Avatar

Saltjar34

Saltjar34

About

Username
Saltjar34
Joined
Visits
2,586
Last Active

Comments

  • @MadLordJack said:

    Dead Hard's purpose is to recover from a mistake by pushing a button. Whether that's dodging a hit or making critical distance, it's still the same purpose: pull yourself out of hot water. In fact, that's kind of the perk's description, and is the reason it's such a poorly designed perk (imagine if Coup de Grace was activatable on a cooldown - push a button to outplay the survivor).

    (Okay, now I actually want a week of that just to prove that anything messing with loops like that with zero resource use or downside is dumb and shouldn't exist.)

    And, based on the way the perk is designed, it does seem like the main intention was to dodge hits, with everything else being secondary.

    Not really. If you're greedy with your Dead Hard, you'll waste it and end up having no way to deal with the killer. Think of Dead Hard as the roll mechanic in Dark Souls. It lets you dodge critical or sometimes unavoidable attacks and letting you survive until you can counterattack. Is it broken good? No! And you can recover stamina while running in Dark Souls.

  • @[Deleted User] said:

    I liked Gearhead and Dead Man's Switch, but exposed on Retribution is just too much, especially when Undying lets you know when a survivor is cleansing a dull totem.

    I agree with this. Personally I think the the aura reading from Retribution should just be changed to be as long as half of Haunted Ground's exposed duration. 30 seconds of aura reading on all survivors is good enough to justify bringing it alone.

  • Maybe we don't see healer builds run often is because Plague and Legion exist? I usually just bring a medkit and run Pharmacy if I want to heal myself and others and if I'm feeling generous, I'll run For the People instead.

    The reason behind this is that there are killers who can completely shut down this type of build and dedicating too many perk slots for it can backfire. Have you tried running a stealth build against a Restraint Doctor? That's how playing a healing build against Legion and Plague feels like.

  • Number 5 should probably be changed to when another survivor is hooked. Same effect but less time needed

  • No. Power Struggle needs Flip Flop to use effectively and killers have been known to avoid picking up survivors under pallets or carry them through one.

  • I want to get rid of my padded jaws so obviously I agree. Problem is, most of Demo's add-ons are absolutely terrible compared to the Rat Liver so why can't there be a downgrade mechanism? Lifeguard Whistle and Brass Case Lighter are terrible and I'd rather have hundreds of Rat Livers than those things.

  • @ChurchofPig said:

    Nemesis and Furtive are good together. When Furtive Chase switches the obsession, Nemesis activates and you can see where your obsession went.

    I know that. That's why I didn't touch the obsession switching mechanic. I just wanted to replace its hindering effect with something bearable.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834439#Comment_1834439

    Freddy is one of the few killers with innate slow down and it was one of the aspects that they kept during the rework and reducing the chances of skillchecks does little in that aspect. What I had in mind by proposing that change was to have something that actively impacted survivors instead of a generic penalty to actions. The advantage of having difficult skill checks is that if you're good at landing them, you can work without giving him notifications. On the other side waking up on a failed difficult skill check is also good bc it applies the regression, notifies the killer, and serves as a safety net to inexperienced survivors to prevent scenarios like pre-nerf ruin.

    What is the one tactic Freddy mains advice you to do against him? Wake up. All of Freddy's fancy snares and pallets do nothing when you're awake. By reducing skill checks, you reduce and weaken the thing that wakes survivors up while also slowing them down

  • @horrortale_sans said:

    run Nemesis and Furtive Chase it works out

    If I want a full Obsession build, I only need to run one of them and it's certainly gonna be Nemesis. Plus I can't run Furtive Chase on Oni since Infectious Fright is stuck on him for me.

  • Here's the thing, failing skill checks actually wakes survivors up. That's why you'll never see an impossible skill check Freddy. Instead, they should reduce the chances of getting skill checks. I once wrote this change in another thread.

    Jump Rope

    Moderately (20%) reduces the chances of survivors triggering healing and repair skill check in the dream world

    Swing Chains

    Slightly (10%) reduces the chances of survivors of survivors triggering healing and repair skill checks in the dream world. This penalty is increased for every survivor in the dream world.

    Basically they become budget Red Paint Brush which I think should also be changed.

  • Well it would make sense since both Tenacity and Stake Out are a part of Tapp's base perks.

  • Give him an animation where he stops to place down his snares, kinda like Demo's portal placing animation. It means that Freddy has to be more of a trap based killer and can no longer snare survivors during chase. For Dream Pallets, let Freddy see the aura of all pallet spawns or broken pallets and allow him to place dream pallets there while reducing the chances of dream pallets automatically spawning.

    Same logic with dream projections. Freddy has to kick the generator in order to trap it and he can only teleport to trapped gens as well as only being able to trap one gen. Makes Dragon Grip pretty powerful on Freddy and so that there's a reason to change Red Paint Brush which will now allow you could use the old dream projection mechanic

    Basically the point of these is that Freddy's powers are no longer automatic, they have to be strategically placed in such a way in order for them to function well

    Also swing chains and jump rope should instead reduce the chances of getting skill checks instead of action speeds. As Freddy, you actually don't want them to be hitting any skill checks

  • It wasn't always like that, once she was another cat, optimism was her game

    First few trials kinda sucked, the bear trap she never lucked, but she knew this was still quite tame.

    Getting better at the chase, always ready to show face, then came that one Slinger.

    Show your face and then you're down, it made you feel quite like a clown, that experience was quite a ringer.

  • @ReverseVelocity said:

    Restore Deep Wound damage on Legion and then the status effect will become a lot more dangerous.

    Old Legion is extremely horrifying and lethality is what made him OP and unfun in the first place.

    Personally since his power's lethality has been completely removed, I'd say remove the dumb things that causes him to lose his power like picking up survivors and missing attacks. Being an all-seeing annoyance isn't exactly amazing so I don't see how letting Legion keep his power gauge full is gonna make him broken.

  • @rafajsp said:

    i really don't understand why still people defend a broken mechanic ...

    Do you want what happened to Nurse and Billy to happen to Hag? Because nobody wants that again. Those nerfs made those killers painful to play as. Plus with all the camping ideas that are in this thread, you'd probably see one specific thing that made her "broken"

  • @rafajsp said:

    i really don't understand why still people defend a broken mechanic ...

    Do you want what happened to Nurse and Billy to happen to Hag? Because nobody wants that again. Those nerfs made those killers painful to play as. Plus with all the camping ideas that are in this thread, you'd probably see one specific thing that made her "broken"

  • @HollowsGrief said:

    Because there is nothing fun about a killer who basically camps hooks all game long. Hag herself is fine, but the "optimal" way to play her is to leave traps at every person you hook and basically never allow a safe unhook, also known as CAMPING.

    Yes, everyone hates campers. It's usually optimal to do so but come on, I thought every solo player was supposed to run Kindred at all times. What happened to that?

  • Dark Deception is pretty close. I mean, they got Monstrum and Yandere Simulator there as well as a single player campaign. Is that good?

  • @rafajsp said:

    I think BHVR should delay a bit instant teleport + hit for Hag on PC and here is why:

    • First - Console players won't (native without kb/m) have access to scrolling or macro Hag aka: instant tele + hit.
    • Second - 3 gen strat is SO strong with Hag. (i'm soloq but even swf can't beat it sometimes)
    • Third - Free camping hook ... well there is nothing to add here just broken.
    • Forth - MYC this is so stupid insta tele with MYC i can't even tell anything about it.

    And before someone says "Oh she is balanced ... just pay attention what is her plan or what is she doing" - Yeah i had a lot of matches versing Hags and even with OOO i can pop SOME traps and play around it sometimes but other times we must run from her and booom insta hit from a trap i didn't saw. The plan is always the same "3gen" if you can't manage insta + hit.

    "So try pay attention and pop secure her traps" - Still 1 person off gens at 1 second place time trap cost ? Bruh.

    PC Hags had this for 4 years and nothing were done yet. You still can mindgame with a trap on pallet for example and do good without insta.

    Look at Trapper ... he is strong at loop break with trap ofc. Give him insta trap and would be broken af.

    About your first one, I don't play console DbD but have you ever tried binding the teleport button to the L3 joystick and using the directional buttons to move? I've never tried it but it should work like a scroll wheel Hag does (Teleport with the flick of a finger instead of the click of a button). You can still direct yourself with the R3 joystick, right?

  • @VexTheHex said:

    She was the killer I mained for a long time. I played her back when she was like F tier where her teleport would stun lock her. She has always been under rated even then (though needed the changes for sure) and will always likely be so. I always played her web of traps more aggressive and surprising to end chases faster and get surprise hits or downs in spots people wouldn't think to worry. The thing about her though is I hate how most people play her. If I go off on someone is post game chat it's when I play against a Hag. 9/10 times they are the type to lay traps at the hook to either tunnel or/and use MYC for another down. There isn't much one can do.

    Cause these are the options.

    Option A - Run - Her traps go off. She teleports in and can down the unhooked person as they aren't protected by BT or can down the unhooker with MYC. As the other Survivor flees, she likely has other traps set up to take down that one as well. If not, she still got a trade in hooks.

    Option B - Heal - A Felix attempted to do this to me in my recent vs Hag match. He had good intentions but guess who came shambling over before the heal could finish? Her. Guess who had to run and set off traps? Me. Guess who died not actually getting to play the match after getting caught once? Me.

    Option C - Crouch Walk Away - Unless you got Urban Evasion, Hag will be sprinting back over and you're in the same boat as the above except MAYBE you got away from the trap at the hook in time before she is on you. Bad news is she is now chasing you and likely has the nearby pallets or windows trapped and gained distance on you while you crouched away from the trap. You're still boned and if the other Survivor takes the heat instead, MYC ends it still as a losing situation to the Survivor's.

    Also Mint Rag is busted strong. Most people don't put the points and effort into her to realize Mint Rag basically makes her the Queen of area denial whether it's some gens or a hook. I still hate IH and old Prayer Beads like 1000x more, but that's cause they are a lot more common than Hag and Mint Rag. I rarely ran it cause it made things to easy, well except the original version where it was keybinded to space bar and going over a window, smashing a pallet, or picking up a survivor could take you across the map instead which was awkwardly hilarious at times.

    Honestly the best option is to make it so she can't place traps near hooked Survivors and traps preexisting at a hook are despawned. I love the shambling monster lady, but I can't even remotely condone 99% of how Hags play her and abuse her camping and tunneling powers. It's also why I'd delete Leatherface's ability from the game. Like why does he exist as the ultimate camper?

    When it comes to Mint Rag, my favorite analogy is "Imagine if bear traps doubled as Demo's portals while still retaining their previous use". Would that make Trapper amazing? Of course! He's a 115% killer who is trap based. Any extra mobility would be huge for him.

    Problem is, Hag never needed that extra mobility in the first place. As long as her trap placement is correct, she'll be teleporting all over the map and that's the problem with Mint Rag. Once you're good at Hag, you won't need it anymore and you won't have to waste bloodpoints on them.

    But I agree with camping Hags being annoying. I did say in one of my comments that they need to cease their existence or at the very least, do it less blatantly.

  • @Michi said:

    I am currently working on a video where I am explaining how Hag should be changed (in my opinion) when a midchapter arrives that is centered around her. One part of that is the elimination of her campy playstyle I tried to solve with following mechanics:

    • Like with Pyramid Head and Cages there will be also a system that checks if Hag stays close to a hooked survivor and this system will remove a hag trap in a 12m radius around this hook every 6 seconds if Hag stays inside that 12m.
    • If a rescue happens and Hag is closer than 32m to the unhooked surv all traps in a 12m radius around the hook will vanish

    This should ensure that Hags place one trap close to a hook at most and cannot use the traps to camp or proxy camp.

    If she stays too close survs won't need to crouch away from hook, they only have to do so when Hag is more than 32m away during a resuce which is enough time to crouch and run away

    I don't really your second idea. I get that 32 meters is the range when Devour and MYC activates but the problem is if that trait became basekit, there will be 2 problems.

    1. If the Hag hooked a survivor near a gen, she won't be able to defend any generators near that hooked survivors and it'll encourage survivors to stall rescues until the last moment. It basically makes survivors camp each other.

    2. If that trait became basekit, coordinated teams would know to loop the Hag within that range so that her traps would disappear. As an added pain, she won't be able to catch up once the unhook happens due to the range, her speed and lack of traps.

    Personally reduce that disappearance range to 16 meters. That way Hag can still chase down the unhooker if her traps disappeared as well as reduce the amount of gens Hag can no longer defend if she were to hook someone nearby.

  • @CashelP14 said:

    Always love seeing these discussions. Makes my day seeing a group of intelligent, amazing and sexy people come together to talk bad about Hag.

    I typed this out earlier somewhere else so I'm just copying and pasting it here.

    There generally are only a few types of Hag.

    1. The really good Hags. These make every chase boring and unfun. You don't know where any traps are and just have to guess where they are most of the time.

    2. 3 gen Hags. These are the ones who force a 3 gen and just camp it with all 10 traps. They hit you and leave repeatedly. The games last 20 minutes with no gameplay really at all.

    3. Bad Hags. These are bad because once they down you they camp with 10 taps near the hook. People can't crouch in to save and they can only trade 9/10.

    Here's a few extra bits.

    1. Scroll wheel Hags - they teleport that fast that they guarantee hit you everytime without you having time to counter it
    2. Add-ons - Mint Rag (teleport anytime you want and at any distance) and Rusty Shackles (you don't know when you set off a trap).
    3. Flashlights and Urban - without either of these the games are horrible. Relying on a terrible perk or a limited item to balance a killer is bad design in my mind.

    I'm just soooooo happy that I have at least 1 friend to play this game with when I play survivor. Can't imagine the disease known as solo q survivor vs Hag..

    How convenient, that very comment you copy-pasted is one of the reasons I've made this thread. Now before we begin, I respect your opinion and I can understand why you think that way. Yes, I think Rusty Shackles is an annoying add-on. Yes I agree that Mint Rag is really amazing. Yes I agree that camping Hags should cease their existence.

    But I don't agree with your hatred with scroll wheel Hags. Hag has problems with catching up that missing a teleport attack can mean the difference between getting a down and having an escape. Imagine if Nurse is fatigued BEFORE she lands that post-blink attack.

    Good Hags, why are you angry at them? One of the things I like the most out of good players is that they have a wide variety of perk options. That's right, you don't have to deal with Ruin Undying Tinkerer every match! Instead I get a be exhausted, blind, and then killed by Devour Hope which feels a lot better than dying to NOED.

    3-gen Hags are arguably annoying. I won't lie especially when somehow Ruin is still up. But I've said somewhere in this discussion that Corrupt Intervention works against them if they want to 3-gen at the endgame.

    Flashlights are odd since at some point you could no longer sabotage bear traps. If you could manually get rid of traps by hand with a lengthy animation, then maybe it would be pretty nice. Makes it riskier, removes the need of a specific item, and makes it so the trap range trigger add-ons can be reworked.

    That's it, my response to your comment. Feel free to respond however you wish.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830707#Comment_1830707

    I don't really have those options because she's only level 10 lol and I played her with no perks while doing the challenges. I much prefer other killers so they're the ones I'm spending my points on. Not a fan of moving at 110% speed, the only 110 killer that I like is Deathslinger because he has a gun. If Hag had a gun, I might play her.

    Ouch, I'm sorry. Still, I advice that before you play Hag you level up Plague and Blight. Plague has Corrupt Intervention and Dark Devotion which work wonders on Hag (Since the latter already has Third Seal) and Blight because Undying and Dragon's Grip (And because he's very fun to play with or without add-ons and perks).

    My favorite build while leveling up Hag (so that I could teach Ruin to my other killers) is Corrupt, Undying, Third Seal, and Dark Devotion. You general confusion build which would normally have ToT there.

  • @ALostPuppy said:

    Imo? Naaah. She's the same as the Twins. Really dull playstyle. I remember using her for the challenges a couple of times and I could feel my sanity being slowly drained just running around the map drawing triangles then pressing Ctrl when I heard a notification and hitting a survivor, repeating until I somehow won with almost 0 effort. And as for playing against her, I hope you're a fan of not being chased and interacting with the killer in that way, because you won't be doing that against her.

    I want her removed from the game so badly. Tbh I want every 110 killer gone for different reasons but Hag is my least favourite of the bunch. At least some people like her though and that's all that matters :))

    Change up your playstyle, change your load out, change your perks (I've given a lot examples in my post). Heck, try body-blocker Hag. You have so many options right in front of you. You have a choice to make Hag fun so have fun!

    As for fighting her, it's all up to preference. Me, I like getting jumpscared and ending up with a variety of status effects I've never seen before and then wondering how the heck I got them.

  • @[Deleted User] said:

    Just like Twins, Hag is a killer that promotes unhealthy playstyles: excessive camping and tunneling. She also has the best 3 gen in the game, which is another boring way to deal with a game.

    Games against her tend to last almost 20 minutes, as she doesn't chase anyone. It's always: trap triggers --> instant slap --> reset trap --> heal yourself --> repeat until either all survivors die or all gens are completed.

    Her traps also need another mechanic which they can be disabled. I'd rather removing the ability of disabling traps with flashlights and making crouching over them disable it. It's pretty obnoxious when you know you have 5 traps around you and you can't do much to disable them without being hurt.

    Being able to trap hooks is also dumb AF. Demo and PH can't place portals/trails near hooked survivors, and those aren't even lethal. So why the heck Hag can put 5 traps in the basement?

    I can understand. Running to a regressing gen only to immediately get slapped is painful. It gets even worse when the Hag turns out was running ToT or Dragon's Grip.

    Something I noticed is that because of how Corrupt Intervention works, the last gens you need to work on are usually spread far out (Furthest gens from the killer's spawn). If your team is coordinated or at the very least know the art spreading out, then you should be able to finish that last gen since without triggering any traps, Hag is a 110% killer.

    That is if she's not using Mint Rag.

  • Fine, I'll try this. You know what makes Spirit OP? Because she doesn't give any indication on whether or not she's using her power. Slinger has a loud "clank" when he reloads and his character model changes when he's aiming. Isn't that enough indication to know when to use Dead Hard?

    But the most important thing is, every killer is designed to work differently (I'm going to use TF2 to describe this since I don't know any other way to describe this). Imagine if every class in TF2 other than Heavy is removed. Most of Heavy's mind games exist because other classes exist so imagine that. No more mind games, no more out plays, just a battle of who can outlast the other. At least Heavy still has a variety of weapons and playstyles, all survivors would do is juke and loop the killer until the latter disconnects.

    That's what would happen if every "boring" killer is butchered into being literally worthless. It happened to Nurse and it happened to Billy and did it make them any better for survivors? No! It just made them frustrating to play! I don't want to lose another.

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829991#Comment_1829991

    like I said to somebody else, this post is about perks and not powers

    And as I said in that post, base it on that. Like for example if a survivor is in the killer's terror radius without being in a chase for a certain period. You do want an exposed perk which you can control, right?

  • Ghostface and Myers gives exposed and requires you to do something. Try to base your perk on something like that

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/214451/how-could-we-buff-the-executioners-pyramid-head-perks

    Seriously?

    Forced Penance is one of my favourite released killer perks in the past year. It’s extraordinarily good against hardcore altruistic SWF, and lead to quick snowballs when finding them again doing their best to smash out gens.

    I still remember Otz's explanation on Mad Grit. The moment SWF figures out you have it, they'll be less inclined to go for those mad saves. Forced Penance does that and it works on solo survivors (Since broken is shown on the HUD).

    Plus if someone does want to do mad save, they'll be using Breakout and the speed boost makes it almost impossible to catch up.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829629#Comment_1829629

    But what about if she has addons to recover her power?

    Healing, Stridor only works on grunts of pain. Unless the Spirit has Sloppy Butcher, this is the one time you want to Self-care in the corner

  • I like to think of Visionary as a counter to Discordance so let's put that into effect.

    When a survivor is within 8 meters of the generator you are repairing, reveal the auras of all unrepaired generators to you and the survivor.

    For every survivor that is at least 16 meters away from you, gain a stackable 1/2/3% buff to repair speed

  • What amazing reality are you living in?

    But in all seriousness though, altruism is surprisingly great as a counter to them. Victor can only down injured survivors meaning Charlotte has to spend a good amount of time injuring everyone, as an M1 killer. I think the problem you should be looking at is camping potential.

  • Increase her bloodpoint gain in the deviousness category. Remember the "4K and depip" joke amongst Plague mains?

  • Huntress : Survivors hit by her hatchet will leave behind a blight trail until they are healed. Her lullaby is replaced by the sound of harmonic gargling

    Shape : Tier up inflicts hindered on all survivors and causes them to leave a blight trail for 15 seconds or until Myers stalks someone

    Legion : Survivors hit by feral frenzy will leave a blight trail until healed. While in feral frenzy, you will hear indistinct voices of the other Legion members.

  • Maybe they were running No One Left Behind and was planning on farming bloodpoints?

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824567#Comment_1824567

    The problem with Distortion is that there are many killer abilities and perks that reveal your location and which are not affected by Distortion. Doc's screams, doc's hallucinations, Legion's Feral Frenzy, just to name a few. So, even if distortion gets a buff, it won't save stealth unfortunately. I wish it to get a buff, but I still won't run it.

    Here's the thing though. Aura reading is one of the most reliable information. Even with just a few seconds of it, you can determine where a survivor is headed. Try proving it by comparing the accuracy between Rancor and Bitter Murmur. Plus as I said, almost every other tracking method has a counter to it except killer instinct and let's be honest, Legion really needs it.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824610#Comment_1824610

    If there is a hex totem I can do it infinitely and tenacity meand the killer will lose track of me a little faster giving me a better chance to pop it off and whenever I'm healed I am invincible buuuut it's basically useless as solo because killers don't slug usually and they just eat DS

    No I mean why both Unbreakable and Soul Guard? You might as well change one of them with Flip Flop since you have Tenacity anyway. As I said in my comment, you lose that dying state recovery token if you recover with Soul Guard

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/214208/rate-my-meme-build

    My meme build was tenacity, soul guard, unbreakable and DS. It was a meme build because it was a trash build. I only escaped ONCE because of it and only got picked up like 2 to 4 times because of it and I NEVER turned the game around because of it. Also I was solo so that's one reason I bet but yeah that build is a big meme for solo because if no hex you lose a perk and same if they dont slug you lose 2 more perks and if they dont tunnel you have 0 perks

    Why are you running Unbreakable and Soul Guard? Recovering with Soul Guard still wastes your Unbreakable token.

  • @gatsby said:

    No Head On. Low quality meme.

    Anything that's not the meta is a meme these days. Plus isn't Dead Man's Switch a good meme?

  • Look, most problems in stealth can be fixed by buffing Distortion. Almost any other killer tracking perk has a survivor perk to counter it. Breath Sounds? Iron Will. Screaming? Calm Spirit. Loud noise notifications? Technician and Quick and Quiet. Bleeding? Lucky Break (It's getting buffed I think).

    Technically aura reading is countered by Distortion but it's so limited that it ends up being an information perk which isn't bad but it's not very useful for Solo.

    TL;DR : The day Distortion is buffed is the day stealth becomes viable for everyone.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822201#Comment_1822201

    Because an AFK killer is boring as #########. “Winning” against an AFK killer by doing all gens in 3 minutes and immediately leaving is the least satisfying “win” you could ever have.

    Here's the thing :

    1. You got a period of time where one wrong move can result in a loss. Isn't that an adrenaline inducing moment? (Both in-game and real life)

    2. Even if you win, why are you complaining? You won! Do you want your boldness points or something?

    3. If you win, you basically proved that AFK isn't viable and there's a chance you convinced a person to quit that playstyle you hate so much

  • @xenotimebong said:

    Running an AFK Wraith build isn’t “not playing meta”. Nobody cares if you run an off-meta build, but doing something cheesy like AFKing all match so you can mori the Obsession at the end is about as much fun as a survivor hiding all match so they can key out once their teammates are dead.

    Being vitriolic to someone is not okay but don’t make out like all survivors are screaming at killers for not running meta perks, when that clearly wasn’t their issue.

    There's a guy in YouTube who makes DbD vids. He has 3 videos on semi AFK killers beating survivors. One thing I noticed is that the survivors were committing really terrible mistakes. They were

    1. Herding around a seemingly AFK Oni without knowing whether or not he has his power

    2. Opening the basement chest

    3. Taunting a motionless Myers even though he makes a noise notification when he tiers up

    4. And not exiting quick enough

    As expected, the survivors were all very salty but it was obvious that it was mostly their mistake.

    The guy is "DBD things" by the way

  • @Gerneral_Buckness said:

    Kindred maybe too.

    You don't really need Kindred in SWF since you can just tell them if the killer is far away.

    As for any general SWF rules, always have one person bringing Object of Obsession. I also found out recently that Off the Record masks the Object's aura so ask the person who's going to be the Object to equip it.

    And remember, killers hate OoO users and will go out of their way to get rid of them. If the Object gets tunneled to death, don't feel too bad.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819122#Comment_1819122

    It can counter many killers, it just hurts Clown a lot more than others because of how specialised his power is. He can’t create pressure without fast, frequent downs, and they can’t happen without chases. Denying Clown chases hurts him a great deal, especially if the player has poor tracking/hunting skills.

    Some Clowns equip Tattoo's Middle Finger for tracking purposes. Unless they're in an indoor map, they can basically spend the early game lobbing bottles far away to get a general location of the survivors before reloading for chase purposes. It also means they don't have to run I'm All Ears.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/213600/how-to-play-agaist-the-clown

    I’m a Clown main and here’s what you should and shouldn’t do:

    • Clown’s greatest weakness is survivor stealth. He only has power in a chase. Avoiding getting into chases in the first place by playing extra cautiously, without taking unnecessary risks hurts Clown a lot. He only has power in a chase.
    • Don’t loop a Clown, and never go for risky pallet stuns: you’ll get hit every single time. Just try and get as far from him as possible. Understand that unless the Clown is bad, and wastes bottles, then you’ll go down eventually.

    Some Clowns equip Tattoo's Middle Finger for tracking purposes. Unless they're in an indoor map, they can spend the early game just lobbing bottles everywhere to get a general location on a survivor before reloading for chase. It also means they don't have to run I'm All Ears

  • Any Means Necessary. If the God pallet isn't broken I don't want to wait, I want to reset it now

  • Have you ever heard of Territorial Imperative basement Demo?

  • @FFirebrandd said:

    You do know that there are other perks that help with those strats, right? That's why I've been running Dead Hard, For The People, and Tenacity for a while now.

    Dead Hard helps with Tunneling because it can get you to a structure that you'd otherwise not make it to.

    For the People can let you either make the guy coming off hook less vulnerable or pick up someone instantly after they get downed making Tunneling and Proxy Camping some one else much less effective.

    Tenacity has let me disappear numerous times when the killer decided that slugging me was a good idea. It makes you so much less helpless when you're on the floor it isn't even funny.

    Another thing about For the People is that it creates an obsession. An obsession is usually how the killer knows if there's a DS somewhere in the team so you basically get all the benefits of DS without actually running it.

  • After sabotaging 10.000 hooks, Jake ascended to godhood as a frightened Ghost Face watches in fear knowing he will be the first victim in this new God's trail of torment.

1 … 10 11 12 13 14