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Peasant

Peasant

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Peasant
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  • Blame the Wraith's that camp hooks while invisible. They are the ones that ruined your Wraithutation.
  • RuneStarr said:
    I was getting instant survivor lobbies yesterday and full killer lobbies within 5min. Actually able to play killer more now that the hypes died down than when the ptb launched. Although I've been getting more wraiths than spirits which I wasn't expecting.
    Well there was a Wraith buff.
  • You chose one heck of a topic for your first post, eh? @Daddy_Myers

    The main balance problem is not rooted in any killer's abilities, all of the killer's abilities have potential that can be used to kill. The lack of balance comes from the sheer number of second chances that survivors have.

    In every game, survivors receive more knowledge to work with than the killer. For starters, the killer's identity is usually given away within the first minute of play through the following ways:

    • Standard Macmillan brand bear traps spawn in the level so you can stumble across an unset trap before ever hearing the heartbeat.
    • The Wraith has signature Bell and "Whoosh" noises that reveal his presence
    • The Hillbilly has a chainsaw that is identifiable due to the sudden volume change of the terror radius
    • Nurse screams in agony when she blinks
    • The Huntress hums a lullaby
    • Myers has his jingles
    • Freddy has a lullaby in addition to his own unique status effect in the HUD (that poor, poor killer)
    • The Doctor can make someone scream
    • Leatherface has a chainsaw with a consistent terror radius
    • The Pig has her trap icons in the HUD as well as a roar
    • The Hag's traps make a unique noise that's audible when triggered, even by others
    • Even the Spirit's Haunting makes a distinct noise at a distance
      The only killer that can actually hide their identity for a short while is the freaking Clown. (Unless he throws his bottles around willy-nilly.)

    This rapid discovery enables survivors to quickly begin planning counter-strategies to escape the killer which by itself is harmless, but when they are given as many chances as they are it becomes absurd.

    In scenarios where killers lack a power or add-on to instantly down a survivor, it will take 2 hits to down a survivor. Keep in mind that the first hit will give them a speed boost for a short bit. Assuming that you can catch the survivor and hook them (which with some help they can escape and deny hook attempts) they still have an extra life if they are saved before the second stage of the sacrifice hits. So if we ignore pallets and survivor perks and assume that you are successfully reaching the hook, a survivor that is only rescued and not healed has 7 chances to escape the killer: 2 hits to go down initially, and 2 more hits to go down while injured after their next saves. They will also need to be hooked 3 times. Assuming that the chases last approximately 30 seconds per hit, it will take roughly 2 minutes to chase a survivor that is never healed to their death. While this may sound manageable let me remind you that this is assuming that you are finding this one survivor repeatedly as you still will need to initially find this person and then keep track of them for the remainder of the trial. However, since they will be injured after the initial hook, their groans should reveal them in most circumstances. Just by adding "Self Care" to the equation and letting them heal after each hook you add a full minute to the amount of time it takes you to kill them (now 3 minutes for 1 kill versus 2.) Keep in mind that efficient generator repairs result in matches lasting only 3-5 minutes. According to these formulas, in the event that survivors use no perks (2:00), you can successfully kill just 1 person if the survivors optimize generator repairs and you can get 2 kills if the survivors are sloppy. Since the developers are supposedly balancing around 2 kills being a fair average, this is actually okay, but then again, the survivors have no perks in this scenario. Just by adding "Self Care" you will now only get 1 kill. Technically you will get a portion of a second kill which may round up to 2 kills if you can successfully camp the second person. (Which since only "Self Care" is being used you should be able to do, more often than not.) So with just "Self Care" there is a difference between 2 people dying and only 1 person dying. I want you to keep in mind that pallets were not included in this math as due to their randomly generated nature it would be hard to calculate. Additionally other perks, such as the exhaustion perks that lengthen chases were also not used.

    Adding in a single pallet loop (the survivor makes one full circle and then drops the pallet.) will add roughly 10 seconds to the chase (best case scenario). If a survivor uses a loop before every hit they extend the total time until death by 40 seconds for someone who can't seem to get healed (2:40 total) or 60 seconds for someone who gets healed after each hook (4:00 total). As long as the other survivors effectively repair generators you can now escape the 3:00 death timer from earlier, provided you aren't camped. This scenario requires that the survivor uses a loop only once, and that the killer can quickly hit them after the pallet is dropped (or as it is dropped). In real matches, this isn't always the case, as has been made clear by footage of certain individuals looping killers for 2 minutes or more sometimes before they are hooked the first time. This herein lies the problem, all killers, excluding the Nurse (and sometimes the Huntress) have to suffer through loops.

    This is why we see the Nurse, Hillbilly, and Huntress as "top tier". The Nurse, as you stated: ", . . . allows a good player to completely bypass a fundamental aspect of the game - the chase." (Daddy_Myers) This is also why the Hillbilly's speed and instadown ability earn him second place, he can bypass extra loops by instadowning a survivor, negating upwards of 40 seconds of a chase on a successful chainsaw hit. The only killer to come near these 2 is the Huntress who's powerful hatchets can be thrown over most loops (Excluding boulder and "Autohaven" truck loops.)

    You say that the 2 to tier killers need to be nerfed, I say you're wrong and here's why:

    • The majority of killers are too weak to properly stop a team of coordinated survivors.
    • Survivors won't stand for nerfs to themselves.

    If you nerf the top two killers and balance survivors around them, then you will have to nerf survivors at some point which will cause mass complaints until the devs refuse to go through with any nerfs resulting in even more unbalanced survivors. I say, buff all killers to the Nurse and Hillbilly's level, then buff survivors accordingly in small concentrated areas.

    I'm eager to hear your feedback on this.

  • Personally, a change I'd love to see to the traps is reusable reverse bear traps. Think about it, the survivors remove the trap with a key and then just throw the trap onto the ground behind them. So why can't the Pig just look by the Jigsaw box and recover the opened trap? When survivors disarm the Trapper's traps he just resets them, so why can't the Pig reset hers?

  • @Milo said:
    I just want rank 1 for achievement but i suck

    Same.

  • @Milo said:
    IT GOT NERFED ON PTB. Are you happy?

    Not really a nerf per say, more of a bug.

  • I've been playing Dead by Daylight for a while now and I can safely say that depending on what time of day you're queueing to play will dramatically affect your wait time. In my personal experience across all ranks, I have noticed that between 6:00 P.M. EST to 6:00 A.M. EST killer lobbies fill very fast, just earlier today I had a lobby that almost instantly had two survivors join. On the flip side from 6:00 A.M. EST to 6:00 P.M. EST I can usually instantly find a killer lobby as a survivor, provided I don't experience the glitch that redirects me to the main menu.

  • Just going to share this with you all: https://youtu.be/14kTgePsX4Y

    I do think Nurse should eventually get a nerf, but only **after** all of the other killers have been buffed to her level.
  • I daresay the lack of ranged killers is a result of the prop collision. Last time I checked some real nonsense occurs with Autohaven Wreckers trucks. On top of this, the original killer inspirations were "slashers", not shooters. I honestly would love more ranged killers, but at the same time I can understand their hesitation.
  • @CoffengMin said:
    ruin is the bane of my [BAD WORD] existence

    Hex: Ruin is a joke. If the totem isn't destroyed instantly it can easily be worked through. It's simple if a skill check appears then you try for greatness. If you cannot perform great skill checks and only good skill checks then just let go once the generator sparks. You cannot make repair progress while the generator is sparking. Just let go and work through it.

  • Just equip Kindred. I've started using Kindred reliably and now I get saved more than I normally do, with the exception of the odd game where you are hooked in one corner of Cowshed when everyone else is in the other corner.

  • I could definitely see Evan and Anna hanging out because they both hunt the survivors like hunters. I imagine that Freddy Krueger would get along with Michael Myers as they both obsess over one survivor. Sally and the Crooked, I could easily see as allies with Sally caring for the abused Hillbilly. Doctor and Clown love torture so they're a pair for sure. As a side note, since Bubba and the Crooked are very similar I'd imagine they have a rivalry of some sort.

  • You know what would solve your problems? D E D I C A T E D S E R V E R S.

  • @FrenziedRoach said:
    Such stupid terms we throw around like "Sweaty" or "Try Hard"

    Why should you expect people to not throw everything they have at you? Why let it get to you? Is this not a PvP game?

    Hear ye! Hear ye! The killers are actually killing people, run for your lives!

    Look, folks, a "Tryhard" is just someone playing the game. When I play survivor I work on generators as quickly as I can to decrease the risk of my allies or myself being sacrificed. Yet people brand me a "Tryhard Gen Rusher" for, doing the objective? If a killer does their best to kill everyone, they're doing their job. Yet we feel the need to berate them at every turn.

    Are you defending your hooks? "Camper!"

    Did you punish bad hook saves or exploit weaknesses? "Tunneller!"

    This person's case is especially entertaining as his point should actually make you feel better. ", Why should you expect people to not throw everything they have at you? Why let it get to you? Is this not a PvP game?" If @FrenziedRoach is actually doing their best to win guess what? Assuming that they are a competent player they'll definitely pip, maybe even double pip and leave rank 15 and be out of your hair. So what are you upset about, really?

  • Emblems are here to stay. Just do 1/2 gens, 1 safe save, and live for 9 minutes. That's all it takes. You can die the 10th minute and still pip.
  • It's to the point I think I might get one of these from Amazon and start wearing it in my stream.

    https://www.amazon.com/Why-So-Salty-T-Shirt/dp/B01N12ACCI

    As a fellow Doctor main, I want to let you know a secret about his doctor coat. It was originally a black coat. It got stained white from all of the salt. Even if you are the most honorable Doctor, there will **always** be salt.
  • @SadonicShadow said:

    @Dudddd said:
    Pop Goes the weasel 

    Its a great perk but only shaves off 25% of the gen. I am looking at the 1:1 gen regression being a base ability for all killers to give them more control over the gens and hopefully reduce the necessity of ruin over the long run.

    I agree with you, but at the same time, I can't help but be concerned. Let's be real, a lot of killers at high ranks run Hex: Ruin because they want to slow the game down. Let's say you implement this buff to killers and now gens regress at the full speed. Who's to say that the majority of killers wouldn't keep bringing Hex: Ruin into their games? As a survivor main, I can't help but be concerned for the killers. You see, in the event that Hex: Ruin is played and not instantly found, upon discovering the hex most survivors will drop everything in a mad search to look for it. This leads to a complete lack of generator regression usually and as a subsequent result mass defeat. If too many four kills happen at certain ranks some survivors will not rise to the challenge and take to whining with data supporting the age-old claim of "Killers too OP" now present. This could lead to undue nerfs and potentially survivors leaving the game. While I understand that the appalling conditions killers used to have to endure drove many to abandon ship I sincerely feel that we need to preserve survivor numbers more. This is simply because you need 4 survivors to start a game and only one killer. I've played enough killer to know that current survivor supply =/= current killer lobby demand.

    Honestly, they should buff it slowly. Add in a bit over time every three months with the patches. Perhaps then it will be more stable.

  • Personally, I find that "Knockout III" paired with a reverse bear trap with a face mask (common add-on) works extremely well. Knockout III prevents the survivors from finding their teammates and the mask prevents the downed person from crawling to a friendly aura. Not to mention, you can throw on another add-on that causes exhaustion while the trap is worn to make any escapes harder.

  • It might work wonders with the coming Shadow Dance Add-on for Wraith. Otherwise, I would just grab Brutal Strength and Bamboozle.

  • @Vankruze said:
    No don't listen to @Pirscher don't ignore it otherwise you'd be enabling it. People like that are a part of the problem, if you have provided evidence using the in-game report that's all you need. Be patient, players like that are no longer welcome in the community and will face bans for it. Never ever okay to say such horrendous things to others and expect not to answer for it. I sincerely hope that person is banned very soon, there's no place for people like that in any gaming community let alone dbd who's just recently took an active stance against harassment! Ban hammer time!!

    When it comes to toxicity you must remember that more often than not the goal is to upset you. While reporting could work, I believe that too many low ranked players whine about camping and tunnelling and waste valuable report space and time so that it takes longer for the harassment reports to be read. So in the meantime simply act oblivious to it all. Toxic people want a reaction, therefore if you don't give them one they won't get their kick, satisfaction, etc whatever they get from it. Honestly, the devs should just put a filter into the report tool so that if the words: camp, camping, camped, tunnel, tunnelling, and tunnelled appear in the report it gets put on a back burner or simply deleted.

  • I just remembered that Nurse has a perk called Stridor to make grunts louder. Maybe you don't need to see the bloodstains as much as you need to hear them.

  • @Master said:

    @Peasant said:
    Maybe Sloppy Butcher or Bloodhound can counter the "no bloodstains" effect.

    They are useless perks if you dont run the ultra rare addon

    Alright, I was just curious if maybe either one ignored the lack of bloodstains or went around them.

  • Points for creativity.

  • Maybe Sloppy Butcher or Bloodhound can counter the "no bloodstains" effect.

  • @Tsulan said:

    @Peasant said:

    @Tsulan said:
    Garbage. She's to add-on dependant. Her cooldown is to long. Once she leaves the PTB, she'll be even weaker than now, because they'll fix her ability to see blood.

    But at least you have grass, bamboo, and corn. Those work even better. Coldwind offerings intensify

    When you get Lerys or gideons meatplant, you´re #########.

    Lery's Memorial Institute actually has grass patches in certain parts. I imagine listening for footsteps will be the main priority on the indoor maps, though.

  • @Tsulan said:
    Garbage. She's to add-on dependant. Her cooldown is to long. Once she leaves the PTB, she'll be even weaker than now, because they'll fix her ability to see blood.

    But at least you have grass, bamboo, and corn. Those work even better. Coldwind offerings intensify

  • The devs have always focused on 4 victory categories in the past and in the present. I honestly do not see the developers implementing in new emblems in the near future.

    Also, isn't the vicinity bonus part of Evader? I could have sworn it was. . .
    I just checked the wiki and the values are there:
    "(Evader)
    The goal of this Emblem is to receive as many points as possible:

    Start Points: 100 Points
    Points received for being in the Killer's Terror Radius without being chased: 1 Point per second
    This value is affected by a distance multiplier:
    within 5 metres: x6
    within 10 metres: x2.2
    within 20 metres: x1.1
    within 30 metres: x0.5
    within 45 metres: x0.3
    within 64 metres: x0.1
    further than 64 metres: x0"

  • The problem with the developers is that they don't understand the mindset of survivors. The naively believe that by buffing Saboteur that more survivors will try it and therefore have fewer people on generators. The problem with this line of thinking is that very few rational people will use saboteur unless it has a significant effect on the entire match. My opinion on saboteur is that they should increase the time to break a hook or trap significantly then let Saboteur permanently break hooks and traps again. Or maybe give saboteur the option to perform a Self Care-like action to remove a RBT. Saboteur has potential but the potential is wasted.

  • What does this have to do with Dead by Daylight? They have an "Off-Topic" subforum for a reason you know.

  • So in summary, Autodidact is a counter to Mangled, Coulrophobia, and Thanatophobia?
  • To be fair, Ace is always smiling.

  • @Neehko said:
    also i never found your steam profile thousands of people had peasant lmao

    Well to your credit you found it relatively quickly.

  • The secret to handling toxic behavior is to just ignore it. If players are going out of their way to ruin your day by making you feel bad then either ignore them or embrace them. If your misery is their objective, then deny them the satisfaction of success. If everyone did this, they might just quit if the universal reactions to toxicity are "eh, whatever."
  • The teachables create the following classes:
    Dwight - Leader
    Gathers allies and boosts speed.
    Benefits from allied support.

    Meg - Looper
    Can bring killer to loops better than most. Can juke with Quick and Quiet to end chases.

    Claudette - General Medic 
    Excells at keeping everyone alive, including herself.

    Jake - Roaming Support
    Can travel around undetected, can turn dead zones into safe zones with Saboteur. 

    Nea - Rogue
    Stealthy, nimble, and good with loot.

    David.K - Beserker
    High risk, but high reward.

    Laurie - Scout/Lookout
    Can spot the Killers' auras while also being exposed due to this ability.

    Feng - Isolationist
    Great at working alone and fairly self-sufficient.
    Will need healers at some point.

    Ace - Bard
    Buffs his team while making himself a target.

    Quentin - Standard Support
    Can help a clustered group endure debuffs and escape, while also making a decent healer.

    Kate - Juker
    Excells at locating LOS blockers and wasting the Killers' time in a chase.

    David.T - Objective Coordinator
    Excells at locating objectives and obstacles. Can pull through some tough events.

    Bill - Tactician
    Weak in general, but very powerful against certain events (camping, slugging, bad team.)
  • Perks can be equipped in the loadout menu. There all perks that have been bought in that character's bloodwebs will be available. The bloodweb is randomly generated so some perks you may get earlier than others.

    You can make unique Perks teachable by leveling up their character or using the Shrine of Secrets. Please note that all perks unlocked are simply added to the pool of perks that will randomly appear in the bloodweb. To access unlocked teachable perks just complete bloodwebs until it appears. To increase the odds of finding the perk you want, buy perks as you level up. This decreases the size of the pool, getting you the perks you want, faster.

    Note that to unlock perks by leveling up you will need to grab that perk at a specific level. Read the wiki at: https://deadbydaylight.gamepedia.com/Perks for more help.
  • Master said:
    Pls refrain from doing so. Those are the rare cases where I dc and report the killer. I don't play the game just to farm bp, almost like work but working actually requires you brain....

    And I'm confident that such posts are not allowed in the forum 
    Farming is great for killers though as it causes folks to lower their guard. If most people just get out of a game with a farming Wraith and immediately get in a match with another Wraith they may misjudge the killer's playstyle which gives killers an edge.
  • Judgement said:

    @Tsulan said:
    Good question. Maybe @peanits can answer this question.

    Farming per se is not forbidden. Unless you farm people against their will. So you could make a guide and show it to a mod and if he thinks you´re good to go...

    Thanks for your input.
    Hopefully Peanits will give his input soon. I'd love to teach people how to make the most out of farming.

    There is a report category for "farming" but it also mentions cooperation with the killer. If you're discussing full server farms that is fine, I think hook farming/body-blocking allies for the killer is the devs primary concern.
  • Vankruze said:

    The devs are obsessed with Meg though she's Bae lol Mattieu Cote even called her "Gorgeous" on a stream once. Megan Thomas is their pride and joy!

    Then how come all of the Dead by Daylight employee shirts seem to be a Nea cosmetic?
  • Orion said:

    @Poweas said:
    I just molest whatever survivor I see why u guys being scared of them? I play rank 1 Hag, Billy and Myers and I really just dominate now that I play both killers and survivors. Bring a mori if u r that scared.

    Who said anything about fear? Being looped is simply boring.

    Looping is like NASCAR. Either you are really into it, or it's just a bunch of "another left turn!!!" The exception to this being when they run right. I find it **very** intellectually stimulating to run in circles in a different direction.
  • If body-blocking has got you down try Sloppy Butcher! This wonderful perk applies both the Hemmhorrage and more importantly **Mangled** status effects on hits. Use the slower recovery time to discourage altruism and stack it with any of the Nurse's perks to unleash heck upon your enemies. (Or if you have the Wraith's teachables unlocked Bloodhound is okay too I guess.)
  • Tsulan said:

    @MegMain98 said:

    @Tsulan said:
    Yes, it should be shorter.
    In the movies it´s an actual deathtrap. In the game it´s a minor inconvenience.

    No it wasn’t. It’s the most popular trap for sure but only ONE person died from the reverse bear trap in the entire franchise as far as I know and that was Jill. Everybody else escaped the bear trap. It wasn’t a deathtrap...they all escaped it. There were much deadly traps in the series

    But they sure as hell were pressured, because they disarmed it seconds before it went off.
    I don´t feel pressured when i have one on my head.

    Honestly the lack of pressure is so severe that if the trap isn't active I will still do generators. Hell, if there's only one generator left I will do it before the trap. I'll actually start playing her game once people stop tunneling the trapped guy.
  • Well I am always happy to bring non-toxic Dead by Daylight players together. I can invite you to my Steam group "The Dead by Daylight Campfire" sometime later today.

    My profile name on Steam is "Peasant" and my icon is Tobin from Fire Emblem: Echoes. I hope to invite you soon. 
  • Milo said:

    Do you find it useful?

    Autodidact is only good for the end game. With full tokens a good skill check can fill the whole bar. However, without skill checks and the build up, you have nothing.
  • Because the devs are mean to Balanced Landing users :'(

    Hey now! The designers have at least two hills on the new map. That's better than most maps, eh?
  • Number 1 Focus:
    My number one piece of advice is to camp the first generator you find. Don't start repairs until the killer has patrolled by you. Doing this tremendously decreases the odds that you'll be found first.

    Ruin Counter Guide:
    My second recommendation is to ignore Hex: Ruin. Killers will often claim it's a meta perk but honestly, it's weak. Unless you stumble across the totem for it just ignore it as more often than not all of your allies will drop everything until it's cleansed. If you join the mad search then nobody is on generators and you will all die. Work through Hex: Ruin by just normally doing a generator with the following in mind:

    • Great Skillchecks are ideal but if you can't manage them that's okay. Silent Regression is better than Loud Regression.
    • If you get a "Good Skillcheck" while Hex: Ruin is active, stop repairs until the sparks go away. You cannot make repair progress while the generator is sparking. Repairing while the sparks are there only gives you the opportunity for another skillcheck, which is what you want to avoid.

    Killer Countering Tips:
    Trapper:

    • Prioritize looking down more than looking up while navigating the trial once you find a trap. You could get out easy, or it could take a while. If your teammates are toxic or very fond of looping, disabling any traps for a few minutes will earn you friends if they see. Also look before you vault, it's amazing what a quick glance can do.
      Wraith:

    • He can be burned with a flashlight while cloaked. While cloaked he also has a shimmer, be sure to watch for it once you know he's lurking around. Wraith cannot strike while cloaked, use the uncloak to run towards anything to gain distance. Be wary of hook saves against a Wraith. Some Wraiths will camp the hook completely invisible while still, and rush a grab on you or a hit on your ally.
      Hillbilly:

    • If you hear the heartbeat and the saw look for him. Hide if you can, otherwise get into the open and run in circles; this can cause the saw to miss. Remember he has a hammer, stay healthy or he'll use it.
      Nurse:

    • Weak to stealth. If you think she'll do a long blink run towards her and she will phase through and pass you. If you are trying to juke blinks try to look at her head, on most maps a nurse can look down to cancel a long blink. If a nurse is Prestiged or Legacy they usually know their stuff. Can also be burned while her hand is up.
      Huntress:

    • Run in unpredictable patterns if she's readying a hatchet then start to run towards cover then run back into the open to waste her ammo. Use the lullaby to hide. Beware of short loops as hatchets can pass over some.
      Freddy:

    • Just mess up a skillcheck or use Bond. For real though just rush gens and get out of the trial asap. Bloodwarden and NOED make for an endgame play that can wreck house. Also look for grass and birds when you hear the song.
      Myers:

    • Use your eyes and ears to spot him, them duck for cover to delay his tiers. If he gets to T3 hide until it's over or a teammate is about to die on a hook.
      Leatherface:

    • Split up to avoid saw combos. When he starts swinging do a wide serpentine if you can. Like Hillbilly remember he has a hammer so stay healed. Always expect BBQ & Chili, even on campers.
      Pig:

    • There are always two types of pig players; those who tunnel the trapped people and those who don't. Try to figure out which one you have. Also if your RBT hasn't activated yet, consider doing generators, it really screws with their plans.
      Doctor:

    • You can lose madness by crouching except in T3, use this to lower the meter out of his TR to increase the time you can be inside it (before you scream) in a pinch. You gain madness and cannot interact when shocked, you get shocked by direct therapy hits as well as when you run into the therapy. T3 madness prevents all productive channels and item usage (includes flashlights) as well as causing you to scream. Additionally T3 madness's unique "Snap out of it" channel is visible to Nurse's calling, if you hear the TR stop the channel and run.
      Clown:

    • Avoid the gas, try to trick him into throwing it one way then run the other way. Avoid close contact as he can gas and swipe then gas again for a quick down.
      The Spirit:

    • When she uses her haunt avoid grass/corn/bamboo as it reveals your exact location to her. Just keep crouching and attempt a juke.
      Hag:

    • Crouch, crouch everywhere. Especially crouch before and during an unhook, wouldn't want to summon the hag, would we?

    • There's more to learn and know, but this should help you get started.

    Oh, also on indoor maps look for exit signs if you can't remember where the gates are.

  • Jake Park has in my opinion the best stealth attire. Using the "Dirty Jeans", "Bloody Trail Jacket", and "Bloody Jake" make him tremendously harder to see when positioned right. 

    However since my name's Peasant I recently started running the Cowboy Shirt, "Bloody Jake", and the Cargo Pants for a medieval peasant look.
  • Honestly I would prefer the armored Huntress.
  • Stuff like this is why I enjoy Dead by Daylight so much. Sure, as the killer your objective is to run around on a crazed murder spree. However, you can decide to just try to farm the survivors if you please. You will always have the freedom of deciding how you will play the match. Survivors can be a gen rushing unit using the power of numbers to overwhelm the killer's ability to control or a meme squad of pizza boys. The game gives you freedom, something not all games do.

  • If you pair Hex Haunted Ground with Hex Thrill of the Hunt, you could use the pair to get a very fast down at the beginning of a match. It might prove useful when doing a hex build or a Hag game.

  • Just throw the rock at a generator, then they'll run over for no reason. If you can, stalk the killer and use Bond with Distraction (or was it Diversion?) to lead them away from the generator jockeys.

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