Avatar

Raven014

Raven014

About

Username
Raven014
Joined
Visits
0
Last Active
—

Comments

  • I like to use (on GF specifically, the ######### build):

    Iron Grasp

    NOED

    Agitation

    Mad Grit

    Addons: Your choice

    Playstyle: Play normally until endgame, then down everyone that body blocks really quickly! : D


    I like to use this one on Legion (No one escapes Legion!):

    STBFL

    Devour Hope

    Thrill of the Hunt

    Perk of your choice

    Addons: your choice

    Playstyle: If the totems last, and you can defend them, you'll do really well. If not, you'll do alright. You won't have much gen pressure, but if they go for saves, you will get stronger. This will work on the Game the best since the totems should be harder to find (and you can defend them better).


    This for Huntress (I'm not trapped in here with you, You're trapped in here with me!):

    Iron Maiden

    NOED

    Blood Warden

    Iron Grasp

    Addons: Leather Gloves, addon of your choice

    Playstyle: This playstyle is less about actually killing people in game, but biding your time 'till endgame. Survivors always want the save and will wait as much as possible, so if you get someone, wait for the gates to open and reach the 60 second mark (when a person is downed, the time will run slower). When this happens, hook the survivor and wait. The survivors will realize they can't leave (unless they have a key, the buzzkills).

    The Addon and Iron maiden are for faster reloads so you can chuck more hatchets. Too bad NOED doesn't apply to those...

  • @8obot1c said:

    ”Boosted Last Survivor”

    Left Behind

    Sole Survivor

    Object of Obsession

    Open Handed

    With the update Left Behind's getting, might as well bring a key.

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/672105#Comment_672105

    Explain to me how gorgon perkd are good (except surge).

    Mindbreaker is good at punishing exhausted survivors (which many do use Exhaustion Perks), while Confinement (I prefer the old name) is great at punishing survivors who finish gens near the killer.

    However, they are very situational.

  • Just because a perk isn't meta doesn't mean it won't be used.

  • @Alice_pbg said:

    How many perks encourage camping exactly?

    I can only think of 2. Insidious and dying light.

    The counter is indeed to rush gens. I play 50/50 and I rarely ever see a face camper.

    And if someone indeeds just face camps whoever they get, they get ######### for points

    Even then, Dying light is faster if you tunnel than camp.

    I never see campers, but then I'm not trapped in rank 20-16.

  • Might not work when survivors have the oblivious status effect, but that might be the only time.

  • @ChezAndQuakers said:

    Chucky

    Alien

    Friday the 13th

    Predator

    An original killer that can take the look of a survivor like Baal from Ash Vs Evil Dead

    Jack from The Shining

    Werewolf

    Terminator??

    Candyman

    Terminator's in Deathgarden. Not a far stretch...

  • I at least want a knight as a killer. That's all.

  • Yes! I want this so much! : D

  • As unfortunate as it is, I would leave kate in there, but save Jeff. Jeff left a dog behind.

    Kate would be the bolt of hope to help the survivors live through another night.

  • @βLAKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/671547#Comment_671547

    okay what are you talking about now? Adrenaline or NOED?

    Adrenaline, of course. It'd be only for that situation alone.

    My proposal: Adrenaline only works on injured survivors, and gives the injured survivor the Endurance status effect for a decent amount of time (let's say 30 seconds). They will not recover from dying. They will not wake up.

    The only reason people use Adrenaline is for the free health state in this no heal meta. Get rid of that, then people will be even less likely to rely on NOED as well.

  • @βLAKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/669767#Comment_669767

    NOED requires an extra hit. Are you saying you want them to get back up and be able to take a hit from noed and still walk away like nothing?

    No. If they're already down, they don't get up. And it only would apply to injured survivors.

  • Basements can be incredibly powerful, there is a reason there is only one right now. I'd recommend a limit on the amount you can hold onto, such as 3 or so.

  • Technically, it doesn't need to make sense, because the Entity is pulling killers from more and more realities. There can be a reality that has demogorgons that they pulled it from. Who knows, and more importantly, who cares?

  • @RaginRendon said:

    https://forum.deadbydaylight.com/en/discussion/comment/659433#Comment_659433

    Honestly, the ones who complain are the ones who expect to 4K every match.

    Sometimes we'd like to not have to play real sweaty to even get some points, you know? If I 4k, it's a surprise, if I don't, then that just happens.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/80023/killers-complaining-about-s-w-f-is-getting-quite-annoying

    Killer main here, rank 2 (yesterday, haven't played today). Whoever complains about SWF is either a poor killer or just loves easy games. I ADORE a challenge, bring it on SWF. Btw... PLEASE check your ranks when making a team! I'm sick of getting brutally different ranks who play like S against me... Yesterday example: Rank 4, 13, 19 and 20 SWF party... Come on guys...

    Or maybe you don't go against many SWF teams yourself? I am also Rank 2, and it seems every game is with a SWF team. It gets tedious after a while.

    What most people, including myself, have a problem with is all red rank survivors abusing meta perks and really good items. Most killers cannot do anything against that.

    We don't have a problem with a group of people just trying to have fun. Heck, I have fun when that happens because it can be really funny to watch them meme around.

    But just throwing your rank around and saying that just because you don't have this problem, that it isn't, is not helping solve the issue here.

  • What you proposed could be negated by NOED, which many survivors complain about.

  • @Horror_Gaming said:

    Good give survivors some decent perks for a change. If killers don’t camp then the perk is useless ^

    its for anti camping and I welcome it

    Um, what do you call DS, BT, Adrenaline, and and any exhaustion perk?

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/666372#Comment_666372

    Second wind was buffed. You don't need to be outside of terror radius to make this perk starts to heal you.

    That's broken, and defeats the point of it.

  • @avilmask said:

    Surge works with PGTW, on all gens, and PGTW doesn't go on CD. I guess, it needs to be fixed :D

    Actually it doesn't because Surge occurs when you down a survivor, while PGTW gives it to you when you hook someone.

    It never needed to be fixed.

  • Unfortunately, the emblem system is broken on killer, since gatekeeper is completely in the survivor's hands.

    I have unlocked it, but because of the following:

    Ignore the obsession as much as possible. Only down them with tier 3 if you can, because that will give you stacks of PWYF, as well as conserving stacks of STBFL. The obsession will get cocky when they realize you are actively not hitting them, meaning they will try to come to you a lot.

    I would not use scratched mirror myers, since he cannot get any faster nor be anymore powerful. I'd play normal myers, using dead rabbit can help catch people in tier 2.

    Using a three gen strat can be very useful toward endgame, but you want to find people as quickly as possible. Disrupting a gen in progress will help you get a better gatekeeper emblem.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/667842#Comment_667842

    True. (if you stop the Frames of a stun it's actually worse on pallets too, funfact)

    Really? Never knew that.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/667839#Comment_667839

    I asked for suggestions that synergize with my setup. :P

    It would synergize. The survivors will try to rush for the save, you hook them, then they get the save, then realize they can't actually leave, and you can just watch them die.

    Sorry if you don't like my suggestion though. : /

  • @Jago said:

    Bring back ol enduring, I wouldnt mind DS.

    I still have no idea why they nerfed it. They made it perfect for spirit fury at that point, so there's no other perk to really combo it with anymore.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/665696#Comment_665696

    I don't see how Bloodwarden really synergizes with my plan. If my intent is to chase Survivors while carrying someone, and Bloodwarden wants me to hook someone ASAP (after the Gates are opened), then they kinda run counter-intuitive to each other. I could just hold someone until the Gate is hopefully opened, but at that point, I am better off simply just leaving them on the ground until someone opens the gate and then picking them up.

    Well, you asked for suggestions, but I find that a lot of survivors will break free before the 60 second mark. Besides, if they're on second hook, they'll try to go for the save... XD

  • @Corrupted said:

    Why are people so mad about DS+Locker being a thing. You shouldn't be chasing someone that just got unhooked in the first place - if they go in a locker just leave them be, they aren't doing a gen or anything useful. A valid point is that it's killer immunity but even then just slug the person. It's a free escape in endgame is a bit of an issue, so it's probably smarter to eat the DS earlier.

    I'm not mad about it, I just think that if the survivor gets away, works on a gen, then gets found again within a 60 second time frame, they shouldn't get a free stun.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/665527#Comment_665527

    Have heared from Killer mains on Twitch that this is just an optic effect and it does not do anything. I have not tested it tho, so i could be wrong.

    I could be wrong too, but that's what I've heard about the chili addons. Otherwise it'd be pointless... on a pointless killer...

  • @RakNieborakYT said:

    @Raven014 sorry for spelling Voorhees, just thought I click twice 'o' cuz sometimes I get this problem. Those tips seem to be great and I could write in the beginning of wraith's tip that he can be difficult to be seen while invisible but still survivors can still detect you. Nice idea. Hope this discussion will be accepted by devs and maybe they could improve it somehow.

    I hope so. Seeing the same tips gets boring. Getting some jokes in the tips might be nice for a surprise laugh.

    I think they should remove the how to play against a certain killer tips for survivors who have played longer than two hours, since that can give away the surprise sometimes.

  • @βLAKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/665666#Comment_665666

    what is the difference between a momentary health state and an endurance status effect?

    Endurance stops them from going into the dying state, but it's temporary. Think Borrowed Time or Mettle of Man. However, it will not be negated by the Exposed effect.

  • If you want an endgame carry build, use noed and oneshot survivors. I love seeing them get downed through their arrogance.

    If you really want to make them mad, replace NOED with Bloodwarden, then hook the unlucky guy at the 60 seconds left on the EGC timer. They'll be so mad... XD

  • It's doing this for me only when I play Doc.

  • Honestly, any build that has iridescent king and mouldy electrode. Those addons are just fun.

    But my current doc build is Screamer Doc: Infectious Fright, Iron Maiden, Mad Grit, and Sloppy Butcher. With the addons above. They cannot hide from you forever because the king has all the afflictions.

  • I would love to have a version of Sunglasses freddy. I wouldn't even get mad at him if Sunglasses Freddy killed me. XD

  • I like it. It gives the killer a stealthier playstyle if they can keep the totem up, and it rewards catching survivors, which killers should do anyway. It's a hex, which makes it weaker anyway, and it's rewards are powerful.

  • @8obot1c said:

    Auras should work regardless if in the circle or not.

    That would be the point of the perk, that they don't work. Some exceptions should exist of course, but it should be a decent perk, not a weak one.

  • Fuming Mixtape doesn't need to change. It can basically replace any location perks (besides BBQ) and goes well with the ruler addons.

    Other than that, the changes seem alright... but it does make it useless to good legion players such as myself. : P

  • @Kerbert said:

    I don't think they could mention Jason. Or acknowledge that Trapper was inspired by Jason.

    Canada acknowledges that Trapper is a unique character. It's why Trapper has his Canada mask. ; )


    @RakNieborakYT

    Voorhees is spelled like that. Not Vorhess.

    Some other, more specific tips:

    Ghostface: Remember, there is a .3 second cooldown for discovery progress, try to account for that!

    Legion: You cannot down survivors while frenzied. Don't even try to.

    Freddy: You can confuse survivors by almost completely charging your teleport then canceling. Most survivors will run when they see the gen spew blood, and may run right into you!

    Huntress: Remember, healing survivors have a bigger hitbox from normal!

    Wraith: Try to hide your approach as you shimmer in the fog in a way survivors can see you.

    Trapper: Try to hide your traps in tall grass or bamboo to catch unwary survivors!

    Trapper: Try to make your traps seem random. If they're predictable, they will not always work.

    Billy: Remember that you can turn sharply when you're just beginning your chainsaw sprint!

    Hag: Survivor traps disorient survivors: try not to teleport all the time when in a chase, as they may accidentally run to you in the confusion!

    Nea: Try not to reveal what you are to survivors.

    Doctor: Survivors will try to stay in madness one. Raise their madness so you can take advantage of your afflictions!


    Stuff like this. ; )

  • Well... it's not fun to have to rely on a perk, but the survivors at high ranks force you to. The question is: Can you get enough pressure while getting pressure on gens? If not, then put on Ruin. It'll buy you time to get going. It's the same thing for Corrupt Intervention.

  • My philosophy is: get every killer to level 50 before prestiging. I recently prestiged Legion to P3, and it's good to play other killers while you get the points to get the prestiged killer back up to 50. : )

  • Instead of the "momentarily give the health state," why not just make it give the endurance status effect to injured survivors for a moderate amount of time?

    That way they won't complain about noed, but they can still be taken down if enough time passes. It also is a slight buff to self care, as the only perk (besides inner strength and second wind coming in the next chapter) to be able to heal a survivor mid game (The others will sacrifice time to find a totem and get in a locker, and the other will require you to be hooked first).

  • No. Maybe if all skins had a Iridescent shard price (except for Holiday event stuff or licensed characters).

    That way people can get any cosmetic they want if they earn for it. Encourages gameplay for ones that don't have the money but there is the option to buy cells for those that don't want to spend the time.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/665620#Comment_665620

    You can hit people working on gens. It can stay active, if you grab instead of smacking, its your fault

    If it's anti tunneling, then if they have the time and safety to get on a gen, then they do not deserve it if they are that obvious.

    I also think it should be disabled if another person is hooked before you, since at that point you are clearly not being tunneled.

  • The Entity does not feed upon what we would call "food", as it's lovecraftian entity similar to the old ones of Bloodborne. It requires no sustenance, other than the emotions of others. One it seems to get the most out of is Hope. The killer's job is to force a survivor to hope for escape, and the entity sucks it out of them with each sacrifice. Eventually the survivors will break, either into oblivion, the escape they've wanted, or become a new killer in turn.

    And so, the cycle will begin anew, with new survivors in their stead. Since this is timeless, then there is no end to it.

    The entity is growing with strength, allowing it to create more complex and brutal killers, even adding monsters it's roster...

    ...all for the hope of the campfire.

  • No, blaming the killer for a badly designed perk isn't going anywhere. It needs a slight change to make it better and for its' intended purpose.

    1. Make it so going in a locker cancels it. Or, at least reduces the stun since it's a forced stun.
    2. Make it so working on a gen cancels it. Same reason as locker grabs.
    3. Make it so being fully healed it cancels it.

    If it's designed for anti tunneling, then they shouldn't have the option to just let it tick down while they get free progress on healing and gen rushing. Going in a locker forces DS anyway, so it's not like it's balanced around locker grabs either.

  • @Gibberish said:

    I would be fine with Keys being removed entirely if Moris get removed too.

    Both are just a lame "end the game early" button.

    It's not the offering itself, it's how it's used. You don't hear people complaining on masse about Tombstone Myers, do you? : P

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/663814#Comment_663814

    As far as i am concerned, Award winning chilli has no effect at all.

    Your acceleration over time is drastically increased, since leatherface's speed increases per swing. This makes him faster when using the saw, but at the downside of a longer stun when bumping into things.

    It's a decent combo with lightweight frame, which reduces it's only downside.


    I've only been using it recently. I haven't said it's my favorite. I honestly don't have a favorite addon combo for him.

  • I think the Ebony is fine. It rewards killers for doing their job correctly, rather like gen rushing for survivors. Ebony's only frustrating if the killer moris all survivors on 1st hook. Nothing you can do against that kind of person. Just get it over with and get to the next game. Ultimately, moris don't effect anything but the amount of time in a game, depending on how they're used.

    It's more of a "let the killer have their fun round" then a "serious round".


    It's also the only counter to toxic high level SWF teams.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/663350#Comment_663350

    Gen rush doesn't prevent the hooked guy to get killed, urban evasion is useless against mint rag (teleport to the trap whenever you want, WHEREVER YOU WANT), for ds you just slug the rescued survivor, the suspect of unbreakable is another reason just to stay there to patrol them both and just hook the rescuer, flashlights don't always spown in chests, neither in all matches

    If the killer is just camping, then yes, gen rushing is a counter they can get three gens done before the survivor gets to phase 2 (if each are working on seperate ones).

    People bring flashlights all the time, and if they know you're a hag, they know to check certain spots for traps, since hag can be very predictable.

  • Myers has more options in gameplay, from Scratched mirror to Tombstone myers. His perks are also all really good, but just require some skill to use.

1 … 57 58 59 60 61 … 73