Mochan
Mochan
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Nurse is fine.
I have beaten many nurses, and many nurses have slaughtered me. It's not the Nurse, it's the person using it.
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I love it when killer face camps me and starts slashing my body after I sabo hook save a teammate, or after he finally hooks me after 3 tries with me wiggling out each time thanks to flip-flop and hook breaks, or after a good chase where I smashed three pallets into his face.
I take a strange satisfaction from knowing how butt hurt he is.
But I like it even better when some killers appreciate what I did and after they catch me and everyone else opened the gates and got out while I was wasting his time, the killer picks me up and throws me at the hatch, because they're a good sport.
In my next survivor stomp game I pass it on and let the killer sac me if he had a bad day.
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Always go for the save if you are good with it.
Even if the Survivor is going for chase points, he can always get chased again later.
Most survivors need help. I know I do.
If you are good in chases you should always help out. The more of your team that can survive, the better. But frankly, only go for saves if you feel you are better than the survivor being chased at chases. If he is doing a great job and you honestly think you can't do better, let him do it and make yourself useful doing gens or breaking totems or something.
The exception is if you know he is dead on hook or has been injured and has used his exhaustion perk, in that case it's better to let him take a breather and heal up so he can get chased again later.
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Clown is not that threatening to be honest. The clouds are annoying but I have my best luck against clown trying to juke him then disengage, rather than trying to find safe spaces.
Its much easier if you have Calm Spirit and Urban Evasion, but if you don't with skill and luck it can be done.
Cloud is only a big problem if he's using that add-on that one shots you when you are perfumed.
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No Blood is also a huge advantage. But not as amazing as no scratch marks, which is borderline broken to be honest.
But I do think that's a much fairer trade for being Broken the entire game. I agree with removing the Unbreakable effect, we can keep that on Unbreakable.
My dream perk would be Broken, no blood, no scratchmarks. 100% pain grunts would be nice too but we already have Iron Will so I'm fine removing that and running No Mither with Iron Will and not feeling bad about it.
I would use this all the time if it were a thing.
Thing is, it kind of goes against David King's design. The Unbreakable effect is part of No Mither because that's David King.
I think in Chapter 12 they should introduce a new survivor with another Broken Status perk. That way, when Killer sees the Broken effect they don't know whether it's No Mither or the new Perk.
Ideally we should have maybe 3 or 4 perks with the "Broken" effect so that Killers don't have perfect knowledge of your abilities and have to guess if it's No Mither (and thus not safe to leave you on the ground) or the other perks with their own particular benefits.
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I am not sure if it is allowed or legal.
These online game devs can be pretty strict and finicky about macros. But if you really want a macro for it it's easy, there are many gaming mice and keyboards that let you make macros, and if not there are many free programs that do the same thing with any mouse or keyboard.
I shan't help you though I'm not sure if I will get in trouble doing so, so I won't.
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We been asking for a rework ever since EGC was announced. We all knew it would be a dead perk, like it wasn't dead enough before EGC.
But at least before EGC there was some niche use out of it for those weirdos who felt liking finishing the job instead of looking for the hatch, or for those who didn't get a single gen done and now need to finish 2 before the hatch spawns.
Right now, there is absolutely ZERO use for the perk.
I think they should rework the perk to be something like,
"You can open the hatch as if it were an Exit Gate."
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@TheGameZpro3 said:
We're gonna live forever: As someone who started 2 months ago, I still need all the Bloodpoints I can get.
Bond: Ever since I first used it, I can't live without it.
Dead Hard: My fav exhaustion perk.
Lightweight: I honestly have no clue why I run this, but I like it.
I used to run a build like this, except I use Urban Evasion over Dead Hard. That was back when I was still racking up Blood Points.
Lightweight is almost a necessity if you're the type that jukes killers and tries to sneak away or disengage instead of looping. It makes it significantly easier to lose killers after juking.
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@GrootDude said:
@Mochan rancor isn’t actually a aura-read, like IM and IF it shows a scream bubble.
Ah, I see! I have never screamed to it so I thought it was an Aura Read. I have never used it as killer even though I have been Rancor'd many times hehe.
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Stupid glitch needs to be fixed.
But ultimately it's not important. It's just a flashlight. I have dozens of those purple ones just on one character.
You can get one in your bloodweb right now, or in the next one. No biggie.
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I bring these things up only because you have a salty killer here who can't stop himself from spreading propaganda that killers only get nerfs and the game is entirely survivor-sided.
All of us with sense know this is not true. Even a survivor main such as myself knows that both killers and survivors are being buffed and balanced as well as BHVR can.
So stop spewing your "Game is survivor-sided" propaganda. I will stop you at every turn.
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@FireHazard said:
He USED to be the most dynamic and unique killer until he was nerfed into the dirt.
Now hes just a mindless M1 Killer with a power that is only good for chain stabbing if you're lucky that you can make it to other Survivors that know to run away.
Actually the chain stabbing is how he was initially envisioned and designed.
Chain stabbing, inflicting bleeding (deep wounds) all over to delay the game, eventually wearing out the survivors instead of tunneling, action-packed chases all around.
That has always been his design intent.
He was never meant to be a roflstomp killer who could chase anyone down, tunnel them into non-existence with uncounterable tracking and completely decimate survivors with no abandon.
Killers played the anti-tunnel killer as the best tunneling killer. It is no wonder why these changes were made.
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Just played against Overcharge. It is definitely not as big as a Good Skill Check and it's about the same as before.
I didn't notice a difference.
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What you did was fine.
But it just underscores how stupid bad perks like BBq and Chili are for the game.
They remove so many tactical options for survivors and force you into suboptimal plays.
It's why Survivors who want to do well fall back on looping instead of stealth, because stealth is so inferior due to perks like BBQ totally ruining the game for stealth players.
It also underscores that camping is just such an effective strategy in this game. There is little incentive for killers not to camp, really. It's a design flaw.which BHVR refuses to address.
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Autodidact ask killer.to run Unnerving. Hahah
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Be careful what you wish for. If you nerf self.care (which is fine by me.i don't use it) you will make Genrush stronger.
The biggest time sink from genrushing is people taking forever to self-care. If they didn't sleep.care gens would be completed soooo fast.
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@Steve0333 said:
https://forum.deadbydaylight.com/en/discussion/comment/487975#Comment_487975
It's the only thing he's good at for people who are otherwise unable to build any proficiency with the killer. I've played people who have used leatherface without camping and did well but the majority are no-skill campers who would not be able to play well with any other character.
I recently played a guy using leatherface who got two survivors to DC early because nobody wants to play against a boring camper. With only two of us we were able to complete all the generators. I escaped but unfortunately the other guy got downed as soon as the last generator got complete. And what does this idiot leatherface do? He camps him. So I jut powered the exit gate and left.
Too many bad players use leatherface. It's not because leatherface is only good at camping, it's just that the majority of people who use him are only good at camping.
In my experience, Leather Face who don't camp are Easy to beat.
His ability just doesn't help him in chases or playing normally the way it does for camping.
As long as you keep distance from him his ability isn't scary, and if he does get in range a lot of bad Leatherface are pretty easy to run around obstacles to avoid the chainsaw.
There are a few good leather face players but they are very few and far between.
I think most Leatherface players we come up against are just new to him and just getting BP to but BBQ teachable.
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I think Wraith camps a whole lot more than Leatherface.
I have fought againstany patrolling Leatherface.
Wraiths tend to camp a hell of a lot more than Leatherface. As does Pig actually.
Leatherface though has the most devastating ability for camping.
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See you in Chapter 12 then.
- "All killers have received lately is nerfs,"
Oh cry me a river. Survivors have been more heavily nerfed in the past dozen patches than Killers have. There have been three major Survivor nerfs across the board in the last 6 months -- the Lighting Nerf which totally destroyed stealth and made it much easier for killers to find survivors, the Gen/Healing Time Nerf which added time to the two major survivor activities in the game, and the End Game Collapse, which makes end game and the 1v1 match significantly harder than it used to be. That's not even counting all the dozens of micronerfs and some very major ones like Decisive Strike, and all the other nerfs that were done more than six months ago like palette/window vaults, flashlights, etc.
Killers have been receiving benign nerfs in comparison for the past six months, with the exception of the two that you are complaining about -- the Pig EGC nerf (which was necessary because of EGC -- but hey you guys wanted EGC that's on you) and the Legion Rework, which was necessary because Legion was broken and not being used as he was designed and intended and had exploits which totally broke the game. Meanwhile we got buffs like Wraith's ambush attack buff, they boarded up Coldwind jungle gyms to reduce survivor looping there, hiding killer loadouts, buff to Enduring, Thanatophobia, Surveillance, Spies from the shadows, etc. That's in addition to the three major survivor board nerfs I mentioned, which are obviously 3 major killer buffs across the board. Killers have been receiving tons of buffs you are just ignoring them or pretending they don't happen to suit your narrative.
I'm sorry it had to hit you hard because you are a Legion/Pig main, but these changes were either necessary (Legion) or a result of your own doing (Pig EGC).
Remember that the Developers designed legion to be a fun killer -- the kind that goes around slashing and stabbing everyone indiscriminately and chasing everyone around. And he can pip and get tons of blood points without getting a single kill. He was designed that way. When this was brought up in the PTB the devs stood by the design choice. They even said "We're okay with him not being a strong killer. We want Legion to be a fun killer." That was how they wanted Legion to be. If you get kills, then good, but Legion was always about the chase and the gratuitous stab fests.
He was never supposed to become an inescapable sure kill with no chance for counterplay, an exploitative way of using his mechanics that killers discovered, but which wasn't intended.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/486786#Comment_486786
She is a low-mid tier killer and got a nerf last month.
I rly hate Nurse and Billy 100 times in a row.
The "nerf" is a result of EGC. They had to rework her to adapt to the new EGC rules. If you want someone to blame, blame the people who wanted the EGC.
That said, I'm not against buffing Pig. Let's be honest about it though and not go this roundabout passive-aggressive way of "suggesting" buffs to her while talking about something else.
Me? The actual buff I would like to see from Pig is her crouching size. I want her to be sneakier and stealthier while crouching, so she can more easily sneak up on people. She's still too easy to spot even crouching. I want her to be really good at sneaking up on people better than Stealth Myers. Maybe change the shade of her coat a little to make it more Blendette. Imagine a Pig as stealthy as Claudette. That's what I want.
Her ambush is fine in my opinion, I don't think it's an issue, and if there are survivors who used a perks lot to early detect her or used up a valuable exhaustion perk slot to avoid her attack, then good on them. They deserve to at least get some mileage out of their perk.
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@xxshinobazuxx said:
https://forum.deadbydaylight.com/en/discussion/comment/487366#Comment_487366
you dont though 25% makes no sense if the game is balanced around 2 living 2 dying, and you saying stealth , you cant stealth whispers, if there are using it right they won't leave that door for 15 secs there is no skill in watch both doors from a hill, these are skill or stealth this is basically win or lose is based on RNG how the map generated which has nothing to do with skill
It's balanced around 2 living 2 dying, but EGC hatch battles aren't that scenario, they are for those cases where the killer got the upper hand and pushed the game to his favor killing 3.
In this case I do believe killer should have an advantage over the survivor. But the advantage shouldn't be 99% to 1%, the survivor should still have a reasonable chance of surviving, 25% sounds about right.
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Here's another simpler option: if the hatch has been closed by the killer, the survivor can open the hatch, but it is like repairing a generator, he must tug and pull at it for say 15 seconds, same as opening a gate, before it bursts back open. And Killer can kick it shut like breaking a gen to reduce the progress.
This way it becomes similar to the tertiary last gen patrol standoff of the normal endgame where there are three exit points, and provides more options for actual skilled play and counterplay between survivor and killer in the final stage.
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The point of the hatch is to find it.
What is the point of pointing it out to both you and the killer? This makes no sense. If there's a hatch indicator telling you where it is the only thing that matters is how close you are to it when it spawns. If it spawns nearer to the killer you're screwed, if it's nearer you then good for you.
This just sounds like completely unnecessary hand holding for a mechanic that is supposed to be a surprise secret way to escape.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/487093#Comment_487093
@Justicar Your math doesn't make sense. If the killer can ban 4x the perks a survivor can and each survivor can ban 1 perk each, then the killer would be able to ban 16 perks in total ((1+1+1+1)x4).
No, what you are suggesting is just plain unfair. That's not 4x the perks thats 16x the perks.
Anyway, a perk ban doesn't affect me directly because I don't use meta perks at all... I have never used Mettle of Man or Decisive Strike in a match ever, and I have only used Self Care maybe fie times in all my hours of playing. Balanced Landing... I'd lose that, but I don't really need it.
My usual build is Plunderer, Ace in the Hole, Bond and Urban.
Most killers probably wouldn't bother banning these perks... though I get the impression Plunderer might be a top pick soon depending on how EGC play evolves.
But even considering that, I don't like this, I don't like preventing people from playing how they want to play. And this move would hurt killers a lot because killers have much more powerful perks than survivors do. And I don't want that.
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Been asking for a Santa Claus skin for Survivors for a long time. Was asking for David last time but now that we have Jeff he's even better.
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There comes a point when you don't really need blood points. You're still new so you're not there yet, but when you get there you'll understand that losing blood points to DCs is no big deal.
That said, pips aren't anything to lose sleep over either. In fact I find it more fun staying in the lower ranks than clawing my way up only to fight really amazing killers in the red ranks.
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I need this in my life.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/470950#Comment_470950
Lol 99.99999% of the time I have no clue where the hatch is by the end game (I second main wraith) in the end I get my 4k without needing to close such an arbitrary exit that if I could remind everyone here now spawns and opens regardless of gen completion everyone is complaining how end game is killer sided without looking at such a crucial point, lump that is with all the survivor perks and tools that are built just to locate such a thing and given killers have no help in finding it who really has the upper hand on the hatch?
Survivors have so many tools to find the hatch?
You clearly have never played Survivor because you have no clue. There is only one thing in the entire game that helps survivors find the hatch, it's the Map, and it doesn't even have the location of the Hatch on it. You still actually have to find the Hatch before it shows up on your map. But if you actually played survivor and used maps, you'd know this.
Killers on the other hand enjoy two huge advantages looking for the hatch.
- They can move freely. They don't have to hide, skulk around, or stop when they hear the terror radius. They literally do not need to be afraid to run around the entire map, because they are the killer and they hold all the power on the battlefield.
- They move faster than all survivors. Period. Even the slowest killer can move a lot faster than the fastest survivor.
Not finding the hatch first is a huge issue of bad luck for the killer. The killer has way too many advantages when looking for it. Sure, there will be killers that get unlucky and survivors that get lucky when it comes to hatch spawns, but in general Killers will find it a lot more easily than survivors will.
All of that said, I don't have a real problem with EGC. In fact I find myself enjoying it; it makes my Plunder build so much better than it has any right to be.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/472703#Comment_472703
Also PS4, at Rank 5 atm and 100% tunnel. They tunnel so hard they ignore everyone just to get you. And DS, BT, nothing works! lol Also running into Killers leaving people on the ground and letting DS timer run out. The one build that works well for me has been: Flip-flop, Boil Over, Tenacity and Unbreakable. Especially the last two, many Killers get confused when you seemingly vanish by crawling away so fast and far.
I'd imagine this is especially bad for PS4 killers who don't have a mouse.
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@tennmio said:
On ps4 tunneling is kind of the playstyle. It's rare for killer not to tunnel sadly. It's such an egoistic move and so boring, but most killers in purple and red ranks tend to do it lately.
Tunneling is also the default playstyle right now in lower ranks. Most killers above Rank 10-ish are not confident enough in their skills to not tunnel. I hear it's different in higher ranks, but I haven't been above rank 10 in ages.
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@drunky26 said:
Get within the bbq range
Get in a locker
Hide behind a gen
Use distortion
Those are the 4 ways to counter bbq from what I can remember.
Or 5, don't be so immersed and hide all game, even if they find you, so what?
Note that in his example Killer has Infectious Fright and M&A so you can't get within BBQ Range, the M&A also makes the terror radius a lot larger when the survivor goes down. And also Iron Maiden is to screw you when you get out of the locker.
@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/486689#Comment_486689
Calm spirit doesn't counter most of those. Monitor & Abuse is a fov and TR altering perk. BBQ is aura reading, Iron Maiden does make you scream, but it also gives a visual indicator. You're only really hard countering Infectious Fright.
Quick and Quiet legit does nothing for any of this.
Calm Spirit removes visual indicators of screams, so you won't be seen by Iron Maiden even if you get the Exposure Debuff.
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/486898#Comment_486898
Iron Maiden only works once you come out of the locker, not when you go into one. Thus, you can wait until the killer is chasing someone else before you come out of the locker.
You can also be away when the survivor gets downed and only approach when they're getting hooked.
Keep in mind, however, there is no strategy that works 100% of the time.
That sort of doesn't counter it now, does it? Because it made you waste your time in the locker instead of doing anything productive. Killer perk's purpose has been served.
Overall this build is not strong that strong and will never be meta. It's good at locating survivors but if you're going up against seasoned loopers it does you little good.
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First off, Stealth is a skill.
Second, good for you.
Third, I also reached Red Ranks just stealthing. It works. Just don't get caught and do things in game.
If you wanted to rank up by looping that also works, you just need to win your chases or do other stuff after you get hooked. You can't pip up on loops or stealth alone. You need to do everything, or exceptionally well in a few areas.
Both can work.
If you sneak around while near the killer the entire game you can really rack it up in the Evader category.
But I find it unbelievable that you got Gold Lightbringer just doing 30% of a generator. The Gold Altruism I can understand because that's a team Emblem, but it should be impossible to get Gold Lightbringer just doing 30% of a gen.
There is something wrong the game it must have bugged out and gave you super emblems.
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My bad. If Survivor gets their first, it's a done deal.
If he doesn't, then hit him as he comes close, no big deal.
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Plague is fine.
Her power basically reads "All Survivors play the game Broken."
I mean lol, NOED is a meta perk because it makes all Survivors broken during the endgame.
Her power actually reads, "All Survivors Suffer the Effects of NoEd throughout the entire game."
Everyone says No Mither is a trash perk because you are always Broken.
Yet somehow Plague forcing everyone to be Broken is the worst Killer ever?
And all the dumb survivors falling for the killer propaganda and not Cleansing.... you're all playing right into her hands and letting her one shot you throughout the game.
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This is a pure question, as i just want to know if i was supposed to win or not. In the game i played, there were two (rather toxic) survivor's remaining.
There are no such things as Hatch Stand-Offs. They are extinct.
Apparently there is a way to close the hatch just as the Survivor is trying to jump in -- I believe this is a ping-based latency thing more than an actual intention.
Regardless, you were not supposed to win that. Survivor got their first, he gets out.
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No survivor builds are OP. The only thing that is OP is Survivors working together as a team.
A lot of people are complaining about MoM and "second chance" perks, but if only one survivor is running them it's seriously no big deal. I have gotten 3k or 4ks with survivors running the second chance perks.
The problem is when everyone on the survivor team is doing the same thing. Synergies then come into being and the game becomes a whole lot harder for the killer. Even No Mither-Sabo crap builds become amazing if the entire team is working together in concert.
Coordinated survivor teams are very rare though. I've never even been in one and I'm a survivor main.
I have never played Killer in higher ranks so I guess up there in the reds where every enemy team is a 4-man SWF it's probably an issue. But otherwise there is seriously nothing OP about survivors individually, even the most toxic builds like Adrenaline/MOM/DS/SC + Styptic Agent or Anti-Hemmorage Syringe.
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Yes! Let's get rid of this crap, totally useless, absolutely nobody will miss them.
The only use I have for Green Keys is to bring them into a trial to pretend that I am gunning for the hatch, so that the killer will tunnel me only for me to tell him in the endgame all I had was a useless key!
And no, I take no joy doing that.
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Skill checks are client-side and are unaffected by ping.
If you are failing skill checks, you really just need to get better at them. They are called "skill" checks for a reason.
If you have choppy skill checks, this is 100% a computer-performance problem, but note that even on an i5 8400 with a GTX 970 some maps will still have choppy skill checks.
Just upgrade your PC as mucha s you can then lower your settings if it's really a problem, but I have a piece of crap PC with a GT755m and I can hit my skill checks just fine.
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Killer is giving up a lot of perk slots just to get BBQ to work. It's fine.
If you are really scared pack Calm Spirit.
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We don't need safe spaces in a casual game like Dead by Daylight.
Also, you thought lobby dodging was bad now? This would make it go off the charts.
Would people even be able to play? Every Survivor is going to vote NoEd, BBQ and Ruin. You wouldn't have any killers left to play with. They will just dodge every lobby until they get tired of dodging and play Candy Crush instead.
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The plagues ability allows you to put survivors into the broken field, but the plague mostly relies on the corrupted purge.
I don't understand how people think that No Mither is a bad perk because it makes you broken the entire game, but then think that Plague is weak because it forces everyone to be perma-broken?
Plague not forcing you to heal is a huge boon. It's like having NoEd while the gens are still being repaired.
How is it weak again?
Killers are just spreading false propaganda that Plague is weak, because they want to feel like victims so they can demand more survivor nerfs or killer buffs. Plague is fine.
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They key needs to be useful on its own, because it's fairly common to find it in a chest and when I do I feel like rage-quitting.
I like the idea that it can open the hatch under specific conditions. That the killer must have closed the hatch sounds like a good prerequisite, I would also add in that you need to have been hooked by the killer at least once -- idea is you slipped a hand into his pocket while you were being hooked to find a piece of the key and some super glue.
That added requirement makes it so that you can't get out by just hiding in lockers, you need to risk some blood.
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It's very rare to see a Killer DC when he's winning. Most of the time, Killer's DC when Hex Ruin goes down and they haven't caught sight of a single survivor, or if 2 gens have been completed and nobody's been hooked yet, or in the lobby.
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Are you sure about that? Why would Calm Spirit cancel out Rancor's aura read?
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Here are my favorite builds:
==== Santa Claus Build ====
- Plunderer's Instinct - to find chests
- Ace in the Hole - to make sure they are filled with nice loot
- Bond - to find teammates and drop off gifts to them
- Urban Evasion - your free slot, it's not core to the build use whatever you want here. I like UE.
Build is also really good for finding skeleton keys so you can make a hatch escape. And did I mention there's a "gambling rush" to this build that makes it so fun and addictive? It's like you're opening three lootboxes per game.
==== Ninja Build ====
Use Feng Min in Green Sci Fi Outfit and Black Pants, or Camou Claudette brown outfit
- Iron Will - no brainer in stealth builds. Counters Spirit
- Urban Evasion - required for jukes and sneaking. Counters Hag
- Calm Spirit - counters Doctor, Clown, and Infectious Fright. Or, use Lightweight since Calm Spirit is not that useful really.
- Bond - free slot actually, use a Detection Perk to help avoid killer. Spine Chill or Bond are good choices. You can also use No Mither so you also don't leave blood trails if you're hard core.
==== Wiggle it Build ====
Bring any toolkit that doesn't have slow Sabo speed. Build doesn't always work depending on hook placement so you need to stack a territory in your favor. Choose an area, preferably near an exit gate and away from the basement, and prep it ahead of time breaking all the hooks in the area to 99%. Then do gens/break totems as normal. When only 1 gen is left or when you are about to lose, break all the hooks and then enjoy.
- Boil Over - needed to help wiggle out of killer's grasp
- Flip Flop - will help you wiggle out of the killer's grasp
- Tenacity - helps you crawl around when killer gets tired of trying to hook you, synergizes with Flip Flop
- Saboteur - to keep hooks broken longer and break things in case you run out of toolkit. You can also swap this with Unbreakable (preferred, synergizes with Flipflop) or No Mither (not recommended but also a fun option).
==== The Dwight Build ====
- Bond - because Bond is the best perk
- Prove Thyself - use to burn through generators quick
- Leader - because you're Dwight. Actually I don't use this I use Quick and Quiet
- Head On - because you're Dwight! Act the part. I love using this after doing basement saves and I know the killer is going to check the lockers.
==== Have Mercy! Build ====
- Auto Didact - this perk is amazing when powered up
- We'll Make It - Super quick heals after hook
- Botany Knowledge - stack up those heals
- Empathy - this is your detection perk to find your injured comrades
==== Mr. Efficient Build ====
- Prove Thyself - so you can do things fast with others
- Bond - so you can find someone to do things with others fast
- Resilience - so you can do things faster while injured
- No Mither - so you can be injured!
==== The Sabo Build ====
Bring along a nice sabo toolkit with add-ons if needed.
- Saboteur - a must for the extra hook breakage time
- Breakdown - free breaks, just spill some blood
- No Mither - Pick yourself up after they take you down and have nowhere to put you
- Streetwise - improve the mileage on that toolkit
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I like this perk and yes it should be called Booty Call.
I actually want a perk that acts like the Glass Bead on maps. I want the abilty to communicate with my team more. We have Self Care to emulate medkits, Saboteur to emulate Toolkits, would like a perk to emulate Maps with Glass Beads.
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Small Game not really necessary once you've memorized where all the totems spawn.
But yeah it does help and it makes you mostly "Trapper proof" so it's not a bad choice. Given how meta NoEd is, you could do a lot worse than Small Game.
I also agree with SmokePotion, Nea is one of the best survivors to start out with. Personally I would recommend starting with either Dwight or Nea.
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BT does't directly benefit you, but it is one of the best perks in the game right now thanks to all the campers.
The key to surviving in Dead By Daylight is keeping as many people on your team alive as possible. BT is the only perk that counters campers. It is so important right now that it's practically mandatory if you want the best chance at escaping.
I also recommend dropping Sprint Burst, if you want an Exhuastion Perk Balanced Landing is way better, or Lithe. Lithe also works with WOO lol.
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It's only useful while you are learning how to loop. Once you know how it's time to get rid of it. It's a Training Wheels perk, sort of like Small Game.
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Not sure why you're so angry bro!
I agree with you on most points.
It seems like you just want to nitpick anything people say in this thread just to be disagreeable.