Shocktober
Shocktober
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Wall of text, can I get the TL;DR?
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Free speed boost my bad*
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1264770#Comment_1264770
Umm..How is his attack free? It drains half the FF bar on hit.
And you can't down people in one hit, in or out of FF. Literally no one is exposed in any way, shape, or form.
They take a stupid countdown timer that does not count down in a chase and can't incap them if they're activly mending, which any Survivor does when not in a chase.. ..Basically, Derp Wounds does not even do it's job.
Legion: So I apply deep wounds and chase them so they can't mend?
Devs: No, it does not count down in a chase.
Legion: ..What if I apply pressure off and on? So it runs out WHILE they are mending?
Devs: No. If they are mending, it can't run out.
Legion: So deep wounds does what?
Devs: Makes them Mend! Which is exactly like the healing they already do when hit! Only with a timer that literally means NOTHING!
Legion: 😐️
What are you talking about? You see a survivor, you hit FF, you get a completely free hit unless you are a spud. Then you go on to get more free hits, or if nobody is around, attempt to bodyblock the survivor at the nearest pallet.
Any legion who hits an already injured survivor and gives them a free hit is a potato, which I assume you are since that's what you are implying. You only have to M1 people once for your downs, people crying that it's a weak power boggles my mind.
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@Entity_Hugs said:
Legion is trash.
His power:
- Drains if you try to actually down anyone (A Killer's main goal.)
- Deep Wounds does not drain in a chase, so you can't apply pressure!
- Deep Wounds does not actually hit 0 if they are healing themselves. So DW itself cannot apply pressure!
- Has a stun much too long for everything this power CAN'T do..It CAN'T be useful. At all.
Basically, Legion is a joke character that the devs accidentally charged a price for when they probably meant for him to be an April Fool's joke, then realized people would actually buy him.
The first hit on legion is always free? You literally just have to M1 people once to down them. Anyone saying that is weak is a baby killer, i'm sorry. It's like anyone you see is instantly exposed. Most red rank legions I see stack a few chase perks so they are an M1 monster after getting the free hit.
He is also the best killer in the game for pipping, hands down.
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Legion is the only killer I have seen injure the entire survivor team within a minute of the game starting. Especially if the survivors all spawn right on top of eachother, hit a nearby gen, and he has discordance.
That doesn't sound too weak, does it?
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1264661#Comment_1264661
You're welcome to your opinion, as everyone is, but eliminating people's ability to play the game and tanking their rank while doing so is toxic. If survivors could use their combined force to tie up the Killer and taser the entity from helping them escape for an entire match so that they could just do gens and leave with no other effort, Killers would find this incredibly toxic. LOL rightfully so. There is a time and place for most play styles, but just ruining someone's match out of the gate is a toxic way to approach this game as Killer.
I don't think using any of the ingame mechanics is toxic. The most toxic thing you can do as a survivor is let your team die on purpose. The most toxic thing you can do as a killer is waste 4 minutes of someone's life by slugging them to death.
What I consider toxic is telling people to off themselves in the endgame chat, or that their family doesn't love them, or any other of the dumb things I hear survivors tell the killer in the endgame screen. It is almost never the other way around.
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There are way more toxic survivors than killers. I don't consider camping / tunneling / mori's toxic, so that doesn't count. It is once in a blue moon I will see a killer cussing and raging in chat. I will see survivors rage every few games.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1264260#Comment_1264260
Great..... does that also affect the silent saw or is that another bug with him rn.
I haven't experienced that one so I can't say. Probably another bug, considering how jacked up billy is as well.
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It's a bug, whenever you chainsaw a pallet as bubba the sound keeps spamming until you rev the saw again.
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@Dzeikor said:
I've always wondered just how many bloodpoints do you need since I always feel like i'm short on bloodpoints.
I'd guess like 250 million or so. Per prestige level you want.
Survivors have 77 perks, with 3 tiers each. So 231 bubbles for each, assuming you are leveling every character to 40 first and then going for it. Say you get 40 bubbles on the way to level 40, which takes around 1 million BP. I think 40 is when you start getting 2 bubbles per level, and each web will take around 50k. So another 96~ 50k bloodwebs after that or 5 million BP.
So 6 million per character. 21 survivors, 126 million for survivors alone.
Killers have 69 perks, 3 tiers each. 207 bubbles. 1 millon BP to 40 with 40 bubbles done. So 167 bubbles after that, getting 2 per 50k bloodweb. About 84 50k bloodwebs or 4.2 million. So around 5.2 million per killer. 19 killers, or about 100 million for all the killers.
That's all just a rough estimate but bottom line, alot.
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I still see some of the original nurse players in the game running around playing iron nurse and 3-4king no problem. In fact, the only iron killers I have seen at rank 1 in the past year have been nurses.
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@Peanits said:
I'm not really sure what the aims to solve. One safe unhook would bring you back to the same chance as it is now. If someone decides to slap on Borrowed Time and unhook a bunch of people, they would have a much higher chance to unhook themselves than they do now. The end result either way is the same; they still have a chance to escape the hook.
Though again, I'm not really sure what this is meant to solve in the first place. I very rarely hear any complaints about self unhooks.
Maybe a good buff to monstrous shrine would be to cut the chance by 50%? I really love the idea of monstrous shrine, even if it's a really weak perk.
I probably notice the kobe's more when I am running it since I am dedicating a whole slot to attempting to stop them. But it's awful when you spend 3+ generators as say trapper, getting the traps set up to finally get 3+ people down there; only to get slapped with a single kobe into multiple BT's / DS's and just lose the game because of it.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255976#Comment_1255976
You know.... if killers didn't tunnel, camp or slug, then Unbreakable, Borrowed Time and Decisive Strike would basically be useless....
I think the point of the post is that if it weren't for those undesirable killer behaviors, then the "meta" perks would most likely cease to be popular or even necessary. You might have the cheeky gamers who try and waste your time with DS, or unhook right behind your back with BT, but many gamers (including myself) wouldn't feel the need to take the perks if slugging, tunnelling and camping weren't a trend among most killers.
Erm, it's pretty much impossible to play nice at red ranks unless you are an absolute god (or playing Freddy/Nurse/Billy/Spirit/etc). It's typical to spawn into a game, walk to the nearest non-corrupted gen, find a survivor, down them in 20-30 seconds, and lose your first gen for it. I've had games where I literally 2 tap the first person I find and a gen is still gone by the time they are hooked.
How would you ever be expected to win as killer at that pace without snowballing (aka camping / slugging) or getting rid of someone as fast as possible (tunneling)? Spam Freddy every game?
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1255407#Comment_1255407
You probably verse potatoes as Blendette then. I never lost a survivor midchase as killer and I only pulled out a stealth juke against a killer midchase when I knew he is bad.
You can lose good killers in a chase but need your entire build dedicated to it. Lithe + Quick / Quiet + Dance With Me + Iron Will is the only way I know to actually lose a good killer mid-chase. And you only really get one shot to do it per chase.
Quick and quiet + head on + iron will + inner strength with a beefy flashlight can occasionally help you break chase as well. You blind them at a pallet, quick and quiet into a locker and then head on them if they figure it out. If they don't figure it out fast enough, you heal mid-chase with inner strength. Maybe in theory lightweight could help to hide the scratch marks into the locker a bit faster but I prefer the chance to full heal. It's not nearly as reliable as the first build though, more for fun.
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@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1255496#Comment_1255496
My point still stands. On console dead zones are not that effective. 360 works cause of the poor tracking. Its actually easier to do it with mouse and keyboard but ok.
I only agree with your fps logic.
I don't think so, I usually play survivor on PC with an xbox controller and killer with mouse and keyboard. To 360 with a mouse and keyboard you need to hit WSAD in the right order as well as flick the mouse. Controller you just hold both sticks down and it 360's for you. It also comes out perfect with the controller every time, mouse and keyboard you can mess it up easier.
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@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1255430#Comment_1255430
thats your opinion I guess. R1 and I nail it quite often on console. But okay.
It's way easier to 360 on console. One because it's easier to 360 as survivor on a controller, two because it's harder to do a 180 swing as a killer on a controller, and three because the FPS on console is so bad that the killer will have a much harder time tracking you. The bad FPS is why things like boil over actually work on the console sometimes.
I mainly 360 hatchets on PC at red ranks, rarely is the killer bad enough to get spun with a melee character because they all 180 after you.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1255230#Comment_1255230
But here's the thing. Legion can't down anyone with his/her power. So it seems fair to me that Legion be able to keep survivors injured more effectively.
Even on smaller maps, you can stay spread out to minimize the feral frenzy damage.
How are you supposed to stay spread out if you don't know where anyone on your team is? And don't say run bond, because telling people to run 1 specific perk to counter a specific situation isn't a good argument. There's too many of those niche situations for that to convince me. "Just run BT for camping" "Just run DS for tunneling" "Just run sprintburst for deadzones" "Just run iron will for spirit" "Just run bond for legion" "Just run spine chill for stealth killers" etc etc.
I see plenty of red rank legions that combo the completely free feral frenzy hit with another loop-stopper like bamboozle or spirit fury + enduring. So now your free first hit comes with an easy second hit. That's where legion is annoying and strong, but I feel like too many people are focused on adding an extra 3 seconds to generators with thanatophobia to have figured that out yet.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1255213#Comment_1255213
We're talking about Sloppy Butcher here, not STBFL.
I'm not sure they distinguish between the different on-hit effects. If legion could apply sloppy on-hit with frenzy why can't demo with his shred, pig with lunge, etc etc?
Plus I still think it would be pretty dumb to be applying like 60+ seconds worth of damage every feral frenzy if the survivors were too close together. There are plenty of maps that are small enough that splitting up isn't a realistic option for solo Q teams. On maps like the game people can be in the next room to you and you would have no idea.
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Pretty sure they did this because when it applied on hit, legion could get to 8 stack STBFL stacks within like a minute of the game starting, as well as injuring 3-4 people with sloppy while doing it. At that point he never had to use his power again because 8 stack STBFL was much better than using his power.
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@Demogordon_Ramsay said:
I would agree with you if I actually got these deadzones people are complaining about. Most maps I see have more pallets packed more closely together than they ever did before, and they're ALL safe. Imagine Hawkins, but with safe pallets. That's how a lot of my matches have been, both as Survivor and Killer.
So whatever, I guess.
I haven't seen it. I have noticed the tiles being way more spaced out, as well as maps that would typically have 4-5 jungle gyms now having 1-2. Most of the jungle gyms have been replaced with pure window tiles or throw-and-go pallets. There are big deadzones that can spawn in as well, where-as before I would see deadzones but there would usually be some pretty safe areas to balance them out. Now you get neither.
There is significantly less to loop with most maps. Most of my long chases since 3.7 are some obscene amounts of outplay at the shack, where-as before I had some games where i'd literally run a noob bubba for 5 gens across fractured cowshed or something.
@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1254297#Comment_1254297
Same thing as I told the other person. Wake up. Freddy is a basic M1 Killer if you wake up, plus his teleport cooldown is way longer
And what about when you fall asleep mid-chase? Or how the game purposely spawns the wake-up box across the map from you, and you have to go to it like once a minute?
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1255032#Comment_1255032
As a Rank 1 Survivor, doing the majority of the totems and taking hits during the carry actually gets you a lot of emblem points, so its a good use of my personal time.I find Mettle useful and far more reliable than Decisive in Red Ranks because it's based on you, not the Killer. There's no real counter-play to it, when you know what you're doing. And it's pretty fun and interactive to use since you have to earn it and it gives you playmaking opportunities.
But you can have a different opinion and that's fine. If having a perk that the Killer can choose to ignore or purposely losing chases by jumping in lockers just to use your perk is fun for you than whatever floats your root beer.
I almost never see NOED at red ranks. 80% of the time it's Corrupt, Pop, BBQ, and a random 4th perk depending on the killer. Every time I see NOED it's on the green and purple rank killers.
Sabo has absolutely no counterplay in many parts of the map. There's tons of corners where the killer will literally not be able to hook if there is a saboteur nearby. There is nothing you can do if someone is saboing the 1 hook in a corner of the map. And it works straight off the bat. I think it's more annoying than flashlights because flashlights you can at least look at wall.
And that 1 sabo, taking 2.5 seconds + whatever time it took to run to the hook, is going to be more impactful than needing like 40-60 seconds (probably more) of healing + running around doing dull totems. As I said, that's a whole gen.
I think mettle is a waste with it too since the killer almost always responds to a successful sabo by dropping the survivor and immediately chasing you.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1255003#Comment_1255003
I don't like Decisive Strike because of the gameplay it promotes (being a douche bag to make the Killer pick you up in a locker or having it as an insurance policy that only gets used like once every ten games because Killers usually slug).
However, I recognize that there needs to be an Obsession in every game to scare the Killer from tunneling and I tend to play solo queue. So I run Mettle because it gets use every game I run it and I don't have to play like a jerk.
It's just a garbage perk, there's not much else to say about it. 3 protection hits means you are wasting a ton of time, probably almost a gen's worth, to save yourself from 1 hit. I'd rather run a styptic any day, especially a styptic with For The People. Instaheal an ally, then insta-mettle yourself if you get caught during the broken period.
"I don't like being a douchebag to the killer but I bodyblock them all game long". Ok, whatever makes you feel better.
Sabo + Breakout is a way better way to save your allies from the hook. Like flashlights, after you hit a killer one or two times with it they will be so paranoid they might not even pick an ally up and will throw the game because of it.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1254969#Comment_1254969
For me it's worth it. Inner Strength ignores Sloppy Butcher and encourages me to do the totems which protect my team from No ED and give me a ton of points.
Plus I usually get Mettle near the end of the game and that extra hit can easily be a major playmaker. I can get a safe unhook against a camper, bait the Killer into an extremely long chase to buy my team time to finish the last gens or get a nearly impossible escape (the Mettle hit gives you a speed boost like sprint burst plus I run lithe so I can literally zoom across the entire map to the exit gates if I have to since I essentially have 6 seconds of exhaustion perk that the Killer won't expect).
This whole post is like saying DS hard counters STBFL. Except, you know, DS is actually good.
I'd just use a styptic and boom, now you have mettle of man and don't need to waste all game getting it.
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@PlantCollector said:
There were always dead zones in certain maps. It was always a risk to repair a gen in that certain area. Also i don't feel like there are any big changes about the pallets tbh, sometimes some maps had 1 pallet in the middle while another time there were like 4 of them. It was always this way and i personally haven't really noticed any big differences in dead zones than before. I really start thinking that people only notice this now because they can't use the same window over and over again and actually have to look for alternative routes.
As for op, i agree that dead zones are sometimes frustrating and annoying but if there aren't multipile dead zones in a map, then i personally think it's not a big problem.
There were deadzones, but not to the extent I am seeing them now. I just played a game on coal tower where an entire back corner was literally just trees, no brick walls at all, and the closest things nearby were a few very mediocre throw-and-go pallets and the now mediocre building.
Without sprint burst you are absolutely screwed if the killer finds you there (and only blendette could try to use those trees to hide). It's probably why I am seeing like 3+ sprint burst a game now where I would normally see 3+ dead hards.
I think a good billy would be super hard to deal with on some of these new maps if he wasn't so bugged right now.
Though, to be fair, some maps are still pallet town. Springwood and blood lodge seemed just as bad as ever. But other maps are just sprint burst, urban evasion, blendette, or get out.
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I'd learn huntress over deathslinger. Deathslinger shots need to be pixel perfect, hatchet hitboxes are the size of a truck. Huntress can do cross-maps once you are really good, deathslinger reelings can be stopped by a random box sitting on the ground. Huntress can actually down people over pallets.
I would play ghostface over the slinger any day, ghostface will also make you get better with almost every other killer since he is purely M1. Deathslinger will make you get better at.....deathslinger.
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I must be the only one who thinks hitting people on the hook with 8 stack STBFL clown is hilarious.
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@Ironclad86 said:
https://forum.deadbydaylight.com/en/discussion/comment/1249292#Comment_1249292
i thought this might hold some helpful tips but was just salt =(
That is helpful! That's optimal ghostface. I have only ever lost, and by lost I mean 2k'd, playing like that against a full object SWF on comms where all the survivors had like 4k+ hours.
Everything else has been rolling people in the first minute or two of the game.
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https://mixer.com/ProVengeance_
Best killer in the game. Not a 1 trick either. 1200 wins per 30 losses. Is there anything else to say?
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Imagine people still thinking killer is hard. Let me show the way.
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Killer is a 3k or 4k. I don't care about the pipping system since it can be manipulated too easy. You can get 10 hooks and not pip as one killer, and 5-6 hooks and pip as another one. It's not balanced at all, so I don't pay much attention to it.
Solo Q survivor is an escape, or maybe sacrificing myself if I got 2+ people out because of it.
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Barely, sometimes you get a good team and then your experience is holding M1 on gens while someone you can't even see is off running the killer somewhere. It's rare you get a great solo Q team where you can see the effort, i.e. someone staying behind to save you when you are the last person downed. Or someone pallet / flashlight saving you out of nowhere.
Alot of the times you get full potato teams that hide in lockers and do almost nothing all game, even at high ranks, and you would not even be aware of it unless you were running bond + open handed. With that combo you can actually see people walking doing absolutely nothing while the obsession is being chased, giving everyone else a full indicator to do gens.
I pretty much only play duo Q or SWF.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1247982#Comment_1247982
I mean you could say the same with 4 Survivors with DS,Unbreakable,BT,Dead Hard,Sprint Burst or Adrenaline with Flash Lights and Med Kits and a strong Map Offering,right?
That doesn't prove anything
Of course it does. I rarely hit a full rank 1 SWF running the full meta builds, and i've played enough to know who they are on NA by now. Maybe 1 in 500 games are like that?
Meanwhile, with BBQ, i can be rocking full purple builds and a mori every ~2-3 games. I almost get a mori every bloodweb. And a mori is almost a free win against solo Q teams if you play scummy enough.
How much did the meta builds help these guys? Almost not at all? They didn't even get past 2 gens. I could swap any of those perks for NOED and guarantee the win, but I don't feel the need.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1247982#Comment_1247982
The only overpowered thing on you list is iri head huntress(seriously BHVR, stop letting it stack with infantry belt ffs).
For Freddy, stop genrushing for 30 seconds and go wake up
For Billy, keep breaking LOS and don't be greedy with pallets. if he chainsaws you at point blank he was already able to M1 you, so it's no different from Devour or MyC
If you don't think instasaw billy with endfury isn't overpowered, well, you probably don't play alot of billy. He's one of the strongest killers in the game base-kit, let alone with instasaw and ignoring pallets.
Forever Freddy having the highest kills rates in the game means he is balanced, of course. He's not super easy to play either.
I could list build after build after build that killers can run that are so overpowered you don't need 4 perks all game. And that's where NOED is a big problem.
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1247982#Comment_1247982
I like how you're bitching about noed, and bringing an ivory mori, something that's far more broken than noed and has no counter. If you can't 3-4k with the worst killers with no perks and no add ons bringing an ivory mori, you're trash at the game. Its like a killer whining about lithe or something when survivors are all using ds. Nonesense. Noed is fine
Lol, as I said, you don't need NOED when you are running builds like those. But tell me, where does "do bones" factor into all that? There's plenty of players who are not good enough to 3-4k even with those builds, and as a survivor if you somehow manage to get to the endgame against them.....well get 1 shot and 1 hooked noob.
Even if you are garbage, you can still get at least a 2-3k by getting 2 kills in 5 gens and then collecting your free NOED kill. That's the end of discussion really. How people still defend it is beyond me, probably just relying on it for kills.
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@Rin_is_my_waifu said:
I'll just leave this here
https://us.v-cdn.net/6030815/uploads/107/1BH4D1MOAK1L.gif
Before I start working on a gen, I run around the map cleansing every totem I see, making the perk useless.
Meanwhile, I will be running around with builds like these and by the time you cleanse those 5 totems someone has already been mori'd. Not that you even need NOED on builds like these but it's more proving how dumb the perk is when you stack it with other overpowered things.
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Bluntly, don't rely on a hex totem at purple/red ranks to last long unless you are bringing a map offering as well. There's only a handful of maps with overpowered totem spawns, the rest have totem spawns that are average to garbage (like this one).
Lery's, Hawkins, Springwood, and maybe The Game are the only ones you can sort of rely on a totem lasting.
Lery's probably has the best totem spawns in the game right now, with some borderline unfindable and making devour hope almost a free win depending on where it spawns.
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@LetsPlayTogether said:
Gen times are totally fine, killer players are just bad.
That's about right, especially after the general looping nerfs that just came through.
Before the patch you could already watch some of the best killers in the game 3-4k like 20-30+ times, if not more, in a row.
I have NEVER seen a solo survivor survive 30+ games in a row. Survivors have always needed a SWF dedicated to getting them out to achieve those numbers.
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Just do bones boys, just do bones.
Also, do 5 jigsaw boxes (with only time to search 4), 5 gens with me regressing them, and nobody on the team can go down more than once before 3 gens are done or it's a hatch game!
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@[Deleted User] said:
Are you sure it's not killers have become more expected and aware of the perk being used that they now wait to lung for a swing?
Being exhausted on the ground is a common occurance, and practically a meme at this point. You can really only get away with super clutch dead hards if the killer has good latency.
That's why I switched to spring burst / lithe.
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+1 trap to start and carry would be great, then you would not have to always eat up an add-on slot to get it.
Trapper is a dog right now. You can spend 1-2 gens setting up, and even if you are hugging your traps, people can still get out in less than 2 seconds. You need dark traps to put them anywhere that's not a bush or some cheese terrain, and you need killer traps to make them reliably worth the time it takes to set them up.
I always use the basement with this guy, because it's not worth ~2 gens for your traps to get you a regular hook.
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I pretty much only see purple and red rank survivors as a red rank killer. Sometimes I will see a green or brown rank, but it is exclusively because of purple / red rank SWFs bringing them along.
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This is about how your average trapper game should look at high ranks, salt and everything.
There is no time to play nice with a mediocre killer.
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@Heartbound said:
My Trapper currently uses Beast of Prey, Barbecue and Chili, Distressing and Discordance.
I play survivor and trapper evenly so I just put traps down in the same paths I would walk as a survivor. Does that place look suspiciously safe? Put a trap there.
...but not too many. Try to make sure you're in chases a lot and not just setting up a mine field while the survivors are all free to work on gens.
Never listen to this man. He is using some of the worst perks in the game unironcially.
If you want to play trapper at red ranks (1-4), you are best off camping the basement with him. You need to get people down there early, and kill them on their first hook. You do this by trapping all 3 entrances to the basement.
You will need a trapper bag at all times, and dark traps (tar bottle), or kill traps (honing stone) to really get use out of them against good players.
You need agitation, iron grasp to extend your basement reach. Corrupt intervention to give yourself a minute or two to set up the traps. The 4th perk is up to you, I personally like using monitor and abuse to be able to stealthily set up the traps at the start of the game. A chase perk like bamboozle or enduring would also work if you want to abandon trapping people and just attempt to run them down with M1's. But then again why play trapper at that point?
Your games are going to go lightning fast. Find the basement, get traps near pallets that are close to the basement, and patrol it until someone steps in one. Get them down there and seal them in.
That's as good as trapper is going to get at high ranks unless you have a ~ton~ of hours on trapper and can lay down some extremely nasty traps and know how to patrol near them.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1244202#Comment_1244202
I feel like this patch is only a Survivor nerf because of the bugged pallet generation.
That's how you know when you have a good patch. When the entire point of the patch is to bring balance to maps with strong loops and tiles, and the primary Killer buff is a result of buggy, faulty RNG and has nothing to do with actual intentional tweaks... You know you have a good patch.
Ehhh, there's still tons of deadzones even the worst killers in the games could get downs at. On the best maps you need to route optimally to go tile to tile. Many maps where you would get multiple tiles in a row have been replaced with empty fields or just windows.
It is a huge killer buff overall.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1244024#Comment_1244024
It’s not the fact that I don’t want a challenge, it’s just that I simply don’t know if putting the investment, time, and hours (not to mention the constant survivor escapes until you’re actually decent at Nurse) into Nurse is really worth it for MAYBE a better pay off than a killer like Spirit. Especially because I play on console.
Yes I have mained Spirit since her release (not so much nowadays though) and I don’t think she’s braindead but it does get boring playing her after a while.
And when I compared Spirit and Nurse I meant that they both are basically ghosts, can teleport, and are the two best killers in the game. Spirit’s phase walk is just an easier version of Nurse’s blink.
Just that Nurse requires a lot more muscle memory and is mechanical more difficult while with Spirit you just need to know how to track survivors and use your ears over your eyes:
No, if you are playing on the console. I would never consider nurse. If you want to sweat for kills, play Spirit or Billy.
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@Demogordon_Ramsay said:
I have no idea what tweaks they made that would cause the pallet logic to be so utterly out of whack, but I have never seen such varied tile strength in all my life. In the past two days alone, I have played games with both the least and the most pallets I've ever seen spawned on Ironworks of Misery in all my four years playing this game. Like, you'll have one match where the number of pallets can be counted on one hand, and then another match on that same map where it's, like, Hawkins but with safe loops. It's insane.
Anyone else having this issue? People are complaining about the frequency of deadzones a lot but I seem to be experiencing both extremes of bad pallet spawns.
It depends on the map. Some maps I have seen, like Pale Rose, maybe have 4-5 safe pallets and everything is garbage. Springwood is still pallet town, with a pallet every 2 feet. I have found 2 god windows so far.
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@Clueless said:
https://forum.deadbydaylight.com/en/discussion/comment/1244076#Comment_1244076
Best killer based on what? The stats say other wise even at red ranks. She feels awful to play right now as well.
The stats mean nothing. That's why you can look at the win-rates of some of the champions played at a professional level on League of Legends and they are like 30-40% winrates. Because they are nerfed based around the top players, who still destroy with them.
@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1244076#Comment_1244076
Or dead zones, or 99% charged blinks, or pallet stun+blink fatigue together, etc.
But you couldn’t have missed this stuff unless you played Nurse post patch, which I’m sure you do, right?
Dead zones sound great for nurse. Her add-ons let her basically play the exact same as pre-nerf nurse. I have played and 3-4k'd plenty as nurse post nerf, but usually don't because she is and has always been annoying to play. But that doesn't mean she isn't the strongest killer. Kalista is annoying as hell to play in League of Legends, but is a regular pick or ban at the professional level in Korea, with a sub ~40% winrate publicly.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1244062#Comment_1244062
I’m sorry I though OP asked if it was worth it learning Nurse now, not pre-patch Nurse. Forgive me, how can I have missed that.
She is still the best killer in the game. Her only counters are some corn maps, the treatment theatre, or playing terribly. Or maybe playing on console but that almost doesn't count does it?
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@Speshul_Kitten said:
Don’t master Nurse: you’ll be part of the 99% of people who “play both sides” or “main killer” but never bothered to learn the nurse.
Master Nurse: you’ll understand the game on a whole different level than most people.
*Note, this goes for all Killers you should learn to play as and against.
Yes, teleporting 5 times through walls to down people was very hard.
She now still one of the few killers who can equip all tracking perks, eat DS for breakfast as you relentlessly tunnel down people, and still be fine.
There is a reason she was the killer you saw 80%+ of the time at red ranks before her nerfs. It was obnoxious to only see one killer in the game. I am glad she got nerfed into the floor, even though she is still the killer with the most potential in the game.
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The god window changes I understand, even though I've already run into new god windows.
Making half the maps deadzones? Meh. Seems like a very lazy way to discourage looping. When looping is the only exciting part of survivor gameplay.





