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SilentPill

SilentPill

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070899#Comment_2070899

    DH if used for distance has no counterplay.

    and what exhaustion add ons? they took away Doctors, they took away Clowns. Huntress is as of right now the only killer in the game that has exhaustion add ons and she's losing them sometime this year as she's scheduled to be updated.

    Ok, and what’s the counter play to any exhaustion perk? Mind breaker? Lol.

    At least dead hard is negated by 1 shots and you can bait it out sometimes. You can’t do literally anything about sprint burst.

    Survivors need some distance depending on the map. Sure, “the game” gives you enough pallets to not have an exhaustion perk.

    But you can easily load into a swamp or autohaven map that give you ~nothing~ in entire sections of the map and an exhaustion perk is the only way you will ever get anywhere if a high mobility killer rushes up to your generator. Otherwise you just go down for free with nothing you can do about it.

  • Not even close, beyond the fact it doesn’t work half the time; if you are actually whiffing attacks because of dead hard it’s your own fault.

    Dead hard for distance doesn’t give nearly as much distance as any other exhaustion perk.

    It also doesn’t do anything against 1 shot killers, which there are a ton of now.

  • @Lliart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068598#Comment_2068598

    I got shelter woods with a bunch of solos. Popped into the streamer's chat on twitch and he was real sweet in offering advice, but I wanna play trapper because I love the boy. I mean I like hag, but I can't get the hang of really good instant teleports. Still though I wanna get good as him. Like I said, I mostly hang with Wraith and Pyramid head lol, figured I might as well try to expand my horizons, yeah?

    Well first I don’t understand why you are sad about losing while doing perk roulette. Two I don’t understand why you would be upset about losing with trapper.

    He’s actually terrible in every way. Sometimes the stars align and survivors step in every trap and other times you load into “the game” and don’t get a single trap because there is literally no place to hide them.

    Once MMR is implemented I will never play him again; even with his best addons. I don’t care if streamers tout him as “big brain” because the reality is you set the traps in the exact same places each time and pray they work; no thought required.

  • It’s bad, I’d say you know he is the killer because there is blood on him but then again there is survivor prestige.

    He’s almost like legion, what is stopping these massive survivors like David from pummeling this guy other than “magic entity power”?

  • Nope, run left behind key. Swap at 6 seconds from a firecracker so it’s less obvious.

  • @Lliart said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068564#Comment_2068564

    Hey, I would if I could :P But yeah, I am most assuredly trying to get up to corrupt and other perks that would meld well with Trapper. I've been watching a lot of Otz since his original dbd compilation with the Bayonetta Hag and I've really learned a lot.... It's just the perk roulette ain't kind XD

    There is not much to learn with trapper.

    Did you get a map where you can actually use his traps, did you get a solo Q team, are you running good addons?

    If yes to all those you have a slight chance to win. Other than that why waste your time? Hag is better in every way, although if you play this game for any length of time you will find that the trap killers are resident sleeper.

  • After the game rework, I’m happy they are not putting out any more maps

  • I would stop playing monstrous shrine trapper to start

  • Key nerf, I’ve played around 6-7 games of killer tonight and 3 of them had key escapes.

    Including one where I got 4 stacks of remember me, 4 stacks of no way out; and then the game gives an RNG key to a 3 man SWF all jump out the hatch at 1 gen left. Amazing.

  • @Gorgonzola said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048850#Comment_2048850

    Pallets on Hawkins are actually pretty good if you know how to use them. There are some awful ones but there's a lot of good pallets and some of them are really well designed as it requires survivors to actually think and allow for mindgames rather than braindeadly throwing a pallet and being already safe.

    I hate how a ton of people say “mindgames” when in reality it’s usually “bloodlust” at the unsafe pallets

  • I hooked someone, left to check a gen, then came back like 20 seconds after the unhook.

    The unhooked survivor was on a nearby gen. Downed them, hooked them again. Absolutely glorious. DS is fine now.

  • You know he has addons that increase his movespeed while throwing right?

    I been doing fine with him at red ranks. Corrupt, pop, monitor, bamboozle.

    Usually using movespeed + initial throw rate addons or movespeed + reduced laceration meter addon

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062586#Comment_2062586

    Because MYC, and Starstruck expose the survivors often enough NOED isn’t needed, and they CAN’T be cleansed. In fact Starstruck is very problematic for altruistic teams at endgame.

    Why do you even want to get to endgame? Even remember me + a full no way out is ~80 seconds extra which is still less time than corrupt intervention gives you to doctor a few generators with pop at the start of the game. And that’s assuming you even get the obsession dead.

    Ideally I feel like you just do NOED(like someone mentioned above). Cause it’s the only incentive you have to get to endgame, and tunnel someone into the floor, getting DSd while you do it so the obsession is dead. So MYC / Starstruck won’t do much cause you are never switching targets.

    I probably would not stack blood warden on it because that’s too obvious with all endgame perks. Maybe monitor and abuse to get the first down easier?

  • You could also just use Pinky Finger and some real perks, too.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2060646#Comment_2060646

    He's to generic. When people are comparing him to a bad version of Huntress, then he doesn't have enough to set him apart from an established killer.

    However, I have not played him yet, so maybe that's just people wanting another S tier killer. Sometimes Killers should be C tier to F tier just to add variety to the game.

    I mean he’s decent when pumped up by addons, mainly the green initial throw rate one, and the yellow movespeed one. You actually have a chance of damage people running around in your face with them.

    Without those he feels pretty awful even with his more powerful addons just because you go at a crawl while throwing and need so much LOS time to down people.

    Compared to slinger, where it’s like even 1 second of LOS and he can down/damage you.

    I’ve been doing OK with him but literally at the start of every match I have had survivors swarming me because they don’t see me as a threat.

  • Wraith is actually a beast now for hit and run. But he got nerfed so you can’t just walk straight up to people for free hits, seems reasonable to me.

  • Gold survivor standard is BT/DS/DH/Iron will. It’s been the meta build for years and nothing has changed.

  • @ManWithALemon said:

    Monitor, Iron Maiden, STBFL, Bamboozle.

    He's too much of a 110 M1 Killer for me to not run Bamboozle.

    I don’t like that build. A 110 killer without corrupt or slowdown? You will get slain. Pick the wrong gen to walk to at the start of the game and lose 2 gens for it, then lose another if you do poorly in your first chase.

    Running bamboozle on him doesn’t sound too hot either. Similar to all the other ranged killers, window lock animations are probably going to be a source of a ton of hits.

  • That you will get spanked by a good survivor team; which until MMR is active you probably won’t see so it literally doesn’t matter what you run as Oni; as long as you have Akito’s crutch, because it’s that strong. You get your power and down people for free, hooray. Why bother with double speed when you can get the topknot in there?

  • Idk, I’ll probably start him off with corrupt pop endfury and see how it goes Wing after people while holding M2. I doubt it could be that bad.

  • He is worse than before. The gas takes a second for the bottle to break and spread instead of doing it instantly like before; and a lot of his good addons were nerfed to make room for his pretty lousy yellow bottles.

    All of his best addons have been replaced with most garbage. There’s only 1 ether addon now, his “moderately increased gas area” addon doesn’t include longer lingering gas clouds, and seems nerfed in terms of percentages.

  • I think the main thing about it is that it’s team dependent and map reliant. I honestly don’t find it really necessary if you have monitor and abuse or are playing other low terror radius killers since you will find people naturally.

    You will get stealthy teams trying to wait out corrupt on a huge map and it’s invaluable.

    Other games you get an aggressive team that don’t care about being found and it’s a wasted perk slot. Or a map with predictable spawn locations.

    It’s still one of my favorite perks though.

  • I believe crate of gears + timer is strictly better than sketch + timer. Sketch gives them time to search 4 boxes so it’s roughly a 20% chance of death. Crate of gears gives them time to search 3 boxes so roughly a 25% chance of death. In addition to the tiny amount of time saved when applying the trap as well as having less boxes to patrol if multiple traps are active.

    Pig I usually do: Crate of gears, timer. Corrupt pop, endfury, indoor map offering. Simple but effective.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054750#Comment_2054750

    So we have a couple killers that are good at camping, so let's punish the rest the 20+ killers because of these edge cases? Really?

    Listen, I get it it, it's sucks that certain people hook farm - but put the blame on your dumbass teammates not the killers.

    But let me tell you something - you know what will happen if you set it to Radius based? People will get bolder about quick unhooks. Do you know what happen when killers get barraged with fast unhooks? They start getting slower at leaving hooks because they start to anticipate it. If nothing else, you're going to push more killers into camping.

    BT is in a good spot right now. It stops all but the most hardcore and only has a problem with a few edge cases that need to be looked into. It gives you a chance against most of the roster without taking away the danger of going for the unhook.

    Let me tell you something, setting BT to radius will make getting a last minute sacrifice with the gates open next to impossible in most cases - and if there was ever a time to be justified in camping - that's it right there.

    If you are hitting someone coming off the hook within 15 seconds, you were very close to it or just immediately returning to the hook. It’s that simple, 15 seconds isn’t that long. I’d be happy if it just triggered automatically. I don’t see how that’s “punishing” killers for hitting people they know just came off the hook.

    You know how easy it was for me to 1 hook mori with wraith/ghostface/pig/etc before the mori nerf? You just stood nearby, waited for the unhook, uncloaked, smacked them and mori’d them and it ignored both BT and DS. And you can still do that today but off second hook now.

    And honestly, if the game is all the way to endgame, exit gates powered, and the killer is relying on facecamping to get their 1 kill; they deserve to lose to BT / DS. They lost the game, they don’t deserve a pity kill. That Freddy got 3 hooks the whole game and 1 of them was a basement hook so he should just get a free kill because he landed 2 M1 attacks?

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054590#Comment_2054590

    It's as I stated before, not every perk is a 100 percent effective against all killers. It doesn't matter what the perk's purpose is. Just look at Decisive Strike which is anti-tunnel - Pyramid Head hard-counters that one as well.

    Making it radius based would just encourage fast-rescues in the face of the killer which many would consider to be unhealthy gameplay as it disempowers the power-role.

    Certain things in this game delete other mechanics. This is nothing new. Hell, look at my grinning Avatar - do you think that guy gives a ######### about Stealth play? No, he deletes it from the game. Nurse doesn't know what a pallet is.

    Freddy himself is a mess, nobody will deny that. But let's focus on the killer itself, not the perk that is perfectly fine.

    Most anti tunnel anti camp perks don’t work against pyramid head because his power effectively respawns you across the map. Even though he can find the cages I don’t think he is supposed to, which is why they move if he finds them (though he can still game that system by proxy camping it instead of getting too close). So in theory he’s giving up his ability to camp and tunnel off the hook in exchange for not dealing with meta perks. It plays out a bit differently in practice but is a very healthy design instead of the current hook camping that exists now.

    For why BT should work in a fixed range, I had a miracle solo Q game against a forever Freddy the other day. We got all the gens done, expending almost every pallet to do so. The last guy got chased in a dead zone and went into the basement.

    It took three attempts with literally the entire team tanking hits to get an awake survivor into the basement for a BT save and the cycle of trading was only stopped because of a key and the hatch being right near the basement.

    The fact you can’t even trade against a Freddy while the team resets is ridiculous and it applies to killers like Bubba as well. They took away rev camping but somehow still made him 10x better at camping.

  • No, it’s terrible. If you can actually get good with his bottle tosses you can use addons that make them more effective instead of easier to hit.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053205#Comment_2053205

    How is pop a snowball perk all it does it regress gens snowballing means downing all survivors in one shot

    The faster you down survivors the more you regress the gens? You can get out of control with pop alone on many killers, especially with high mobility or a 1 shot.

  • And applies mangled. Though from the pop nerf and the Thanta nerf, it’s clear the devs don’t like snowball perks unless you wanna gamble half your build on devour undying. So it will never happen.

  • @Pig_Is_Pog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053043#Comment_2053043

    okay well here’s my solution.

    • 1 don’t loop main, let them have that gen.
    • if your chasing someone for 60 seconds then your overcommitting to your chases and that is human error on your behalf. a good killer won’t overcommit that long
    • the about 10 breakable walls not 20, not only that only 2/6 of them at main need to be kicked.
    • Gallows gen is a free m1, it’s not a safe gen to work on. if your a killer like billy or bubba it can potentially be a free down aswell. (exception of balanced landing)
    • the gen at the back of the map, gallows, middle of street, second middle of street (sometimes spans), next to the sherif office and outside of main are super unsafe gens.

    your underestimating how good this map is for killers. even otz & fungoose put it as the most killer sided map in dbd.

    There’s usually 3 gens within easy reach of the main building....more with balanced landing.

    The only really unsafe one is out back in the bushes, and maybe out back near the water mill if you don’t know how to run that loop. The slew of side buildings are pretty safe unless the killer breaks all the walls. Shack is still relatively safe or can at least buy you some time.

    “Just leave any chase if they go to the main building” is like telling me “just leave any chase if the survivor gets to an infinite window” which is what people said back when they existed.

    What do you do when 3/4 survivors are beelining for it; or if they are smart and save the gens near the main for last? Or they can just do them first if there is a key in play.

    And no I don’t care what streamers opinions on it are, I have my own and a similar amount of in game hours as them. Survivors usually don’t send themselves to bad maps and I get sent to dead dawg all the time.

    Top 5 I get sent to is like Haddo, Badham, Coldwind, Dead Dawg, Ormond. With the occasional Red Forest or Game.

  • @Pig_Is_Pog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2053010#Comment_2053010

    not only is it killer sided, i’d also be willing to say it’s the most killer sided map in the game.

    • Very small map
    • Easy to pressure
    • Gens are very close together
    • good loops have a breakable wall making then trash
    • shack turns into a long wall window
    • whole outskirts of the map is deadzone
    • back of the map behind gallows is all deadzone
    • most pallets arnt actually good

    i disagree with 3-4 generators. the only free gen is the one in main.

    Main building is free and also a ridiculously strong loop. The gallows one is free. Any that spawn on the upper stories of the houses are free, which is usually 1-2. There’s plenty of places to hide and the loops are usually super safe unless you waste a ton of time kicking the 20 breakable walls.

    Especially if you are being sent to it, usually a few survivors will bring balanced which turns the main building into like 50-60 second chase to get a single M1 and makes the gallows gens / upstairs gens ultra safe. I loathe the map as killer if the survivors are all hugging the main building which they probably will be.

  • Idk why people say dead dawg is killer sided, there’s usually 3-4 completely free generators to do and it has bushes that could swallow entire continents near the unsafe ones. Survivors send me to it all the time.

  • @Phasmamain said:

    I actually had a game on shelter woods with 0 jungle gyms. Fun

    Same, or at least I died before I found any. I ran across like 4 LT walls and the killer was a Bubba with Bamboozle and Chili addons.

    The chases went something like:

    Throw crappy filler pallet that’s instantly destroyed

    Vault LT wall once before it’s shut down by bamboozle

    Maybe find and throw another crappy filler pallet that’s also destroyed instantly

    Die

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050655#Comment_2050655

    I believe it is much higher. Freddy and Leatherface alone is close to 80%!

    Yes, the only thing contesting good killers these days are good SWFs. Solo Q is awful, which is why I rarely play it. It’s way too easy for the killer to tunnel and camp someone to death and then win by default in the 3v1.

    The pipping system has “red rank” survivors crouching in bushes when their team is getting tunneled to death, obsession indicator and all, across the map. Maybe the MMR system will help?

    Maybe a tutorial explaining the basic mechanics of the game to survivors, such as looping and pallet economy, would help?

    Probably not though. The devs seem dead set on balancing DBD as a competitive game but leaving the majority of players in the dark as to basic high level game mechanics. And it shows, through killers like Freddy have 3/4 average kills which is outrageous in a game attempting to take itself seriously.

  • @Sluzzy said:

    This is what I see most all of the time as well. His addons are out of this world, his silent bell and aura addons pretty much gives a free hit every time. He needs some nerfs instead of buffs.

    Too late, purple windstorm basekit next patch. The developers are balancing around 4 man meta SWF instead of your average solo Q game.

    According to them, the game is ~95% solo Q and ~5% SWF. And I bet even less of that is meta SWF. So let’s balance around met SWF.

    Red rank killer is a massacre, and what other game can you see killers regularly going on 50+ win streaks? It’s unheard of. These guys would be slain in a real competitive game such as League, Apex, CoD, etc but it’s total domination in DBD.

  • I have never seen a J flicking blight, and from the tutorial video I watched it looks relatively difficult. YouTube montages only show the successful attempts and not the hundreds of failures.

    I would literally bet money 99% of people complaining in this thread have not even gotten hit by a J tech.

  • He’s not that bad with 6 bottles + pinky finger, or ether + bleach. Iri heads will eventually get nerfed and pinky finger is the next best thing.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049737#Comment_2049737

    I agree with that, if you invest time into a Killer (or Survivor) there will be a point where you are better off not playing because queue times will be so long.

    However, I was more referring to the average Red Rank Survivor nowadays. Personally, I think that 80% of people in Red Ranks are extremely boosted by the lack of a real Rank Reset and by the pip system. So, when they are matched with people with high MMR, shouldn't they drop out of that skill bracket?

    It just goes back to how it was in 2016-2017; where survivors were god mode. Everyone in red ranks spammed Nurse and you got the occasional Billy.

    Survivors and maps have been nerfed to the point where every killer is viable against solo Q, but there’s only a select few killers viable into meta SWFs.

    And as someone who loves playing as the horror icons, I hate the idea of not being able to play them because my MMR is too high and I would have to hand out free wins to tank my elo to the point they are actually viable again.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049683#Comment_2049683

    The big problem with MMR is that it gathers information already. This means that good players will still go against bad players currently and their MMR will be boosted up. Not by much per game, but it will steadily increase (if it calculates correctly, you will play against bad players which dont increase your MMR that much, but the longer it gathers data, the more increase will happen).

    And if MMR is active, you will go against really strong players all of the sudden. And since those are rare, you will have long queue times, because from one moment to the other, the number of suitable opponents is really small.

    So yeah, I guess currently many players get boosted by the majority of bad Players in high Ranks and when MMR hits live, they will have high MMR.

    (If I am not mistaken with that one, but it looks like BHVR cannot win with their MMR-system)

    Well they are clearly collecting MMR for survivors as well; and as a function of playing in a SWF your MMR will be boosted because you are winning most of the games.

    And I’ll be blunt, if it goes live the majority of the killer roster is dead. You can only play nurse, spirit, or blight into the object of obsession 14+ second chance perk meta SWFs to have a prayer. And it’s a miserable experience even when you win. I will probably play the game a lot less if it goes live.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049563#Comment_2049563

    Bad players (both Killer and Survivor) need to be considered as well. I mean, we can balance the game around Top Tier SWFs. Then also please balance it around Top Killer players. And in the end, 99% of the playerbase will have a miserable experience and the 1% which is good enough for DBD will have fun games. Yay.

    But without a functional Ranking System, balance cannot be achieved at all. Even with a functional system, DBD will never be balanced. However, currently there are players in Red Ranks which dont belong there, because ranking up is way too easy. And since you dont rank down, they are back in Red Ranks immediatly. And this creates matches where most players dont even know that they are playing DBD, basically.

    And I dont have any hope in MMR. Maybe it will work for Joe Average, but from my experience with the most recent test, not really. (I got Baby Survivors as Billy, who I play somewhat regular, and with that one Nurse game (I dont play her much, but I am also terrible with her) I got a 3 man SWF with Haddonfield-Offering and Object)

    And, to come back to 3-4 minute games - if someone is in Red Ranks and gets those games on a regular basis, they dont belong into Red Ranks. However, the Ranking System is so bad that those players cannot really derank, because the Rank Reset only sets them back to purple.

    https://m.youtube.com/watch?v=X9RUj9K4E90

    This was an accurate representation of how MMR went for me as well. Literally SWF after SWF along with bad Q times for killer and most games were under 5-6 minutes long. It was literally terrible.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049563#Comment_2049563

    Bad players (both Killer and Survivor) need to be considered as well. I mean, we can balance the game around Top Tier SWFs. Then also please balance it around Top Killer players. And in the end, 99% of the playerbase will have a miserable experience and the 1% which is good enough for DBD will have fun games. Yay.

    But without a functional Ranking System, balance cannot be achieved at all. Even with a functional system, DBD will never be balanced. However, currently there are players in Red Ranks which dont belong there, because ranking up is way too easy. And since you dont rank down, they are back in Red Ranks immediatly. And this creates matches where most players dont even know that they are playing DBD, basically.

    And I dont have any hope in MMR. Maybe it will work for Joe Average, but from my experience with the most recent test, not really. (I got Baby Survivors as Billy, who I play somewhat regular, and with that one Nurse game (I dont play her much, but I am also terrible with her) I got a 3 man SWF with Haddonfield-Offering and Object)

    And, to come back to 3-4 minute games - if someone is in Red Ranks and gets those games on a regular basis, they dont belong into Red Ranks. However, the Ranking System is so bad that those players cannot really derank, because the Rank Reset only sets them back to purple.

    Really? If you get 5 minute games you don’t belong in red ranks? I would say those games are a sign of being in red ranks if anything. You spawn in, find someone in 15-20 seconds, down them in another 15-20 seconds, and by the time you hook them the first gen is done.

    I have so many games where I’m basically two tapping people and still 2 gens are done before my corrupt intervention is over.

    With the MMR system it was even worse, since I mostly got SWFs slamming the gens and basically my only option was to tunnel someone out through DS every game and run NOED because all the gens were being done in 4-5 minutes almost every single game basically regardless of how well I played.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049203#Comment_2049203

    I don't play to be "the good guy". I play to have fun, for myself, as I intended when I purchased the video game with my hard earned money. Winning, as it turns out, is fun for me.

    Seriously, it’s like these people have never seen the movies.

    Yes, Michael Myers is concerned with the fun of the person he is smashing a TV on after drowning them in a toilet.

  • @brokedownpalace said:

    You people seriously need to adjust your monitors/TVs.

    Yes make changes not available to many people because of design issues. I use a custom version of the “details” nvidea filter and people stand out like neon lights on every map.

    Is it a huge advantage? Absolutely. But hey the devs said it’s legal so whatever.

  • @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049273#Comment_2049273

    Yea im aware of desync causing hits that are wonky, but damn playing an entire animation that didn't happen? Lol that's some crazy #########!

    Think of it as just another reason Blight is good, you can skim a wall and survivors will think you actually hit it

  • You can watch it yourself. Right at 30 seconds into that clip. There is no smacking sound against the wall. There is an attacking scream notification.

    This is a clip recorded by a completely different person than myself. Do I need to bring up the game crippling issues of the last few patches? Where the forums were ablaze with survivors complaining about hits because the killers point of view was a second or two too far? That’s this same company.

  • And for clarification; there are two sounds to listen for. The blight splatter against the wall, and the blight scream.

    He splatters twice, and screams 3 times over three rushes. When he hits the wall the third time, he doesn’t splatter against it but screams for his third attack.

    In conjunction with hearing him splatter against a wall I never hit and proved I have never hit, that’s how I know the splattering of blight is client sided and can basically be disregarded.

    And I have watched myself play against streamers a fair amount. You barely see or hear him hit the walls, he just kinda flies around.

  • @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049135#Comment_2049135

    And are you sure you hit the locker? It looked like you hit the wall next to the locker and I definitely hear the sounds

    I don’t hear the sounds on the third bounce. It looks like the blight magically slides off the locker/wall and turns to make the rush towards the survivor camping the pallet. ~30 seconds into that clip I don’t hear anything, that is the third bounce. I hit the staircase pillar, I hit the wall at the top of the stairs, and then I hit the locker/wall and there is no notification.

    Unrelated; I never hit the boat on the way into that chase. If I did, the recovery animation would have been because I was at 0 charges. I landed at that generator at 3 charge. I would not have been able to recover and instantly bounce through the loop into a hit as seen around 15 seconds in.

    I always attempt to land at generators with charges left. Using all 5 is a desperation move to move across the map quickly enough.

  • @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049060#Comment_2049060

    Oh man I'm gonna look up some people doing that on YouTube and start practicing at myself. That sounds exciting!

    It is.

    https://clips.twitch.tv/OriginalCrazyHorseradishFreakinStinkin-q0gvgdVpxRWB_UQe

    I don’t record my gameplay but here is a streamer I faced earlier tonight. By holding the charges with canker thorn I could instantly start another rush chain after landing near his gen.

    He ran the loop the exact same way twice, and I did the exact same bounces to catch him. But on the second time he got one bounce further; and I knew he didn’t make another bounce so I pre swung at the pallet and instantly destroyed it, making him think I was running the iri addon.

    That’s what I think the best blighted crow use is, although maybe a 10 million IQ player could use the extra speed to open up new trajectories.

    Watching it makes me realize the blights bouncing sounds/puss splattering are client sided and not server sided since it shows me smacking the wall while landing near his gen when I did not. As well as no animation for hitting the locker before breaking the pallet.

  • @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049004#Comment_2049004

    Should I wait on the Crow for a little bit since I am still new to him? Really really solidify my muscle memory with the current speed?

    I mean no reason not to use it now. I never do double speed since I feel like crow + canker thorn is better than crow + rat. The recovery speed ones help a ~ton~ with landing next to gens and then scoring a hit before they can get to a loop. Or if you mess up your bounces it’s not very punishing, as well as letting you traverse the map very quickly. With double recovery I usually just do 1 or 2 bounces and let the charges come back just because the cooldown is nonexistent.

    As far as the crow, you are still running the loops the exact same way it’s just you get faster and faster until eventually you catch them no matter which portion of the loop they are at; and you can cover the entire loop so quickly it becomes unsafe. Without it, a ton of safe loops you don’t really catch people with his power at all. Crow totally changes which hits you can get.

  • Billy, Demo. Both definitely provide a feeling of speed.

    I do love me some blight though; especially double recovery, blighted crow, or alchemist ring.

    Double recovery is just magical although you need the crow to really nail people at some of the safer loops.

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