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PrettyFaceKate

PrettyFaceKate

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PrettyFaceKate
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  • I've slugged before the nerf. I've been regularly going against slugging killers before the nerf had even been leaked. There's a reason why unbreakable has been meta for a while now. Slugging is not exactly breaking news.

  • If you're in SWF, OoO becomes inactive.

    While the killer has the undetectable status effect, OoO is inactive and neither the survivor or killer can see each other's aura due to the perk (other aura reading abilities through other perks/add-ons/items are unaffected and work according to their own mechanics).

  • To unexperienced killers, it can be pretty frustrating, especially when done by a swf. However, it's not a great strategy overall.

    In general, during the Tome, just accept that both survivors and killer are going to play a little dumb or annoying just because they need to secure their challenges. It is what it is.

    P.S. sacrifice 2 survivors during egc, AGAIN? Really, bhvr?

  • The surprise factor is it's biggest benefit. However, if the survivors have awareness, it's not a good perk.

  • @ClickyClicky said:

    Ruin was dull but boy did it feel far more fair than NOED.

    Shame they nerfed Ruin and not NOED. I didn’t mind killers taking Ruin but some people would take both Ruin and NOED, on top tier killers too. At that point skill was being taken out of the equation.

    NOED is unfair against solo players. Add a totem counter and the fairness angle is taken care of, imho.

    Old Ruin was unhealthy toward beginners, that's the only part I agree with the devs, but it could have been reworked in a much better way. I think it should have been a hex that made gen repair 100-ish seconds flat. Also make it that as long as the totem is active, repair speed debuffs/bonuses from other perks/add-ons/items do not apply. It would have been truly an early game perk and the gens would still progress, with the option of cleansing the totem. It would have also greatly reduced stallmates via forever builds. I believe there would've been little complaints on both sides. To those who'd say holding m1 longer is boring, with old ruin gens made survivors holding m1 longer anyway. Hitting even one good check meant 7 additional seconds. Missing a skill check meant 11. That happened even to the best.

  • I just can't get enough of new Doc. Running around zapping survivors is fun again. I laugh alongside him more than I should, every time I land a shock. He's my boy now, in a wonderful pair with her one and only Nurse Sally.

    However, to OP's point, if the devs made these changes to make Doc less frustrating to play against, all I can say is "pretty good job so far" (insert IfYouKnowWhatIMean.jpg).

  • @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1024668#Comment_1024668

    Spirit might not be as hard as huntress or nurse, but she isn't on autopilot. She still requires basic game sense. This community really needs to stop with the hyperbole. It's getting old.

    But she "still requires basic game sense" though... Now, try to take a second to think how that statement is the very reason there's no hyperbole in saying the Spirit is gG EzpZ.

    BONUS: basic game sense for Spirit (hyperbole-free):

    3778a1860c80fe0aa2efaa69ec12242b.jpg


  • I agree that the stronger the killer, the higher should be its skill cap. However, I can't but smile at the irony of complaining about Freddy being easy and thinking Spirit requires skills.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1024310#Comment_1024310

    I definitely disagree that all strong killers are brain dead. I would say nurse, spirit and huntress actually require the most skill out of any killers in this game. Yes you can counter his anti loop by pulling pallets early but it doesn’t take long before all the pallets on the map are gone, and because of his slowdown whether it be choosing to wake up or taking the penalties, all the Freddy has to do at this point is keep rotating to gens with his teleportation, get free downs as all the pallets are gone and use pop to prevent the survivors from getting anywhere. It is possible to beat him but you need to have an incredibly optimal and reliable team and a Freddy who doesn’t know how to rotate between survivors.

    Spirit? Maybe you meant Hillbilly. Spirit doesn't require any skill, just a pair of working headphones. She's as braindead easy as Freddy.

  • I would be careful what you wish for. Since reset, I have gone against or put in team with purple and red ranks who are so potato, it's hard to describe. Lately, the best team I've had were all 11-12 ranks against a Hag. I didn't touch survivor anymore that day; I wanted to end on a high note for once.

  • I call it No-Hide Nurse.

    Nurse's, Bloodhound, Spies from the Shadows, Infectious Freight with Metal Spoon and Anxious Gasp.

  • Survivor queues are a breeze on my end. Killer queues, on the other hand, suck except from late afternoon.

  • I don't think survivors run back into the husk since December 2018.

  • I don't use it and I'm not running into it very often. I've seen it work for a trapper who had a goat totem spawn in the middle of 3 gens, but he was also using honing stone and bloody coil with a black ward. Also, a Billy pairing it with Surveillance and TotH and they spawned decently close to each other. Most likely copied from Youtube.

  • If they have enough time to attempt a kobe without hitting struggle before you save them, some players will do it for the swag factor and because it rewards survival points when successful, However, it's indeed subpar and disrespectful to do when you're not playing with friends, because it cheats the rescuer out of the things you mentioned.

  • @ad19970 said:

    We just need a totem counter so that solo survivors aren't hurt by the perk more than swf survivors. But with Ruin nerfed now, it would be foolish of the devs to nerf the next strong killer perk as well. First get more killers to be viable, by buffing them and/or reworking maps, and then sometime during that they may be able to look at NOED as well.

    A totem counter will be probably be all that's needed and it would affect only solos, as swf don't need it.

  • What you're saying is that it's easy to pip, not easy to play, that's why pipping means nothing. And not everyone plays 4+ hours a day (just an example, not saying you do), or spend their free time watching videos instead of actually playing the game.

    The in-game tutorial is useless and the lack of a practice mode hurts new-entries more than anyone else.

    Everyone can hold m1, but new survivors only know how to hold W and as a result get destroyed in 15 seconds when found. Even when they try to loop, any time they make a small mistake, they get on the hook. Rinse and repeat, add camping/tunneling/hook bombing and it's clear how hard it is to accumulate quality practice time during chases. Most time is spent hooked, slugged or on a gen. That's how you see many red ranks who don't know how to last more than one loop.

    Back in the days, when the game was more survivor-sided, it was easier to get back from an error in a chase and get experienced, as long as one focused on actually looping optimally. Super frustrating for killers, of course, and it's unhealty to go back to that situation. However, those killer who stuck around, certainly accumulated a tremendous amount of experience as well.

  • Out of the top of my head and I might forget something, I'd tunnel:

    • Keys.
    • Flashlights, if they actually know what they're doing, because they can become problematic, especially late game.
    • Unhooked survivors, if they get stubborn bodyblocking with BT. Generally, it doesn't happen because I don't camp and I go for the unhooker anyway. However, if it's a fast save, I understand bodyblocking immediately. If they keep trying their darnest to take a hit even once their rescuer got enough distance to get to a loop, then you can bet I'll grant their wish once I waited out BT.
    • Tbaggers and click spammers, if they're bad at looping (you want the attention, you get the attention).
    • Very immersed players.
    • Good loopers whenever I catch them out of position.
    • Sandbaggers and farmers.

    I almost never camp, even if it's endgame, because I don't care about securing one kill as a consolation prize, or hoping in excessive altruism. However, I'll (proxy) camp you if you did something really egregious (for example, the Claudette with OoO sabotaging my hooks, then gesturing at me while aura reading and running to the corner of the map).

  • Clown is my favorite bloodpoint magnet, but other than that he can get genrushed fairly easily.

  • Unlocking characters via shards is an astronomical grind for a casual game. It's not that bad for survivor, worse for killer. Also, 114 out of 140 perks are teachables. It's ridiculous to think the average player could unlock all of them via shards and waiting (who knows how long) that they appear in the shrine. Honestly, remove the shrine and make all teachables available via shards and lower the price, or increase the amount of shards gained.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013230#Comment_1013230

    oh here we go with the "if it got to that point you lost already" argument.

    Love that, soooo why is the game still going then? why does it not end right away when the doors are 99nd?

    heck why is 99ning doors even possible then? why not just all or nothing, like doing a totem?

    the game is over so you open the door and you leave, but no, you can postpone that, hold the game hostage for as long as you can until the killer goes and opens the door for you....yeah great design that.

    The match does not end because neither side used their option to start the timer to a guaranteed end. You're using the hostage terms incorrectly. It's an option, which means you can choose to do it or not and, the fact that everyone in the trial can do it, by definition means that neither is hostage of the other side's stalling.

    You may not like the "you already (likely) lost" argument. But just as many things in life, even if we don't like'em, it doesn't mean they aren't true.

  • I want to play on your server, because my survivor queues are a breeze, while killer is terribad, except in the evenings.

  • Well, I deranked out of no ill-will of my own, simply because I was trying to learn Nurse and my failures sank me down ladder. Still, I have had matches where I was mismatched with red ranks survivors who were hilariously bad, even worse than my Nurse. Rank is increasingly meaningless.

  • 15 seconds is 'long' only if you were camping, and even then it's easy to wait out, especially if you try to zone the survivor by bodyblocking.

    I agree with making it proc regardless of terror radius and I'm ready to take the flame for that. I always go for the unhooker anyway and, if I find the unhooked instead, their timer is usually over, because otherwise it means I was proxying hard.

  • The EGC mechanic was implemented to avoid hostage situations, not to offer the killer easy kills in the endgame.

    If the repairs were completed and the gates 99'd, you should be looking at what you did wrong up to that point, because you've already lost, regardless of 99'ing, unless the survivors go suicidal (which happens from time to time, tbf).

  • Deranking killer? Check

    🤪

  • Moonwalk at pallets with no LoS blockers.

    Hide in lockers to avoid BBQ all the time (and I wasn't even playing Dwight).

  • If a killer is tunneling/camping, you cannot simply git gud to get out of the situation, unless you're versing a uber potato. You need good teammates AND the meta perks. That's why those perks are meta and why they were introduced specifically for tunelling/camping in the first place. It's the reality of it. Oh, and if it's a Bubba, you're a goner.

    Instead of nerfing Ruin, the devs should have probably fixed this problem and given killers the power and the incentives to not tunnel/camp at all. If they care so much about fun, I'm sure they lose many more new players to this than to ruin, because camping and tunneling are prevalent when versing new killer players.

  • I don't understand the point of this topic. Everyone and their mother know that being a Spirit main means that one has found how to plug in their headphones. Duh!

  • Dead Hard is one of the easiest exhaustion perks to counter, except for Nurse who requires some finesse for that. If the survivor uses it effectively to make distance, then it's a skillful interaction because they need to have their pathing down to a T, otherwise all that DH does is to buy a total of 3 extra seconds before getting downed.

  • Yes, except insta saw.

  • I like this. Here, receive Sally's seal of approval.

  • The add-on rework was needed, but the one we got is definitely ill-conceived and unimaginative. I think they wanted to keep her nerfed, so they couldn't add too many add-ons that did something useful.

  • @twistedmonkey said:

    It's not anti tunnel then as you could down the unhooker then the unhooked one. Slug them while hooking the other then hook them again.

    The whole point in slugging them in that scenario is not to hover over them as you are wasting the same amount of time as a hook stage leaving the others to do gens freely ie same as camping it can be punished. The idea is to hook the unhooker and leave the other slugged as you pressure the remaining two. Find another and the last one has to save and get the slugged one up so none are on gens.

    Now DS is problematic when you don't tunnel and randomly find them again which is why I proposed the timer half after someone else is hooked but if they are slugged it doubles. There is of course the possibility with DS instantly trying to unhook again in this scenario so another change is to also make the timer half if they do this even if slugged. Basically the one with DS should get out of dodge asap.

    This makes it a better anti tunnel imo as you didn't go after the one who was unhooked so randomly seeing them again isnt as punished and it also punishes the DS user for trying to take advantage of the perk.

    This^

    Setting the deactivation trigger as simply hooking another survivor would be very easy to work around and essentially nullify any anti-tunneling properties.

    However, too many conditions and caveats are probably hard to implement in a consistent way. That's why I think DS will probably stay as it is for a while, because it's mostly problematic if you randomly run into the unhooked survivor and down them within 60 secs. From a gameplay standpoint though, it's still probably the lesser of evils and slugging them is still a great source of pressure. So, it's not like the killer is getting robbed imho.

    DS is also powerful in the endgame, but that's a situation where everything goes, even facecamping.

  • They spent 30k to make the Spirit. They're not changing her again any time soon, even if the only thing you need to play her properly is to plug in your headphones.

  • @NullEXE said:

    I'm a Rank 1 Freddy main, and I can confidently tell you that - my god is there some bad advice in here. Freddy isn't "the easiest killer" by far. He is the "best killer" when used right, and you still have to learn how to use him right. If all you do with his projection is teleport with it, then your wasting a lot of time, and throwing away a really good chase mechanic. If you don't put your snares properly than people will trip them when it doesn't matter, or simply not at all. Freddy at the same time takes a lot of skill in prediction, as all of his abilities each come with a cast time, and sound notifications/animations when he uses them. Forever Freddy is actually a terrible build, and may be one of the weakest - most pointless builds you could do with him, for the sole reason that any survivor that know's how to beat Freddy would simply wake up, and that deny's almost all regression you have from add ons - and that is easily done by a competent team of survivors who will just safe loop you to their clocks till you give up chasing them, or they wake each other up after you hook someone. Though here is the build below, and you can try it yourself. I am posting the original Forever Freddy build, and not the even weaker recreations people have been making up (because a lot of - not the most skillful survivors will all call any build on Freddy: "Forever Freddy, Christ even TallerToast said a Freddy with Distressing and BBQ with no add ons was "Forever Freddy" and he's a somewhat popular streamer).

    Spoiler Spoiler Warning ▲ ▼

    Forever Freddy - Swing Chains, and Jump Rope (Add-Ons)

    Sloppy Butcher, Thanatophobia, Pop Goes The Weasel, Hex: Ruin

    A big thing about Killer is knowing that for certain - you are not protecting the first few gens, you simply cannot unless your very lucky with Ruin, and good survivors will find that bad boy in a matter of seconds at the start of a match - so it's also unreliable. Instead aim for the survivors to only get 2 or 3 gens repaired, and for when there is only 3 gens on the map.

    Teleport across the map only when you absolutely have to - for example; If you know for certain they are working on a gen across the map, teleport to it. In a 3/4 gen scenario and you have to get across the whole trial to patrol it - you can teleport there, though sometimes that's even risky, only do it if you know for a fact they are working on it.

    Place snares in unconventional places - instead of in front of a pallet, put it in the areas leading to a pallet from a generator, or around the corner of a pallet. Then survivors will try to safe loop you, but run into snares instead leading to a confirmed hit.

    Having your teleport available really throws survivors off, because they get so used to always winning safe loops - but safe loops are not so safe when the killer can teleport to the generator ahead of you halfway through a chase to the next safe loop. Between loops, if there a generator near or at the next safe loop, try to teleport to it to throw the survivor off.

    There are other uses for your teleport as well, if they are working on a generator in a high place, like the houses in Haddonfield, or the pier in the Swamp. Try faking a teleport to the generator they are working on, and they may just foolishly jump off/out the side right in front of you. You can also fake a teleport to a generator in a chase, forcing the survivor to either run to the side towards an unsafe area, or back again into you. Get creative.

    Here are some nasty tip's for Freddy, that survivors hate (and rightly so).

    • Denying DS: If you down a survivor right after they get off hook, and the other survivor either was running to a safe loop, or is too far away to chase as well - that you are forced to take the survivor you just downed. Don't worry. Place 3 snares in succession toward where the survivor can only go, and then pick them up. If they succeed DS - then they have to go through 3 snares in order to even get away since you already hit them putting them into sleeping state. 2 Free hits, and second hook - i'll take it in most games.
    • Forcing Skill Fails: Know of a survivor working on 1 gen, but you don't have time to patrol it right away because you're so close to downing his injured survivor? Throw fake teleport at the generator(s) you know survivors are working on, the blood may scare them to try and jump off just as a skill check comes in, and the regression really messes with them.
    • Keep everyone asleep. Free hits is your best friend, always take them, sure they can heal quickly enough, but brutality as as categories is maxed faster by hitting survivors, and they are slower at doing gens by default while being in the dream world. Not to mention that the dream world is difficult to see in, they glow so it's easier for you to see them (hah take that blendette), and you annoy them with that obnoxious lullaby.
    • Don't chase, if they run to a safe loop that you don't preemptively have snares at, or can teleport ahead of them to. It will take too much time for you to set up snares while in chase, push them around for the pallet - into the snares, and then return to a generator. The free hits however will stack up and fall into your favor.
    • Keep hooked survivors within your patrol, and an even better method is patrol only the 3 gen's nearest a hooked survivor. You are strongest against a 3 man, 3 gen left scenario. They simply cannot finish the last gen of a match without a 4th man. (This is a general killer tip) (Salty players have started to call it "Proximity Camping"). Just remember by the end of the day they can die and double pip, you require at least 2 sacrifices to black pip in red ranks.
    • If using a perk like "Make Your Choice", hook survivors next to generators, then walk away. The moment someone saves them, teleport to that generator. You get Make Your Choice go off because you were outside it's required radius of the hook, and at the same time you jump on the survivors quickly. They will probably call you a "camper" - just remember to ignore the hate, it's not easy playing Killer.

    Here's the build I typically use, the best thing about Freddy since of his teleport ability you don't require Ruin to play well.

    Spoiler Spoiler Warning ▲ ▼

    The Nightmare - Pill Bottle, Unicorn Block

    Make Your Choice, Surveillance, Pop Goes The Weasel, Barbecue & Chili

    There you have it, a moderately sized guide to playing Freddy. As far as perks go, I would suggest playing other Killer's first to unlock perks for Freddy to use, as he is much better with perks that are not his own. This also means you are going to have to be fine with losing - a lot at the beginning. I would suggest doing Killers in this Order;

    1. Cannibal: Level 35, Barbecue & Chilli
    2. Clown: Level 40, Pop Goes The Weasel
    3. Pig: Level 35 - 40, Surveillance, Make Your Choice

    Good luck Killer, may the trials be ever in your favor.

    Freddy is one of the easiest killers. It's not a personal attack to Freddy mains. The skill cap is not even comparable to Huntress, Nurse, or Billy.

  • @Dr_Loomis said:

    I have them all...but since the two pip, Adept Killer trophies have been a bit much for a lot of players.

    4K with their 3 unique perks should be enough.

    I'd say 4 sacrifices, moris shouldn't count. To make it fair, DCs should count toward the achievement.

  • I agree. I thought the same when it had been changed.

  • 2-3 gens in the first 5-7 minutes is not fast at all. Not even close. Freddy is also one of the best and easiest killers to play. So, yeah... it's not like I want to tell you to git gud... but you're likely too new and kinda need to git gud, you know.

    Try watching some videos online to learn. Fungoose has some about Freddy and he explains his thought process a lot. There are many more content creators, if you look for them.

    Regarding the bp grind, you're right, it's terrible. You can wait for BBQ to appear in the Shrine, or buy the DLC with Leatherface to unlock the perk. That helps a lot with bp.

  • Corn field is pretty bad in general, so don't feel disheartened.

    Single blink hits should be the exception for any situations but short distance encounters. You want to have two blinks in the pocket when going for a hit where you have to regain ground on a running survivor. The basic strategy is to use the first blink to get close, then the second to get them. So, don't be greedy.

    If it's a long distance blink and there are no LoS blockers, don't land exactly on top of where you expect them to be. They may try to double back, or even moonwalk, or pull other shenaningans. You get close, but a little short of the mark, then you second blink for the hit. Their jukes will be significantly harder. How much short of the mark? It's hard to explain. You have to get a sense of the distance you can travel with your second blink+lunge, so that you position yourself to be in range regardless of where they try to go and so that your second blink is short enough to deny them time to do anything to evade. You'll get it down by trial and error.

    If there's a LoS blockers, you have to think what are their possible routes of escape, then with your first blink you position yourself in a spot where you can see where they go and and reach them with your second blink.

    A simple example: if the survior is ahead and can turn a corner to their left, you want to blink toward the corner slightly on the outside (to the right) and rotate your camera to see where they go. You don't want to teleport through the wall trying to cut them off assuming they're actually going to turn left. They could double back, they could turn left, right, or keep going forward.

    Always use your first blink to position yourself in such a way to be able to react, rather then predict what the survivor will do. Don't get me wrong, pulling off predictive blink sis pretty cool, but not all survivors play predictably. You observe them first and play the guessing game only if you're confident or you have to.

    Glhf.

  • You said it yourself, you shouldn't get blood if you hit an injured survivor. Sounds more like a fix than a nerf. And you shouldn't be surprised that BHVR didn't put everything into patch notes or announced changes. It's not the first time, won't be the last.

  • This works only in swf, when even they don't decide to throw the game. In solo, even with kindred, you can bet on your entire team to suicide 9 times out of 10. This is a casual game.

  • I've read many survivors on this forum voicing their disappointment.

    As a killer, I used Ruin only to learn a new character. Otherwise, I strayed away because I didn't like the RNG factor.

    As a survivor, I think this change could potentially make high-pressure killers even more powerful, with the paradox that they were the ones who could reliably go into a match without current Ruin.

    All in all, I don't like the change.

  • @DeathBeam said:

    Trying playing Nurse on Sanctum of Wrath around the center of the map, it's a safe haven for the survivors since it's mostly a dead zone.

    No kidding, when I finally decided to learn Nurse, the first map I got was Lery's and the second Sanctum of Wrath. I felt dead inside a little bit.

  • @youarewronglol said:

    I feel like we are reaching the opposite problem

    the last couple killers have had really ######### addoons, i mean just awful

    not very strong, but also no fun

    Demo has nothing, and the worst UR in the game

    Ghostface has recovery and that's it

    and Oni also has nothing, but slightly more then demo

    You should look at Nurse's ultra rares then. Nobody loves Sally anymore.

    @28_stabs said:

    Because killer is not power role. That would be too powerful. :D

    The power role thing is a made-up notion used to whine for not having a granted win. It's a game with two sides which have to be balanced against each other, which isn't easy in asymmetrical. There's no power role and there shouldn't be one. That's all.

  • @drimmalor said:

    Extending the timer on Blood Warden is dangerous territory, since Endgame Collapse lasts 4 minutes maximum (with someone hooked or downed). It already covers 1/4 of that time minimum, and it definitely feels like a short time if you catch 2 or more survivors with it. Then again, it's a perk that can swing a game into a full 4K if used properly, and has good synergies with perks like NOED.

    It's one of those perks that often doesn't see use, but it's scary when you see that block as survivor.

    https://forum.deadbydaylight.com/en/discussion/comment/1005331#Comment_1005331

    That would also be a really cool improvement, but it would remove counterplay of not opening the gates so you can make saves. I'm curious if there's some sort of middle ground that could be found for it.

    The counterplay would be to open the gate, because while hooked the EGC timer is extended, but bloodwarden would start running instead of being on hold. In essence, survivors would have to guess if the killer has bloodwarden or not. I'm not saying it'd be a good change or not, just that there would be a different meta.

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