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OtakuFreak

OtakuFreak

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OtakuFreak
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  • You can use them, but do not expect the killer to be nice to you when you do use them.

    It's a combination that makes the killer role frustrating considering there is no counter play to them that doesn't involve throwing the game.

  • Freddy is probably the easiest killer in the game near the top of the tier list.

    Although, I'd argue Spirit is rather easy or forgiven to learn and is the second strongest killer.

  • @Seanzu said:

    PGTW - 11 Activations & 11 Uses.

    DS - 2 Activations & 1 Use.

    Sureeeeee, that's comparable.

    Please educate yourself before submitting a post.

    https://www.youtube.com/watch?v=4VT0Ca-nnGo

  • @EvilJoshy said:

    Demo still has his lunge if his portals get destroyed. He has several portals in fact and he doesn't have to walk across the map to pick them up. They can be replanted quickly and they only get destroyed after you have used them at least once. Once trappers traps are disarmed he is literally a M1 killer. The bloody coil is also an ultra rare add on. Majority of trapper players agree you need to bring at least 1 bag. So trapper is even more add on dependent than Demo. I have to disagree and say Demo does not have the least value when his power is destroyed.

    If we're considering regular trapper, sure, he gets less value for the survivors disabling his traps, but he gets more value for when his power is used right (i.e a survivor gets trapped)

    Demogorgon has to walk across the map to set the portal up again though, when you consider the travelling time, setting time and teleportation time, it takes him a while to activate his power, whereas, someone like Freddy just holds a button and gets a teleportation for free.

    I don't focus on his portals too much, they just give the survivors free time to do generators if I actually want to set them up.

  • -Spirit

    -Deathslinger

    -Freddy

    Spirit & Slinger negate all your skill and get free downs with their power. Freddy gets immense value handed to him for doing absolutely nothing (stall mechanic, teleportation, BT negation, etc).

  • Thrilling, but only if you do not have BBQ & Chili.

    MYC can be pretty devastating depending on the killer you are playing.

  • His power is boring to go against and use, plus Legions like to use Thanatophobia with his power, making the game EVEN more boring as more M1 is spent on generators.

  • @EvilJoshy said:

    A lot of killers have crappy add ons.

    Other killers have powers that can be removed by the survivors. Trapper, GF, Hag, plague, and too a lesser degree Oni

    Except Demogorgon gets the least value out of all those killers you've mentioned when his power is destroyed.

    Trapper can have add-ons to punish disabling his traps (bloody coil)

    GF gets wall hacks for like 5 seconds

    Hag gets your literal location for a couple of seconds and can teleport to you

    Plague gets a hyper huntress power that makes survivors run for the hills

    Oni gets a stall mechanic if they heal


    What does Demogorgon get? Oh right, he knows which location they are in general, but its nowhere near the value the others get.

  • @TheClownIsKing said:

    This is also why survivors get a global notification that you’ve teleported. A demo player is meant to take advantage of that info to trick survivors into closing portals you have intentionally set up as a red herring.

    Let's actually look at the portals:

    1) You need two of them at minimum to teleport, meaning the survivor actually only needs to cleanse one of them to deactivate a particular route you want to take.

    2) They give a large audio cue for the survivors, unlike a stronger killer who doesn't even need to set up the route... cough... Freddy

    3) They can be disabled quickly.. in fact.. optimal survivors do not even bother because the screaming basically tells me ''Run, I'm coming for you!''

    4) Your teleporting ability is decided by whether the survivors cleanse the portal or not. Once you've put it down, you will not regain it unless the survivors destroy it and as the game goes on, you'll find that you'll miss 4-5 of your portals. Freddy's teleporting ability is still as powerful throughout the entire trial, only deactivating at the end-game.

    The only advantage Demorgorgon have over someone like Freddy is that he is able to place his portals wherever he wants, but considering this is generally near generators, that strength becomes minute as Freddy gets a teleporter that CANNOT be disabled unless the generator is completed.. which can be difficult with Freddy coming back to it all the time with PGTW.

    Demogorgon's portals are lacklustre, yet are more punishing to use than Freddy's, it's funny

  • As for his add-ons:

    1) Demogorgon no longer gives a audio cue to survivors when teleporting, no matter the range/distance.

    2) Demogorgon's shred becomes a one-shot ability when used at the maximum distance (or just about).

    What y'all think?

  • @PigMainClaudette said:

    - I've always said that needs to go

    - You can place portals ANYWHERE, where Freddy is limited to 7 points, at the start of the game and reduced in number as the game progresses.

    - As a Pig main, hi. Let's talk TRASH RED ADD-ONS.

    - He hasn't been out THAT long and with licencing, that's also going to be an issue.

    - No clue here. Probably a coding thing so you don't jump onto objects.

    -It's still weaker to Freddy, considering he doesn't need to set up his portal up, doesn't give a global audio cue to the survivors and can even fake the power to trick survivors. Oh, and the power is only deactivated when a generator is done.. which takes 80 seconds.. compared to disabling a typical demogorgon portal.. yeah

  • @batax90 said:

    Because survivor need help against demo

    Help, against one of the more average-ranked killers in terms of strength? Where's this help against Spirit, Nurse, Deathslinger, or the other killers who are stronger?

  • It would be in my opinion, but on the other side of this, I do think the perk should allow a survivor to gain some tokens back.

    Perhaps a token for every save on a teammate or successful pallet stun? Idk

  • @[Deleted User] said:

    I like Plague, but she seems to get gen rushed harder the any other killer.

    Seeing as survivors essentially control her power, the games are very mundane.

    That's a problem when it comes to design flavour for killers. Having the survivors dictate and control the power of the killer is unfair and really needs to be changed ASAP.

  • Slugging is the most effective way to gain pressure as a killer, otherwise there's a good chance the generators will pop fast against good survivors.

    Expecting killers to get 10+ hooks in this game against a good survivor team is completely unrealistic, when in some circumstances (i.e what killer you are playing and what map) it can take an entire generator just to end one chase, or even two.

    I'm going to slug if its the best thing to do.

  • Have it be like BBQ & Chili with stacks, the more pallets you kick, the faster you break them each time.

    Perhaps 10% per stack xD

  • I mean, let's see:

    -Latest update told us PGTW is being nerfed because the killer can do everything else and still have it.

    -Survivors can do generators, heal the entire team, foster five grandchildren and still have DS up, yet it gets a pass on the nerf.

    See why we think they're biased?

  • It's a killer bug so they'll consider fixing it in 2030.

  • I do think in this scenario the gates are too close together, but at the same time, THEY should be somewhat close to each other, that the killer is able to patrol them without an adequate risk of the survivor getting out.

    If you think about it, the survivor already had multiple chances to escape, by completing generators and by the hatch mechanic.

    If you find yourself with the only method of escape being the doors, then you've already had countless chances and as such, the doors SHOULD be killer-sided, although not ''I can stand here and see both switches'' type of strength.

    Unless the killer ######### up, or you mind-game him 200 IQ, you don't deserve to get out, sorry.

  • I main killer, so a ''good game'' to me is when the survivors aren't abusing perks like DS, OoO, etc, are pretty good at looping and don't TBAG/click flashlights when they get a single stun etc.

    Just respectful survivors who make me sweat a little is what I consider a good game, even if I only get 1-2 kills (which is still very good)

  • @Slashstreetboy said:

    Dead hard is a perk you come across basically every game. Unless you see them use Sprint Burst, Lithe or Balanced Landing, just assume they have it and act accordingly. Especially when you are closing in for a hit on an injured Survivor and they turn around towards you.

    Basically this, DH loses a lot of its strength once you know to expect it.

  • Ironically, the developers have made it so killers have to ''tunnel'' in order to get effective kills, as it is almost impossible to 3 hook everybody.

    I'd blame the game, not the player.

  • Because the developers baby the survivors and hold their hand all the way.

  • Spirit.

    What other killer stands still, momentarily AFK and receives value?

  • I feel like one of her add-ons, perhaps ultra rare, should make it so survivors MUST search 2+ boxes in order to get a trap off, so it doesn't come off with the first box and gives the pig more stalling time with her power (reducing RNG for her).

    Probably won't be fun for the survivor, but the pig is pretty bad right now.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632829#Comment_1632829

    Why not? It isn't an effective strategy, not unless you're going to tunnel the hooked survivor. It is basically camping with extra steps.

    Depends on the situation, but it is generally the most optimal move if there are a lot of objectives around the hook. For example, if the last generator is next to or close to the hook, why would you not patrol? There's no benefit to leaving the area.

    Camping generally has the ill will of the killer wanting the survivor to stay on the hook, because they want them to die ASAP.

    Patrolling doesn't have ill will towards the hooked survivor and generally the killer does it out of a self-awareness that it is the most optimal play for them to do, evidenced by how they'll allow for the hooked rescue (or give opportunity for it).

    Branding the killer as ''toxic'' for being in the vicinity of the hook, is just survivor entitlement in my opinion, you cannot expect the killer to leave the area if there are two high-value objectives for the survivors right next to each other (e.g a hook rescue and a almost completed generator)

  • This is why unless the killer is actually tunnelling you, then getting in a locker and shoving it in their face is a dick move.

  • I think people forget the value of an additional health state in a chase against a killer, it could grant you an additional minute for your team if done right, and as previously mentioned, SC takes the same amount of healing and even less if you consider finding a teammate.

    The context matters when using it, other than that, it is generally a fantastic perk for solo queue.

  • @Ribbles said:

    Killers are toxic too. Just hook camping, won't leave the area and let you save someone on the hook. Just makes me not want to play at all.

    I think it is important to differentiate between ''camping'' and ''patrolling''.


    If the killer is pretty much right at the hook, it's camping.

    If he's walking around the area, staying close to threaten someone getting the rescue, but not in the face of the hooked survivor, its patrolling.

    I don't think patrolling should be seen as ''toxic''.

  • @Marc_go_solo said:

    As I play both sides, I have the following opinions:

    Survivor - Unless the Killer has been an A**hole I'll stay as long as I can to make sure as many escape as possible without risking myself, but I'd never taunt or teabag the Killer. If I did do that, it's because I've seen the Killer properly face camp, or basically single out and bully a specific survivor. That is a very rare occurance.

    Killer - I change my perception and think of horror movies. Sometimes, whilst being chased the person may shout abuse at the killer to taunt them. I treat teabagging as survivors shouting in anger. Takes away the lack of realism teabagging does. Either that, or just imagine them as the 10 year olds they probably are and laugh back.

    Effectively, it's just someone pressing a button.

    Sometimes though, a particular survivor deserves to be singled out and essentially tunnelled. I've had games where a survivor is tea bagging from the start, clicking their flashlight, getting in your way and generally being disrespectful to all the other players in the match.

    Now that's a survivor who deserves to be face camped, or tunnelled out of the game in my opinion.

  • I use self-care with desperate measures and botany knowledge.

    Having a peak of 75% extra healing makes self-care extremely powerful.

  • @Sluzzy said:

    DS has been nerfed 2 times and reworked once.

    Killer meta perks such as BBQ has never been touched. Killer perks have all been buffed with the exception of Ruin which I can argue is just as strong.

    I think killer perks need some nerfing so they are not abused every match and hand their 4K to them on a silver platter.

    Killer perks need nerfing and survivors need more better perks.

    LOL?

    Please tell me what combination of perks give killers free kills

    Because survivors sure do get LOTS of perks that give them second-chances and invulnerability to getting killed.

  • Even if you give me a penalty for disconnecting on Ormond as killer, doesn't mean i'm not going to do it again.

    I refuse to play on that map, EVER.

  • I like this!

    It makes it so Decisive Strike becomes more powerful , but only in the context of the killer tunnelling you, but flips it, so the perk becomes weaker when you aren't being tunnelled.

    It'll never be implemented though, because DS would no longer be abuse-able, which is sadly what some survivors find fun about it.

    Some do not use it for the anti-tunnelling capabilities it brings, but rather to troll and annoy the killer.

  • As said before, it is the safe loops and tiles that the survivors have. Depending on the killer you're going against, especially a low-tier one, these loops become unstoppable and the killer can't do anything besides waste time looping it and then breaking the pallet.

    By the time you can even get your first hit, you've lost 3 gens.

  • @PanicSquid said:

    Countering a mori requires strategy. Unhook only when the killer is far away, heal up the moriable player, the rest of the team takes body blocks to protect the moriable if needed. Then split up and do gens.

    Keys and moris shouldn't be compared. Moris allow you to remove a player or players from the trial early. While keys let open up another avenue of escape once other conditions are met.

    But lets also not forget that you can find a key in a chest, you can bring add-ons to keep your key on death, and if you escape a trial with a key in your hands you keep it.

    So the real question is: What should a Mori do?

    That's the point.

    They both reduce the length of the game, which is unfair considering a key can be found in a trial, whereas a mori cannot.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602727#Comment_1602727

    Bringing a mori is pretty pathetic too. It's like saying I dont want any challenge this match....

    See how that logic works.

    If a survivor brings a key and the killer responds with a mori.

    Then it's the survivor whom is pathetic.

  • It is a build that gives you immunity for 60 seconds, without any skill required.

    So yes, it will be called small pp because that is what it is.

  • I do not dodge. I'll change my set-up and offerings based on what I know.

    If they have four flashlights, I'll bring lightborn.

    If I see a single key, I bring a red mori and tunnel the guy with the key ASAP out of the game.

    If I see toolboxes, probably something like franklin's.

  • Except a compotent killer can easily ignore a survivor with BT or DS and go for another, or yet, slug them.

    These perks are designed to anti-camp and anti-slug.

  • Yeah let's tell the killer that a specific survivor doesn't have DS, BT or UB so slugging, camping and tunnelling become even more popular.

    No.

  • He's only weaker to Nurse and Spirit who are broken by design and offer zero counter play to their abilities if used well. At least with Freddy, he doesn't negate pallets.

  • @LetsPlayTogether said:

    Use Bamboozle.

    imagine if survivors had to use a perk to fix a broken mechanic that favoured killers.

    Because that's what you're implying.

  • As sad as it is, it was an intentional design that the developers made, which just speaks volumes about the developers considering they're still in the game.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182212#Comment_1182212

    And still the Ruin-Change did not affect the gameplay that much. Because Ruin is not as needed as it was a few years ago.

    @Topic:

    Most Killer complaints are simply not reasonable.

    For low-tier killers it absolutely did. Anyone who has any competence in the game would notice how faster games went by without ruin.

  • Making survivors first person like the killer would be pretty scary.. at least for me.

  • Primer Bulb + Carburetor tuning guide are his best as they minimise the time spent charging his chainsaw.

    Other than that, the others are pretty trash and add little to no benefit.

  • @cybercat said:

    the reason your complaints are ignored is because your complaints are usually nonsense and wrong.

    Imagine saying this when they decided to go ahead and butcher ruin despite MANY complaints about the change being perfectly sensible and valid.

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180572#Comment_1180572

    Because one option is just someone who is salty and makes it harder for others and the other is a literal game ending option.

    If a survivor kills themselves early on, then the game is going to be impossible or extremely difficult for the rest of the survivors.

    Once again, I'll ask, why are survivors allowed to leave the game and screw everyone else over without any punishment, but should the killer go AFK, they're doing something against game mechanics?

    Survivor favoured tbh

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