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Quol

Quol

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Quol
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  • That would be fine, only if the talents are relatively equal to each other. Otherwise we will have like 4 characters in all our matches.

  • Generally it's to annoy. I can see a legit use where you DS then run as far as possible then head to continue running.

  • Thrilling Tremors/ BBQ/ Tinkerer with Pop are going to be a must. Having a way to locate which gen is being worked on so you can teleport and pop it is great. I like BBQ due to bloodpoints. But the others are good in their own way.

    The other 2 are up to you. I like Sloppy+Nurse's for slowdown and location. It also works well with his add ons

  • Hex:Thrill of the Hunt, Hex:Devour Hope, BBQ and STBFL

    You spend the time defending totems via portals instead of gens. I place 2 hidden portals per totem and when someone finds one I hunt them down. It's a meme build that works half the time, but when it does. God is it glorious.

    PGTW, STBFL, BBQ and Tinkerer is my regular build. I find a 3 gen and place hidden portals around them and continue the match.

    Demo really needs stealth, you can hear his loud footsteps, you can hear when he teleports and you can hear when he attacks from across the map.

  • It's in a grey zone. Devs don't ban for it but they don't endorse the use of it.

    Legal but frowned upon

  • There is a difference between playing stealthed and playing immersed.

    • If you hide behind a rock to avoid the killer on patrol: Good
    • If your doing laps around the edge of the map with Urban Evasion: Bad
  • Devs said they are not going to change it. This is because tier 1 or 3 are both good it is just up to preference if you want notifications quick or not.

    ...Let's just not talk about the fact that you can't switch between whichever you prefer.

  • Intimidating with a larger than life charisma. A horror villain should be one that even the viewer should think "How can they beat that."

    A feeling of helplessness goes a long way and the better you can transmit that feeling to the viewer the more iconic the horror villain is.

    It's part of why dbd is popular, can you imagine how lame the game would be if the survivors were capable of Tekken style wombo combos on the killer?

  • I actually like Blight's look and mechanic it's just the way it's been pulled off is very annoying, the devs say this Blight is an outdated version so I'll wait for the real Blight before making a final decision.

    I want killers to be good, whether that means 5 female or male killers in a row doesn't matter. Hopefully you feel the same way OP.

  • His mechanic is fun, like Legion and Billy being able to go fast is just a great feeling. The problem I have is how easy it is to bump into things which instantly ruins the feeling of excitement like a bucket of cold water.

    By far the thing I hate the most and gets me annoyed more than it should is when I hit a tree or something similar, move enough that it seems like I should be fine, and hit the exact same tree.

  • Devs look at in game statistics not complaints on the threads. If they didn't nerf him then I'm assuming that means his kill rates are within expectations.

  • Deathslinger is really fun and PH is alright, their perks are uninteresting.

    Blight's concept is fun but the way it's pulled off is clunky and nothing is more annoying than bumping into thin air.

  • Probability, there are more types of killer dailies than survivor dailies. So when the game randomly picks a daily the chance it's a killer is higher.

  • I think the killer perks are gonna get nerfed too. But I'm holding my expectations until after the ptb, I'm sure there is going to be quite a few changes so I'll hold my opinion until then.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1551314#Comment_1551314

    You know an area a survivor is in, if they're walking/running/crouching, the direction they are going, what floor they're on if it's more than one, if they happen to be healing/working on gen near one.

    One of the reasons the devs changed Ruin was because it was a perk that didn't require the killer to do anything, survivors would leave gens on their own to find the totem and run into the killer. New ruin requires killers to pressure gens for it to do anything. One of the reasons the devs changed the doctors electric field to a blast was it gave the doctor information without the doctor having to do anything and would increase survivors madness without having to be shocked. This perk is one that gives the killer information without either the killer or the survivor doing any kind of interaction to cause it which seems to go against changes they've made.

    Don't get me wrong, the aura effect is good but to say it activates enough to warrant it being a hex perk AND it being overpowered is something I disagree with. Its primary effect and what most people will use it for is the transfer effect. To say undying is op because of the occasional aura is like saying Blood Warden is op because it prevents survivors from escaping.

    I also disagree that devs changed doc/ruin because it gave killers effects they didn't work for, they were changed to be more newbie friendly. If that was the case discordance, bitter murmur, corrupt intervention, fire up, distressing, ect would all be reworked/nerfed.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1551277#Comment_1551277

    Survivors should cleanse totems but that doesn't change the killer is getting alot of information without having to do anything and without the survivor doing any sort of interaction.

    I wouldn't say a lot? Sure it can trigger occasionally to see the aura, but there are far better information perks out there and far better hex perks I really think your overreacting about the aura effect.

    Sure it might be too much if it was a non hex perk but hex perks are supposed to be really good. The trade off for a really powerful effect is that you can (and most likely will) lose it sometime in the match.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1551237#Comment_1551237

    I was watching a stream where the killer saw a survivor's aura when they were on a different floor in a house from a totem. They were running above it through the house just on their way to a different spot on the map. It's really not that small of a radius. If you're on a map like the Game you'll be able to tell where a survivor is even if the totem they run near isn't on the same floor as them. 5 totems are also spread out around the map giving you more of a chance of seeing survivors auras as they pass by.

    Guess they should cleanse the totem if they think it's a problem. There are far more powerful hex effects than the occasional aura, to say this hex is the one that needs a nerf is kinda weird.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1551206#Comment_1551206

    It's not the seeing aura when cleansing a totem that's a problem. It's being able to see a survivor's aura when they are just near the totem, like on floor above a totem working on a gen, healing someone, or just walking by and seeing the direction they are heading. There's 0 interaction needed for the killer to get that information.

    There are only 5 totems and the aura radius is really small, this is my opinion so I can be wrong but I don't think accidentally triggering the aura while running around will be a problem.

  • It's not bad ideas and fun to talk about but if anything I think they will:

    • Make his collision smaller while in rush
    • Remove the double fatigue after hitting someone via rush
    • Give him slightly easier controls
    • Increase his rush attack lunge
  • I don't think the aura reading is that big a deal, there is no audio notification and it only takes 12 sec to cleanse a totem. Taking into account the time it takes to run to the totem you would need to look at the totem(s) every 3-5 sec to protect them.

    Sure you can pair it with thrill for best totem defense but if your using half your perks only for totem defense your already giving up a lot.

  • Because half of the survivors look like goblins.

  • I don't think so, from what I read undying doesn't slow down cleansing or give an audio notification. So you need to consistently look at your hexes (even during chases) and have a way to get there fast. It's definitely a cool perk but thrill offers effects that aren't power crept.

  • Hatch offering is going to be broken with a key. Finish enough gens for it to spawn, have all remaining survivors rush over to the shack, ez win.

  • A furry that gets stronger the more whiskey he drinks.

  • @Johnble said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526781#Comment_1526781

    I mean, if you feel like a failure, that has more to do with yourself than anyone else. It's a game, not a job. That said, its supposed to be fun, not something that stresses you out or makes you feel like you failed when you've done as well as you can. Survivors aren't supposed to escape every match and killers aren't supposed to 4k every match. You win some, you lose some. That's something that people in these forums seem to forget.

    You missed my entire point. If a balanced game is a 2k then that means the devs are purposely trying to make it so that it's impossible for a killer to defend gens/gates, as survivors can't escape without powering all gens and a gate (excluding key).

    It's not a simple you win some you lose some. An ideal balanced game according to the devs will always have survivors complete their objectives of gens and gate and consequently this means a killer will always fail at their objective of defending gates and gens. It's understandable why some killers can feel underwhelming.

  • As A survivor quitting condems your team to an almost guaranteed wipe. When I play killer and someone quits I end up killing everyone with the exception of hatch escapes.

    As a killer quitting wastes time and more importantly the add ons and offerings of the survivors.

    But neither of these reasons excuse the treatment you received. Calling you bad for quitting? That's fine. Death threats? Not fine.

  • Prove Thyself gives a 15% repair boost to everyone working on a gen and its effect multiplies for every survivor not counting you.

    • You+ 1 survivor gives 15%
    • You+ 2 survivor gives 30%
    • You+ 3 survivor gives 45%
  • Yup, and it's why killers can think of themselves as underwhelming. To get a 2k requires all gens completed which means a 'balanced' game requires killers to completely fail at defending gens and completely fail at preventing gates.

  • Nea and I don't know why. She is one of the ugliest survivors tied with Quinton. Is it her cosmetics that people like?

  • It's kinda mediocre on most killers but there are some who use it very well.

    Pig and Demo have fairly easy to use non m1 attacks which means you can keep a steady stack of 8 tokens.

    Deathslinger has a m1 to harpoon wombo combo of death at 6+ stacks if your aim is good it's a fantastic perk.

  • There are two types of people in the world

    • Those who are biased
    • Liars
  • It is, but it's so unreliable I don't fault anyone who says otherwise.

  • Because their objective is to escape and by the power of hatch, they escaped. I agree it's stupid but any competitive game will create salty people.

  • If you believe a 2k is balanced then that means you believe that every game should end with all generators completed. Imagine being a killer knowing that in every 'ideal' game you will lose every gen and will have to claw for a 2k at end game collapse. Why wouldn't you consider that underwhelming?

  • I wouldn't mind the cool down removal. In fact there are a few killer/survivor perks that don't need their cooldowns. If i were to guess, it's because they were afraid of Surge on small maps

  • I never understood why you lose half your power gauge if you m1 a survivor. Letting Legion keep his entire gauge even after a m1 would be a good start.

  • Spine Chill, Dead Hard, Kindred/Bond, Iron Will

    Sloppy Butcher, BBQ & Chilli, Nurse's Calling, Monitor and Abuse

    The killer build is a generic cookie cutter build that I give to all my killers then edit based on specific killers

  • Spirit is about finding them based primarily on sound. This is why the perk Stridor is so good and why people say get good headphones.

    Learning the location of survivors based on their grunts is the first thing you need to do. Injure a survivor and run up to them, then phase. It's really hard to lose a survivor if you phase on top of them. This will extend the chase but associating grunts with location is the first thing any Spirit should learn.

  • It's not worth it. The amount of BP you need to get P3 is so much you would be better off just using that BP to continue off the regular bloodweb if you want add ons.

    P3 is only worth it if you want one of th cosmetics or if your swimming in useless BP.

  • Imagine the doctor of the film as the killer. He is a standard m1 killer whose power is to drag and attach 2+ slugs together that need a non-slug to rip them apart.

  • Most of the Halloween blight body skins are major disadvantages. Hag's Halloween body makes her into a walking lighthouse.

  • They won, and they need to make sure you know they won.

  • Depends on how the MMR works. If survivor 1 loops the killer for 2 min by dropping every pallet and running then survivor 2 loops the killer for 1 min without any pallets, who has the higher MMR?

  • Yup, it's for the money. They said the skins would be new characters but it's pretty obvious they are just skins with unique names that you can't mix/match. Can't wait for the loot boxes.

  • Not sure about the specifics but I agree I would like T3 Myers to be more intimidating.

  • It's best to use a pool when you know or have a good idea where someone is (like BBQ) because there is a global sound that plays when you power up and its fairly easy for a survivor to play defensively/hide until the effect runs out. Dont pick it up at random.

    You can charge up the vomit and hold it (like Huntress hatches) obviously don't loop doing this but it's good to get into position.

    Also when you spew the vomit make sure to move your view side to side to cover as much area as possible in a zigzag shape. You usually don't want to vomit in a straight line but there are exceptions (like pallets)

    A common tactic to down survivors is if they are out positioned keep vomiting on them to speed up the infection and when they get broken then you attack. This avoids giving them a speed boost to somewhere decent. Don't do this at shack obviously, but if it's a fence or something infect then hit.

    If the game gives you corrupt it means the survivors cleansed at every fountain and there are no clean ones left so the game gives you the power and cleanses every fountain, this is very bad because you end up wasting multiple fountains.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1499997#Comment_1499997

    oh it's 100% RNG. I agree. I've had matches where the hatches literally spawned in front of me while I was running.

    I just don't understand how some people say that hatch is a 100% survivor sided game mechanic, when both players can search for hatch, and the killer is faster and doesn't have to hide, giving them a slightly better chance to find it. That argument just doesn't make sense to me

    Oh that. It's because the end game hatch was made specifically to help survivors and in no way gives killer an advantage, in fact hatch escape hurts killer. Obviously they added it in to give survivors a chance and prevent a 30 min hide and seek game but my point stands.

    The process itself (finding the hatch) is killer sided but the end game hatch mechanic was specifically made to help survivors and only hurts the killer.

  • Killer's chance at finding hatch is higher but it's still completely RNG.

  • Because making a meta smaller is not a good thing. If you remove options (even the busted ones) then the things people do will become even more of a copy/paste.

  • Ghostface are amongst the nicest I have seen but they are also the most toxic.

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