SeannyD115
SeannyD115
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- SeannyD115
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Some kind of demon killer with hellhounds would sound pretty cool
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What if they made a killer is a m1 killer for the most part but their power would be sending out a smaller faster killer. They could call them the twins
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You can already run DMS and pain resonance with nemesis (perk) to do the same thing.
The counter play is to let go of the gens before they hook which counters pain resonance from triggering DMS.
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We all could just play twins with their best add-ons then purposely let all the survivors escape. Then their data will say the killer is underperforming then they would have to buff them.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2732348#Comment_2732348
Hmm, ultimate camping build?
Corrupt, Deadlock, DMS and Pain Resonance
You can already do this with artist using nemesis. They will let go of gens before you hook which counters pain resonance from triggering DMS. They can wait for the artist to fire crows then depending on how many she fires it's a longer cool down. Or just work on a gen that has different elevation compared to the artist like a hill or a lower floor. Maps like the game will counter this strategy.
I've been running corrupt, nemesis, DMS, and pain resonance. So the only thing that will change in my build is nemesis
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@SkeletalElite said:
Let's look at how this will play out
The ultimate camping build
Artist with ink egg (can fire 4 crows instead of 3) and thick tar (can fire crows slightly more often)
The perks, corrupt intervention, DMS, pain resonance, one last of your choice, probably discordance to stop them finishing gens before you can get a hook.
At the start of the game you down someone and hook them on a scourge hook, 3 gens are still blocked from corrupt, the gen with the most progress explodes, the survivor on it screams, interrupting it and causing it to blocked for the remainder of DMS, so now 4 gens are blocked. You fire crows at the 3 gens on the map unblocked, any of them that are being worked will be blocked either when the survivor dodges crows or when you force them off by injuring them with crows.
All gens with progress are blocked for 45 seconds, you occasionally fire crows at unblocked gens to make sure the survivors aren't working them. Once DMS expires survivors are free to work on gens again, however in just 15 seconds you will secure another stage, at which point you will stop camping. You then chase and down another survivor and do it again, this time you have no corrupt so you will need to use you 4th crow and a bit of gamse sense or luck to know 2 gens that cannot possible have a survivor working on it and be willing to choose 1 gen that you are okay with losing (but even then you might not lose it since after your power charges you can fire at the gens you didn't fire at before, if you've already lost 1 gen this is a non issue)
If at any point you kill someone, gens will not only not be possible to work for 45 seconds but you can actively chase a survivor during that 45 sseconds, getting a hook repeating the process.
Survivors can't avoid this. If they commit the generators, you will injure them with crows, forcing them off the gen and blocking it. They can't dodge the crow either since they have to let go of the gen which will cause it to block. You ccan't leave the gen before the hook is done either because even if the gen isn't blocked, not working on hte gen is exactly what the artist wants you to do. She wants the game to stop progressing so she can camp the person on hook until they stage without you being able to counter it.
You can't just trade hooks with the person, that's just going to result in the killer getting rapid hook states and reactivating DMS every single time.
Oh and even if the survivors manage to get some of the gens done, reducing the number of gens on the map makes it even easier to do.
You can already do this with artist using nemesis. I encourage you to try it. You might get DMS to activate a few times but eventually survivors will catch on. They will let go of gens before you hook which counters pain resonance from triggering DMS. They can wait for the artist to fire crows then depending on how many she fires it's a longer cool down. Or just work on a gen that has different elevation compared to the artist like a hill or a lower floor. Maps like the game will counter this strategy.
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@smappdooda said:
https://forum.deadbydaylight.com/en/discussion/comment/2731495#Comment_2731495
If so, I see Freddy and Class photo being a thing for a while.
You can already try it with nemesis. You might get DMS value once or twice then survivors will catch on and either let go of the gen before you hook or just keep working on the gen
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2732959#Comment_2732959
I’ll take your word on Dark Devotion not resetting. Maybe Dark Devotion and Pop work differently because one triggers on hits and the other on hooks?
I guess we will see on the ptb
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2732945#Comment_2732945
The perk doesn’t say anything about a cooldown so it probably works like Pop in that it resets every hook.
Dark devotion doesn't have a cool down either yet you can't use it back to back
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I'm pretty sure DMS doesn't reset it's self on each hook so if you get two fast hooks it won't work.
Besides that there are only a few killers that will be able to make use out of DMS. High mobility, Freddy, demo, and artist.
On Freddy once you get DMS off once with class photo people will realize what you are doing and just stay on the gen or let go before you hook.
People have complained about how broken artist will be with DMS but I've been running DMS with nemesis and doing the same thing. The only difference is I won't need nemesis. Survivors will just let go of the gen before you hook then wait for you to launch the birds or work on a gen that's above or below artist.
So I don't think it will be meta
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Victor can no longer latch onto lockers
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/2730136#Comment_2730136
It's used more than his other addons because it's one of the few good addons he has. (The same thing applies to Nemesis and his addons)
I think it's kind of silly to nerf something just because it's used too much.
I feel like it's their way of trying to get you to use the other add-ons. But what they don't understand is that most of the other add-ons are terrible
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Their data says it's used more than the rest of his add-ons so it must be op.
Same with nemesis and Marvin's blood.
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If dh got removed you would see everyone run Sprint burst or overcome instead
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The only problem with pain resonance is if you get bad rng with the 4 hooks
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That would be too easy to get tokens back and being able to hide from aura perks is very strong.
If you want tokens back you should need to interact with the killer. For example being in a chase with a killer for x amount of time to get tokens back.
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@Object said:
https://forum.deadbydaylight.com/en/discussion/comment/2720766#Comment_2720766
I don’t think you’ve read my whole post. These two perks combined are evil on Pinhead. Pinhead is also not a bad killer, he is certainly very strong.
I used to run those two perks on Pin head but they are very map dependent. Also if you didn't know picking the box off the ground as pin head makes the box spawn back faster. But if you pick up the box by downing the survivor that had it there's a delay before it respawns. So you get to have chain hunt up without the box being spawned in the map longer.
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This is how old legion worked and had very little counter play. So I don't think they will make that change
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If you are having issues with prove thyself then use discordance.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2705762#Comment_2705762
You'd have made a better case if you wouldn't have mentioned Trapper. You've got a point with Myers, but Trapper actually takes some knowledge.
Trapper is map dependent though. The new artist map is terrible for trapper
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2700429#Comment_2700429
It certainly can be considering you still need to balance this perk around other perks that affect the same action. You've also got to take into account door spawning logic which is important. If you get door spawns that are close together then you make it essentially impossible to get the door open with this. If the doors are cross on a bigger map then it isn't as useful, but paired with other endgame perks it isn't hard to see points where it would overperform in a way that would just get it reverted.
I would say let it regress to the half way point and it would be fine. If you are the last survivor and the gates spawn next to each other you already lost.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2698381#Comment_2698381
Survivors shouldn't be able to play around everything the killer can do. Deathslinger was unique with his chases and had good 1v1, as did Spirit, which is why they got nerfed because they required survivors to think.
People only really complained about his zoning. I never heard people complain about how fast he could shoot.
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@Chilli_man2400 said:
As a deathslinger main I will admit.
He’s not as bad as everyone says he his. Yes I will admit he’s very weak now cause of his ADS nerf that was his biggest strength. But he’s still good in chase you can still play him he’s not as bad as everyone made him out to be. I knew he needed a nerf I stopped playing cause he felt cheap. I wish he got some buffs to compensate though
On the DS map they added tons of holes where you could shoot survivors but now you can't even use them in a chase
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2695065#Comment_2695065
This is what I wonder. There's literally no scenario where a single player can use Dead Hard multiple times in under 40 seconds without a hook in betwern, but I see it happen. Or when a player's health state cycles 10 times in 20 seconds. Is the server not verifying anything? Is the entire game client sided?
It would be so much easier imo to detect cheaters
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@Rizzo said:
I want to spend a couple of words on this topic.
The battle between hackers and anti-cheats is never ending, as much as people think we do not ban people, bans happen quite often, the anti-cheat gets updated constantly, but it's simple to understand that you can't block hacks that haven't been found yet.
To put it simple: hackers create hack, EAC updates to block it, so hackers create new hack, then EAC updates to block this one too, and so on and so forth.
It's a continuous fight.
How difficult would it be to implement for the game to check if a player is moving at speeds that are not possible or if the game is continuing after the egc and "flag" those players.
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@Ravakahr said:
You should watch Red Scourge or Otz on youtube. They always wait dead hard out and have almost zero issues with it. Your attention should be focused on why does it take so many BP to level a killer. The BP system is terrible and should cost 50% less bloodpoints to level a killer so you can try ALL the other killers and get ALL there perks without grinding 2000 hours. Thats a better use of your time honestly <3.
Most of the people in this post are talking about using DH for distance. There is no counter when survivors use it for distance to reach a pallet or window.
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@Pepsidot said:
It had very unique loops which I miss. It was a fun map to mindgame loops because although most loops were unsafe you could chain them together. And if you couldn't, the feeling of winning a mindgame and getting a stun on one of the unsafe pallets was awesome.
A lot of people who didn't like the map would not chain loops together. I've had games on Hawkins where the killer thought they could catch up without breaking the pallet but eventually figured out that they had to break it
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You would have to find some game breaking bug with Dead hard for them to disable it. They won't just disable a perk for a test.
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@GeneralV said:
Because looping is fun and it is a huge aspect of DBD, whether people like it or not.
That is why many Survivors, myself included, dislike Killers who have anti-loop powers, as they completely remove a very important aspect of the game and force you to play in a very boring way (holding W and pre-dropping every single pallet).
Many of us here, once again including myself, are from a time when the absolute majority of the killer cast could be looped in the regular manner.
And I would've liked if it had stayed that way.
The problem with non anti loop killers is they are map dependent. If they get a very survivor sided map against survivors who know how to loop very well they will always lose.
I had a game on the new map and looped a plague for 5 gens since everyone stayed broken.
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Until their data says clown is over performing I don't think they will change pinky finger
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If a killer goes against a swf then give bonus BP. Simple
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He should have add-ons that give you some of you power back when you hit an exposed survivor or hit them while in undetectable
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@Neamy said:
Use the chatterers tooth a few games and you'll see where the cube spawns in relation to where you are at the time, then you can almost always get it right after spawn
I'm aware of how to box spawns but I'm talking about his possessed chains
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Oppression says hi
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You want survivors to not get rid of the crows. It's an easy hit if they do that
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You would need tenacity to get to the area
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2677107#Comment_2677107
Hoarder & franklin is a nice edition.
But I agree. You can use that purple addon to shoot more chains in case it’s environmental break, but its all in hand of RNG Jesus.
Pinhead in the game, m2 is useless 98% of the time
That's why it's almost better to not go for the M2
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They should at least give him an add-on that makes survivors take longer to break the chain
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You basically have to leave the tower if a survivor makes it there or you will lose the game.
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@C3Tooth said:
Next chapter
Boon: prove thyself to Entity. Any Gen within 28m radius from Boon gets repaired 50% faster.
Boon: reverse ruin. The gens repair themselves at 200% within 28m radius
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672733#Comment_2672733
There is huge problem.
If DMS activates = 45s, you can't use pop on it = 45s.
That's true if DMS actives you can't use pop. I would have it as a back up if they start letting go of the gen early
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672660#Comment_2672660
Sure, it might work if you combine it also with Nemesis maybe? So you can get value from it multiple times?
Scourge hook, DMS, Enduring and Nemesis
What about scourge hook, DMS, Pop, and nemesis.
Once survivors realize that their gen keeps getting blocked when the obsession gets hooked they will stop repairing before you hook. This is where pop comes in and you make the gen lose even more progress. So survivors have the choice of letting DMS block the gen or it gets pop.
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@Blue_Archer33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672656#Comment_2672656
JUST posted it. Hex:Plaything with Hex:Pentimento on Artist (have yet to test it on anyone else so far. It may he catastrophic on Pinhead)
I ran it on pin head and it is disgusting if you can keep getting the chain hunt
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It's a good way to get Pentimento value. If you run just one hex they could just boon it and you would get no value of of the perk.
I've been running it too.
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@Dino7281 said:
Is it good tho? Dead Man's Switch sucks. It works only with Obsession and 45 seconds is not really that much. Compare it with Deadlock.
Pop is way better with it
It's a way to get value out of DMS
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2666238#Comment_2666238
Anything with an M2
Not anymore
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2643435#Comment_2643435
Oh my god its his best perk I love it so much
Currently using Corrupt/Pop/Bbq/IAE on him, it's very solid and so much fun!
Plaything + nurses is fun too. Especially when you can hit multiple survivors through walls.
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@GoodBoyKaru said:
I've been saying this for a year, back when it was just Exhaustion, but no apparnetly you need 4x slowdown perks on Nurse and Blight.
I love the perk and use it on high-mobility killers. Used to use it on my main man Pyramid Head too but DH doesn't do much vs him and it really does feel like he needs at least 2 slowdown.
I'm all ears is fun on PH too
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Insidious + whispers then hide by a gen survivors were working on. Most of the time they come back but if not you have whispers to tell you.
It's fun to do near exit gates too.
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They could make it map wide and people won't run it because it's so map dependent