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SilentPill

SilentPill

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  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982574#Comment_1982574

    The team failed as a whole. Why does the last survivor need another second chance on top of all the second chances he already has? Where is that second chance mechanic for the killer that performs bad?

    NOED is the ultimate killer second chance perk. I don’t see too much wrong with keys in solo Q, it’s extremely hard to coordinate leaving through the hatch without communication.

    Killers still have loads of busted addons to use. Why shouldn’t survivors have some good stuff? All that’s left is medkits really and those are pretty boring. Flashlights hardly work against good killers.

  • Good lord #6 would be straight broken.

    I think just remove the detonation delay on the purple gas and increase the speed the clouds expand at and he would be fine.

  • It’s a PvP game, neither side is there to ensure the opponents fun. That’s like saying “don’t go on a kill streak in call of duty because the other player feels bad about getting owned!”

    All it takes is a few toxic SWF games and you will be tunneling people out left and right. I certainly do. And I’ve played enough it’s habit at this point.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982794#Comment_1982794

    That's an idealistic scenario that isn't playing out like that in most cases.

    It also doesn't negate my point about Exhaustion perks in general.

    You can set it up anytime a survivor is camping at a loop. It’s complicated if there are a series of interconnected tiles but at any singular tile it’s pretty easy to score hits by combining the bottles, especially if you are running chase perks as well.

  • @[Deleted User] said:

    Tru3 - The only way to play DBD is through chases.

    Otz - Hard-focused on the pressure gained from sacrificing a Survivor as soon as possible through a competitive lens.

    Both share a dislike of Immersed Survivors.

    Both want more experimental changes to Perks/Killers

    How do you promote Killers to leave the Hook and target different Survivors? Survivors to get into Chases? All without raising the Killer floor?

    There is honestly pretty little incentive to be chased in solo Q. Some maps are empty, you might be left to die on hook, you might get camped, the killer might be running something OP, etc etc. Solo Q is more akin to a battle royal than a team game.

    The emblem system is broken for a ton of killers. Legion can pip with a 1k, plague will struggle to pip even with 3-4ks. So i don’t know why people like true use it as a metric of success.

    And bottom line, you could get 5 hooks and 4 kills; or you could get 9 hooks and 1 kill. But you will still get teabagged x3 at the exit gate.

  • Well make it + borrowed time. So you either make a BT save or if the killer isn’t nearby you heal them in like 5 seconds with well make it.

  • @CheyeneKL said:

    I think everyone is missing your point on the best camping build for Bubba LMAO

    He didn’t say camping build, he just said most optimal build. And it’s definitely not optimal to be camping, because camping will be punished heavily by a good team. And then you depip even with a 2k with NOED at the end.

    “Most optimal build” implies winning the game. And the best way to do that is gen regression perks and chase perks.

    You will get dumped on so hard by a good team without bamboozle. You will lose ~3 gens in 2-3 minutes without corrupt.

    There’s also very little reason to camp with Bubba when you could camp with Hag. Might as well just go all out and play the character made for it.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981403#Comment_1981403

    Regarding NOED: like you said a good survivor won't go down to a chainsaw, so NOED allows you to M1 them into oblivion on any loop. Also the speed boost aint bad.

    Also the best part about using NOED is you get people complaining about your NOED even when you get a game you manage to snowball when gens are still up.

    https://forum.deadbydaylight.com/en/discussion/comment/1981402#Comment_1981402

    I like the way you think. I'll look into these perks, but can't take NOED off, of course.

    I would use bloodwarden over NOED on bubba.

    Endgame most of the pallets should be gone anyways, he really doesn’t need it and it’s a waste of a perk slot IMO.

    There’s really no situation where you are not going to be able to chainsaw the last guy given unlimited time (since you probably already lost if NOED is going off) and it’s not like you need it to camp the hook either.

    The only perk you need for basement Bubba is agitation. Any more than that and it’s over committing to a basement that might be in a terrible spot on the map. And you really really want corrupt intervention / bamboozle in there if you are playing at red ranks.

  • @JPA said:

    What is your most optimal Bubba build? Been experimenting with:

    • Whispers: quickly locate your first victim
    • Iron Grasp: once downed, get them to the basement, or a hook optimal for camping
    • Insidious: pitch that tent, and now we play the waiting game
    • NOED: if the above three perks didn't get you at least 2 kills, this little baby will come in clutch if the other survivors are tunnelling gens while you are toasting your mallows back at the campsite. Combines nicely with Whispers for terrorizing exit gates.

    Pretty bad, and will get hard countered by any kindred users.

    There’s no reason to use iron grasp over agitation.

    Nobody really falls for insidious basement Bubba anymore.

    Why would you use NOED on a killer with a built in 1 shot?

    Best build is probably corrupt, pop, bamboozle, monitor.

    Without bamboozle good survivor will basically never get chainsawed and can hug jungle gyms / the shack all game.

  • Corrupt, pop, monitor, sloppy.

    General idea is hook, cage, hook, and murder someone as fast as possible each game.

    Just don’t kill them too fast or you get hit with DS from the first hook as you go to finish them off.

  • I have not seen it but can you blame them? Esports is where the money is at. More spectators, more money. More balance.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1978594#Comment_1978594

    You should know better than that. Obviously I run the typical slowdown meta like anyone else when I expect competent teams but since I played that particular match at night I knew I could run whatever I want and win anyway.

    EDIT:

    https://youtu.be/R2Ol2kJhGIc

    Here, this should be a relief for your eyes lol

    The entity is pleased this day

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977827#Comment_1977827

    I'm from germany so when I play in the morning I occasionally face UBK or other tournament teams, Sawpalin and his friends (who are easily better than most tournament players I've seen so far) etc.

    At this point I'm not even feeling like playing in the morning anymore.

    If I play at night however I too get them "EZ 4K games" that usually start like this (names censored for obvious reasons):

    https://youtu.be/nowWTCZhCM4

    If I always got "these kind" of games I would say killer is hideously easy but damn... The difference between "normal survivors" and elite level survivors is just... Difficult to explain.

    I’m sorry, that terrible build hurts my eyes

  • Double iri trapper is trash. Either combined with stitched bag is way better.

  • Wraith isn’t even that bad anymore if he is pumped up with addons.

    Freddy makes me bored after a match or two. He’s too one dimensional. Tunneling with PP head though? I could do that all day.

  • @Clevite said:

    Solo is definitely a pain in the ass. There is a reason so many prefer to SWF and many killers prefer to face solos.

    It really wasn’t that bad before crossplay.

    Now there is a killer shortage (I assume) because console killers are at a severe disadvantage. So survivors get matched up with whoever, at whatever, rank. As a red rank killer I routinely get full green lobbies which is sad.

    A few years ago red rank survivor was a relatively chill experience. Between the bad matchmaking (not sure if bad but more likely just a shortage of players) and repeated survivor nerfs it’s definitely painful. It’s too easy to ######### on hook and leave 3 people to lose the match with no options.

  • When 90% of the player base uses “beautiful woman” as their skin despite all options. I use P3 claud for an ingame advantage. Forget the rest.

  • Killer is the best solo Q experience

  • @chadbeastofprey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977807#Comment_1977807

    so you agree then, the whole debate that DS is so super strong simply because it forces killers to play in a certain way is invalid and they should be less scared about eating DS's or not tunnel unless necessary. that's not to say that DS isn't strong, it absolutely is, but it's necessary.

    "SOME killers tunnell to be asses. But MANY survivors" nah nah stop with the survivors toxic killers innocent pls.

    Oh boy. Please, look at this game.

    https://www.youtube.com/watch?v=9Q-dgkpWUm4

    That’s honestly a typical example of a full red ranked game. It last 4-5 minutes total. People complaining about tunneling when DS exists are just baddies.

    Git gud, or put on crutch strike. Those are your options. Prove me wrong.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977686#Comment_1977686

    Doctor is good for stalling, and his anti loop is good, but I can't say it's better than clowns though. Doc does have more to him with the ability to find people, and stall the game with madness t3. Clown doesn't have that, but if I were to put them in comparison clowns antiloop is more than likely stronger than doc's

    Clowns antiloop runs out and it’s buggy. Survivors still scream and run straight through the gas like pre-patch.

    There is an added detonation delay on the bottles and the gas expands more slowly than pre “buff” clown.

    His expanded gas area addons have been gutted. You basically have to screw around combining gas types to get his to the same level as pre patch clown.

    Gas physics have been nerfed. Loops that would normally have been neutralized with 1 bottle can be screwed up with a bad throw since gas doesn’t react to gravity as much, and can linger above the loop instead of covering it.

    Overall it was a nerf. He was better before the rework.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977674#Comment_1977674

    I actually played against Sluzzy a couple nights ago. He suicided on first hook. I have the game highlighted too.

    Yeah, I beat him down with clown on the old asylum map and he left an edgy comment on my profile. Tried to loop the broken god window and everything. But hey killers OP because I play nurse. Lmao.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977690#Comment_1977690

    I think that his discipline addons are his second-best addons after the iri king though. They are definitely strong, but the iri king gives a lot of utility.

    I don’t think utility matters. Anti loop is the real king.

    Good survivors are not scared of the killer. I’m certainly not scared of the killer as survivor. On plenty of maps I’d like a chase if anything. Any fear is negated by spine chill. The most DBD has to offer is jump scares(also negated by spine chill).

    A fake terror radius won’t matter. Fake pallets don’t matter because the game is over in 5-6 minutes. The doctor showing you where to go doesn’t matter because you already have static blast. Losing the red stain is already done by discipline.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977662#Comment_1977662

    In my opinion even though I'm a clown fanboy. I've played all the anti loop based killers quite a bit, but I still think his anti loop is possibly even stronger than doctors because of the fact you can take control of a good pallet without much of an issue. The problem with doc is that he still has that delay, and people put doc way higher than clown, and I have no idea why. I find doc way easier to loop than clown.

    Well you don’t play discipline + range doctor then. That makes his anti loop significantly better and easier to execute than clown.

    You see these tryhard doctors using the iri addons when they don’t realize his best anti loop addons are discipline. Range lets you deny everything from further away. Double discipline is outrageous.

    Clown needs a fair amount of setup time at any loop. He needs to smash yellow gas on himself then purple gas the side the survivor is one. Doc just needs to shock as they run towards the pallet.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977599#Comment_1977599

    The counters to BBQ are not reasonable because you have to stop working on the objective and there's not always a locker nearby. It would be like DS when it was first released. DS is practically nothing compared to Tinkerer. A perk totally controlled by the killer and now will punish survivor for doing the objective. A perk that deactivates for touching a gen. And Tinkerer rewards killer for survivor doing the main objective.

    Oh man. Why does anyone listen to you? Your profile is full of “dcs on first down” and “face camps with nurse” comments. So you don’t play either side really. You quit as survivor, and play the easiest killer in the game. I don’t even care you changed your name. I still have the thread followed from when you cried on my profile.

    Every comment you make is “killer so op” when all you apparently play is nurse? Yeah, it would be very easy to think that spamming the best killer in the game. Try playing an M1 killer and get back to us.

  • He’s really not that bad, he used to be one of my favorite killers before the rework since with good map/loop knowledge it was easy to herd survivors into the add-on pumped gas.

    Now it’s a bit harder since you have to mix and match the bottles due to the purple bottle detonation delay making his slowdown weaker but I still find his anti loop more formidable than half of the killer roster.

  • @Zeus said:

    The way I see it, if it's a time rewind killer, he will rewind time for a maximum of 3-5 s with maybe a 60s cooldown. Idea is to force survivors to make a second read in a loop if he makes a right read the first time. Making it too spammy would start to get frustrating for survivors.

    Also I'm not sure if it's possible to code this is a multiplayer environment

    There’s no way they would rewind time in general, probably just rewind the players locations.

    They have demonstrated it’s possible because a nurse addon already does it

  • I thought spirit was cringe but a kawaii pop star killer would take the cake, I really hope it’s the survivor

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977143#Comment_1977143

    DS + Unbreakable is a combo. This is perks without anything to synergize with.

    Why would that even be discussed? That’s not a realistic situation in 99% of games.

    If there is any obsession at all the killer has to assume all 4 survivors have DS. 1 perk can protect 4 survivors and change how the game is played entirely. If that’s not busted I don’t know what is.

    Second closest to that is dead hard, since it also changes how the killer has to play even if it doesn’t exist. I have plenty of times where I have missed a down waiting out a dead hard that didn’t exist.

    Unbreakable comes right in third. “Never slug anyone ever” is the counter when the games can last 5 minutes at red ranks.

    And he said “without any skill required” even though dead hard for distance is mindless it could be skillfully used to dodge an attack.

    NOED I despise for giving free kills out at the end. Speed boost and instadown for doing literally nothing all game. I hate the “do bones” argument because the totem spawns are godly on some maps.

  • @[Deleted User] said:

    I feel neither killer or survivors have OP perks. OP would mean winning without any input of skill, and no perk in DBD does that for you.

    Both sides have problematic perks though. Talking about killers I feel only NOED is truly problematic rn.

    Umm hello? DS Unbreakable?

    Oh I went down? Who cares hold M1 get unbreakable.

    Oh I went down again really fast after being unhooked? Hit easy “skillcheck” and collect free extra life.

    What other game rewards failure as much as DBD?

    NOED is the closest thing on the killers side. Free downs for losing the game.

  • Rewind survivors back onto the hook

  • @[Deleted User] said:

    You basically need slowdown perks; the entire game is based around you having them.

    If you play without them you are going to lose a statistically much higher amount of the time.

    Other than that, you have to pressure survivors. There is no other way. They needed to be downed, hooked, slugged, forced to mend or heal or pick someone up- literally whatever you can do to give the more tasks than generators.

    Odds are in that match those generators went by fast, a survivor was bored and just walking gen to gen holding m1 and probably not even seeing you like all game.

    It honestly depends. Against terrible survivors your perks don’t matter.

    Against decent/mediocre survivors the gen perks can actually stall the game.

    Against a really good team or a SWF? They barely help. You won’t be getting downs fast enough for pop to matter and even if you do it’s going to be 3 gens in 2-3 minutes and taking 20 seconds off that doesn’t matter.

    I almost think it’s better to run NOED over pop against coordinated 3-4 mans.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1974613#Comment_1974613

    Actually, I go against sweaty SWF's as my norm in over half my trials. So either this build summons potatoes, or...

    Yeah it probably does. Because no good survivor is going down to an M1 killer with no chase perks. You could literally just camp pallets on half the maps and 3-4 gens would get done for the first chase, let alone if they were actually good at looping.

  • https://m.youtube.com/watch?v=9Q-dgkpWUm4

    Then you play a sweaty SWF and realize why that build is Garbo. Swap targets and rely on them not finding totems when the game is 5 minutes long? Nah.

  • @Claudette_Baguette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971905#Comment_1971905

    Without ruin and tinkerer I would have lost. Even with those perks it took forever because of insanely safe layouts. Top of the chapel had 2 completely safe windows, the bottom had 2 as well... It was so disgusting. The rest of the map was as trash.

    I mean you are playing wraith with no chase perks, I’m not sure what you expect. The majority of the maps in the game are going to be disgusting as a pure M1 killer. I play him as hit and run with sloppy butcher a lot of the time.

    With no corrupt you should expect to get gen rushed unless you are very high mobility, and even then it’s basically giving up the first gen totally for free.

  • Silent bell wallhacks wraith.

    All these people saying jumpscare Myers haven’t realized that wraith just does it straight up better at this point.

    He’s 125% in stealth, has a ~massive~ lunge upon decloak, and doesn’t lose any movement for his wallhack addon.

  • Monstrous shrine should just spawn 2 basements where possible in addition to what it already does.

    Or maybe make the killer spawn in the basement for flair.

  • I don’t main anyone and play all the killers but I have been doing a ton of Bubba and Hag recently. Killing people in the basement is one of my favorite things to do.

  • @Leachy_Jr said:

    I'm pretty sure that Ive made a post about this already, but recently Ive been seeing a lot more medkits. Probably because of how absurdly good they are and how they pretty much destroys a killers split pressure.

    Having 2 or more medkits means that any chance of preventing a heal is gone and gens will go by faster due to the mass reduced healing time and increased chase times. Now that's their purpose, which isn't an issue, but to the extent they do it too is an issue.

    To sum it up, they do their job too well and makes it hard if not impossible to get good pressure on a map against people who just rapidly heal. Splitting heals across multiple survivors isn't possible when the entire team can be fully healed in something like 30 seconds flat.

    (Also get the "hurr durr killer main complaining" speech out)

    They are, if I wasn’t a key addict I would use medkits because they are the next most OP item. Healing in ~8 seconds is nuts and makes spreading damage across the team impossible. I use Franklins for 3+ medkits.

  • Doesn’t matter, don’t listen to the streamers who are paid to entertain an audience and peddle the rule book.

    You are not there to make sure the survivors have fun as killer, they are certainly not going to go easy on you.

    Camping, slugging, and tunneling is almost an every match occurrence as a red rank killer.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969579#Comment_1969579

    Yeah, MacMillan-Maps are some of the most balanced Maps in this game. Since the Map Rework a few months ago (which got rid of stuff like the old Ironworks-Window or the old Godwindow on Storehouse) they are basically the best what you can get when you want a balanced Map (minus Shelter Woods, this Map should get some love at some point, it is not shockingly bad, but Shelter Woods and Rotten Fields are the two Maps where you clearly see how old they are).

    I don’t think they are. If the survivors are good at looping there can still be way too much to work with.

    I don’t think any map needs like 6-7 safe pallets along with strong windows back to back and that’s only one section of the map. Considering it’s 3 gens for 80 seconds at the start of the game, it’s just way too much if the survivors are even somewhat decent.

    It’s why the corn maps are still terrible, because sometimes the map can become one gigantic loop. I don’t think you should ever be seeing a survivor able to vault 3-4+ strong windows in a row and then still have the pallets and dead hard to fall back on, but I still do. Only a handful of killers are able to deal with those setups.

  • @Aven_Fallen said:

    Autohaven--> Too many deadzones. Yesterday I went down like a Rank 20 Survivor against a Billy because there was one Longwall-Pallet (which I used) and then there was nothing, just deadzones. Like, give at least something to work with, some unsafe Pallet or a mediocre Window, but there was nothing except for some Rocks. (Was on Gas Heaven)

    MacMillan-->Looks fine for me to be honest. I did not notice any big problems. Storehouse can have some wild RNG where 4 Pallets are next to each other and the rest of the Maps is T/L-Walls ( have seen that twice that all Tiles spawned were T/L-Walls and the Pallets clustered next to the Storehouse)

    The Game--> Has too many safe Pallets, but I think they did that because some Pallets can be deadzones because of breakable Walls. If neither the Gen next to it is done nor the Wall is broken, it is a deadend. To avoid too many Deadends which take up the Pallet Slots, they added more Pallets.

    This is bad design at its finest, The Game was already boring to play on for both sides before the Rework. IMO they should completely remove Breakable Walls from The Game and reduce the number of Pallets so that it is roughly the same Map like before.

    Really? I’ve still seen some absolutely outrageous Macmillan spawns. Auto haven not so much.

    Im talking like safe pallet into LT wall into jungle gym into shack with more safe pallets nearby and that’s just one corner of the map. I just got off a map like that. It’s insane to try and deal with those as a weaker low mobility killer.

    Barely managed to eek out a win by slugging so hard someone literally died from bleeding out with 2 survivors left and I was camping their body instead of a hook to make sure they died. Only won because after my first 3 gen chase (through that disgusting setup) I got a basement hook and a slug.

  • Spooky clothes.

    It reminds me of the movie “cube 2: hyper cube” where the characters are stuck in a multidimensional death trap where many copies of themselves exist in parallel.

    One of them goes crazy and starts killing and eating the others and collecting trophies from all the copies.

    CCEAC4FC-6E46-4A1F-AE43-7D06FEDF871D.png

    That’s killer prestige. Soaked in blood from all the survivors you murdered.

  • The new 360s are definitely way bigger than the old ones. Survivors go in a pretty massive circle now

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969410#Comment_1969410

    if the survivors get 2+ gens done within 2 minutes I’m tunneling.

    Thats my point: Gen rush is also a game problems.

    I can get away with swapping targets on the strong killers sometimes. But on the weak ones? Where it takes 30-40 seconds for a down and I physically can’t make it to a gen to pop it in time? I really don’t understand what you are supposed to do.

  • @C3Tooth said:

    Tunneling is a play style, it doesnt requires anything to play like that. Rank 20 or 1, any Killer can tunneling as they wish.

    But for survivor POV, higher rank survivor or long time players have many thing to deal with tunneling: understand maps patterns, title, gym, spawn, quadruple 2nd chance perks, swf, know flash light timing...Newbie has nothing to deal with.

    New survivor players, Im sure no one wants to play the game again if they keep getting tunneled. When I play this game for a few months, I realize its not friendly for new players, which is why I dont introduce this game to any of my friends.

    People will always find a way to do a job easier, I dont blame Killers (I do play Killer, I try to make it fun for everyone). Which is why there must be a build-in mechanic to hard (or at least soft) remove Tunneling. PH cage power and Borrowed time arent the answer.

    Gen rush & Camping are also the problems, once all these 3 are more no in this game, is when the game at its top.

    It is funny though. I’ve had periods where I play so little survivor my rank is brown while I’m still a red rank killer.

    In brown ranks tunneling is the norm, I’ll get farmed off hook no BT in front of the killer and get tunneled with no DS and only discourage my death by being good at looping. Nobody complains about it in the endgame chat ever.

    Then I go play some red rank games and based off the messages you get for tunneling you would swear you killed these people in real life.

    Its just the way the game is, if the survivors get 2+ gens done within 2 minutes I’m tunneling. It’s really as simple as that, because it’s the only way to win.

  • Wildly inconsistent, as you mentioned. I will have backwater swamp games that have literally 0 pallets in an entire section of the map; and then load into another map with the double pallet bug and jungle gyms with the windows facing each other which practically creates an infinite.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969336#Comment_1969336

    That’s good advice too. I’m planning on eventually getting the dlc so I can get all these perks but it sucks I have to start right off the bat buying dlc and such

    That’s just the way killer is unfortunately. You need Bubba for BBQ otherwise the grind will be outrageous. You need corrupt pop on most killers unless you want 5-6 minute games. You want enduring or bamboozle on weaker killers unless you like running in a circle with nothing to do about it.

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