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MrDardon

MrDardon

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MrDardon
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  • I like my BP farming build.

    • Prove Thyself
    • For the People
    • We're gonna live forever
    • Any Mean's necessary or Saboteur


    Prove Thyself gives you a massive boost in BP when doing a gen with someone else. Doing one gen with someone else will fill up 3 quarters of your Objective category.

    For the People ensures that you become the Obsession. Dying as the Obsession gives you 1000 BP and escaping as the Obsession gives you 1500 BP. It's a nice boost in the Survival category on top of your regular BP. Also using FtP gives you some BP.

    We're gonna live forever. Not much to say, it doubles your points when you have 4 Tokens. So a 20k match becomes a 40k match if you have max tokens. Also increasing your Benevolent BP score.

    Any Mean's necessary or Saboteur. They are very similar and serve similar purpose and you can use which one you prefer more. Any Mean's necessary gives you 500 BP for lifting up a pallet and then goes on cooldown for 60 seconds. Saboteur gives you 500 BP for saboing a hook and then also goes on cooldown for 60 seconds. Both give you those points in the Boldness category so I would only use 1 at a time cuz chases, totems etc. will most likely fill up your Boldness category.

    But, you can use a good toolbox as an item to sabo hooks for free 500 BP if you don't get chased that much.

  • They didn't really complain then but I once used old Hangman's Trick against 4 Toolboxes and they wondered why the hooks respawned so fast.

    In the chat they were like: "Really, Hangman's Trick?"

  • Because they will not be able to be invincible anymore while also progressing the game.

    They will be invincible for 1 minute but be useless during that time OR, they wanna be useful but therefore they lose DS because they obviously aren't getting tunneled anymore.

  • We'll make it should freeze Survivor in front of the hook so I can freaking heal them.

  • An ingame Build randomizer, so I don't have to open websites all the time.

  • Idk, I thought of some weird drug addict who screams, runs and bounces of walls. I could imagine that being extremely fun.

    I'd call him The British Light.

  • @AmberClad said:

    No... survivors shouldn't be rewarded for being hit. If anything they should be punished.

    Besides, if they want to be rewarded for being injured, there is already a handful of perks for that.

    We know how old Mettle of Man worked. Survivors got rewarded for getting hit.

  • Definitely Blight. He is extremely fun and rewarding. One frustrating thing is sliding on objects but once you know where you can bounce and where you slide he becomes to much fun. He is also really strong.

  • I absolutely love Blight. I always have a good time when playing him.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1910170#Comment_1910170

    Yea I have noticed that. A lot of sweaty killers so far. Havent tried killer yet with it off

    Edit: not so much nice sports, so far I've been called a f** twice in what 6 matches? Lol

    Ok, maybe I was just lucky then. I had good sports or people who didn't say anything.

  • I tested this once to see if I get faster Survivor queues and yes, they are faster since PC Players play Survivor and Killer equally while console plays Survivor for the most part.

    BUT, you will play against some really sweaty and good Killers and also against some really sweaty Survivors. On PC at least, not sure how it is on console.

    But most of them were good sports and nice people even if they were strong as fudge.

  • @Karao_Ke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1909891#Comment_1909891

    Haha I wouldn't remember his name because it was quite a bit ago but I will definitely say I give him props for being so brave to use such a.. interestingly situational perk.

    He actually gets quite a lot value from it. For some reason he is a Killer magnet and also gets tunneled alot. Those 34 seconds give quite a lot of time for us while he is hooked and them save him last second with Borrowed.

    This and DS are required Perks for him xD

  • @Klakky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906661#Comment_1906661

    I've used it for 200h and honestly... Can't say.

    survivors usually always hit the skillchecks, that perks is completely useless on red ranks and has been since almost completely useless on purple ranks

    Only way to test it is a custom game

    Thanks to DS, Survivors at least adapted to something... hitting an easy Skill Check.

  • @Karao_Ke said:

    I actually saw somebody running Camaraderie on my team the other day and was really surprised.

    I have 1k+ hours in this game & that was literally the first time I've seen somebody run it.

    Was his name "Stream Britneyspears". Cuz he almost always uses the Perk xD

  • @aEONoHM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1908068#Comment_1908068

    An awesome list! Only thing I don't like is the Unbreakable change as it would make the perk unusable.

    Thanks man. It's probably a bit to much for 1 update and maybe some things are a bit overkill, like "Monstrous Shrine". It completely changes the Perk but I could see it work.

  • @IWFreak said:

    https://forum.deadbydaylight.com/en/discussion/comment/1908068#Comment_1908068

    I would not give the Oblivious status effect to distressing. While OoO is a thing, that is a bad idea.

    Thats why I added Blindness as well.

  • Ok, that's my personal wishes for the next big update (not 4.5.0. cuz this one is pretty much already set in stone, probably not 4.6.0. either since it's gonna be a chapter update so probably 4.7.0.)

    Killer related:

    Update to Huntress Add-Ons:

    ULTRA RARE:

    • Iridescent Head: Survivors who are hit by a hatchet from more than 24 metres away are put into the dying state no matter which health state.
    • Iridescent Belt (previously "Fine Stone" uncommon): Hitting a Survivor with a hatchet won't consume the hatchet.

    VERY RARE:

    • Infantry Belt: Stays the same.
    • Begrimed Head: Survivors who are hit by a hatchet will suffer from the Broken Status Effect for 90 seconds.
    • Glowing Concoction: Stays the same. (pretty underrated Add-On)
    • Yew Seed Concoction: When out of hatchets, see Auras of lockers withing 48 metres. Gain the "Undetectable" Status Effect when out of hatchets.

    RARE:

    • Pungent Phial: Survivors who are hit by a hatchet from at least 16 metres away will get the "Hindered" Status Effect for 25 seconds. (-15 % movement speed, previously -3 %)
    • Flower Babushka: Stays the same.
    • Rusty Head: Survivors who are hit by a hatchet suffer from the "Mangled" Effect until healed.
    • Venomus Concoction: Survivors who are hit by a hatchet will not hear a Skill Check warning sound for the next 60 seconds.
    • Yew Seed Brew: Missing a hatchet will increase your base movement speed by 0.2 m/s for 20 seconds. During those 20 seconds you cannot throw hatchets.

    UNCOMMON:

    • Deerskin Gloves: Buffed the value from +20 % to +35 %.
    • Manna Grass Braid: Stays the same.
    • Leather Loop: Stays the same.
    • Oak Haft: Stays the same.
    • Shiny Pin: Buffed the increased movement speed while holding a hachet from +5 % to +12.5 %.

    COMMON:

    • Amanita Toxin: Displays the target location of hatchets.
    • Bandage Haft: Stays the same.
    • Berus Toxin: If a Survivor enters the basement, all your hatchets will automatically refill.
    • Coarse Stone: Removes the warning sound when a hatchet is fully charged form the Survivors PoV.


    PERKS:

    • Territorial Imperative:
    • - Any Survivor who searches the basement chest will suffer from the "Exposed" Status Effect for 60 seconds.
    • - The Survivors Aura is revealed to you for 4/5/6 seconds when they leave the basement.


    • Beast of Prey:
    • - When chasing a Survivor for at least 16/14/12 seconds, gain the "Undetectable" Status Effect for 30 seconds.


    • Hex: Huntress Lullaby: Renamed to "Huntress Lullaby"
    • - Survivors receive a 2/4/6 % extra penalty when missing a Repair or Healing Skill Check.
    • - 3 to 7 Tokens: Shortens the Time between Skill Check warning sound and Skill Check for Repair and Healing actions.
    • - 8 Tokens: No Skill Check warning sound for Repair and Healing actions.


    • Monstrous Shrine:
    • - Allows you to teleport to any generator while inside the basement.
    • - Teleport action takes 5 seconds.
    • - When teleporting to a generator, Monstrous Shrine goes on cooldown for 120/100/80 seconds.


    • Distressing:
    • - Increases the Terror Radius by 6/7/8 metres.
    • - Survivors inside a chase suffer from the "Oblivious" and "Blindness" Status Effects.
    • - Gain 200 % more Bloodpoints in the "Deviousness" Category. Bonus Bloodpoints are awarded post Trial.


    • Hex: No one escapes Death:
    • - When the Exit Gates are powered, all Survivors suffer from the "Exposed" Status Effect.
    • - Missed Attack cooldown is reduced by 40/45/50 %.
    • - This effect persists as long as the related Hex Totem is standing.


    • Insidious:
    • - When within 6/8/10 metres of a hook with no Survivor on it, gain the "Undetectable" Status Effect.
    • - When leaving the hook area, you stay undetectable for the next 8 seconds.
    • - Basement hooks will not give you the "Undetectable" Status Effect.


    • Iron Grasp:
    • - Removes struggle Effects while carrying a Survivor.
    • - The time to wiggle from is increased by 5 seconds.


    Survivor related:

    PERKS:

    • Decisive Strike:
    • - When getting unhooked by another Survivor, Decisive Strike activates for 60/70/80 seconds.
    • - The timer pauses while getting slugged or while being chased.
    • - If the Killer picks you up while the Perk is active, succeed a Skill Check to stun the Killer for 6 Seconds and get a 5 % "Haste" Effect for 5 Seconds.
    • - The Perk gets disabled once when used.
    • - The Perk deactivates as soon as you do any actions after getting unhooked.


    • Unbreakable:
    • - You can recover 50/55/60 % faster.


    • Distortion:
    • - You start the match with 3 Tokens.
    • - For the next 8/10/12 Seconds, when your Aura should have been revealed to the Killer, it will not be revealed and you will not leave any Scratch Marks during that time.
    • - Escaping the Killer during a Chase will refill 1 Token and you cannot get up to more than 3 Tokens at a time.


    • Lightweight:
    • - While sprinting, press the active ability button to not leave any Scratch Marks for the next 30 seconds.
    • - The Perk has a cooldown of 80/70/60 seconds.


    I'll probably edit this if I have any more ideas but for now it's done.

  • Yeah I appreciate all his hard work, Botzdarva is the most helpful streamer here in this community.

  • Top MMR Killer vs. Top MMR Survivor won't work unless you play Nurse or Spirit and even then, you have to play flawless.

    The only reason Killers have a chance is because of bad Survivors. On top MMR you are supposed to vs. people of your skill level, meaning you are supposed to play vs tournament squads and very efficient Survivors.

    I can tell you what will.happen, Killers will purposely drop in MMR or stop playing Killer once they reach high MMR because all Killers except 2 can't compete against the top Survivors.

    I really hope MMR won't work as intended.

  • They don't complain because there are almost no good Nurses out there. And also, not many people play her because they don't want to learn her. They don't want to go trough this phase.

    I bet you if every second Survivor Game would be against a good Nurse, people would 100% complain even after her nerf. Killers adapted to nerfed Nurse and her cooldown, bad Survivors don't adapt to anything so they have to complain instead.

  • Every slowdown Perk which promotes healthy gameplay gets nerfed.

    With no slowdown, you have to slug and proxy camp at red ranks most of the time. It's boring but necessary because the Devs always nerf any slowdown Perk which promotes healthy gameplay.

  • @JHondo said:

    I like Trapper for M1. As a great killer content creator, Otzdarva, recently said "A bad trap is better than no trap." As long as you can learn where to place a few traps that almost always guarantee a catch and learn how to use traps in chases you get some great value from him. He loses some viability at high ranks since survivors get smarter at recognizing common trap locations but he's a solid killer at low ranks.

    Another great M1 killer, imo, is the Pig. As long as you can get some downs you have a built in slowdown mechanic with the RBTs and some creative uses of her crouch in mindgaming loops. With her I almost never rely on stealth and dash attacks since her wind up for it takes forever and a day but utilizing her crouch strategically at a lot of loops helps result in hits/downs.

    The thing with Trapper is that he is mostly a defensive Killer. Most other Killers are offensive. If you wanna learn how go properly chase as an M1 Killer I'd use someone else than Trapper.

    Like many people say, there is nothing wrong in using Wraith, he is decent when played right and is a good starter Killer since he is free.

  • I guess he was so happy about hearing that he is getting buffs that he jumped up in joy and got stuck inside the tree in the process.

    Mr. Chunky can't get down anymore, you need to help him.


  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1877887#Comment_1877887

    Yep, this. It would be unbalanced if there wasn’t an audible cue.

    That might be absurd, until you go against a Clown that can deny a survivor every conceivable option.

    Might be. How did you come to this conclusion^^

  • Use Left Behind for a while to see potential spawns, then drop Left Behind again since you will remember some or most spawns.

  • @chieften333 said:

    I wasn't expecting a lot of changes in this rework. But what in the actual [BAD WORD] was the rationale behind keeping that in?!

    I heard from a Clown Main that it's there so he isn't overpowered in a chase. He can slow you down and deny pathing if played correctly, so they added this sound to give him at least some counterplay during a chase.

    Silent vault Clown could surprise you, slow you down enough so that you can't even reach the next safe spot anymore.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876204#Comment_1876204

    He's also my main, and I usually use recharge + duration just because its a comfort to me and helps my playstyld, or double range because they're good.

    But I agree his purples and ultra rares are atrocious. Iri seal of metatron should 100% be "Damaging a survivor with Punishment of the Damned inflicts Torment".

    I think Iri. Seal of Met. could be good with a few buffs. Instead of only seeing tormented Survivors, see all Survivors after caging someone who are outside of your TR.

    But Obsidian Goblet could do the Torment thing on PotD, cuz the Undetectable isn't great on PH. He breaths loud and you can hear his sword.

  • But only those. He is one of my mains and I never use Add-Ons.

    Firstly, I don't need them.

    Secondly, except of his range Add-Ons all other Add-Ons look very dull and are just copy+paste from their previous rarity.

    And I don't wanna start with his purples. Every Killer has at least 1 good purple Add-On, but PH be like: "Nah, we don't do purple here."

  • I don't really run any Add-Ons on any Killer except Trapper and Wraith. I don't feel that I need them.

    I sometimes use different types so I don't always play the same or when I want an easier game.

    Best example would be Nurse. When I want to use Add-Ons then I use double recharge or range/recharge.

  • K I N D R E D

    My absolute favourite Perk in this game. It does not cure frustration with solo but instead of 2 solo games I can now play at least 4 or 5.

  • I am not sure if I should take this seriously or not. It's hard to recognize in this forum or game in general.

  • Can't wait to use new Open Handed with Kindred. 32 metre Aura Reading on the Killer.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862610#Comment_1862610

    Y'all PC players might be overestimating the rigs and setup alot of us consolers use, such as being 12+ feet from the TV on a couch with the speakers full blast trying to hear terror radius direction. Things like that. Might be why consolers on average are a bit more casual playstyle?

    And yes I do sometimes play DBD with a very nice headset, but when I team up my friends they are often more of the couch dweller variety.

    Ok, I never really played a lot of console. I started to become a PC main back in 2015. i just had this one guy who usually played with headset on console so I thought it was pretty easy.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862524#Comment_1862524

    Evil build! But Strider prolly only works with headsets not tv speakers. How about both Sloppy and BBQ instead?

    Isn't there a possibility to plug in a headset inside your TV. Back in school, one of my school colleagues played PS3 with a headset.

    And yeah, you can also use BBQ and Sloppy. Healing against a strong Killer is a necessity and Sloppy makes a good slowdown Perk in that case.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862479#Comment_1862479

    Yeah, that is actually the worst thing to do against spirit. If you're just gonna run straight might as well not run Iron Will. The only reason you run Iron Will against Spirit is so you have a much better chance of mindgaming when she phases.

    https://youtu.be/qAG_ImW_dng


    It has some weird sound issues but I hope it's noticeable what I meant.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862099#Comment_1862099

    Ohhhh thank you for the tip. I'll look out for that. That actually explains a lot why I get hit by the groundfire so much these days. Damn animation cancels!

    I can maybe upload a clip later as well. I just need my friend to come online xD

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861735#Comment_1861735

    Pretty sure this won't work on console. Have you played Xbox Nurse?

    Nah PC. Didn't think about console. But there is a good replacement for console.

    Spirit with Mother Daughter Ring/Yakuyoke Amulet

    • Ruin
    • Undying
    • Stridor
    • Sloppy/BBQ
  • @DanielPaint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862148#Comment_1862148

    Then you didn't watched the clip. My problem is that she was there in one second without a signal or warning to react.

    I did, and I already knew what was going to happen even before she blinked up to you. That's why I said "you should've known better" because it was very obvious that she is gonna blink to you.

  • Not sure how this clip provides any "problematic" stuff. You were cocky enough to stay injured on a gen after Infectious Fright revealed you. You didn't try to run away and you just let her get a free down. Just in case you didn't notice, but she can blink up and downwards, you should've known better than that. So it was more your fault that you went down, not the Nurse being op.

  • @Shirokinukatsukami said:

    I don't play killer much, I don't have most of them unlocked but I know how to run a nurse and most of the killers and how to make the game hard for them.

    https://forum.deadbydaylight.com/en/discussion/comment/1861748#Comment_1861748

    PH mains have improved leaps and bounds since he first came out. It used to be easy to verse PH. nowadays I have trouble at loops because they are so good at switching between ground attack and M1 so I misjudge my palette distance and they catch me, because if I throw it down they can ground hit me if I don't throw they can slash me. I probably need to play more PH to get a grip on it.

    There is also a tech if you tap M2 2 times and time it right you can do an instashot basically. Tapping M2, letting go to cancel the animation, tapping again to start the charge and when the charge is full, the animation didn't even put the sword in the ground and you can already shoot.

    Survivors become basically confused because you didn't even put down the sword properly and you can already shoot, giving them less reaction time. But it's easy to predict when the Killer does it always so I always switch between that instashot tech and normal trail-drawing into shot.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861771#Comment_1861771

    I would say that Pyramid Head does have the exact issue you described, he doesn't have any interesting add-ons in my opinion, just increase that, decrease this and apply some weak Status Effect on top of that.

    Tbh, he was the first he came me in mind. He has like 5 different Add-On effects and his Add-Ons just do it better the rarer they get, nothing unique unfortuately.

    But I also understand. Pyramid Head is very strong, any wrong choice in his Add-Ons could have the potential to make him overtuned in some way. An Add-On which makes his PotD trail wider for example, or an Add-On which reduces his cooldown after using PotD. All that would make him to oppresive, so they can't really have nice variety in PH.

    There would be quite a few possibilities but all those would be mediocre. Like, landing a PotD will refill the power gauge instantly. It would feel nice but it wouldn't do much since he can use his power whenever he wants.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861735#Comment_1861735

    I'm actually not a fan of that add on combo I like to use the spoon to have built in stridor and fragile wheeze for the recharge but I never use any of her purple add ons besides bad man's last breath sometimes, my perks kinda vary to whatever I feel like using

    I play her with no Add-Ons and sometimes with double recharge if I feel like I want to blink a lot and hit as quick as possible, but I am just saying that those are her strongest possible Add-Ons you can use on her. A weaker version would be Heavy Panting and Dark Cincture.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861754#Comment_1861754

    You're right, he's the one Killer released in 2020 that has interesting, powerful and fun add-ons. (With some tiny exceptions, but we can overlook them because 95% of his add-ons are great)

    I personally like that his brown, yellow and green Add-Ons aren't like copies and better versions from the previous rarity.

    Brown: Slightly increases x effect

    Yellow: Moderately increases same effect.

    Green: Considerably increases same effect.

    Each rarity has unique Add-ons, unlike on some previous Killers.

  • Tbh, the true invisibility kinda has a similarity with faster speed.

    Faster Speed gets you to spots faster but Survivors see you from far, making dodging easier but at least you get near them faster.

    True invis. doesn't make you faster but Survivors have no idea where you are, making your sneak up better which therefore gives you the same surprise factor in some way.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861726#Comment_1861726

    I would argue that one of his add-ons really needs some buffs, because currently it doesn't do anything.

    I'm talking about Summoning Stone, it lasts 6 seconds after you hit a Survivor, but in that time you need to go through 2.5 second fatigue and then pick the Survivor up which takes 3 seconds, so this add-on basically did nothing.

    Beside that, but most of his Add-Ons do something. Unlike Demo who has like 3 or 4 good Add-Ons out of 20.

    But imo for the most part I think his Add-On variety is fine.

  • I recognize when someone understands Nurse by how they play. Maybe they even play Nurse themselves. But while my team goes down to a good Nurse, I manage to keep her quite busy during a chase. My most favourite Killer to go against.

    I'd say the same about PH, but I realized that playing vs Pyramid Head isn't as hard as against Nurse even though I see when someone understands him.

  • 1. Master Nurse

    2. Play Nurse every Match

    3. Use Ruin, Undying, Tinkerer, BBQ or in the new case Devour, Undying, Pop, BBQ

    4. Use Kavangha's Last Breath and Fragile Wheeze every Match (her best Add-On combo)

    5. Wet yourself by how good you are.

  • It only makes sense on Ghostface. He looks at you making you Exposed.

    But for anything other than that, it doesn't make sense.

  • @MasterGrit said:

    We'll see the patch note if they change his POV. They supposed to review Blight chapter this patch but maybe he is already perfect lol.

    Tbh, Blight actually is kinda perfect design wise. His Add-Ons are good as well.

    The problems he has are all bugs and not design problems (sliding, low PoV)

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858135#Comment_1858135

    Because now has a 128 yard radius so if you are kissing the corner of Mother's Dwelling or Shelter Woods you may not get a warning in the gen that sits kissing the exact opposite corner of the map, I mean, that happens like pretty much every trial, same as generators being in corners, in the 4 of them same as Killer going to a corner where there is nothing at all.

    Ive lost count of how many times I get this gen configuration every day, how Im supposed to detect them?! come on!.

    https://us.v-cdn.net/6030815/uploads/9XX3R6CLQG0J/fixdiscordancenerfnao.jpg

    Yeah but gens aren't located in corners, they are more in the middle or near a corner. And as a Killer, you don't stand in a corner, you roam the map and even on Mothers, when you are in the middle of the Map while Discordance triggers, you will see every gen because they can't be further than 128 metres if you stand in the middle.

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