel

    Positives: Stops anyone heading to generators who isn't already working on them, allows you to immediately know which generator is unblocked and go and regress it with Weasel.

    Negatives: Both perks require you to down and hook to become effective, meaning you have to be on with pressure right from the jump. Pop and Tremors both have cooldowns that need to be managed efficiently.

    Overall combo 1 has more risks but is easier to implement, combo 2 can be more devastating but it's completely based on you getting downs and hooks constantly.

    4) Lobby Dodging

    People may not like it, but it's the truth, if you see 4 toolboxes, you're lobby dodging, you're not trying to have some "fun experience" you're trying to pip, having three gens pop in 80 seconds is a surefire safety pip at best, we're not looking for that, use your best judgment but for this month you're trying to optimize, you only gotta wait five seconds to re queue.

    5) 1-2 Killers

    Again, this is not ideal fun, but to stockpile the addons and map offerings 1-2 killers is most likely the best option. Trying to stockpile on too many killers may take too long and really you should be playing your top two killers at all times anyway. Again, you can have fun next month, this is to get to the top of the mountain.

    Forgot to include to remember that survivors are so boosted that you really only get good ones like once every 10 games

  • @BigBrainMegMain said:

    lol DS and BT are really the bane of tunnelers. My God.

    Ds is a little past tunnel protection

  • @AAAAA said:

    I think that more survivor perks should cause exhaustion. Specifically, Borrowed Time. Exhaustion perks are activatable second chances or superhuman boosts. Unhooking someone in the terror radius with BT should give the rescuer exhaustion and give the rescuee exhaustion if the get hit while under protection. And of course you can't give BT while exhausted.

    Exhaustion is caused by second chance perks you specifically active not just passive ones

  • @Alice_pbg said:

    I think they said you can see yours, and mmr has no cap.

    So seeing how high you can go is what will motivate the competitive croud

    You can’t see yours it’s hidden from all players

  • The weapon change would ruin stbfl on pig and demo

  • @Mrjuice said:

    These are the changes I would want

    RBT requires at least 1 search before successfully taking it off.

    Terror Radius reduced back to 24~28 meters.

    Ambush Roar plays near 70% of the Ambush charging bar.

    Increase crouch speed to 105~110% (from 90%)

    Make add-ons that rewards for landing Ambush

    Ambush dash duration extends to 3~3.5 s (from 2.5 s)

    Give us back our END GAME PIGGY since survivors would just 99% gates anyway

    Not all the changes above should be implemented. 2 or 3 changes would help the Pig a lot. The Pig is very fun to play. Her dash can be amazing at loops that doesn't has long walls. Before the EGC update the RBTs also allowed different play styles (Slow down Gens/ Pressure in End Game). The smaller radius was great too since it provides synergies with Whisperer (not sure why the devs nerf it).

    -Another hopeful Pig main

    They nerfed TR because at one point they decided to start to normalize all the killers and ended up tying terror radius to speed(except Michael) and honestly it’s kinda dumb because big loud killers like demo and oni who are beast like have the same terror radius like tiny people, pig and legion

  • @mr_halloween_1997 said:

    I'm thinking pig really needs some love, not entirely sure what would flow well with her kit tho. Maybe adding the "Deep Wound" status effect on successful ambush hits? Ambush, as is, isn't really useful considering the charge time, auditory notification for survivors, and linear path. Most pigs I see, which aren't many considering there are more killers who offer better outcomes, including myself don't even use the ambush. I tend to just stand up and hit them when my Terror Radius is still suppressed. I also think the RBT (Reverse Bear Trap) needs some love too, I often don't bother putting them on survivors anymore since every time I do they get them off at the first JSB(Jig Saw Box). I'm not sure what to offer for the RBT besides maybe some better add ons, like an ultra rare making the survivors become exposed with it on? That would also fit the lore with Amanda since she would cheat in her games. I'm not sure, any thoughts please feel free to add them!

    -A hopeful Pig main

    Pigs already in a good place the rbts are annoying in the rng is not the best also put more faith in the dash I see people say that the dash is bad but I get good hits at even the strongest loops. The only real changes that need to be made are to the add ones but most killers need that, so nothing new there. I’d say she needs better trap interactions

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138474#Comment_1138474

    I still rate Spine Chill over OoO because you won't get targeted. That and I also play that particular build in solo too.

    I agree on solo it’s good but I’m saying that in swf OoO is better

  • @PigMainClaudette said:

    I really like it but I have a brother who disagrees with it's effectiveness by saying "you have eyes, just use them......." and says how you don't know WHERE the killer is, just that they're close and looking at you.

    Personally, I find that if I run a perk like Bond, then I can get more information about the locations of everyone, and if I see someone getting chased with Bond, then having Spine Chill and looking in that direction gives me all the warning I need. If I see them, I see them. If Spine Chill is active and I don't then that's where I'm heading.

    And it's even good in SWF @Mo4ntus if at least one person is running it. There have been many times where I've called "SPINE CHILL, RUN." right before the killer's been on top of us. No need for Object.

    As the op said most swf would just run object

  • @chenais said:

    @Mo4ntus yea, poor killers that try their best but do not get the 4k! It is probably not their fault, right? Getting outplayed by better players is horrible. Make it so survivors start the game on the hook!

    Dude I literally haven’t played survivor ever before and got to rank 10 in the last two weeks survivor is not as hard as you say and survivors who have the killer is over powered don’t have any understanding of the game survivors are aloud to make way too many mistakes and still survive

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138279#Comment_1138279

    Maybe. If you have an Object on your team who does callouts so you’re basically playing the game with a GPS

    Well apparently it’s not a problem worth addressing at current state so I guess it’s not that bad

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138277#Comment_1138277

    Like a revolving door? Yeah, that's one way to look at it, except just remove the door with an invisible hitbox that's linked to the animation itself and you're golden.

    I meant the locker door lol

  • @gatsby said:

    Notifications of the Killer’s positioning that are unaffected by blindness, stealth or oblivious. And no cooldown.

    On top of a +6% boost on performing actions in clutch scenarios.

    Spine Chill is one of the only perks in the game that always gets consistent value in every trial. There’s really no reason not to squeeze it into any generalist build on Survivor

    If you’re swf it’s not really necessary

  • @Peasant said:

    I was farming with 2 Janes after their teammates died way too fast. During this period I was freely accepting Head On stuns. However, one of the stuns looked a little odd and I wanted to make sure I had seen it right. If I'm not mistaken this means that you can Head On early to stun killers that keep moving forward.

    https://youtu.be/9kpUXy0ObQA

    Basically think about it like waiting for the doors not to hit you not the survivor

  • @chenais said:

    @animalmak then having an offering for survivor that allows them to skip 1/3 of the objective would be fun, because the killer having fewer chances of winning means that he will have to play at his best, right?

    Killers already have to play at their best

  • @chenais said:

    Killer mains like to think mori offerings are fine: after all, its rare and "only allow them to skip 1/3 of their objective". Ok, lets apply that way of thinking, but for survivors. If they had an ultra rare offering that made it so the generator time is only 2/3 of what it is right now, it would be great, no? It would be rare to meet one and it would "only allow them to skip 1/3 of their objective". So, dear killer mains, still wanna say moris are fine? If you say "yes", then it would be a good idea to add the offerings I mentioned above. Prove me wrong.

    You literally explained a key which lets you escape at 3/5 generators done and can secure an escape for all 4 survivors

  • @Mr_K said:

    I disagree.

    It should never be a free kill once closing the hatch.

    It’s not a free kill but it’s another form of pressure a killer can use and it’s unfair that someone can escape and then the killer closes it and then survivors can just ignore that pressure

  • @orangegoblin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137535#Comment_1137535

    I think it would be a groovy way to integrate Bloodlust into the game a bit more, simple and ez me thinks, gain bloodlust, and Legion can do the thing, but without all the constant mending funky weirdness. The reduced Terror Radius and lack of Redstain outside a chase would help in the early game, set up those spooks namsaiyan. Kinda like using dark devotion on him, I've only seen 2 Legions with it, but when they come up with no Terror Radius they look like a survivor at first, super fun to go against in that way. The lack of an actual active ability, and the use of Bloodlust in this particular way would give an edge to what is at the end of the day, just an m1 killer.

    That doesn’t change that blood lust doesn’t really work right now

  • @TnSwaugh said:

    I’ve already got Trapper, Wraith, Hillbilly, Nurse, Doctor, Hag, Shape and Huntress. The only problem is that i don’t enjoy these killers as much as i used to. What killer should i buy? I have heard that Cannibal/Bubba is good for Bbq&chilli. Is this true? Who else is fun/has decent perks?

    bubba or plague for perks for fun spirit oni or demo if you’re looking to meme clown or pig

  • They are removing splinters in the next patch which is rumored for next week Tuesday

  • @eternalsoul1565 said:

    I wanna hear a dev give their ETA on this, because i teeter between rank 1-4 killer, and I often have 2 gens DONE before my first hook. One guy sits on doing gens, the other will try to rescue. I don't camp hooks, so i patrol for gens being worked on. When i find the next guy on a gen, the other guy is freed and healed sometimes. Then i have to chase for an unholy amount of time in some places. When the chase ends, i find myself looking at another gen done. so 3/5 gens done, with only 2 hooks...

    Apparently they should only be 30 seconds max otherwise people will say you’re over extending

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135669#Comment_1135669

    M&A + a Full 4 stacks of Furtive Chase = -24 Meters towards your Terror Radius. The Deathslinger has a 24 Meter Terror Radius... max out Furtive chase and your Deathslinger is basically GhostFace... except slower... and with a gun.

    How do people still not get that monitor boosts your terror radius by 8 while in a chase

  • @Peasant said:

    Guys, the focus here is that Furtive marks the hook rescuer with the Obsession marks and Make your choice exposes the rescuer. Would the Deathslinger actually benefit from being able to reliably know who was exposed, since he can reel in exposed survivors for a 1 down melee with his gun?

    A normal killer will be able to tell who saved anyways and if that was the issue you might as well bring nemesis so their aura is revealed when they save too and at that point you’re dedicating 2 perks for make your choice

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133113#Comment_1133113

    Combined with m&a can actually give you a 0 terror radius.

    No monitor boosts you terror radius by 8 while in a chase

  • @Dwinchester said:

    This is honest to god ridiculous. Just got done on an auto haven map, I broke 17 pallets and there were at least 5 more. When you combine them with strong loopers and the second chance perks, killer has no chance at all. Stop balancing these maps around idiots, because you're making the skilled players damned near unbeatable.

    It’s much better than it used to be it used to be close to double the pallets on each map

  • Furtive chase will always be useless

  • @Riot72 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127510#Comment_1127510

    I simply feel that multi stab should comeback due to it being one of the main perks of his ability in the beginning, however I do believe that there should be a penalty for missing such as making it so a missed hit results in have the current power gauge being lost

    That’s already how legions power works wdym and it was a miss conceived part of his power it was not fun to go against

  • I think 32 especially in a bbq world is more than fair

  • I feel like survivors with this mentality need to chill they’re the type of people who complain in green ranks if someone doesn’t play 100% optimally

  • Don’t expect it to be fixed soon the lunge bug still affects many killers

  • @ZoneDymo said:

    I personally would replace lithe for Urban Evasion or Fixated if you are going for true stealth.

    Definitely fixated urban evasion is not as great as people say. If you really want to mind game killers replace spine chill or iron will with dance with me ( or whatever the boot one on Kate is called) because you’ll be able to silently lithe and erase all your scratch marks

  • I’d like to see them start taking community designed skins (as long as proper credit and compensation is paid)

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1127518#Comment_1127518

    https://forum.deadbydaylight.com/en/discussion/comment/1127533#Comment_1127533

    Exactly, just leave I mean think of the horror movies the people thought the killer was dead and got close to look, OOPS... just bringing that back to DBD

    The person on the hook can’t just leave

  • It’ll be like bunny Feng hyped for years

  • @johnmwarner said:

    Literally stand in one spot all game til greedy and/curious survivors get close to teabag and BAM... the best part is the ensuing mountain of people coming for the rescue generally gives me 3-4 stacks of BBQ and 1-2 kills

    Sorry guys, if you fall for it you deserve it

    I take it you’re not a very gamer person are you?

  • @Riot72 said:

    I think they should bring back multistabs but every missed stab decreases half the current gauge amount, then make it so stabbing a survivor a second time decreases the deep wound timer up to 25% (5% with each extra stab stabbing twice still stuns) then make it so that it only decreases outside of a chase and that mend counts with nurses calling (because it's a ######### healing action) also make it so his standard move speed is increased a bit, maybe make is so deep wound removes scratch marks. Also stabbing a hooked survivor with frenzy should give you the killer instinct but pauses the hooked survivors timer for the length of the frenzy and makes it so the hooked survivor suffers no penalty for trying to escape until after the frenzy (also adding broken status effect to survivors for a certain amount of time after the deep wound could be a good thing)

    The hook part seems illogical and nobody wants multi stab legion again though he does need a rework to help his down speed

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125656#Comment_1125656

    with the doc changes depending on how close he is to you and how far you are from the pallet you may need to try to dodge his shock or use dead hard early. In his current state it's pretty hard to know what to do against him other than trying to drop the pallet early which many good docs including myself will just shock you before or after you use the pallet and then go in for a hit. Doc right now is either very overrated or underrated and i think you fall into the second one, he is just really consistent at stopping interactions now which diffidently does not make him a normal m1 killer and you need to put in some thoughts and take risks to loop him which can still result in you getting downed if the doc is good with his shocks.

    I feel like my main problem with doctor is that I always forget how long a shock lasts so I’ll make it to the window but then have to wait half a second because I got there too soon and I get hit anyways

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/133553/any-tips-for-a-new-survivor-how-to-loop-top-tier-killers

    Uhhh, if you are looping a Nurse, then I think she is doing something fundamentally wrong, just saying.

    I’m at low ranks so most likely

  • It’s hard to have fun when if you make a single mistake survivors will gloat in your face

  • @Onyx_Blue said:

    @Mo4ntus I play killer a lot.

    The match begins, you start off patrolling gens, heading to known spawn points first; you then find one survivor on a gen, you catch up to them and either hit them instantly or get looped a bit then get the hit. Now, depending on how long it takes you to get that first hit on them, we'll use my examples - you commit for a little bit longer to see if you can down them quickly or you leave them alone and quickly go to patrol the gens away from that area. This s because you cannot afford to only pressure one survivor. Yeah, 80 seconds for a gen is pretty damn quick and I do wish something changed, but until then, i'm not gonna throw my hands up and cry that it's impossible to protect gens, because it isn't. So many matches where i've played the way I just said has only seen 1 gen pop for 3 chases, 3 injuries and 1 hook. You're telling me it's near impossible unless you use specific perks? I only use Whispers on select few of my killers and Discordance on one or two. Majority of the time i'm not playing as those killers so i'm restricted to simply knowing spawns and patrolling efficiently. It is not hard to defend gens at the start of the match. It gets harder to defend them towards the middle when you're locked into chases and hooking etc. But by then you either have momentum or are in the process of gaining it

    I guess you’re just a god then because even top tier streamers lose 1 to 2 gens after the first chase in about 60% of their games

  • @LetsPlayTogether said:

    Well, how about learning to play without relying on crutches? No? Sad.

    tell that to survivor mains

  • @Onyx_Blue said:

    @Mo4ntus if you're chasing a survivor for 1-2 gens, then you're playing badly in that match. If a game starts and you find someone within the first 10-15 seconds of it and chase them long enough for 2 gens to pop then that is terrible. You know it's a 4v1 right? There are 3 others on the map not pressured by you, left to do whatever they want. Injure the survivor, and if they're taking longer than 20 seconds to down, leave them alone and pressure gens, the ones that aren't near to where you were just being dragged around in the chase. It's called juggling. And you need to do that to play well as killer. Current mechanics can be abused by survivors to make this near impossible (eg toolbox squads) but those have been changed now as of the ptb. Plus, those are anomalies, you won't be vsing them every match.

    do you play or watch killer cause 15 - 20 without discordance or whispers is near impossible and 20 seconds way too unrealistic there are more than enough loops to waste 20 seconds thousands of times over id say my first chases on average are 30-45 seconds but factor in all the other little time wasters like finding the surv and hooking them and its realistically 70 that is enough time with current speeds to have a solo gen completed so you're saying that its just okay that because I wasted an extra 10-15 seconds with base speeds I should lose 3 gens which is about 60% of their objective while I complete 12% of mine. Obviously this example is a little exaggerated but its not far off from most games that even top tier streamers experience anyone who thinks toolboxes are the problem doesn't pay attention to the game there is just no viable way for most killers to make up much of the pressure lost in the first 90 seconds of a match.

  • @SpacingLlamas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1114243#Comment_1114243

    Unnerving presence to my knowledge does affect jigsaw boxes.

    Its only hex-lullaby that doesn't affect them

    no it doesn't

  • @BulletsNonstop said:

    There should be items you can stun with that you can find around the map. Not brought into the game of course. Ones you have to find. Give me a pocket knife to break free of Being on a killers shoulder 🙃

    Literally explained dc 👏👏👏

  • @Gmoose17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1115382#Comment_1115382

    I’ve been playing the game for 2 years. I run BT constantly. But what fun is it for the hooked survivor to lose a pip because of a killer who face camps and tunnels. And if you can’t get the save, or a safe hook rescue then you aren’t going to pip anyways. It ruins the game. Easy fix is it killers can’t grab off the hook then you can take the hit and do a 1 for 1.

    There is no way you’ve been playing for 2 years or you must not be very good because past green ranks pure face camping outside of after the gates open is not a thing

  • Most of your complaints are about things not in the game the slower feeling you’re citing are just animations which are wider movements than normal but they aren’t slower, also the slow down is not bad you just gotta learn when and where to spit, I’ve never heard about the cleanse reset but that might be true (tbh survivors rarely cleanse anyways), either way then just use the power and usually the hit boxes look bad because of latency which the devs explained in the last stream plague is not as bad as people say she is just harder to understand then others

  • @Cheers said:

    I'm fine with current ruin to be fair. It has separated good killers from bad killers and has even increased my skill with most killers greatly (with a few exceptions).

    Although some killers could do with Old ruin, I believe the killers are in a balanced state at the moment, and with adjustments to survivor perks, we could hopefully soon see a balanced game.

    Removing ruin hasn’t increased skill it’s just made killers focus on different things now we all slug and 3 gen because for some reason the devs want 1 chase to equal 1-2 gens

  • What’s the issue you can already change key binds

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