PrettyFaceKate
PrettyFaceKate
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- PrettyFaceKate
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Yes and it should be baseline, not tied to a perk, as the feature would benefit killers as well, who would know how many totems are left in the trial for strategic purposes.
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The emblem system is broken and is getting scrapped for practical purposes. Some killers are affected more than others due to how their power works. You can safety pip with 0k in the red ranks. I did it a couple of weeks ago with Nurse and the thought had never crossed my mind that it was possible. On the same token, you can depip 4k with something like Trapper even in ranks with easier pip requirements. I agree that if you 'kill-rush' you should rank up and 'theoretically' be facing better survivors.
With that out of the way, the issue is that there's no win condition and that's why the emblems carry little value. A 4k is not your win condition. We can argue to no end about that, but the hard fact is that it's nowhere set as a win condition. The game would be broken if it was balanced around that, by the way. That works on both sides. Survivors don't get rewarded if they lose, contrary to what you said. There is no condition that defines an escape, individually or team-based, as a win.
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Yes, it's a bug.
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Limitedly.
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Next time alt-tab and watch youtube. Easiest solution. The EGC is still shorter than the DC penalty.
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Undetectable entails that:
The Killer’s terror radius is removed.
The Killer’s red stain is removed.
The Killer will not have their aura revealed.
The Killer does not trigger the jumpscare sound effect.
The Killer sees the smoky screen visual effect.
All that considered, Spine Chill does work as intended. So, itt we're essentially arguing the semantics of the word Undetectable and whether a better name would be suited.
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He has almost no skill floor and minimum skill cap with a kit overloaded with passives that reward him for his mere existence. I just can't force myself to play as him or against him without falling asleep (pun intended). The only fun trick to pull off are teleport jukes, I'll concede that.
I've met a rank 1 Freddy who had 178h and was a hold-W gamer, so unlikely a smurf. Yesterday, I faced a rank 2 Forever Freddy who was another hold-W champion and I ran him for the whole sleep timer only because he didn't realize I had just woke up with a clock. All he did was to spam snares and bloodlust. He fell for window baits and any other trick in the book. Give him 2 neurons to realize I was awake and all he had to do was just to rotate while waiting for me to fall asleep again, because he doesn't even need to do anything for that to happen. I guess that's the minimum skill floor. And if you want to wake up you need either to run to the other end of the map, fail a skill check and reveal your location, or use a teammate and fall asleep again increasingly faster. The counter to him is to burn through pallets and genrush. He's simply another character that turns survivors into glorified NPCs and the killer into a single-player PvE game.
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It has to be a competitive match on some level. It doesn't necessarily have to be competitive on a 4v1 level, but at least the interactions have to be competitive. If it's lopsided, it just sound like sarcasm to slap a GG, even if it's nobody's fault really.
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If I didn't tunnel them, which is my normal course of action, then if they think they're cute by baiting the DS then sure, I will tunnel them.
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@SnakeSound222 said:
Surprisingly, I don't have the same experience. I'm at rank 1 and I get more GGs than I do salt. When I started to consistently reach and stay at red ranks, especially rank 1, I expected to be bombarded with salt. I guess I just happen to get most of the nice Survivors somehow.
Same here. I guess mileage may vary.
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@Sluzzy said:
I have a much bigger problem with Huntresses hitboxes. If they nerfed her hitboxes so they are skillbased, made her lullaby directional sound like it used to be, you'll find versing IRI heads not so bad.
With 5 chances, a blind monkey can down a survivor with her gigantic hitboxes.
Once, they tried to make her hitboxes accurate and hatchets simply went through survivors. They couldn't get it right that way, so we are stuck with this version where you hit the air within 1m of a survivor and they fall down, probably due to asphyxia, because it certainly didn't hit them. Add dedicated server and you can see some ridiculous hits, even when you're on low ping (mine is 32-36).
As for iri head. I refuse to touch it. Ridiculously broken add-on.
Source: I prestiged my Huntress this season and I'm staying comfortably at rank 1 while burning her bp offerings.
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That map is a mess. I would have to pick at least five options.
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1191454#Comment_1191454
Yeah, the whole point of the perk
Then that condition it's redundant. It can't be cleansed while the timer is on and when it runs out it doesn't matter if it's cleansed.
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the effect persists as long as the associated hex totem is still standing.
If it's a hex then it would block itself as well.
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I've always said that these loops and the basement should be nerfed. Let's see what comes of this patch.
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More or less, yes. Most powers are variations and iterations. Nurse is a Huntress Hatchet that throws herself and can go through walls, for example.
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Wraith: windstorm+swift hunt
Billy: double engravings
Nurse: double range
Huntress: yew seed+haft
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@Mistikus said:
after 2 toms, now i only buy a rift if it will be about kate or yui
You're a gentleman and scholar. Respect.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1189029#Comment_1189029
Like I said, it is effective, its just very cheap towards the person who just got unhooked to do so, to be at their throat moments they unhooked for an ez down and re-hook.
I know as a survivor I dont appreciate that sort of gameplay, makes me wonder why the killer plays the game at all if they are going to play that way, same as a basement bubba really.
I commented on this yesterday, in a thread that argued that it's impossible for boosted killers to rank up, which is not true at all https://forum.deadbydaylight.com/en/discussion/comment/1188219/#Comment_1188219
If you decide to play 'fair' as killer, which I do even at rank 1 unless facing blatant toxicity, then the game is actually hard(er). Otherwise, the strategy you've been experiencing is the common gameplay of red rank killers and yes, many of them are skilled regardless, just as many other are boosted and still 4k quite frequently playing like that.
The problem is by game design. There's currently nothing in the game itself to correct the gameplay you're describing, except for perks. That's the reason why BT and DS are meta. Otherwise tunneling and camping would be incredibly hard to fight and the meta would become to gen rush and leaving people on hook until the killer is on the other side of the map. Try to load into a match with no obsession and chances are everyone won't have a good time and will understand immediately why those perks are in the game.
It's a design choice made by the devs, a poor one at it imho. Instead of implementing more strict game mechanics that encourage interaction all-around, they left it to perks to fix the issue. The issue is similar on the killer side with things like Bamboozle, Spirit Fury and now the breakable walls. Band-aids for poor game mechanics.
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Billy hands down for me.
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He's very buggy, that's the main problem. Yesterday, I couldn't reveal one that was straight in the open 5m from me. I didn't even start to get the sound cue. Also, I'm not very in favor of stealth killers. Survivors' stealth has been nerfed to the ground to encourage interaction, which I agree with. On the killer side, this should be mirrored. Easily sneaking up on someone is a unilateral interaction, the antithesis of the direction the game should go in. The perfect stealth-ish killer for DbD is Micheal, imho (add-ons and M&A aside).
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Because they're a game feature, hence not an exploit. Same as the basement for killers. Devs choices, definitely questionable ones.
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This is not true. It's just another andedoctal fact, just like saying that camping doesn't work except for the survivors' fault. They're simply not the reality of the game. It's perfectly possible to hit the red ranks as killer and not even knowing how to run a basic tile. I say it because I saw it. Despite not playing survivor often, I've faced those red rank killers who can't even run a T/L wall properly. Some of them blew my mind when I checked their profiles. One of them I thought was a rank 12 at best. It turned out they were rank 2 and had almost 9k hours (yes nine). It's a matter of manipulating game mechanics, not necessarily possessing game skills.
Choose a good time of the day to play, pick a killer with an easy but strong power, bring the good add-ons, stack up slow down or anti-heal perks, hook, proxy, cut-off the rescuer and force the trade, slug the rescued as a bonus. Rinse and repeat. Use noed as insurance. For example, I played only one match of survivor today and the Demorgorgon was a hold-W gamer who got a 3k instead of 1k because of noed. They were instantly teleporting back as the unhooks happened, sign that they were sitting on a portal. They were still rank 1 after the match. Another example, plenty of Ghostfaces at rank 1 who simply camp the hooks in stealth. And so forth.
If you want difficult, that's facing depip squads, which are far and a few, or playing fair as killer in the red ranks. I play fair at rank 1 and sometimes that backfires badly. I do it because the alternative is unappealing to me and I've experienced it from the survivor side. Otherwise, it's a matter of manipulating game mechanics. That's why the emblem and rank systems are broken. You can totally, positively, be a boosted killer and rank up.
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@arslaN said:
They should just let survivors see the killer's ping to fix this but they probably won't because queue times are already bad enough.
They won't. The trend the devs are following is to increasingly hide in-game information. Ping to killer is gone. Ranks are gone in the lobby and soon in the tally screen. MMR will be hidden, if it will be real at all. They'll probably hide survivors' names and profiles as well.
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DWM: good change, I like it.
WoO: I think a simpler buff would be to reveal Illusion and Dream Pallets. It would still not be remotely meta or OP, but it would be in a spot similar to Small Game.
Boil Over: again, I think it's simpler to add an effect that reduces the wiggle timer, which is what anybody assumed the perk would do when it was released, only to be disappointed. Same as above, still not meta or OP, but a nice small buff to give it some usefulness.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/1186139#Comment_1186139
Thank you very much for the in-depth guide and I'll be keeping this all in mind when I work on these! I even have it copy and pasted on my trophy document. ^_^
Out of curiosity do you have all the achievements/trophies? If so which one was the hardest for you?
Np, my pleasure to help.
I don't have Taking One for the Team, Selfless Survival and Bodyguard. The last two are almost there, I'm simply letting them happen naturally. For the first one, it's a pain in the behind, as I said. I'll probably farm it slowly after rank reset.
The most difficult was probably Left for Dead, in the sense that when I tried actively, I never got it. Eventually, I faced a Legion who moried two teammates, then he pretended he wanted to farm and forced us to do gens. My teammate asked to be sacrificed and got moried. Legion made me repair the last 3 gens solo, then lead me to the gate. As soon as I opened he swung, but I preemptively dead harded into the gate getting a bit stuck on the door. He chased me inside and downed me. He tried to start the mori animation, but I crawled out.
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Taking One for the Team is simply a badly designed achievement. They should lower the number for it by a LOT. I suggest you don't try to farm it too hard, for your own sanity. Set a number of something like 5 a day and don't sweat it. If you wait for rank reset, it's better, because players in the 2-digit ranks don't see hook farming as negatively.
I suggest you use BT, Empathy and either SC with Botany, or one out of SC/Inner Strength/Pharmacy with a 4th perk of your choosing. Probably Unbreakable in case the killer slugs you to chase the rescued person, or We're Gonna Farm Forever for the extra dosh. I wouldn't bring a medkit, because you'll burn through your stash easily. Don't get found first. If that happens, you are self-reliant for healing, and you'll need to be full health to go for the unhook. You'll know the hit counts toward the achievement if you get two protection hit score events simultaneously, one for 200 and the other for 100 bp.
About Left for Dead, keep in mind that it wasn't designed with EGC in mind. So much that, after EGC was introduced, they had to change Left Behind, which essentially was the perk for this achievement, because it became useless. It was a way easier achievement pre-EGC, because the killer would usually camp the hatch and then they'd have to guard the gates on top of that. I saw this one done by repairing not only 1, but even 2 gens.
I suggest to play normally and, if there's two of you left and your teammate is caught, simply 99 the last gen until they're dead. If they aren't caught, then simply finish the gen, don't sandbag. You can run pretty much whatever you want. If I had to choose something, I'd go with Wake-up, Spine Chill, Poised and Fixated, with a medkit. Be the immersed gen-jockey. When you finish the last gen, book it to a gate without leaving scratch marks and use Spine Chill, Fixated and Wake-up to open while skating around the killer.
For Evil Incarnate, Judith's Tombstone, Fragrant Tuft of Hair and PWYF are non-negotiable. The rest is up to you, considering what you have available. I strongly suggest Corrupt Intervention. Ruin, possibly in combo with Surveillance, is not as good an alternative anymore, but it's ok in indoor maps, due to totem spawns. Other good-to-decent choices to complete the build are: M&A to get some easier stalking while in EW2, Discordance for multiple targets to stalk, Whispers for the early and endgame, Brutal Strength because survivors tend to drop pallets early when they realize what you're doing (for the same reason Enduring and Skill Fury are not that great for this), Fire-up because you WILL lose gens going for this achievement, Bitter Murmur for the same reason, Deerstalker to slug the next-to-last survivor to prevent a hatch escape (remember that you then have to pick up the slug, and drop repeatedly if they don't wiggle, until they escape grasp, otherwise you can't tombstone them. Try to reach an area where you can chase them more easily when doing this), Insidious if you want to camp the slug or get tricky near the last gens (that's really evil, which fits the job description). The best map for this is Gideon, imo. Spies from the Shadows is better than Whispers on this map, if you planned on using the latter. However, it's been done on every map. I did it on Pale Rose.
Go around stalking and try to get your PWYF stacks. You can give someone a quick easy hit, if the situation presents itself and you don't have stacks, just to get some stalling. Otherwise, don't waste time chasing, stalk as much as you can. Someone suggests to actually try to hook early game, but I disagree. Tombstone makes you slower, so you'll need a really easy target at worst, and you run an augmented risk that they ragequit, making the achievement impossible. Even the deception factor would be negligible, considering that your surprise advantage will be gone after the first kill anyway. When in EW3, remember to get very close and just tap m1 to trigger the tombstone animation. It's better if you try after rank reset. Inexperienced survivors not only are less efficient at repairing gens, but they're also less likely to try to hop into lockers to counter your tombstone.
BONUS: you can try pretending you're AFK and tricking the survivor into giving you easy stalk, if you feel daring enough.
Good luck.
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@Traslogan said:
https://forum.deadbydaylight.com/en/discussion/comment/1183467#Comment_1183467
If bubba camps you, he's losing his pips for being in proximity. If he chases you to the hook and you unhook anyway, there's already an unsafe unhook function it's just that DS fully overrides it and punishes the killer for punishing you.
Facecamping Bubba doesn't care about pips or bp. In this game, facecamping is countered by perks. It's very simple really.
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It should work like an overcharge skillcheck, where even if you leave you still have to complete the skillcheck.
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@Zaitsev said:
That my friend, is a camper and its technically, sportsmanlike and fair.
Sorry to hear that man. Its super annoying to deal with
Which is something that I never really understood. They added unhooks from the side exactly to avoid making unhooking impossible. Then this, which is a totally comparable situation, stays in the game forever. For all their talk about consistency, I have to say they did a pretty good job so far.
@Mo4ntus said:
First week and they’re faced with a bubba facecamper
Well, BHVR wanted to make the game less frustrating for new players...
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Wish you the best. Keep you head up, we'll be waiting for your return.
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Zarina with shards.
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@notsonew said:
i am rank 1 killer and there's 10+ minutes queue times, how does this makes sense????
Same here. I tested survivor and it's immediate, but I got paired with green ranks.
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@screamdreamsx said:
I main spirit and it took me a long time to get used to her when I got her.
First thing to bare in mind is just some of the basic info about spirit - she’s a 110% killer, which puts you at a disadvantage in chases (without ability) and for getting around larger maps. Play in accordance with your add-ons - if you put on add-ons for increased phase duration and reduced cooldown, use it to patrol the map/gens, if you use add-ons for phase activation and reappearance (my favourite combo), use it in chases (so basically adapt your phase usage depending on which add-ons you choose as it can be used many ways). I phase when I need to, ie if I see or hear someone on a gen, if I’m in a chase, if I saw people with perks etc, because you never want to be on cooldown at a crucial moment, but don’t be afraid to use phasing to cover distances if where you need to be is far away, especially if you’re down to only a few generators left.
In a chase if you can’t phase, be sporadic and unpredictable. Spirit jitters when she walks and it makes her harder to judge. She also has no vault animation, so survivors don’t expect you to appear on the other side of the window. Also, there’s the classic fake - stand still, perhaps at a window or palette and give the impression of phasing (when spirit phases she leaves behind an idle ‘husk’, a telltale sign she’s phasing), a lot of the time the survivor will come straight to you.
Phasing in a chase is deadly when mastered. Use your ears (works best for injured survivors) but also your eyes. Yes you can’t see them but you can see rustle of grass/corn/reeds, you can see scuff marks on vaults, you can see scratch marks (and where scratch marks end if survivor switches to walk), you can see crows. Be observant and you should be able to follow people whilst phasing, if they’re injured listen out for the grunts of pain to pinpoint them - a headset works best. If a survivors headed for a palette, phase into the palette and take a swing, more often than not you’ll find them there waiting to throw it and they don’t react fast enough. If you didn’t know, survivors inside spirits TR do not hear phase sound.... meaning if you are chasing someone, they won’t know if you phase or not, so as soon as line of sight is broken, phase!
Finally perks. Depending on what you have, I’d recommend my build or some variation of:
Nurses Calling (range covers outside of spirits TR, no phase sound inside TR also means a lot of surprise attacks on healers)
BBQ (perfect for ranged phasing)
Surveillance (greater hearing distance of gens, plus knowledge of when someone goes back to one = surprise attack)
Thanataphobia (spirit works best against injured survivors, I try and get as many people injured as possible and keep pressure on, works well with nurses and will slow the game down).
(I do use Pop Goes instead of Thana, but it’s requires lots of hooks to be useful so maybe switch when you feel more confident).
Finally - don’t be disheartened! She’s hard to get used to! But, if you do get there, you’ll find you’re smashing out the 3-4ks. I play spirit in red ranks (I was rank 1 before the recent reset) and she’s certainly a force to recon with.
She does have a vault animation.
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It's subjective. He's not particularly engaging imho, but that can be said of other killers as well. There are only so many powers and iterations thereof that BHVR can come up with, so some are bound to be a little dull. It is what it is.
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Solo q in a nutshell. I see every time on this forum how stressful it is to play killer and relaxing to play survivor. I would like to know who they play with. I take playing killer in the red ranks over solo q any day of the week and twice on Sundays.
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You were 100% camping, I don't see how you can argue to the contrary. It's a legal strategy, you don't need validation.
Yes, as you found out, camping also works very well, contrary to the narrative spread in this forum. No, it's not always for the survivors' fault. It's by game design flaws.
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He has better teachables and fewer issues against OoO. That's it. Freddy's kit is better in all other aspects.
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Complaining about free stuff. Neat.
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1176349#Comment_1176349
Nurse is the most rewarding killer imo
She's very rewarding. Definitely one of my favorites.
@Clevite said:
I get that. You prefer a little more mechanics to your killer I take it?
What tactics, if any, can a killer use that may bother you?
Yes, I can say that's my preference.
Regarding tactics, I really can't stand anything that is cheap camping. I don't mean checking around the hook when you know there's someone around, or going back when you spot someone going for the save as you're walking away, or camping when the gates are powered and that kind of shenanigans.
I talk about things like Insidious, stealth killers camping when cloaked, Demogorgon doing a teleport to a portal 10m away, Spirit phasing on the spot, Deathslinger/Huntress cocked and loaded just outside TR etc. Anything that is simply meant to ensure a no-brainer trade. I can assure that, contrary to the mantra parroted in this forum, camping works quite well even in the red ranks and not (always) necessarily for the survivors' fault.
I think many killers overlook the fact that many of the 'hated' perks like DS and BT are not in the game to cater to the 'entitlement' of survivors. They were forced onto the devs because otherwise the gameplay would be unbearable. I think it would have been better to fix that as an in-game mechanic, rather than using perks as band-aids, but this is what we got.
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@Clevite said:
Well said. Why no spirit or freddy?
I come from FPS games and so tracking via sound is a little too straightforward for me, because I'm very used to it. Of course, you can still get stomped even when you play well with Spirit if you get bad rng, but in general I like the mechanics of other killer powers. Freddy is a bit dull for my taste. I can shut down many tiles with just one snare when the placement is correct. I'd rather get a nice flick with Oni, or a sick curve with Billy. Although, gen teleport mindgames are really cool, I can't deny it. Different flavors for different people, I guess.
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If they let you hit them, it's not a bm.
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@Aura_babyy said:
What about people with posts matching your own?🙃
It's only fair that I make an exception for you, because you kicked off the replies. You can send me a DM if you want.
@shadowman0105 said:
what killer do you think has the highest skill ceiling and lowest in your opinion.
I certainly have not mastered all the killers, so take this with a grain of salt. If we talk strictly about killers without add-ons, I think Nurse has the highest. Similar to the Huntress, you need a lot of knowledge of the map to know where to blink and when. To continue with the comparison, you are essentially a hatchet that goes through walls, so you have even more possibilities that you have to account for.
For the lowest, I think that in general stealth killers don't have a particularly high skill cap. They're essentially M1 killers that have the opportunity to get easy shots here and there. Notice that when I say they don't have a high skill cap, it doesn't mean that it's easy to perform well with them, but only that imho their power doesn't add a lot in terms of mastery over the m1 aspect that all killers possess.
@Peasant said:
I've got a few questions for you:
How long does it take for the first 3 generators to pop, on average?
Do you feel like you could do well with any killer at rank one, or would you have to choose from a fraction of the roster?
1) It depends on the killer you're playing, your build and the map rng. To give a broad answer without focusing on one aspect in particular, the first gens will pop fairly fast when versing skilled survivors. From there on out, the game can slow down significantly or not, depending on the skills of all the players in the trial and the factors that I mentioned at the beginning.
It's not unusual for me to end the trials with one gen left. In general, I always think of the gens that I want to keep, rather than how many gens have popped/are remaining in total. Similarly, with slowdown perks, I don't think of them as perks to slow down the game. I think of them as perks to slow down the gens that I want to keep.
2) I'm not skilled with each killer to tell you that I could do well with any of them. I could tell you, though, that if we talk about without add-ons, then no, I don't think all killers are viable at rank 1/2. I say rank 1/2, because on average I notice a significant difference between survivors that reach the top and those that bounce up and down rank 4 and 5.
If we factor in add-ons, then that opens up a lot more possibilities. For example, I know I can do fairly well with Wraith with Windstorm, or Myers with J. Memorial, to name a few.
In general, in every game there are characters/items that are better than others. It's only natural that the higher you move up the ladder, the more the players will have to select and use the best stuff in the game to close the gap with their adversary.
@Dr_doom_j2 said:
How many hours do you have playing killer?
I estimate I have 500-ish hours as killer and 300 as survivor.
@Clevite said:
Do you play the top four killers or do you also play lower tier killers?
And if so do you have the same kill ratio with them?
What is the best thing a survivor can do to beat you? I. E. What skill should I prioritize?
That depends on who you consider to be the top 4 killers.
I've played Billy a lot, lately. I prestiged my Nurse and put her on the side a little, so I'll probably get my behind kicked when I play as her again. Spirit and Freddy are not really up my alley. I play as them for my dailies and to spend bp offerings. All these are without add-ons, usually.
I also play Demogorgon and Oni, but I'm a bit boosted with them currently and I don't have optimal builds. I think they're well-made characters. Oni in particular can be quite scary.
If I break out some add-ons, not necessarily the ultra rares, I estimate I do almost as well with Wraith, Myers, Plague and Doc.
The best thing survivors can do to beat me is to split up, not being overly altruistic, and leave early when I'm approaching. There's nothing worse for a killer to be chasing someone outside of chase.
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Short answer:
If you play in a swf, you definitely don't need SC.
For exhaustion, use SB or DH. You then can run the meta with DS, BT and Adrenawin/Unbreakable. If your friends are dependable, they run BT and you can loop a little bit, then you can ditch DS/Adren/Unbreak for other perks of your choosing, such as Iron Will, Detective's Hunch, etc.
Slightly longer answer:
Ranking up is a function of performing actions in a variety of categories to achieve enough emblem point. It's not linked specifically to certain perks. What perks can do for you is to buy you enough time to undertake everything you need to accomplish. Doing too much into a certain category while neglecting others will not allow you to pip in the purple/red ranks, because you can't get more than iridescent for each emblem. Running the meta allows you to get out of sticky spots to get a chance to rack up enough emblem points.
If you're unsure about what you need to rank up, read these:
https://deadbydaylight.gamepedia.com/Emblems#Survivor_Emblems https://deadbydaylight.gamepedia.com/Emblems#Ranking -
1) To mark 3 survivors in exposed state
You have to mark them while leaning. If you're not leaning, it won't work.
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@Boss said:
Lol, Lightborn without Flashlights.
I think we know what kind of boo-boo they made to this huntress for her to break out the iri head.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/1166571#Comment_1166571
You know what else is unacceptable? The amount of people who think a game against a rank 15 Oni with one perk proves anything whatsoever.
It proves that matchmaking is broken. Not that anyone needed any more proof for that,
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10/10 bait
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@XRuecian said:
A better idea would be to start the match healthy, but once you get injured you cannot heal it, ever. And all of the benefits of no mither will activate for the rest of the game. This would basically leave it as mostly the same as it is now, without you having to be injured from the very beginning.
The biggest problem with No Mither is not that it is not useful. It actually is like two perks in one, which is why you have to stay injured. The problem is that killers KNOW you have no mither from the very beginning, therefore any killer with two brain cells will never allow you to put it to use. Imagine if Unbreakable put an icon next to your name to let the killer know you had it. He would simply never let you use it.
By allowing No Mither users to start at full health, the killer would no longer be able to instantly know you have it until it actually activates.
Also, i have never tested it, but I assume No Mither also makes it where you do not leave blood orbs for Oni, since you do not bleed?
You do leave blood orbs.
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@BigBubs said:
Probably thanks to this "fix" in yesterday's patch -
"Fixed an issue that would award a Protection score event to a Survivor for breaking free from the Redeemer's spear near an injured Survivor."
They fix something that wasn't that much of a problem and completely break the whole protection hits scoring. Pretty good job I guess.
I was going to post this^. Typical fix that needs a fix for the fix.