Avatar

Shocktober

Shocktober

About

Username
Shocktober
Joined
Visits
400
Last Active

Comments

  • @Lexilogo said:

    I don't enjoy playing Billy very much myself but he's in an extremely good place. Pretty much the only major thing that needs changing are his Addons which are incredibly outdated.

    Billy is powerful, but not uncounterable. He's relatively easy to pick up and understand but has a very high skillcap. He has an excellent Power for map pressure, but with the appropriate downside of constantly broadcasting his location.

    https://forum.deadbydaylight.com/en/discussion/comment/1190937#Comment_1190937

    You can say the exact same things about any other killer, by the way. Any Killer using a tactic like Insidious basement camping, or gets lucky with a good map, or brings an Ebony Mori can clean house and feel "overpowered".

    Other killers don't really punish working in deadzones, any mistake, etc to the same degree hillbilly does; straight at the start of the game. Killers like Oni and Myers need to build up power, where-as hillbilly just starts sawing people straight off the bat if they don't know how to loop.

    He eats pallets for breakfast, especially with spirit fury / enduring / bamboozle / etc on him. There's tons of loops where he pulls up his saw and you are basically forced to drop the pallet or risk being instant downed.

    If you get caught in the open, you are just dead. Unlike the majority of other killers; who will just hurt you and let you get to a loop.

    So while it's fun to get chased by him, it's still ridiculously strong. Almost no hillbilly is going to be running add-on less at red ranks, because add-ons are cheap and they all use BBQ.

  • He is pretty overpowered. There is decent counterplay to him though, and it is always a rush getting chased a good hillbilly. That's why most people don't have an issue with him.

    But you get one playing scummy, get him on a bad map, get a good one one using a mori, etc, and you will realize the problems with him.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190905#Comment_1190905

    Survivors don't need god loops and a plethora of ultra safe pallets to win.

    And killers don't need freddy / nurse / spirit / hag / any number of busted add-ons / busted perks / mori's / etc to win. But yet I go against them all the time.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190884#Comment_1190884

    These windows should not exist in the first place. It's bad map design.

    So it's better to have maps where there are just massive deadzones and all the survivors have is some bushes to hide in? That's bad map design. Maps where you are almost forced to play immersed instead of getting to the good part of the game (chases) is pretty boring.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190853#Comment_1190853

    The 5 second stun is also a relic from Enduring affecting the DS stun duration. And Clown exhaustion addons came after the exhaustion recovery change. Don't see the red line here :P

    That would be an idea of a nerf, or let's say balance approach. Another one I suggested before would be to make hatchet count addons not stackable. A single deadly hatchet is ok. Hard punish on a miss and removes the snowballing on hook camping

    5 seconds really isn't that long depending on where and when you stun the killer. If you are stunning them in a deadzone or stunning like a nurse or spirit? It will probably buy you 20~ seconds more. Yesterday when I got to use DS it was against an Iri head bamboozle / spirit fury / enduring / brutal strength huntress.

    She hard tunneled me off the hook after I got instadowned saving my teammate she was proxy camping, I got into a locker, and then stunned her and got to a safe pallet. I made the right play dropping the pallet onto her head after a loop or two, and bam. Outplayed by spirit fury. Luckily, she only had an Ivory Mori, and decided not to kill me right then and there.

  • @Mister_Holdout said:

    Because the devs are biased against killers.

    The game is four years old and yet these god loops still exist.

    Half the killers in the game counter them. At red ranks most people are running killers that hard counter looping. Any M1 killer can also run bamboozle. Four years of playing and you still don't realize that?

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190866#Comment_1190866

    I’d prefer a lot more pallets but they are more unsafe, or you could add less pallets but make them more safe

    Then it's Hawkins. Where every pallet is almost a free hit. It doesn't take any skill to mindgame a pallet where it takes maybe 1 second to hide your red stain (if you even need to) and go to the other side. Or if you screw it up enough you get a free hit with bloodlust.

    The macmillan and coldwind unsafe pallets are what the game should have. You actually get a chance to outplay the killer at the pallet and move onto another loop, instead of just taking free damage because you didn't stun the killer in the world of dedicated server hits.

  • @hex_genrush said:

    God loops are so brain dead, they take 0 skill.

    Most of the new maps take 0 skill as a killer. There is almost nothing to work with on maps like Dead Dawg Saloon, Hawkins, Sanctum of Wrath, etc.

    Even the shack is nerfed in Dead Dawg, it's terrible. Survivors should just teleport to the hook once you get seen on maps like those, because there is very little else you can do. Hide in a bush all game? That's what you should do? That's what the map seems to want you to do.

    I like maps that have some safety for the survivors. It rewards map knowledge for both sides, knowing which chases to take, and which to abandon. There's plenty of survivors even at red ranks who are totally unaware of infinites.

  • It's OP and will probably get nerfed if/when they ever rework huntresses add-ons, abuse it while you can.

    The huntress exhaust add-ons are also super overpowered currently. A relic of when exhaustion recovered while you moved.

  • Most of it looks good, but spies as A tier and spirit fury as B tier? Spirit fury is super overpowered. Spies is mostly worthless and there's no reason to take it over whispers really.

    Corrupt as only A tier? It is the best killer perk in the entire game.

    Blood warden could use a bump up as well, it is a game changer when it works.

    BBQ could use a drop down to A or B tier, it's mainly used for bloodpoints. The tracking portion is easily countered.

    Make your choice could also use a bump up to A or S tier. It is really, really nasty on high mobility killers.

  • It's really not that hard to counter them, just know what they are and don't chase through them. You can run bamboozle if you hate them that much. Tons of killers have built-in powers to stop them.

    The alternative to safe pallets is the disaster that is Hawkins, where the killer gets a free hit at half the pallets and they are only useful to throw and keep running. I don't even try to loop on Hawkins, I just throw every pallet in a chase like a bot because most of them are that unsafe.

  • @Peanits said:

    I'm sure it would slow some people down, but most people who have played this game for a long time will memorize each generator spawn point, and it wouldn't take long to find one.

    On a related note, I would argue that the setup in that screenshot is great for the killer. Four gens right next to each other like that are very easy to protect. While yes, they'll find and get to them faster, you'll be able to keep them off all four very easily.

    I'd argue those are some of the hardest gens in the game for a killer to defend, assuming the survivors know what they are doing. Most don't though, and will toss the school pallets like they are nothing.

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190214#Comment_1190214

    It’s not fair to keep a nasty 3 gen lock for the end game and work hard to get it to work just for survivors to get the hatch. And all your threads and replies hint to you having a vendetta against killers. But that’s ok because you’re probably a rank 1 clown main who uses no perks or addons and 4ks every game even on Ormond or Haddonfield.

    Clown isn't even that bad. The fact you are complaining about haddo after the BL nerf speaks volumes. It's really not even that good for survivor anymore. You get a couple basement houses, a few safe pallets, and a large map, and that's it.

    When things like springwood exist still?

    Meanwhile; the devs are moving towards maps like Hawkins and Dead Dawg Saloon, where the killer just gets free hits at almost every pallet, because most killers are just awful and can get looped at the shack for 5+ minutes because they don't know what a mindgame is.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190166#Comment_1190166

    Did the Nurse destroy or was she a rank 16, I just want to hear whether or not other Nurse mains still exist.

    It was a rank 1 legacy nurse who got ruined because I offered badham preschool so I could run that infinite window with object + lithe all game, but she ignored me and someone else ran her at the school for 3+ gens and then she proceeded to facecamp him.

    There was a second nurse today who was slaying people, including myself, (due to a great exhausted on the ground dead-hard) but she got 3 man outted because someone brought a key. But she hard tunneled off a rank 4 who didn't have DS so I didn't feel bad for her at all.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190174#Comment_1190174

    I wish I had my old Nurse to combat the gen times, I never used ruin on her and I could cause mayhem even without addons, truly was the most enjoyable experience in the game just relying on skill, memory, and timing.

    You can still slay with the new nurse, she's just not as brokenly overpowered as the old one. Spirit is just as busted as old nurse and is way easier to play in my opinion, and she doesn't have any super bad maps like nurse does. Both are equally boring for the survivors to play against. Even as a mostly killer player I was still happy to see old nurse get nerfed, it was annoying playing against her in like 8/10 matches.

    @InsidiousSmartfaceLF said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190166#Comment_1190166

    That might be true but did you consider that my last 20 games as purple rank killer were something like:

    SWF squad with 2 red ranks carrying their low rank friends with DS, Dead hard, and genrush tactics; SWF squad with 2 red ranks carrying their low rank friends with DS, Dead hard, and genrush tactics; and SWF squad with 2 red ranks carrying their low rank friends with DS, Dead hard, and genrush tactics; etc.

    The reason killers are all playing as the A-tier killers is because of how painful the post-ruin killer game is.

    If there are any low ranks in the game you can just be scummy and hard tunnel them out. And it totally ruins the game for them while you win at the same time. When your lobby is like P3 claud, P3 nea, shirtless david king, and a stock dwight; who do you think the best target will be?

  • I'd say my last 20 games as red rank survivor were something like:

    Freddy, freddy, spirit, freddy, spirit, nurse, M1 killer with a mori, huntress, billy, billy, oni, freddy, spirit, M1 killer with a mori, deathslinger.

  • @InsidiousSmartfaceLF said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190144#Comment_1190144

    I don't think the game should be balanced in such a way that only the best killers are viable. The M1 killers should be made viable at whatever cost and if this makes the higher tier killers unbalanced then they could be nerfed if need be. Billy has always been balanced though because he needs to rev up and it takes some precision to hit a chainsaw. Spirit is the only one I could see being problematic, Behavior is apparently already thinking about nerfing her, but they should probably fix gen times first or else killers will lose their schitt

    Well, consider that at the red ranks, probably 70%+ of my games are going to be against the best killers. Potentially the best killers running purple+ addons or mori's as well.

    So if you don't balance around that, they would be extremely overwhelming to deal with; more-so than they already are when you load into a map like hawkins and it's spirit with a mori. Every gen is going to feel like a struggle, and 80 seconds is a really long time when you are dealing with killers who down people in under 20~ seconds.

  • @BigBrainMegMain said:

    Old Ruin was the bandaid to the main issue.

    Once they nerfed that, the Gen Rush Meta began.

    It's why NOED and Devour Hope are so strong, IFFFFFFF the totem spawns were and have been worked on like they said they were.

    But since totem spawns haven't been worked on like they said they were, Hex Perks are still garbage.

    Old Ruin needs to come back.

    New ruin is super annoying on high mobility killers, especially when combined with corrupt intervention.

    You get into a high ranking match and it's a ruin billy and I am like FML, because unless your team is actually really good at looping (which due to the ranking system, most red rank survivors are actually not) people are gonna be dropping in 20-30 seconds and then you gotta go get them and your gen gets regressed. Or they drop in 20-30 seconds and then he BBQs over to you and your 90% gen is regressed back to 0. Or maybe it's on a map where the survivors are given literally nothing to work with, so it doesn't matter how good your team is once they get spotted.

    I think the gen speeds are fine in an era of super high mobility one shot killers, or killers with super cheap ways to down survivors.

    They are probably not fine for most standard M1 killers, but let's be real, nobody really plays those at high ranks anyways.

  • @DBD_Pinhead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188152#Comment_1188152

    People playing top tier of Freddy and Spirit isn't boosting. Hag certainly is not. Neither is Huntress. Someone wanting to play a character that puts them in the power role they're supposed to be in as killer is common sense. Killers have no one to rely on to do their job. The only way a killer can be boosted is if all they play are potato survs.

    Freddy practically downs the survivors for you. Same with spirit if you own a pair of headphones. Hag is god-tier with little counterplay assuming you have good map knowledge, and she is the best camper in the game.

    They are similar to old nurse in that they are so strong you don't need to use any real strategy or mindgames (less so with hag, where all you have to do is 3 gen every game) and still just win by default unless the survivors are all gods.

    Why does Freddy just passively put people to sleep? He doesn't even need to earn the overpowered snare spam. You will waste obscene amounts of time staying awake hitting the boxes, and once you are asleep, he can basically hold W at you while spamming snares and you will be forced to drop pallets left right and center. There is no looping involved, where-as looping is one of the only skillful parts of survivor gameplay. Add-in how he teleports around so he can make gigantic positioning mistakes and not be punished for them.

    And spirit? Well, every chase is a coin-flip. There is little input from the survivor required. Just guess which side of the pallet she is going to appear on and that is that.

    Hatchet hitboxes are just outrageous. At least deathslinger actually needs to hit his shots, huntress just lobs a hatchet in your general direction and gets hits sometimes.

    So I put anyone who only finds success on these killers, and would get dumpstered playing someone like clown, as a boosted killer in my mind. Let alone the super cheap tactics you can pull off and still get rewarded for by just equipping NOED.

  • @Clevite said:

    So killer que times are almost instant at the moment. So maybe don't bring so many items.

    I am not one for dodging lobbys, but if it literally takes 5 seconds to get in a new one, why should I face 4 toolboxes, or 4 flashlights?

    So if you feel you are getting dodged a bunch, maybe lose a few items and search some chests.

    I mean do you expect killers to face the 4 man flashlight lobby?

    Are you really complaining about toolboxes after the nerf?

    I looted a chest near a generator today, pulled out a brown toolbox, and I kid you not I think the time it took to walk back to the gen, use the toolbox, and then go back to the chest for my key was less progress than if I just sat on it the whole time.

  • Borderline uncounterable free hits. It's one of the most broken things left in the game in my opinion. Plenty of good players just suicide when they figure out you have it, similar to iri heads.

  • Nuts, you can get the full or almost full objective points doing 2-3 coop gens normally. And that's somehow better than being able to outright double your bloodpoints?

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188161#Comment_1188161

    Proxy camping hook isn't boosted if the Killer is using it to draw people off generators and winning chases. Like it or not that's a strategy. Just like slugging

    That's the thing, you can stand in front of the hook after being run for 4 gens and collect your free downs if anyone goes for the save. Then get another kill or two with NOED (and don't say cleanse totems, there is no time for that if the killer is facecamping).

    I don't care if it is a strategy, that's the definition of a boosted killer. So they do exist.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188152#Comment_1188152

    Yeah but you won't rank up by face camping. You actively lose points for being close to the hook when not in a chase. So if you recognize the face camp and gen rush. The most they'll get is a 2k and they're guaranteed to de-rank.

    They might rank up if the survivors are blindly altruistic, but especially in high ranks that won't happen in a face camp scenario

    He didn't even depip from rank 1 for it. And when I say facecamp, I mean literally standing right in front of the hook not moving. Watching your teammates die like that is super lame, and since it was a nurse with a brain, it's pretty much impossible not to go down once she sees you.

    And what do you mean? I hit multiple rank 1 hard/proxy campers today who tunneled everyone off the hook and were still rank 1 at the end of the game.

    The only "nice" rank 1 I saw in my games today was a freddy, who is being carried by freddy, so he doesn't really count.

    2k because the killer scored 2 hits on someone with an overpowered killer is good game design? I don't think so.

  • "Boosted killers don't exist"

    Tell that to all the freddy, spirit, and hag mains lol. Huntress is pretty bad with the hitboxes nailing you around corners too.

    I hit a rank 1 facecamping NOED nurse today who gets run for 4 gens by one guy, then gets to facecamp out like 3+ hooks (because nobody wants to let the guy who did all the work die) and still gets 2 kills even though we actually got to key out the hatch. Probably would have been a 3-4k had they gotten to use the NOED.

    So I disagree, pretty much all you have to do as killer is stand in front of the hook with a 1 shot and you are guaranteed 2-3 kills if you combine it with NOED and literally every survivor isn't running BT/DS.

  • Spine chill is viable at any ranks, combines with resilience for one of the best builds in the game, and is one of the only things will save you from stealth killers on indoor maps. 15% vault speed will have you lobbing through those windows.

    For any new player I'd say go watch a few videos on how to run tiles, it always hurts my brain to see high ranking survivors camping pallets.

  • @SurviveByDaylight said:

    i just don’t see it as a 50/50 kinda game in terms of surviving/dying. It’s not. It’s lopsided 🤷‍♂️

    The game is heavily skewed towards the survivors at red ranks. There is a reason I typically have to wait 3-5 minutes to get into a game as a survivor and maybe 3-5 seconds to get into one as the killer.

    The new maps are killer sided and encourage stealth play, but most of the old maps have so much to work with you could run a killer for 10+ minutes by yourself. Springwood, Ormond, almost all coldwind maps, half the macmillan maps, most of the autohaven maps, haddo, and crotus penn are all maps that will let you 1v1 the killer if you are better than them.

    Good survivors should not be scared to be found on any of those maps.

  • You can use left behind and a key if you find yourself really annoyed at your team. Then at least you always have some hope when people are dropping in 20 seconds.

    If you want to hard carry games, offer a good map and run object of obsession. Object, spine chill (in case you get a stealth killer), resilience, and a 4th perk of your choosing is a pretty good way to get tunneled all game and still win. Sometimes you will die but you will improve very quickly at the chases, much more than hiding and doing gens, maybe not getting chased the entire game. Getting tunneled straight off the bat is a really good thing if you are familiar with the maps because you will know where all the good pallets are and can use them efficiently instead of having them wasted by team members.

  • @MPGamer18 said:

    The base Xbox One is very weak and outdated hardware. That's just how it is. However, the Xbox One X version looks and plays much better. It's almost night and day.

    DBD is not a graphically intensive game. I could barely handle looking at the choppy framerates on my Xbox One X and went back to playing it on PC.

    Then you jump over to Apex, which has graphics so good it's almost like real life, and the framerate is smooth as butter. It's just a bad port.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184017#Comment_1184017

    It’s not a free escape because survivors did all of their objectives already. They did their job to get that escape. Or the hatch got stomped on. It’s fair.

    Isn't this post about just not being able to get the doors open when you are the last survivor? The hatch itself is a free escape, survivors can do 0 gens and someone still gets the hatch. But on many maps the best play is to literally just sit at an exit gate and let the killer find the hatch. If you have wake up + resilence you are going to get out 9/10 times. Or get out 10/10 times with left behind+spine chill and a key.

    If you are complaining about not being able to get the doors open when the whole team is alive, that's the first time I have ever heard someone complain about that. Someone should be able to loop the killer for 20 seconds.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184013#Comment_1184013

    My buddy’s rank 3 and I’m rank 5 survivor. My rank fluctuates. But yeah I see red rank killers all the time. I have red and purple rank survivors on my team every single game. I get it, I really do. But I don’t think some of the killers really require much. They cushion the heck out of the abilities, add ons and offerings. Each category has ultra rare that makes such a drastic impact on his ability to win. I’ve never seen so many crutch perks, abilities add ons and offerings on one character in my life than the killer. Ebony Mori, iridescent head, NOED, exposed, infinite evil within, one hit downs, extensive lunge attacks through vaults and in general . Hardest part about being a killer is literally finding people. Which they give you plenty of aura perks for that and loud noise notifications for that 😂

    And survivors have a million second chance perks and keys. The new instaheal perk is bonkers.

    All you do as a survivor is hold M1, it's DBD's easy mode. The only skillful part of survivor is the chase, and on many maps you don't even have to be good at it. You can just camp pallets and not loop and still do fine if you got your 4x second chance perks.

    You should really get to red ranks on both sides before you make your judgments. It's significantly harder to be the killer, unless you have some real spuds on your survivor team.

  • Saying you get tilted from post game chat makes me think you are actually a baby killer, tbh. Dealing with salty survivors should be an everyday thing for a rank 1 killer.

  • The doors should not spawn in ways that you can see both from standing in one spot, but there's plenty of doors where it's almost a free escape for the survivor if you don't have whispers. The meat plant doors come to mind, where it's optimal to just sit on one and let the killer find the hatch. Hawkins and Lery's are also really bad for this.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182933#Comment_1182933

    It’s not about rewarding anyone. Killers are practically handed kills every game if you have a little awareness and a little common sense. That’s literally all it takes. It’s too easy. There’s 8 generators, they have to do 5. you only have 12 hooks but most fall into second stage or just get Mori’d right off the hook. So it’s not really fair a lot of the time 🤷‍♂️ Killers get their toes curled and back rubbed having high mobility which allows them to make as many mistakes as they want, fast missed attack recovery time which allows them to miss as many times as they want without setting them back in the chase.

    What rank do you play at? It is incredibly uncommon to see people hit half on first hook at high ranks, because if there is a risk of it, someone is probably going to hook bomb with BT.

    It is typical for me in my red rank killer games to start the match off by immediately finding someone, downing them in like 20 seconds, and having the first gen pop by the time they are on the hook.

    You definitely cannot be missing swings against a really good survivor, because even one miss can let them make it to the next pallet, extending the chase by potentially minutes if there is a nasty setup nearby. So you would have to immediately drop the chase because of that missed swing. Plenty of good survivors will bait out swings by running towards vaults / pallets and then suddenly changing direction, costing you extra loops you might not be able to afford.

  • Siege is pretty bad, but I agree with other people here that league takes the cake out of every game i've ever played. Probably because you are trapped in the game getting stomped on for 15 minutes at the minimum if you are doing poorly. Or an entire 40m long match can be decided by one person's simple mistake of stepping in the wrong bush or something.

    DBD? You are only trapped in the game as the killer, survivors can just suicide on hook and move onto the next. But I honestly don't see many salty killers, unless they are getting totally stomped into a 4 man out. It's usually survivors who get mad.

  • Not his super scary breathing at the loadout screen?

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183434#Comment_1183434

    The problem is you'll also never improve if you play at your best and it's completely negated by your side being completely overpowered or underpowered. In order to truly improve youself, balance and matchmaking are both incredibly important. Since BHVR struggles to do either, rank rewards are ridiculously easy to implement and could at least provide some relieve from the hassle.

    There's only a handful of completely broken things in the game as it stands. Freddy / Hag / Spirit, a number of busted add-ons (iri head, tombstone, rusty shackles, etc), mori's, keys, and some infinite buildings. Other than that, it does come down to player skill in the majority of cases in my opinion.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183442#Comment_1183442

    All of those perks are better than Monstrous Shrine, though. Even Beast of Prey and Cruel Limits. Which is saying something.

    Lemme put it to you like this: I run Mad Grit, Agitation, and Iron Grasp as part of a meme build. I wouldn't be caught dead running Monstrous Shrine as my fourth.

    In maybe 5000-6000 hours played I have only gotten use out of cruel limits once. And that was running tinkerer and a haddonfield offering, trapping someone in a basement house while they tried to loop the upstairs window and got downed instead. I almost never miss a swing or get 360'd so I don't see why unrelenting would be more valuable than MS. Furtive chase is probably the worst perk in the game since it would only impact baby survivors too scared to touch gens when they don't hear a heartbeat against a stealth killer.

    Agitation iron grasp is not a meme build in the slightest. Basement camping is a very valid strategy for killers suited to defending it.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183475#Comment_1183475

    Sure thing, but you don't start with knowledge of where the Basement is, nor can most Killers be reasonably expected to defend any Generator they want at the start of the match.

    Yes, you can play a Basement-oriented playstyle and win as Killer. Monstrous is still worthless, because if you're locking down the Basement that much, what does the Kobe% or the Survivor hook death timer matter to you? Wouldn't you get more out of a generally good Perk that helps you more easily locate/down Survivors to throw in the Basement than you would out of the Survivors in your basement dying ~10 seconds faster?

    With enough time played in the game, you will know the basement spawn locations. You can start the match off by checking one, and if it is not there, you know it can only spawn in one other location. That is done within 20-30 seconds of starting a match.

    If you get 2 people down there, that's 20~ seconds off the game for your win condition. 20 seconds is a pretty long time in DBD. Something like pop goes the weasel gets you 20 seconds as well, but only towards defending gens, and not actually killing the survivors. You can delete a gen by hooking survivors 3+ times with pop, or just outright kill a survivor with monstrous shrine.

    The kobe % matters a small amount, because someone getting off the hook in the basement is a catastrophe in the meta of DS / BT. If you have 3 people down there and even one person gets off, that will more than likely start a chain of second chance perks that you cannot counter.

    I would really only say there are 4-5 super impactful killer perks. Whatever you choose to run, if you choose to run them, is up to your flavor. And monstrous is fine as a decent perk for a basement playstyle.

    I am not saying it's a great perk, but it does have it's uses.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183442#Comment_1183442

    Furtive is gimmicky but at least lets you lower your TR beyond normal limits which can be very effective. Overcharge actually isn't totally useless at high ranks as it prevents gentapping. Bitter Murmur at least provides consistent information on Survivor movements. Cruel Limits is very specific but can make indoor gens a lot less safe.

    Monstrous Shrine only works IF you get a basement hook, which is dependent on factors like map RNG, and only reduces hook timers by roughly 5.4 seconds per stage. Even if you extended it to every Hook on the map it'd be a pretty awful perk and as most Survivor teams, especially good ones, will not leave allies to rot on the hook it's extremely, extremely unlikely to ever make a difference between a hook state.

    This is a more out-there idea, but one of my ideas for a Monstrous Shrine buff would be all Basements spawn in possible locations, but are invisible to Survivors and they simply see the floors/walls as if no Basement existed. When the Killer walks where the stairs would be, the Basement materialises there as normal permanently and the other potential Basement spawn vanishes.

    This way the Killer chooses their Basement spawn location, and perhaps gets the benefit of barring Survivors from the Basement as a hiding place or for chest loot until they actually go to the Basement for a hook.

    Basement hooks are not RNG. You can run agitation and iron grasp, then defend the generators near it. Most maps only have 1-2 basement spawns, so within 30 seconds of loading into the game you can know which gens to be defending.

    I always do corrupt intervention (the best killer perk in the game currently) as well, which sometimes locks down a 3 gen right on top of the basement.

    Once you get someone down there, it's not hard to get the second person assuming you are running a 1 shot or stealth killer. Or spirit / hag because they are overpowered. Then once you have two down there, it's pretty much faceroll at that point.

    You don't need the perk to win in 90% of the cases, but that's the same with most perks in the game.

  • How can legion miss an attack? It's literally a free hit on anyone he/she/they see. Then you get wallhacks on anyone closeby.

    I'm sorry you don't see how that is a good power because you can't land a single M1 on an injured survivor.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183379#Comment_1183379

    Monstrous Shrine might be the single worst perk in the entire game. I mean, if you like it...more power to you, I guess.

    https://forum.deadbydaylight.com/en/discussion/comment/1183398#Comment_1183398

    Perhaps add a stipulation that the Killer also has to be further than 16 meters from the basement in order for the perk to be active?

    There's plenty of worse perks than monstrous shrine. At least monstrous shrine gives you value when you can make it work. There's other perks, like unrelenting, that are just absolute trash unless you are a rank 15-20 killer who misses 95% of their swings.

    There's also furtive chase, cruel limits, bitter murmer on anyone who isn't huntress, lullaby / overcharge at high ranks, third seal, beast of prey, etc etc.

  • @Jamppandeerus said:

    Why isn't there any rewards for getting to red ranks? Like, the only "reward" you're gonna get is sweaty killers and survivors, and you always die or get 0-1 kills and it is just not fun to play in, aren't games made for fun? Definetly does not feel like so. You could atleast get some actual rewards for getting to high ranks, auric cells, shards or bloodpoints. Why haven't the devs thought about rewarding people who are in high ranks. Atleast make it harder to get to red ranks.

    Matching against people equal to your skill level is a reward in itself. You will never improve playing against people significantly worse than you.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183379#Comment_1183379

    Atm it's generally known to be one of the worst perks in the game aside from predator and bloodhound. Sure it gets rid of people in the basement slightly faster, but that's both completely unnecessary and encourages camping whilst using it (due to the fact that it's a default perk which typically new players might use and want to get use out of.) There is no way of really getting it to shine imo.

    The basement only exists for camping. Why having an easy defended area and then just walk away to let the survivors unhook for free? If you get 2+ people into there with it, the survivor team is forced into your hands quickly; because you can literally sit at the top of the stairs while everyone dies and they won't be able to do the gens faster than the survivors are sacrificed.

  • It's not that bad of a perk on those who can afford to run it. But you need to get multiple people down there for it to really shine. It's probably my favorite perk in the game, even if it is suboptimal. Nothing better than deleting people as fast as possible.

  • Slug for the 4k, something normally not worth your time but it will ensure nobody can say they "outplayed you" by getting the RNG hatch escape in the endgame chat. That's something I normally see from salty SWF groups when 3/4 of them died.

    Proxy camp, tunnel people off the hook, use a 3 gen strat, or downright facecamp if the game is going south.

    Make sure to smack them on hook as well, bonus points for smacking them on hook with save the best for last.

  • @AChaoticKiller said:

    I use BBQ, pgtw, enduring, and spirit fury. I don't think legion can ever be above C tier unless we can get a perk that works insanely good on him, Other killer powers just outshine his by a large degree.

    How is making everyone exposed, with no counterplay, while getting wallhacks on non-exposed survivors; a bad power? Legion is disgusting in the hands of a good player. Only people who can't get a single M1 hit after the free legion hit say he is weak. You throw on something like spirit fury / enduring and collect your free downs if you are smart.

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183265#Comment_1183265

    It really is a one sided thing, I’ve never been messaged by a killer

    Please, I see killers DC and rage message the lobby all the time when I play survivor. Especially recently, when you can heal slugs with the new insta medkit perk and rob them of pressure if they don't pick the slugs up quickly when you are nearby. I saw at least 3 killers ragequit yesterday, 2 of them flaming the lobby in the endgame chat.

    Been playing killer today so haven't seen it yet.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181004#Comment_1181004

    Talk about a never happens scenario..and dark traps have the same counterplay as any other trap..its just harder to see..you are confused on what counter play is...

    If you don't know the good spots that hide the traps entirely, then you don't play trapper enough. Dark traps are borderline invisible. You can set them almost in the open and still get people to walk into them. How would they know to look for a something that is say 80% black on a background that is 90% black? You would have to be a psychic to find it, or running a specific perk that is useless in almost all other scenarios.

    Stock traps have counterplay in that they are useless without being placed into grass or into broken terrain. Dark traps are removed from these limitations.

  • And that's just one example of a killer who snowballs hard off a single hook. There are many others.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180981#Comment_1180981

    Basement trapper wint be running hexes so thats..irrelevant..also once again it only works if you let it

    Dark traps have almost no counterplay. Trapping all 3 entrances to the basement has 0 counterplay. Smart players know locations to set traps that hide even stock traps entirely, offering 0 counterplay. Alot of these locations have been patched out, but many still remain.

    You just walk into the trap, that is competly invisible, and hope the RNG gods let you escape before you get put into the basement and camped to death.

1 … 10 11 12 13