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  • Of course it's OP, did we need a streamer to prove that?

    Next he will do an experiment to see if Ebony Mori's are OP. I wonder what the results will be......

  • Maybe cause the game is basically a slideshow on consoles and is borderline intolerable to play.

  • @gatsby said:

    Sprint Burst pretty much just encourages being glued to generators because running around the map for totems and saves is pretty discouraged by the perk's mechanics. Staying stationary is just a super hard playstyle for me to get behind.

    It just feels like you're missing out on a lot. Maybe with Vigil and Fixated I could see a build where you can run Sprint Burst optimally and move around a lot, but otherwise the playstyle just seems restricting

    It's just the best exhaustion perk there is, assuming you play around it. Dead hard is probably second, but is prone to failure and also doesn't help at all vs. one shot killers. Balanced landing has been gutted. Lithe is pretty good, but sometimes you won't have a vault nearby and it can be wasted at jungle gyms where you need to stand at a corner to determine your next move. Head on is for memes, and I have not gotten any comparable value out of it except by using it to escape the basement.

    Being glued to gens is pretty optimal for a survivor, and it's the only perk that will let you safely do dead zone generators. Fixated + sprint burst feels great to use, and is pretty stealthy to boot. It also extends your pallet / flashlight / hook save potential by a ton since you can be positioned much further away instead of needing to be in a spot the killer might check to pull them off.

  • Immersion is the ideal strategy, since it wastes just as much time as looping the killer as well as not using any pallets. You can play active on the older maps but the new ones just give survivors nothing to work with.

    You get spotted on Hawkins? You are going down, and probably fast. Sanctum is horrible, nothing to loop. Dead Dawg is pretty bad too, not much to work with and a killer like Freddy / Hag just push M2 and now you have nothing. All you do is hold W till you go down on those maps for the most part.

  • @rhodamia said:

    Losing a chase with the obsession grants a token. (Same 10s cool down between token gains)

    Each token grants 3/4/5% movement speed up to 3 tokens.

    Upon putting a survivor into the down state, all tokens are lost. This applies to interruptions and lockers as well.

    This completely changes the use of the perk. Instead of gaining stacks on a 1hit down killer such as Billy/Leather/Myers. It becomes a pressure tool for all killers. Particularly slower killers such as the hag and huntress, allowing them to pressure gens easier. This turns the perk from a killing perk to a pressure perk. Allowing the killer to injure survivors and pressure gens without stack loss. Of course the moment the killer turns on the heat with a down, stacks are all gone.

    Keeping in mind, gaining all 3 stacks takes a BARE minimum of 30 seconds assuming they find the obsession AND if they time things perfectly. Which means the killer will have to be wise about when to start downing people, as all stacks are lost at once.

    It remains a high skill cap perk, but with a genrush meta, I think this would be more useful to slow things down a bit.

    Whatcha think?

    It's not hard to find the obsession, you just eat a pallet with nemesis. The combo is guaranteed downs, and is pretty efficient on 1 shot killers. How is it "high skill cap" perk?

  • Wake up isn't terrible as a poor man's left behind key. When your team is all dead, you just wait at the door until the killer finds the hatch.

  • Then you just play legion and get a pip every game

  • I don't like it, it's greedy to use on an M1 killer in my opinion. Very map reliant as well. Good luck slugging against a really good team on like Badham preschool, and at high ranks plenty of people will be running unbreakable as well. Legion already gets everyones location for free to boot.

    Now on an instadown killer or like nurse? I'm all for it.

  • I don't like it, it's greedy to use on an M1 killer in my opinion. Very map reliant as well. Good luck slugging against a really good team on like Badham preschool, and at high ranks plenty of people will be running unbreakable as well. Legion already gets everyones location for free to boot.

    Now on an instadown killer or like nurse? I'm all for it.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221225#Comment_1221225

    Whispers is largely pointless outside of those two scenarios, as you can generally assume a survivor will be on one of the gens or on the way to the guy you hooked. The hooked person even messes with your Whispers

    Surveillance is mid-tier at best, as you almost never want to kick a generator without PGTW, and there are MANY other perks that are better used

    M&A literally isn't even a tracking perk so it's not even worth discussing in this context

    Infectious is hard countered by simply splitting up, which is already the meta for genrushing anyways due to coop penalties. It's also hard countered by Calm Spirit, which ALSO negates 75% of The Doctor, who survivors seem to love complaining about

    BBQ is obscenely easy to counter. when the survivor goes down, immediately move to a locker. if that isnt possible, position the generator between you and the killer to the best of your ability to obscure your aura with the generator's. Alternatively, you can pretend to be moving toward a different generator, then double back when the aura reading wears off. If the survivor was downed near you, you can also try getting closer to simply avoid BBQs range

    Nurse is easily countered by not healing in the TR, and you should really be running Spine Chill anyways, since it renders stealth killers into M1 status, and tells you if a Killer is approaching or just chasing somebody near you. It even gives you a 6% speed boost to ALL actions, including vaulting

    "Whispers is pointless" says a baby killer. When plenty of the best killers in the game, including OhTofu, almost never play without it.

    "M&A" isn't even a tracking perk when killers like Micheal Myers get to an 8m terror radius with it, allowing them to find anyone working on a generator without spine chill.

    "Infectious is counted by splitting up" which discounts the fact that alot of the killers running it are also running monitor, allowing the terror radius to be up to 40m. Good luck hiding from a 40m terror radius on a map like the game.

    "Just get in a locker every time someones goes down", except maybe your team isn't doing that. And that means unless you let the killer chase you for free, you might just lose the game because your team is garbage.

    "Don't heal inside the terror radius". But what about when nurses is a 28m range, and you can get your terror radius to 8m or 16m with perks?

    It's like people don't think before they speak.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/145177/theyre-killing-the-new-maps

    Pretty sure they've already said that only changed a single pallet on a single map in a single location.

    They said "they have reduced the number of maze tiles" aka reduced the number of jungle gyms by turning them into unsafe pallets. Pallets that are a free hit to any overpowered killer or killer who can afford the time to bloodlust. Please read into the facts before making a statement?

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221229#Comment_1221229

    They're not nerfing Survivors directly. They're just re-balancing maps that were too Survivor sided.

    It's not like reducing Window vault speeds by 20% or bumping exhaustion perks up to 50 seconds. Nothing core is directly being nerfed on Survivors. And on the untouched maps there's literally nothing different

    There are some very survivor sided maps, but they made no mention of touching some of the very killer sided maps. The fact they are not touching Hawkins is a joke to me. Plenty of red rank killers already adapted to the current maps by using overpowered characters or builds. I can see them trying to balance the game around red rank SWF, but that leaves the other 90% of the survivor population out in the cold.

    This is exactly how deathgarden died, by catering to a 5 man on comms instead of the solo Q players, who make up the majority of the game.

  • @gatsby said:

    I play red rank killer and red rank survivor. I can tell you firsthand that the changes are balanced. survivor only players don't understand how favored some maps are for them.

    the devs have nerfed the extremely survivor sided maps... or the relatively balanced maps with a couple exploitable window loops. trust me from someone who plays both sides they're making the right move.

    But the dev's have not touched some of the extremely overpowered killers. Why do Freddy and Spirit still exist in the state that they are? Hag is also sleeper overpowered, but nobody plays her so there are few complaints. Killers have a wealth of broken add-ons to call upon while survivors at this point basically have....keys? And keys are lategame. An ivory mori can end the game at 5 gens left.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221187#Comment_1221187

    What "super strong" tracking perks do we have? Every single one is hard countered by lockers except Whispers, and that's very imprecise, even at T3

    "We" implies you only play killer, which drastically skews your opinions of the game. Whispers with good map knowledge allows you to pinpoint your first chase of the game, which is arguably the most important. It also means the last survivor in the game will never get away from you, especially if you close the hatch.

    There is surveillance, which is perfect information, and arguably one of the best killer late-game perks.

    There is monitor and abuse, which allows many killers to get to a 16m or 8m terror radius, completely uncountable except by spine chill.

    There is infectious fright, which is borderline overpowered on any 1 shot killer.

    There is BBQ, which can be countered by lockers but more often than not gives you a wealth of information as well as double bloodpoints.

    And finally, there is nurses calling, which is almost uncounterable on any stealth killer, except by spine chill.

  • @Cookiescrumble said:

    Just watched Kings video on the new maps and I have but one thing to say. They're killing the maps. They're deleting a lot of pallets and replacing it making them look completely empty and unfair, I understand it's PTB but holy ######### I would be upset. No killer would ever lose nearly. This is sad fix it please! makes the game easy af for us killers...

    It's fine, just play immersed against the roster of stealth killers, any high mobility killer, or any killer running some of the super strong tracking perks.

  • @Bill_I_Am__Overbeck said:

    Seriously, what is the purpose of it? It lowers your speed to such a crawl that your bottles aren't worth throwing most of the time. I understand that huntress and Deathslinger have cooldowns after using their ability, but their ability at least has a high chance of you getting a survivor injured if you land your shot. Both of the feather addons are pretty much required for his base kit.

    Even throwing bottles ahead of any survivors out of CQC still slows you down enough that they can make a regular loop and ignore the gas.

    Why not make the yellow feather basekit and leave him as is? It wouldn't take too much effort.

    You know you can hold the bottles with no movespeed penalty right? It makes landing them very easy, and personally I don't even notice the slowdown on release.

    The only time I use the feather is with the pinky finger add-on so I can shotgun out bottles at close range for an instadown.

    Clown is add-on hungry but by no means a bad killer. I feel way more confident taking clown into a red rank game than say trapper / demogorgon / bubba / pig / deathslinger (if I haven't had coffee); unless I am rocking godly add-ons for them. Bleach + 15% ether makes for some really nasty bottles. People say bleach is only a 5% extra slow but im not sure, it feels like way more.

    But I like the garish makeup kit + 6 bottles / faster reload. You just throw the bottle in their general direction and get a hit. 6 bottles or cork stopper come close in terms of efficiency in when put into seconds of reload per bottle, and I usually don't like going into a game without one of them. I would take them over the feather any day.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219828#Comment_1219828

    So 96 000 BP per game

    So it takes like 10-11 games to get to the cap

    1 milion get's you about 30 bloodlevels

    69 killer perks right now times 3 levels per perk is 207 levels you need to go through to unlock everything

    Each level you can get 2 perks so 3,5 times the cap unlocks everything for 1 killer. So for 19 killers is about 66,5 times (so close to 666 lol)

    That's 732 perfect games to get everything on all killers

    You'll ofcourse not get 732 survivor puddings/bps so the actual number is probably in the 1000ths

    That's killers only, no survivor or prestige

    Now imagen being a casual player that plays like 2-3 games a day

    They could take a look at the grind tbh

    If you only play 2-3 games per day you are most likely at levels where you can deal without the hardcore builds. Probably 70-80% of the perks in the game are garbage as it is. It's not like you need to level more than 3-4 killers/survivors to get almost everything that is meta. But hey, if you need cruel limits just that bad, go ahead and P3 demo.

  • Best killer I have ever seen is called Pro Vengeance, he is #2 on the leader board for sacrifices in the world. And I have watched a ton of popular killers play. I found him because he absolutely rolled my team in solo Q.

    He almost 4k's every game, plays every killer extremely well, as well as survivor. Too bad he hardly plays anymore because he has moved onto to resident evil resistance. But I learned a ton by watching him play.

    https://mixer.com/ProVengeance_

  • You can run double BP perks on both killer or survivor. Killer in particular can farm BP hard, 80k+ a game if you perform well. BBQ + Survivor Pudding will let you get up to 96,000 BP a game. Sure, the grind is brutal if you don't have BBQ or WGLF, but WGLF is free, and many new killers level up bubba first specifically for BBQ.

  • @Jigsaw_pprentice1993 said:

    stand up demo players

    show me the builds u use on demo

    currently i run enduring spirit fury/im all ears corrup intervention bbq

    ive found good succes in this build at rank 1 im not a huge fan of slowdown perks as i generally keep pressure a lot and dont really worry about gens

    Close to mine. Spirit fury / enduring / corrupt / monitor. Can't use slowdown perks if you don't get downs.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218668#Comment_1218668

    "Killers who rely on specific perks to do well are not good killers"

    While I think I understand what you mean, this sentence sounds very elitist and unhelpful to this particular players problem. They don't have the experience to be a "good killer" and as a newer player do need perks to help them with any weakpoint in their build or playstyle.

    If they have problems following scratchmarks they'll need predator.

    If they have problems following blood they'll need bloodhound and sloppy butcher.

    You need to remember that you're talking to a newer player who doesn't have the experience and skill you do to be able to play as a perkless killer and do well against a group of survivors with much more experience than you.

    But think about what he is saying.

    "I should just be able to step into a new game with other players who have hundreds if not thousands of hours and perform at the same level as them"

    What other game do you think that applies to? Maybe an FPS? Even then, you will still get butchered in something like CSGO. Definitely not any strategy game. And id say DBD is closer to a strategy game than anything for killer, because most of the killers are not mechanically intensive in any way.

    As to the OP, just slap on "no one escapes death", the most broken perk in the game, and collect some free kills even if you get stomped on.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219251#Comment_1219251

    If the survivor is running the same loop without leaving while they know the killer is building bloodlust who's getting outplayed? The survivor who won't leave the loop or the killer who's deliberately building bloodlust?

    It's easy to call players names, but it's much more difficult to understand that sometimes a player is utilizing a particular tactic for a reason you might not understand.

    Plus, "chase survivors for X seconds" dailies exist. You might not be outplaying the killer as much as you think you are.

    Half the times, you will not make it to the next pallet without taking a hit. Or with someone like billy, just getting instadowned. There is no option to leave the pallet in many cases. Your only hope is to run while they are kicking it.

    And if you are making the killer think you are going to jump the pallet, and then not doing it, and they keep falling for it over and over....that is pretty much the only outplaying that exists in DBD. Or faking a vault, maybe 360ing a saw etc, etc.

  • @Primalux135 said:

    The most funny part its that SWF each one with borrowed, DS, dead hard and adrelinine on coldwind farm map or similar doing SWAT team on gens its considered balanced by them.

    I would say a killer whiffing their attack over and over, or like a billy who keeps sawing walls instead of your back. Survivors getting owned is usually just sad but the killer being horrible is comical.

  • Killers don't need to hook each survivor 3 teams, tons of games in solo Q I die on my first hook. That's why I have been running some deliverance lately because it's so annoying to lose 1 chase and die for it. I had a great game earlier where one of my teammates kills themselves on 1st hook, then whispers billy finds me because stealth is almost worthless against whispers. I run him for 3 gens, go onto my first hook, and then both of my teammates go down and die before they can even get me.

    BT/DS don't do anything against a camping 1 shot killer. That's why everyone hates Bubba so much. He's not the best killer for getting you down; but once he does, he can just sit there with the saw revved and there's nothing anyone can do.

    Survivors are too afraid to touch gens until like mid purple ranks anyways, and they just get 2 tapped in a chase before that point so it's balanced.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219209#Comment_1219209

    Actually the devs have said that Survivors aren't meant to be able to run from the killer indefinitely.

    So yes.

    It's not indefinite, it's the killer getting massively outplayed at an unsafe pallet they refuse to kick. That's their own choice to make. Just like if a killer gets run for 5 gens....that is pure skill, map knowledge, and outplays on the part of the survivor. I'm sad the devs are going to cater to baby killers who want to automatically win because they saw a survivor. Not when you can be running someone like ghostface/wraith/etc and automatically be finding people.

    Right now bloodlust is actually braindead, the only hope being that your team is rushing gens when you juke the killer over and over for a minute solid at the same pallet until he stacks up enough bloodlust to finally get a hit. If you are one of the last people alive? Well sorry, you just auto lose. What a scary game, but not for the reasons you might think.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219180#Comment_1219180

    Just in case you didn't know, the term "infinite" is used interchangeably with the statement that "a survivor can run a particular route through an obstacle that, if followed by a killer, will result in a chase exceeding the average chase time due to the breaks in chase and loss of LoS which will prevent bloodlust from assisting the killer in the chase."

    Also be honest with yourself, there's almost nobody playing M1 killers at red ranks. It's either someone who hard counters looping, or someone with enough mobility they can just find another chase instantly. Or both. (Yay freddy!)

    Anyone playing the M1 killers are probably using just spirit fury or nemesis + PWYF and becoming unloopable anyways.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219112#Comment_1219112

    There's a slight difference between outplaying a killer and utilizing pathing where a killer cannot catch a survivor regardless of skill or killer ability.

    But the killer should still be able to automatically win chases at half the pallets in the game given enough time right, regardless of survivor skill or ability?

  • Yup, completely glosses over camping stealth killers. Or camping stealth killers with a mori, who straight up ignore BT / DS and smack you off the hook into a mori. Camping wraith / ghostface can do that super easily, especially wraith. Been insta'moring people off the hook for years now with wraith and im surprised BT is still not proximity based.

    You should really just get BT no matter what when you get off the hook, it only lasts 15 seconds anyways and would fix it not working against facecamp freddies.

    Camping pig with a mori is pretty bad too since even if you somehow make it to a locker for DS your head trap timer will still be running and you are dead anyways. Then she can just crouch behind you until you are dead at that point and not even use the mori if it's ivory.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218996#Comment_1218996

    115ms is worth the build up tbh, Legion is in the same boat as survivors generally don't heal against them

    So we have 2 killers that are bassicly insta downs with 115ms and they are both conciddert mediocre to bad

    The hypothetical 110 ms oneshotter stands no chance against experienced survivors imo

    This hypothetical one shotter must not know about using chase perks, mindgames, doesn't know how to run tiles correctly, and just tunnels 1 person for 5 gens through god windows. Anyone who thinks a killer who gets free damage is bad is only comparing him against the best of the best red rank SWFs all running 4x second chance perks. Nobody stops to think how it will play out in your ordinary game, because you don't remember those games. Only the ones where you got stomped on by a SWF.

    But honestly this one shotter is already in the game, and his name is Billy. And he comes with insane map pressure and 115 as well.

  • @TheHourMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218941#Comment_1218941

    A game should be balanced toward the top level of play without sacrificing the bottom. We already have Plague who is STRONGER than this hypothetical killer would be and she is fine. Even considered a litte underpowered.

    Plague needs a few minutes to build up to it, similar to perma tier 3 myers. I think nobody plays plague because her character design is pretty boring, as well as her gameplay. Not because she isn't strong.

    I dread seeing a plague at high ranks because it means unless your team are all looping gods it's going to be a really annoying match. Or you get her on like Hawkins or something and now you are a 1 shot all game and every pallet is unsafe. Still better than having to go against Billy, Freddy, or Spirit for the 10th time in a row though.

  • @TheHourMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218245#Comment_1218245

    I play almost exclusively killer for over 2 years and I agree with them. Against an experienced swf group that is communicating, using an OoO, and gen rushinh, this killer would be virtually helpless unless the survivors made a huge mistake.

    And guess what? The overwhelming majority of games are not sweaty object SWFs. They are potato solo Q players, who get 2 tapped by the demogorgon even at purple / red ranks.

    It would be OP as hell, especially with the incoming map nerfs.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216102#Comment_1216102

    One thing I forgot to mention I do not have corrupt intervention as a teachable yet so whats the next best thing?

    Probably ruin, demo can repeatedly shove people off generators, break a pallet or two, and keep going back to pushing people off generators until you finally whittle down enough pallets to get some downs. Then you just camp around the hook / the area you broke all the pallets at.

    You will have a very hard time downing competent survivors at most loops, which is why I like stacking chase perks on him. There's plenty of slowdown perks that seem good in theory on him, but in reality if you are not getting fast downs none of them will matter. Shred is only going to work at straightaways, where survivors will still have a decent chance of dodging the shred and putting you very far behind in the chase. I mainly use it at pallets I know they can't make it through. So they drop it and shred instantly destroys the pallet for a ghetto brutal stength.

    He is weak enough you will need to be doing a 3 gen strategy most of the times if you want to win at red ranks, unless you are some kind of demogorgon savant or get a really killer sided map.

    @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216078#Comment_1216078

    the best addons for demo are actually two commons

    rat liver which increases your movement speed when you are using shred from 93% (slower than survivors) to 101% (slightly faster than survivors)

    rat tail which increases your portal placement speed it says slightly in the addon description but it actually makes it go from 2 seconds to 1 second 50% faster placement speed

    now the best strategy for you when using shred is when you are chasing them act like you are going to shred them if they start to strafe to avoid getting hit get as close as you can and then hit them with a basic attack unless they are your obsession in which case just point blank shred them it's one of demos strongest mind game which is only possible with the rat liver as you will just lose distance otherwise

    you should never use shred if the survivor is far away from you as it is easier to dodge unless the survivor is running to a window or a pallet you might get a hit then

    here is a strat i use for my portals

    at the start of a match place a portal in the middle of the map or a high traffic location (the main building) identify the area of the map that you want to defend (preferably with lots of ges close together) and then go patrol always prioritise survivors over portals but once you get one down go and place your portals directly next to gens that you know are being worked on and then place another next to it use the portal closes to the gen and teleport to another portal now if the survivors work on the gen you will know just ready shred occasionally to check but if the portal gets closed you have another right next to it so you can always get back to it fast but if you are close use the fact that the survivors working on your protal can't hear the terror radius and get a free hit. but always keep one portal for emergency

    the perks i use are StBfL (demos best perk) infectious fright (so i can find close survivors) bbQ and chil (for long distance information and bloodpoints) and PgtW (to slow gen progression on the gens i want to keep)

    I don't like those as his best add-ons. I think the purple fast portal recovery speed + purple harder to seal portals are his best option. It means you can quickly be pushing people off generators and they won't have any time to seal the portals before you just teleport straight back. Which is brutal once you have already made a deadzone near a generator and if you have something like ruin; or sloppy so they can't safely come back to work on it right away.

    I also don't like the perks. Good survivors will be making you fight for every hit, so the only time you will really be getting save the best for last value is when it's already at super high stacks and you are smacking people in rapid succession because they are unhooking in your face or at the basement.

    Infectious fright assumes you are way better than the survivors, and can be chaining together slugs, which I don't think demo is strong enough for.

    Pop and BBQ are ok.

  • @Dabihwow said:

    As the title suggests I need help playing this killer. SO Before anything else! I will tell you what I am doing currently.

    SO at the start of the game I go and place a portal down than I go to place down another. I am not sure if I place them in the right areas I place them around some buildings but usually in outside places. I barely use shred because I can never seem to get it at the right time. No matter what I do, or how hard I try I can never seem to get a kill outta him, I have only killed two people. And I've been trying to perfect him for weeks now and still no progress. I use Nurses, Surge, STBFL, and Stridor. That is the only perk build I can give for him, I don't have many perks for him. I am losing my mind please help, I am looking for how to time the shreds just right, where to place the portals, and lastly what perks or build should I use to make him better please help me.

    He's trash without spirit fury + enduring. Or at least bamboozle or enduring if you don't wanna dedicate two slots to chasing. It's pretty hard to shred at tight loops so he is mostly an M1 killer who can teleport around, basically a worse Freddy.

    Save the best is a bait perk, because it hardly makes a difference in a chase without 6+ stacks and is really only useful for contesting unhooks. Stridor isn't needed on anyone who isn't spirit.

    You need corrupt intervention, like every other non god tier killer. Drop most of your portals directly on generators, and a secret portal near a cluster of generators you want to protect. Check them frequently with of the abyss. If they are wasting time cleaning your portals they are not doing gens, and you can quickly set them again with your secret portal.

    As for the last perk, I usually use use BBQ, Pop, or Monitor. Monitor or BBQ for tracking, pop if you want slowdown. I like monitor because his terror radius is quieter than normal so you can usually gain alot of distance on people before they start moving off gens. His chase is so weak that it can be hard to even get good use of pop.

  • @Sunbreaker7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215755#Comment_1215755

    Good advices, thank you very much! However, I did not quite understand what you meant by "You actually don't have to kill anyone to pip, especially on a killer like legion who racks up chaser for free."

    Cause you can get a 0k pip if you get enough emblems in categories other than devout, depending on your rank. Picking legion almost guarantees an iridescent chaser emblem. So assuming you are just running around stabbing people, regressing gens with ruin or pop, and generally keeping survivors injured you can still rank up in the game even though you didn't actually kill anyone off. But obviously, you should kill people off.

    If you really want to play nice, play survivor.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215674#Comment_1215674

    A huntress can't sneak up on me either. Literally had a P3 DS silently pop around a corner and smack me the other day, then quick scope me in a second and down me. 😂 This wasted very little time, and he was effective at doing this to our entire team. Idk if its a radius perk that enabled him to get so close before anyone could hear him, but it was pretty OP. He was inescapable once he found you. Maybe its a learning curve.

    And just compare that to someone like ghostface or micheal, who will find you silently the exactly same way but just 1 shot you at the gen.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215674#Comment_1215674

    A huntress can't sneak up on me either. Literally had a P3 DS silently pop around a corner and smack me the other day, then quick scope me in a second and down me. 😂 This wasted very little time, and he was effective at doing this to our entire team. Idk if its a radius perk that enabled him to get so close before anyone could hear him, but it was pretty OP. He was inescapable once he found you. Maybe its a learning curve.

    Any killer is basically inescapable once they find you. That's the problem with making it even easier to down people. You will almost never juke anyone competent in DBD without them mindgaming themselves or maybe quick and quieting into a locker with iron will.

    Deathslinger is hot garbage. Fun to use, but you gotta be pixel perfect with the shots (that you also gotta lead). Hatchet hitboxes are so huge by comparison they will nail you around corners sometimes. And she gets 5 of them, and they all do damage. You finally land a really good shot with deathslinger but whoops, there's a box nearby. Now you can't even down them.

    He is lethal up close but what killer isn't? Huntress is way more lethal up close.

    You can get his terror radius down to 8m with monitor and his purple add-on but that will involve a ton of wasted time ADSing to generators.

  • @Sunbreaker7 said:

    https://us.v-cdn.net/6030815/uploads/403/6RCEGZKRMO4F.gif

    All the survivors out there, tell me how to play like a fun killer. What do you most enjoy in a fair good killer match?

    Im mainly killer, but I play both sides.

    Don't slug, don't camp, don't tunnel. Let survivors unhook for free. Don't use mori's or busted add-ons. That's about it. You actually don't have to kill anyone to pip, especially on a killer like legion who racks up chaser for free.

    Just realize you will probably lose more games playing like that, but then again you are also invincible as killer so you will never have some of the incredibly painful matches you can as survivor. You can go into a game running a total meme build, with add-ons like padded jaws that actually make your killer strictly worse, and still have people talk smack to you at the end.

    But some people will actually appreciate the effort, which is nice.

  • @MontyBurger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215715#Comment_1215715

    Ok you don’t understand I didn’t mean one gen popped, I meant there was only one gen left...

    to be fair it was also lerys which is pretty bad for him because there are so many walls

    Well then you took a really bad chase or had a bad build. Bubba will get murdered if you don't have any chase perks on him and the survivors are good. Spirit fury is almost the only way you are going to get consistent saws on good survivors. That or sawing people coming out of the basement (which is why agitation is nice, but I don't like agitation + iron grasp since that is dedicating too much for basement hooks that may not happen).

    @NursesBootie said:

    He's kinda okay with Nemesis+PWYF. Otherwise he's really bad i agree.

    That also works but I find smart people will start throwing pallets super early to deny the nemesis proc. Spirit fury they won't know you have it until they each get hit by it unless it's SWF. Nemesis the entire team finds out the first time you proc it, and then of course they will be expecting the play with your food. I find that much better on Micheal alone because he benefits from easier stalking as well.

  • Mori's. That's the argument for god windows. They are about the only chance you had if someone got offed early on in the match, and were about your only hope if you were getting tunneled.

    Half the killer roster ignored them through their power already, and the other half could use bamboozle.

    Now? Collect your free kills. Survivors are expected to hide in lockers, even though killers can bring plenty of perks to almost negate stealth play if they want.

  • @MontyBurger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215705#Comment_1215705

    I admit that is true but when I play a new killer I am usually able to secure a hook or two but that time I literally didn’t get a hook until gen 1. You can’t deny he is one of the worst killers in the game right now

    At red ranks (maybe purple too), it's honestly normal to lose a gen by the time you get your first hook unless you are playing a top tier killer. Even if you spawn in, find someone in 20 seconds, and execute the chase almost perfectly you will lose a gen for it. So that's nothing bubba-specific.

    He is weak, but no killer with an instant down is as bad as everyone says. Slap spirit fury + enduring on him and suddenly he is very threatening, especially with an instant saw. You also don't have to respect any pallets which will save you loads of time as people except you to and instead you get a free hit.

    I always use corrupt since it's the best killer perk in the game, but the 4th perk is up for debate. I switch between monitor, bamboozle, and agitation depending on how I am feeling.

  • @Fetchmetheirsouls said:

    Sure, once devs get rid of perks like DS or DeadHard that either reward or nullify survivor's bad plays, we can talk about removing end game perk that has a 100% way of denying it and has a flaw of making that killer play 3/4 of the game with 3 perks instead of 4.

    Dead hard is so predictable as a killer. If you are regularly getting juked because of dead hard that is honestly your own fault. Half the time it leaves you exhausted on the ground.

    DS is dumb sure, but then again so are things like mori's, camping the basement, camping hooks with stealth killers and it's about the only thing that is going to get you away from those.

    @SoylentPixie said:

    Of for the love of god, it's embarrassing to see other survivors still whine about NOED.

    You do not even have to do 5 totems!!

    Totems have a finite number of locations, some of them fairly obvious and you'll always remember where the well hidden ones are (I'm looking at you mr 'hidden in a log pile and a bush' at Dead Dawg). if you can work out looping spots on most maps, you can remember most obvious totem spots, not to mention you'll run into them in the game.

    Gens pop, totem procs...uh oh, killer has NOED.

    Most killers will camp the newly hooked NOED victim and even if they don't you can still 99% the gates, hunt down the LIT totem and break it. Killer now no longer has NOED, your gates need barely a sneeze to open and you can heal up and make the hook save.

    It is not hard people. Yes there will be games where NOED will screw you over, but that is the game. It's not about what you think is fair or what you think killers should be using. It's about using your brain and understanding that the sky isn't falling just because you have an exposed status.

    NOED is a risk for the killers to take, because if they are against savvy survivors, the most it can do is down one person. But if the players aren't on the ball, refuse to do bones or just run at the hook for a save...well you just handed the killer your butt.

    NOED isn't going anywhere, better do what the rest of us do and learn to counter it. If you refuse to do the counters on principle...that's on you.

    I play mostly killer. And I think it's a joke that you think people can find all the totems on map like Lery's without significantly hindering your team. Maybe you can run some garbage totem hunting build and leave yourself exposed to a killer playing really cheap instead? I think it's hilarious you can literally sit in front of the hook invisible with wraith and smack them straight back down for a free hook/kill if they don't have DS.

  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215027#Comment_1215027

    Then stop being a hero. If u know the killer is gone save your friend. But most swf and I do mean MOST :) will all rush the hook and killer to be knights and try to tank hits to save their friend only to end up throwing the game

    If NOED ever got removed I'd quit killer plain and simple. Its the only counter I have to SWF and teams of bunny mengs. All with flashlights.

    You are a really bad killer if you rely on it. It's about as simple as that. I put on NOED when im playing wasted or something, because that's the only time I go into games expecting to lose.

    It's especially bad with Mori's, because you can take a horrible chase, get run for 3-4 gens to get your mori off, and then still get another 2 kills purely off the back of a skilless perk.

    There's a reason killers like Otzdarva and Tru3talent think its ######### and a crutch.

    "Better do all 5 totems against that Ebony Mori Spirit who killed someone with 4 gens left to go". Lmao, yeah right.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209207#Comment_1209207

    We can go back and forth like this, but fact is there's more than one good build on Doc, and different addons work with different builds.

    And back to your game- toxic SWF, it happens unfortunately, but you have to make the best of it.

    The last time I hit SWF with doc, I hit them with an ebony mori and purple disciple. It was TTVs so I got to watch the VOD. The comments were "what a cold blooded son of a #########" as I instantly found them and tunneled them down with whispers and a mori. But I don't mind it, they were mostly running 4x second chance perks and the map offering was springwood, the most survivor sided map in the game.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209197#Comment_1209197

    Otz would also say the other addons are good if not better. The King is just as strong as Purple Discipline, and the Queen is better than Green and Yellow Discipline. He also says that his tier lists are general standings, and that depending on the build some addons are better than others.

    I don't think so. Disciple is the best add-on he can use. A .7 second shock is insane. I don't know how it made it through QA testing. Everything else doc can use is a nuisance. It stops almost every loop in it's tracks assuming good map knowledge.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209184#Comment_1209184

    I disagree, I view Whispers as a training wheels perk. It helps Killers with low awareness find people. Now, that isn't to say it doesn't have its uses, Otz uses it wonderfully while playing Trapper, but I view it the same as Windows of Opportunity.

    So, I don't know, if it works for you, that's good enough for me. Just, try not to insult other people's builds in the future though?

    That is funny, if you watch Otz's "killer add-on tier list" he states that "a good doctor will never let you do anything with the purple disciple add-on". And I agree. It is super oppressive to use and many people just suicide on hook when I am using it.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209177#Comment_1209177

    Discipline is a solid option for Doc, most of his add-ons are decent.

    However, I disagree. If Survivors cannot hear you coming AND you know where they are, you massively shorten chases which is incredibly valuable.

    If you really want a Doc build that suits your playstyle, might I recommend SF, Enduring, PGTW and BBQ.

    Disciple is clearly the most overpowered add-on the doc can muster. You never want to lower your terror radius. Keeping it at 32m so it is in sync with whispers is the best option doc has. You walk around the map, whispers lights up, you static blast and auto-find survivors in the first 20 seconds of the game. It is actually broken. Then you rock disciple so they can't even throw a pallet as well. Busted killer in the hands of skilled player.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209168#Comment_1209168

    Calm add-ons expand your TR, as does M&A when in a chase. I believe its close to a 50m terror radius. Use Static Blast while in a chase and suddenly you know where every Survivor is.

    Also, after you use Static Blast, the Calm add-ons reduce your TR until it recharges, giving you an 8m TR.

    THAT is why you use M&A plus Calm.

    See my above comment. It only messes with baby survivors who are bad in a chase.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209168#Comment_1209168

    Out of chase, you have a 24m TR, allows you to sneak up on people. In chase, you have a 40m TR. With Calm addons, the TR is even bigger/smaller when Static Blast is ready/on cooldown. Ergo, you can hit a ton of people with Static Blast then have a tiny one to sneak up on people.

    Calm is terrible on doc. It only messes with unaware survivors. Disciple is the best doc add-on by a mile. Turing the shock from a 1 second detonation to a .7 second detonation is actually broken.

  • @Pulsar said:

    I would report the person who put the offending message in the chat.

    Other than that, just move onto the next game.

    I would recommend PGTW, BBQ, M&A and a perk of your choice for Doc with the Calm Add-Ons

    Sad you are recommending such a bad build. Obviously whispers is S tier on doc. 32m terror radius, 32m insta-find survivors radius? Why would you ever run monitor on him?

  • Bad build, probably a bad player as well. Loses to maybe SWF? Not unexpected.

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