Psychobeastz
Psychobeastz
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- Psychobeastz
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@ringwinning said:
https://us.v-cdn.net/6030815/uploads/9JQTP5QZJ8P3/image.png
It's annoying because I play Spirit as my main and when people are on death hook they DC so like... I can't get all the hooks.
Believe me mate, I finished a match with 10 hooks, but my devout emblem was gold, maybe there is a reason to it. Honestly, just play some killer (Freddy, leatherface, Myers with infinite 3, spirit with aura build) or make a build that stalls the game to the point that you have enough time for all those hooks.
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You know what they say "what you see, is what you get."
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@TheClownIsKing said:
I play Blight on PS4 and my tips are to just keep a cool head during a slam, and take time to turn, move, and look to where you want to slam to next, rather than just spamming the power button in a panic so you don’t end the rush chain.
The add ons Pustula Dust or Rose Tonic that increase Slam duration are excellent “training wheels” for this. You get more time to choose where to rush to next, helping you relax and focus. Once you feel more confident and faster with choosing your next rush location those add ons can be ditched for the more interesting add ons.
I don't remember the names but I usually run the slam duration since I believe it gives me more of an opportunity to adjust my direction, but also steering just cause its very difficult otherwise in the majority of scenarios(at least with my skill level). Thanks for the feedback and see you in the fog.
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@Zeus said:
Apparently blight is weak on controllers. Not really sure what you can.do about it though. Have you seen any console content creators play with blight well? That'll probably give you an idea of his limits.
Yeah I need to find someone or probably watch xbox videos on it.
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He is good the way he is, he does not need any adjustments from my opinion. Though let's say that he is no longer capable of shutting tight loops or average based ones. How would he fare off, I mean he is an m1 killer and as one of the member's said, "he is an information and shutdown based killer."
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@supersonic853 said:
And not as a weapon.(4:16)All it does is make the killer chase you and kill you out of spite. (Also doing it to high mobility killers like blight is a dumb move anyway. Like ohtofus a amazing killer but you can tell its one of his petpeeves by the way he talks.
Its a good backup, but from what I saw it seems to me that ace was playing like almost any other ordinary toxic or ds abusing player. He could have gotten out and do objectives, but instead let's jump in the locker to grab the killers attention. While it did work, I don't see the worth out of him getting that stun other than points. I don't really watch OhTofu (no offense I don't watch people play dbd too often), but the way he talks does seem to be more of a bad habit rather than an intentional "oh nice dead hard LUL". I get what you mean tho, decisive has its uses (although I don't use it myself).
I take it back, he did say nice dead hard in that way, although if I had to be honest I say it myself whenever I see them do it.
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@ILoveDemo said:
I think the new Hex perk is too strong with Hex Ruin. Hex Ruin alone is allredy too good but with the new perk it is too op against solo survivor who don't know which Totems are cleansed and which not.
Maybe it will be more ok If we reduce the regression from Ruin 200% to 100% and the new Hex only can save a Hex Totem once per Match.
That would me more fair for the game
This may be problematic from a survivors point of view and I can agree to an extent that these 2 perks alone can possibly carry the game(depending on the killer and skill cap of course). There are however more issues that need to be addressed before this, this topic is definitely something that should be considered.
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@KasumiFox said:
First, this is my first time posting on here. Second, I played both survivor and killer (though I love killer a bit more). I've wanted to ask survivor mains for a bit of a favor. When the killer is playing the best they can but not doing well and they didn't camp or tunnel, what's the point of Tbagging them in the end. Even worse, sending them nasty messages. I don't want to sound sensitive, but I've had to get off because it was too much several times. You don't know what someone is going through that day. I really just to ask everyone to be supportive and play the game fairly.
All I can really say is either let them be because it happens or just avoid them. Meaning don't give them the satisfaction they want if they are those types. In this game its common for both killer and survivor, although personally I had more survivors then killers who would do it.
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@TheClownIsKing said:
At least the word “rework” wasn’t used.
But I do feel the same apprehension as when they first announced the Freddy rework. Yeah, ok I’m happy with the Freddy rework, but I miss playing old Freddy A LOT.
I honestly don’t feel like Clown needs many changes. He’s just simply under appreciated and underrated.
Any dramatic changes to how his core power will work will just totally piss me off.
But i’m remaining cautiously optimistic for now.
He is very fun, but without a doubt you can't really win unless the survivors make a mistake or your running a strong build on him(when I mean win I mean at least a minimum of 2 kills). Though that is probably just my skill level when I play clown, but I am hoping he would get some extra benefits such as moving faster when he is in his gas or adding an oblivious status effect to his bottles. I know he has hindered already but I am just throwing in ideas. I myself am also hoping this would be postive or something that I can't complain about.
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@Quol said:
They will make his butt bigger
Or make him hit survivors with his head. That will hurt a lot more.
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@catnip18 said:
I play SWF sometimes and one of my friends streams to twitch. We do it for the social component, not for swat SWF type things. At the start of the game the Demo was afk which we thought was weird but not unheard of. He came back part way in. Apparently during this afk he was opening the twitch client.
We found out end of game he was watching my friends stream to get intel on the game while he was killer. Admitted it in twitch chat. It didn't help him much, he had well over 500 ping so, even hitting us through pallets/walls he only managed a 2k with both kills coming from noed.
My question is, is this common? Should we be concerned with this going forward? Is there anyone else here who streams and has found a way to deal with this other than extending the delay on stream.
Like everyone here is saying and although unfortunately we have some who can't help but spread negativity rather than a constructive feedback, its a harsh world we live in. That aside, as these good people have mentioned that delaying the stream seems to be the better option especially if your pal wants to advertise. Games like dead by daylight, you should possibly avoid streaming as long as your a survivor(maybe killer but what are the odds).
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@KingOfBadRNG said:
or is it just me?
I play on a laptop so I usually have issues with performance and certain delays. This killer is pretty nice in my opinion, the problem is that for me who plays on a controller is torture. Hopefully they adjust it or I need to just take some L's and learn the hard way. Either way good luck and see you in the fog sir.
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@QuickStiQz said:
honestly I think it’s the best menu music so far. It’s beautiful, yet terrifyingly eerie.
Agreed, I fell in love with it.
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@Rutgrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1606872#Comment_1606872
The second match I had the Killer's addons were "Plague Bile: Slight increases Rush Turn rate" and "Summoning Stone: Hitting a Survivor with a Lethal Rush will call upon The Entity to block Pallets within a radius of 12 metres of your location for 6 seconds."
Yup definitely a bug, I only played killer mostly today so I would not know from a survivor's perspective.
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@Rutgrr said:
No I don't. I will say the first match I had the killer had Monitor & Abuse so I thought that might be the reason. But even then there should be some sort of Terror Radius which there wasn't. My second match against him the Killer didn't have M&A and no perks that suppress Terror Radius so its gotta be a bug.
So no perks to really hide his terror radius hmm. What about his add ons, if I am not mistaken he has one where he gets undetectable for the duration of the dash or something.
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@TheClownIsKing said:
Only played survivor (Felix) so far, and here are my praises.
- I actually really like ALL of Felix’s perks, with Desperate Measures being a particular favourite because of the unhook speed. Visionary is a GOD SEND on indoor maps. Sure we have Déjà Vu, but that might highlight 3 gens on the opposite end of a map.
- The Blight is scary fast. Like I have t had my heart pumping against a killer like that in ages. And the TR and chase music are superb.
- I’m still flabbergasted at the immense performance increase on PS4. The game is running the best it has ever had on this console.
Yeah I am having blast with this update as well. Although there are certain issues like the hook animations and the stutters everyone is experiencing.
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@Hopesfall said:
Why is Blood Favor a hex, if it has a cooldown? That makes no sense. You can only use it once a minute, but it's also possible that it can be deleted. Why is that even a thing? Choose one or the other, it's a hex or it's a cooldown.
Imagine Devour Hope only allowing 1 insta down every 2 mins or some nonsense.
I agree with this and not just cause I am a killer main, but because this does not make any sense whatsoever. Giving a hex perk a cooldown, might as well make pop goes the weasel a hex lol.
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@Rutgrr said:
Like the title says, he has no Terror Radius. He has chase music though when he's right on top of me. At least there's that lol
You have a video or some screenshot that shows their perks. It would definitely give us some more insight and possibly grab the devs attention as well.
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@chase131119 said:
The graphics themselves are amazing, but god damn does it kill console. Just played a match on Yamaoka and it was MISERABLE. Stuttering everywhere, lag spikes, it was so hard to even hook players. Just look at this!
This is also happening on PC, not sure how bad it is on console. The devs should address this matter accordingly and provide a new patch hopefully in a few days, otherwise I am not touching this game.
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@SnakeSound222 said:
Locker flashlight saves? Never heard of them, but it sounds like you blind the Killer from the side while they pull the Survivor out, which is stupid for two reasons.
- Jumping into a locker and being discovered should be a bad thing for the Survivor. I’m tired of seeing them become safe zones (Head On, DS, and now this flashlight BS).
- If you can get a blind from the side, then looking at a wall won’t work as a counter. Wouldn’t that mean that a flashlight is pretty much uncounterable if the Survivor knows how to use it? I thought that the devs removed side blinds back when they removed instablinds.
Now I am not 100% sure about locker saves and thank god I have yet to get those types. Although I have been blinded even though the survivor or the flashlight in general was not within my sight or line of view, whatever you call it. What I am saying is flashlight blinds at lockers or things like the above mentioned should not exist. Hell you can even buff flashlight, but if you can take out those things I would be relieved.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604328#Comment_1604328
My point is: It makes absolutely no sense that I'm getting blinded by a light that I cannot see.
https://forum.deadbydaylight.com/en/discussion/comment/1604330#Comment_1604330
- If you take the time to check the area, the Survivor leaves the locker and runs off, most likely to a safe pallet or window since 99% of lockers are located right next to those. It's a lose-lose, like the small pp build.
- The Survivor obviously didn't think before they acted, otherwise they wouldn't have made the dumb decision to jump in that locker. Play stupid games, win stupid prizes.
https://forum.deadbydaylight.com/en/discussion/comment/1604329#Comment_1604329
Difference between the Survivor getting caught and the Killer "just pressing the space bar" is, the Killer had to either see you get in the locker, hear you inside it, predict you went in there, or just guess. The only situation in which the I as the Killer didn't outright outsmart or intuitively discover you is the latter, and in that case, you took a gamble and lost. And that's just it—you LOST. In all of these scenarios, you LOST the battle. You LOST the bet. You LOST the guessing game. And you should be punished for losing.
With regards to latency: As much as these servers suck, that honestly just sounds like you have poor Internet. That's on you.
I have also been blinded by survivors that were not even in my sight. There was several times I was blinded by either my cheek or neck. not trying to be salty, but let's be reasonable like this dude says, I don't mind being blinded or outplayed. Just let the blind be in my sight, not some dumb stuff like my neck or whatnot lol.
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@Pryzm said:
I don't skip lobbies. 3 keys? Let's play 'Find My Key' with special gues, Franklin's Demise.
Two plau flashlights? Maybe I load Lightborn or stick with Franklin's. Two or more tool boxes? So what? Either I increase the strength of addons or go to a slow down build. I don't even sweat healing kits. I'm happy to have you spend time healing. I might toss Sloppy or change out my trap selection to make you add a few seconds to your heal.
In short, there is not much that will make me skip. Maybe, if I'm just not in the mood, I'll skip a .ttv lobby. I'm not up for being the entertainment for your attempt at money or fame since I don't get a cut of it.
Yeah I need to start dodging those ttv's as well, man are they on a mission. Last time I had one he kept complaining about me tunneling as pyramid head. Dude literally ran up to farm and I was only 10 meters away, went right back and called me a tunneling weeb. Then when I dropped by his stream and told him the good old gg and glhf, he then proceeds to say "why not drop me a follow"....
What?????
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1602006#Comment_1602006
You do realise that that is the most problematic add-on in the entire game and is 100% getting reworked, right?
I heard about that too, maybe that is going to be in the next mid chapter update I would assume.
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@Marc_go_solo said:
Never, but I am a masochist and sometimes the chance of beating a powerful team with my always random and potentially petty perks is a temptation I cannot resist.
Same, that kind of game gets me excited regardless of the outcome.
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Its' actually simple. I need to double check myself on this perk jut to be sure, but for what I am aware of it only applies to basic attacks. Think of sloppy butcher as an example. The perk does not work unless it is a basic attack, when people play legion with sloppy, it does not apply when he/she frenzies you since its not an M1 in the first place. Huntress, Pyramid Head and Pig are no different from this. Now however I am not sure how haunted grounds is on a deathslinger, but I assume it works because even when he guns you and hits you, it still gives him a stack of Save The Best For Last. So it is a M1 hit regardless, hope this answers your question and if you still have issues I suggest going to twitch and find some amazing players who can tell you themselves(most preferably fog whisperers or Otzdarva).
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1596721#Comment_1596721
Does the oblivious status not show up on your screen while you're affected by it though? It very well could have been oblivious I just thought undetectable as I didnt see indication of oblivious.
It could have been tinkerer gen was making progress.
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I think they should make him in way that if he constantly hits an object he eventually becomes more maneuverable. For example if he hits an object the first time he does not have much options to work with unless the survivor is in bad position correct. Next if he hits another object, that is when his real potential can be brought out, the more you hit, the more momentum you have thus enabling the killer to overpower survivors in almost any location.
Of course this concept has flaws, such as how they are going to implement this complicated system. Rest asurred that this is an idea I think would benefit him and would make him very fun and viable to take in competitive matches as well. Glhf to all of you and take care.
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I would make a perk for killers that if you get stunned by a pallet. You get an increased movement speed of 5 or 10% for 10/15/20 seconds. For survivors I would give them a perk that if they stun the killer with a pallet the stun last .5/1/1.5 second longer, the cooldown however can be very long similar to Yui's perk "Any Means Necessary".
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I play PH a lot(not claiming I am pro or anything like that), the most fun and possibly legit build I do with him is mostly knowing where the survivor is. In a way you know where people are and if your decent you can land those POTD (Punishment Of The Damned).
- Nurse's Calling
- I'm All Ears
- Barbecue & Chili
- Infectious Fright (You can also switch for Rancor or Iron Maiden)
This build is more fun rather than competitive so its really all up to the player. Good luck with your matches and see you in the fog.
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@Ghouled_Mojo said:
There’s just no pleasing that ######### sometimes.
Preach Brother Preach
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@GingerBeard said:
Clown is my most played killer, and my problem with him is his power is way too simple. The only way to play him just boils down to throwing a bottle ahead of survivors to force them to go around or take the slowdown. Not that other killers don't have simple powers, but this is about Clown.
I like what the devs have been doing with recent killers. They've been giving them powers which have multiple variables which I highly prefer. It makes playing those killers more interesting and spices up survivor gameplay to a greater degree. To be fair, the tonic does have other things besides the slowdown, it impairs vision and can be used to detect survivors. Problem is, the vision impairment does nothing most of the time (based off of my experience playing as and against), and using the bottles for detection is a horrible waste of bottles 99% of the time.
Now what would I add to clown? I have no real idea, just a few concepts that I have hardly thought through, below is one of them.
A single/multiple Jack-In-the-box that the clown starts the trial with. He can throw it on the ground wherever he pleases, and once on the ground would become activated. Once activated, it has a (x) meter radius that that does (thing), and can be deactivated by a survivor similar to disarming bear traps. However, the survivor is given a single difficult skill check that upon failing, would still deactivate the box, but which would then explode causing (thing) to happen.
Now that is what I think as well. Not some simple power like tossing bottles but some other extra bonus to it. My ideas are just random thus I wanted others to share their opinions on what could be beneficial, but also not overpowered and abused.
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@BaschFonRonsenburg said:
All I’m saying is clown would be awesome with a “jack in the box” style power that he can either attach and set off at a range on generators. To jump scare survivors or make them scream with the bottle gas coming out of the box when it opens.
That sounds pretty damn cool I admit. It would definitely fit towards the clown and also just cause its a jumpscare :)
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1576026#Comment_1576026
Gas clouds disappear after 10 seconds but the timer starts when the bottle breaks, meaning if you place a good bottle throw and it takes 5-6 seconds for the cloud to reach the ground it will only be there for 4-5 seconds instead of the full 10
Interesting and would definitely be a lot better than the current cloud. I like this idea hopefully the developers would consider it and make some adequate changes to it. Thanks for replying and see you in the fog :)
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@bjorksnas said:
just make 2 changes
- gas cloud starts dissipating after reaching the ground not upon the bottle breaking
- direct hits give additional slowdown to incentivise good bottle throws
Nice idea for the second one, but can you explain the the first one more clearly. I apologize if I am not getting this idea.
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Sounds like this might be a new perk rather than adding it to the game by default. Jokes aside though, I agree that it might be problematic, but a decent killer at least would check the area a bit before kicking a gen (no offense just saying that is normally the case). This idea would not be bad because it would not completely destroy the survivor side and not change the game towards the killers direction at all. Just a few seconds rather than tapping it wouldn't kill anyone feelings (at least I hope not).
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This discussion is very open minded and I like it. Of course its up to community members and the people who play to take a note of this or just do whatever they want. I usually avoid the negative threads, but I felt curious about this one. Hopefully this post can reach out to those that understand that this game is not in a healthy state (no offense but the mmr is quite devastating).
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@vector said:
you dont even understand how decisive strike is used in the game
1) A surv is unhooked, then he agressivly runs to unhook teammate and simply jumps in to a locker. (most killers do not tunnel , so checkmate).
2) A surv is unhooked, then he runs to repair a critical gen that at 90% of progress if you come closer he simply jumps in to a locker You have a choice between wating about 20-50 seconds or losing a gen. Even if there was no locker and you put him in to a dying state he can simply crawl away.
3) A surv is unhooked, then he start repairing a nearest gen without trying to hide/leave a place he was hooked . 80 sec takes repairing of one gen, DS has duaration of 60 sec. Most likely there are 2 survs on the gen.
4) A surv is unhooked, he gets heal, he starts playing agressive and risky , he baits you, bodyblock you, he helps his teammates in recovery from dying state etc, you hit him once and he goes in to a locker or he lures you away in to an empty corner. You cant pick him up and you wasted time chasing him.
let DS be canceled after jumping it to a locker, repairing gen, unhooking a surv and run it as much as you want you can even make it 30 sec longer.
I have to say this idea is very compelling and makes a lot more sense. I play both sides evenly, but I can agree that if they do this idea I would not mind DS being 30 seconds longer or what not. Not mad at the perk or anything just saying that it needs to be looked at or adjusted fairly. Having a survivor abusing it by jumping in a locker and having the hoot of their life is just plain idiotic.
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@Demogordon_Ramsay said:
One thing a lot of people don't quite know how to use well are the trails. A lot of Killers just carve long, unbroken trails wherever it so well pleases them. This is an extremely inefficient use of your power. Here's some tips to maximize the effectiveness of your trails.
- Hide your trails. Leaving trails in tall grass makes them significantly harder to see, even if Survivors can still hear them.
- Only leave a little at a time. You can only have up to 100 trails in a trial, and they only last for 75 seconds without addons. By spending a large amount of time carving one big long snaking trail, you are both approaching that limit very fast and wasting their lifespan on making more trails. Instead, leave little patches all around the map. This saves time, trails, and you don't spend as long in Judgment mode where you move at 110 speed.
- Don't just use them for Torment. People vastly underestimate the value you get from the Killer Instinct indicator that triggers when a Survivor steps into your trail. This lasts for as long as they're in the trail and for 3 seconds afterwards, even if they were already tormented. If you hide and disperse your trails well, you'll have entire sections of the map where you can basically see Survivors through walls thanks to Killer Instinct. PH has one of the best informational abilities in this game, only really behind Doctor and Legion.
- If you use your trails at a loop, don't overdo it. Put a small little trail in a choke point, and then go right back to chasing. You move at 110 speed while leaving trails and can't turn as effectively, so spending too much time in Judgment mode will hinder you greatly.
When it comes to Torment, there's some things people underestimate about it, and some things people overestimate about it. They certainly save time, but not always, and depending on the location of other Survivors, caging someone might take away your pressure as opposed to giving you more of it. Here's some ideas on when best to cage someone.
- If you down a tormented Survivor near someone who is already hooked, cage them. They will spawn as far away from the hook as possible, meaning the remaining two Survivors need to split the entire team in half to rescue both people. It also saves you much time that could be used to stop a third Survivor from bum-rushing the hooked one.
- Isolating Survivors is good, so if you know everyone is near you and your downed Survivor, cage them. It will take them a lot of time to rescue them. However, in some situations it may be best to send a Survivor to a cage near everyone else. For example, if you down a tormented Survivor in the late game near the remaining 3 or 4 gens, and everyone else has scattered to evade you, cage him. That way, everyone will be concentrated on the side of the map where there aren't any gens, and they can't finish the objective without walking into you.
- If you can cast Final Judgment on a downed Survivor, do it. Very rarely will slugging them to try and bait out teammates be a better strat than just taking an entire Survivor out of the match quickly and painlessly.
- Caging isn't necessarily a good alternative for slugging. If you bring IF and it procs, the Survivors will still be able to get a good chunk of distance on you in the time it takes to cage someone. Don't be afraid to slug as PH. If many Survivors are near, it's better to cage simply so that the Survivor will be far away from all the action.
- Ultimately, you will for sure be hooking more than you will be caging. If you really like Pop or BBQ or Devour Hope, they're still equally viable on PH.
Last but not least, Punishment of the Damned. For brevity's sake, we'll just be calling it a shockwave. The shockwave on paper is extremely good, but in practice, the devs have implemented an egregious number of limitations and telegraphs on its use, making it constantly and incredibly obvious what Pyramid Head is doing. It has an audiovisual telegraph at the start of the animation, an audiovisual telegraph at the end of the animation, the Survivors can hear your sword in the ground when you're moving with it ready, and when you finally attack, PH still takes a bit to pull the sword back and then thrust it forward to then send the shockwave out, making a lot of noise in the process.
Oh yeah and it also tells Survivors exactly where they need to avoid if they don't want to take damage.
All these limitations, combined with the insanely long cooldown if you miss, make the shockwave a very risky attack. Because of this, people prefer to "zone" as PH: Because he still moves considerably faster than a Survivor while channeling a shockwave, and has the ability to lunge straight out of it if you time your M1 right (sometimes referred to as the "Pyramid Head tech"), it's very effective to plant your sword in the ground and make the Survivor think you're going to use your shockwave, but instead go into an M1. However, you have no choice but to balance the two out to play optimally: A good Survivor will see you're never using your shockwave, and they'll stop taking the bait. You need to use your shockwave as well to make yourself less predictable. Zoning is piss easy, but learning to consistently hit shockwaves is, in my opinion, one of the hardest things you can master as a Killer.
And at the end of it all, you have this to look forward to: If you master your shockwave... I mean, it goes through walls. I don't need to say much else, really. You're basically a short-range Nurse with 115 speed. But this will take a lot of time—I myself am still far, far away from hitting this point. Don't get discouraged if you can't hit them well at all. You'll need to devote a lot of time and effort, even if stops you from winning that match. Hell, sometimes if I'm winning, I will throw the game away by never using my M1 and practicing hitting shockwaves on the last 2 Survivors. I gotta practice whenever and wherever I can.
That's his power. What Perks would I recommend on PH, though? Well, I'm still trying to figure out what best works with his power, what best compliments his strengths and covers up his weaknesses, but so far here are my suggestions.
- Save the Best for Last—PH is a very M1-dependent Killer despite the shockwave. However, you can also use this shockwave to save tokens when chasing your obsession.
- Pop Goes the Weasel—This is kind of a given. PH is a low-mobility Killer with poor map control a majority of the time. He needs any stall he can get.
- Corrupt Intervention—On its own this Perk is kind of meh on PH, but combined with Surge, it will help slow the early game down to a significant degree—enough so that, if you chase well, by the time the late game starts to roll around, you are able to cast Final Judgment on most everyone and really start snowballing. This does mean, however, that there will be situations in which you must choose between using a shockwave to end the chase faster, or using an M1 to activate Surge.
- Infectious Fright—This Perk is great mostly on slug Killers, but no matter who you play, its information is very useful. And unlike every other Killer, Pyramid Head can do more than just slug or hook; he can slug, hook, or cage.
- Monitor and Abuse—Combos great with Infectious, but even if you aren't running Infectious, I would strongly advise Monitor. Pyramid Head is a standard 115 32-meter Terror Radius Killer, and the music he comes with makes it very clear how close he is to you. In addition, the noise of his sword dragging along the ground and the space it takes up makes him much easier to see and hear than many other Killers (the giant helmet doesn't help either). Much like his shockwave, PH's presence is very clearly and constantly shown to the Survivors. Monitor puts a nice little dampener on that, making him less easy to hide from.
- Nurse's Calling—You see people healing through walls. You have an attack that goes through walls. Need I say more? Also works well with Monitor.
Wow that is very impressive. Personally I usually chase survivors with my knife in the ground just to make them think twice or hope they are a potato. You sir have given me new possibilities and scenarios to efficiently play a killer like him. As you say he is a map manipulation killer, so perks that give info or slow down the progress of the survivors are highly beneficial to him. I am still trying to get every perks on him, so it's going to take a while, but eventually I will get there. I noticed an issue not sure its intentional or part of the game, but in one of wraith's map with the broken bus I used my power outside of the bus when the survivor ran inside. The power only reached up to the front of the bus and just stopped. The distance war around 4-6 meters so I guess certain objects with a level cancels your shockwave I guess.
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@GoodBoyKaru said:
This,
https://deadbydaylight.gamepedia.com/Pyramid_Head
Should have the answer to everything you need calculation wise.
In terms of tips to play him, here are some:
- Don't overdo the torment. Forcing a survivor to become tormented can actually take longer than you'd save by caging them later, and it just isn't worth it. Go around a side of the loop once and through the pallet; they either drop it and give you a free hit with Punishment of the Damned (POTD) or they don't, keep looping, and get tormented.
- Only use cages if you can generate lots of pressure. By this I mean in one of two scenarios. Either you can A) Instantly start another chase or B) can split pressure across the map. For example, caging two survivors often sends them to opposite ends of the map, which practically wins you the game. Alternatively, hook one survivor and cage another.
- Don't overcage. To link into the previous point, caging removes your torment, best saved for a Final Judgement. If you're not sure you'll get a ######### ton of value from the cages, don't use them and save the torment for when you can kill the survivor.
- Don't be afraid to use hooking perks. Perks like BBQ and Pop Goes The Weasel are still as good on him as on any other killer, and I'd still wholeheartedly reccommend them. As with the other two points, you'll be hooking quite a bit still.
- Don't break most pallets. Leave them dropped, as you actually get a lot of value from POTD when a survivor is locked into an animation. obviously god pallets, like Shack pallet, have to be broken, however even on The Game you can get around one of the two God pallets using POTD and breaking it isn't needed.
- Use your power before they reach a window or pallet. Provided your sword is in the ground there isn't much the survivor can do. Take the vault/drop? Get hit with POTD. Don't do that? Get hit with M1.
- Fancy through the wall shots? Don't do them. If you hit or miss you get a 4 second cooldown so, as fun as they are (and as much as I do them because holy ######### landing them is satisfying) it can throw you the entire game if you do too many. Only go for shots with POTD you're SURE you can hit until you become good enough to be able to come back from almost throwing the entire game.
I'd reccomend this build on him:
- Infectious Fright
- PGTW
- BBQ
- I'm All Ears
Although IF can be swapped out for Nurse's I feel like IF is much better. I'm All Ears is practically the best perk in the game on him due to wallhacks, enabling so many fancy POTD shots. PGTW is still the best killer perk in the game IMO and BBQ gives information and double bloodpoints :D
In terms of add-ons, I'd suggest Spearhead and Forgotten Videotape (or the upgraded versions, Tablet of the Oppressor and Valteil Sect Photograph). These increase the duration of Rites of Judgement (Spearhead and Tablet) and the reacharge rate (Videotape and Photograph). Alternatively you could always use double range (Wax Doll, Burning Man Photo) but I prefer the others.
Best of luck man; if I think of some more tips I'll send them here.
Thanks man I appreciate it so much. You gave me a lot of powerful information to work with. I usually run brutal on him because I am bad with his POTD. I will definitely try out those things you mentioned.
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Ah forgot about that method I appreciate it. Ima check out that site then.
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/1496087#Comment_1496087
Thats just it friendo (can I call you friendo?) even if you play daily for multiple hours a day people have already shown that getting to the end of the pass is hard and grindy. people reportedly finishing all challenges and only making it to around the 50's in rank.
back on my point of d2. if you play at least 2 hours a week, not a day but a week from when the pass started you would easily make it to level 100 on the pass because every week the first five levels of the pass are significantly easier. if you play more like I do then you max out the pass with months to spare and then every 5 levels after you get random cosmetics and destinys equivalent of iridescent shards for free. its rewarding and accessible.
Appreciate the tips and yeah you can call me friendo I don't mind.
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@MongolPSR said:
I like it, but also detest it because of the grind its linked too and how ######### of a value we get out of said grind. seriously after experiencing the recent destiny 2 pass its set a new standard on how to reward players through a battle pass. whether you think destiny 2 in general sucks or is good you cant deny the value you get on the pass and the literal lack of a grind you need to do to receive the full benefits of the pass and more. its designed to give players a good value while also not locking out any gameplay content. its great.
I should have brought this up sooner but i did not pay for the dead by daylight season pass or whatever people call it. The reason being that I play on a laptop (in other words my quality and gameplay is very poor) or can I make it all the way upto level 70 by the end. Ima wait for about 2 weeks or a month and if I am grinding good and getting things done relatively quick then I will get it otherwise its pointless. I also don't play dead by daylight on a daily basis since I am more of a visual novel maniac instead but I do try to get things done within a few hours a day.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1495909#Comment_1495909
Thats exactly what I did as Dwight in the last one. Just followed the killer around.
Worst still is theres no timer and no way to know exactly how far 10m is so you overcompensate by doing it longer than 60 seconds just to be sure.
For people like myself that want to play competitive seeing survivors do this can be infuriating, as some just mess about for fun.
I get the game isnt meant to be taken ultra serious but then it only has a ranked mode. It needs a ranked and casual so the competitive people can play together and the ones who just want to be silly and have fun can play together.
The ones about opening chests as well. You just know some people will open a few chests in one game then give up on 1st hook so they can move onto the next game for more chests, which ruins the game for everyone else.
Yeah I tried the dwight one myself and let me tell ya I was thinking throughout the whole game thinking "how long is 10 meters and how ima do that" lol. I was fubared that game and decided to drop that mission.
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@seki23 said:
extremeley boring but if u play with friends is doable. because you have time/efficiency but in solos is a nightmare.
As a solo player myself I agree that its not fun for survivor side and you have to earn it or ya know what they say the early bird get the worm if that makes any sense.
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I am pretty sure someone said this or rather your familiar with it, but you need to scratch out those names bud. Its a rule of the forum unless I am mistaken and you should edit it as soon as possible.
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@ClickyClicky said:
Generally I dislike them. I think the game was better without them.
As survivor? You’ve got more people wasting time on chests and stuff so less time on gens making it harder. Or you’ve got killer with basement challenges so it just ends up with basement builds which nobody likes.
As killer? Break 500 pallets or grab 6 survivors off gens, people want those out if the way quickly so it just turns into a farm fest.
The only reason I do any is for the extra bp
Ah so it ruins the games main objectives eh. That is one solid point about the cons of the archives and I appreciate that. I have seen issues with how survivors spend a lot of time doing nothing when I realize afterwards they have to hide within 10 meters of the killer for 1 minute lol.
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@RakimSockem said:
Depends on the challenge. The grindy ones are boring like, Hook 20 survivors. That's a minimum of 5 matches if you catch all 4 each match. No challenge should take more than 3 matches to complete or it's just a nuisance.
That is about one of the main gripes I have for archives in general wish devs could at make the hard mission take a max of 3
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@GRT_Alkaline said:
https://forum.deadbydaylight.com/en/discussion/comment/1495659#Comment_1495659
I don't mind playing Hag myself, i've got pretty good using her as every 3rd of my daily challenges are the hags... and something tells me your not a hag fan then lol
The gurgles are all it takes to make me fear her tbh.
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@Customapple0 said:
For me the challenges give me reason to play the game. Without the challenges in mind I just get reminded of the general toxicity this game has
Pretry much the reason why I am still playing this game is just archives and new content.
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@Aldofer said:
https://forum.deadbydaylight.com/en/discussion/comment/1495774#Comment_1495774
So to resume, you can ignore her mission, or find a guide on youtube to try and learn her. Just know that she is about planning ahead and adapt/change plan ect....
I will try to do that but man I just gag so much.