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SilentPill

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  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969319#Comment_1969319

    I’ve only played Wraith three times. So I’m new. Deerstalker, Unrelenting, Shadowborn, and Predator. And I didn’t know they were SWF. They revealed that after.

    Oh. Well as a new killer you are going to get dunked on for a while. Just turn the chat off and ignore it for now.

    I’ve been playing killer for years now and I still get death threats in the endgame chat. I think it’s hilarious; but I also don’t really get bullied anymore so it’s usually salt instead of smug.

    Id recommend getting sloppy butcher and NOED in your build. Both are fine at level 1 and are better than anything you have.

    Long term id really recommend trying to get corrupt intervention, pop goes the weasel, and enduring. You can use bamboozle instead of enduring too but enduring works at more loops.

    If there is no obsession wraith is really good at farming survivors straight off the hook. Like, really really good at it.

  • Play better, that’s it. Wraith isn’t the best to take into SWFs although with a solid build you can definitely give them a run for their money.

    As bad as it sounds, with NOED you can basically have 5 gens to tunnel someone out and still get a 2k. Though a 2k is a loss to me.

    What is your wraith build?

  • @Yamaoka said:

    If survivors play well even experienced killers will struggle even with strong perks and stronger killers than Trapper.

    Watched Tru3talent for a bit today. First match he played was as Pyramid Head with boring slowdown perks / gen perks (Ruin, BBQ, Pop) as usual.

    Result: 4 man escape.

    Then I switched to a smaller streamer with 4000+ hours. He played Bubba with one of my personal builds and got a very cocky team that 99'd Sprint Bursts and used it mid chase after luring him away from each other. One of them pretended to be from Agony (tournament team).

    Result: 3 man escape.

    The game is balanced around mediocre survivors.

    Therefore I think you should just try and play the game for the unique gameplay and forget about the kills.

    Don't try to force it. If you get the win (due to bad survivors) great - if they're smart and experienced - better luck next time.

    OR: Play Spirit/Nurse with meta builds.

    I’m actually thinking survivor 360s are better than before. They really whip around this patch, which makes pyramid head especially weak. Good survivors were already really hard to hit with punishment outside animation locks and I feel like it’s even worse this patch.

    You can have the path pretty much dead on them and they have plenty of time to spin out of it, and no good survivor is going to walk into it.

  • @NOEDaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969046#Comment_1969046

    lol I’m not ignoring that. I know for a fact that this happens but I’m not the kind of guy that talks in behalf of people. I’m stating my problem as a survivor and that’s it. The thing you’re mentioning is a big f up from the devs and it’s obvious. The survivors’ problem isn’t so obvious as the killers because no one can say for a fact that its just because “there ain’t no killers”. Survivors got problems and so do Killers. The one at fault is known to us all. Don’t go starting a Survivor vs Killer war.

    So then why are you starting a post which is essentially “reee killers must be cheating” when you know it’s just a general problem with the matchmaking?

  • @Shaped said:

    People not using ds get what is coming to them while playing solo q. The problem is they damage the team as much as the farmer.

    Or you know, you can play well and be good at looping instead of relying on perks.

  • Goes both ways, I would love to use something other than gen perks on killers but then the games are so short you are basically forced to tunnel.

    Sometimes you are forced to tunnel anyways because 2 gens get done in less than 2 minutes despite you doing extremely well in your first chase. Then the survivors will complain in post chat “stupid tunneler!” like I should just be swapping targets in a 4-5 minute game.

  • @NOEDaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969010#Comment_1969010

    I’m glad you mentioned that.

    First of all this is not an excuse for this thing EVER. Secondly, I did not wait more than 30 seconds to get into a game. And I don’t really think that there’s not enough killers anyways because these times that the survivors are screwed over with are golden for the killers no matter how much a killer main would complain they’ve got the upper hand in terms of normal gameplay “ I started playing killer from time to time because of it “ . So yeah..

    I like how you conveniently ignore the fact that rank 13 killers are put against full red/purple teams all the time too

  • I don’t think they are too broken for solo Q, just hatch offering SWFs really. Killers have plenty of busted addons still that are just as strong if not better

  • I almost exclusively play killer. I used to play a lot of survivor before crossplay turned the matchmaking into junk.

    I did one game of solo Q, rank 9 since I’ve been derankes twice now.

    Guy goes down in 20 seconds, kill himself on hook. Next survivor goes down in 30-40 seconds, tries to kill herself on hook but is saved by the third. Both get slugged within feet of eachother.

    Killer finishes off the second survivor and tries to slug for the 4K. Third survivor follows me around while slugged attempting to rat me out, gets hooked and sits there the whole 2 minutes.

    Third survivor dies, I get out with left behind.

    Absolutely atrocious gameplay. I’m sticking to killer.

  • 9D4B4866-D633-4806-8DC8-FCE8E2EBC1AE.png

    So much easier to just use the table

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964250#Comment_1964250

    What assumption?

    I specifically said I did the numbers and calculations to see how much reduced distance a survivor covers while they’re intoxicated by each of those 4 add ons without combining them (Ethers & Bleach).

    Ether 10% and Flask of Bleach were almost identical in terms of how much extra distance it allowed Clown to close on the survivor. The only difference was that Flask of Bleach allowed that distance to be closed slightly faster.

    You said you wanted to know “why bleach is green but ether is purple”.

    A lot of the time the distance you gain per bottle isn’t going to matter because you are at a loop. At many loops you don’t need extra duration, the gas will cover most of the loop, you need extra slowdown or they make it to the pallet.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964151#Comment_1964151

    Actually, I did the numbers once upon a time because I wanted to know why Flask of Bleach was green, yet Ether 15% was purple, so did some calculations on all Ether’s and Bleach, and although I can’t remember the exact numbers now, Ether 10% and Flask of Bleach were pretty much on par with each other.

    I.e. The total amount of reduced distance the survivor covers during the time they’re intoxicated is almost identical whether they’re at 20% Hindered for 2 seconds (Flask of Bleach), or base 15% Hindered for 2.66 seconds (Ether 10%).

    It finally made sense why Ether 15% was purple (over Flask of Bleach) when I could see that Intoxicated for 3 seconds had the greatest total of reduced distance the survivor covers during that time. This obviously made Ether 15% + Flask of Bleach a very powerful combo.

    Assuming an addon should be better because of its rarity is a stretch in DBD. Look at Demo or Pyramid Head.

    Bleach was always better than ether because once you actually got to a loop and smashed a bottle at the apex of it ether doesn’t matter. Ether is better for closing the gap but bleach did both.

    Bleach ether bottles were still really good but I never used them before because reloading was just too painful without cork stopper or extra bottles.

    Now I want to use them but the gas has been nerfed so they don’t feel amazing like they would have with last patch.

  • The real question is, do you DC or do you attempt to kill the other survivors remaining in the game?

    I don’t care about leaving against a hacker but I don’t like giving the other legit players the feeling they made me rage quit or something; especially since they might not even know there is a hacker.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964085#Comment_1964085

    To be completely honest I would rather them take back yellows if it meant getting rid of the stupid detonation delay. Newer killer shacks have the same problem where if you don't hit a beamer inside the killer shack that gas is not going anywhere. but on the roof, and not inside the killer shack. There is some problems right now with him. I've been trying to just do bottle tosses which are about a good majority of what I hit to accommodate the delay, because I've been getting robbed too much. Bottle tosses on objects have some serious problems right now, and I have no idea why either.

    I really miss the big bottles. Especially since they removed the “gas lingers longer” effect entirely. I can barely even notice the larger cloud addon anymore.

    It was tons of fun to instantly gas a huge loop with 1 bottle when I didn’t feel like having to make super precise shots.

    Maybe he’s better overall if you are constantly juggling the gas types but honestly I don’t feel like having to micro that much. Might as well just play someone like nurse at that point.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964053#Comment_1964053

    The detonation is incorrect right now I don't know if it was intended or a bug, but I noticed that people don't medium vault unless the bottle was thrown at them at least 1 second ahead of time. The delay is a serious problem though, and it was not there prior to changes. I still play him just fine, but I've been missing out on hits, because of the detonation delay. Considering he is literally the only killer I play on the highest level without having much problems. The AOE isn't also covering as much ground in terms of properly intoxicating the player which is a serious problem if you throw on high objects like I do. Chloroform seems fine to me, but I could be objectively wrong on that. I think it's something to with his bottles, and some of his addon changes were stupid.

    Yeah I have noticed that as well. I have smashed bottles onto objects above loops and all the gas gets stuck above the loop whereas before it would actually cover it. They must have changed the physics to accommodate for the yellow bottles.

    The detonation delay is horrible since it means they get slowed down less overall because the gas goes into effect when they are further away from the center.

    Overall I’d take the old clown back with the reload buff if I could. New clown isn’t as fun for me.

  • I feel like clown is worse to play after the changes. The gas seems to expand much more slowly and has a delay that it didn’t previously have.

    The “moderately increased gas area” bottles are significantly worse than before and cover much less ground.

    He got the reload buff but that’s about it, the gas itself seems worse.

  • 84BAFB77-417F-4F28-AB3F-F7D8EC4B61A5.jpeg E0A5F295-E4FB-4DC0-B68A-06CBC1CC71F3.jpeg 16D6E26D-A6CD-4FF7-9EDA-3D7A92CC0679.jpeg

    Some of the more recent costumes for Leatherface and Myers would be nice.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1961909#Comment_1961909

    I understand it on some killers, but certain very rare addons like Rusty Shackles should really be reviewed imo.

    I don’t see how it’s any worse than any other of the other busted stuff they have been using. RNG mori pig, tombstone Myers, topknot Oni, etc etc

  • Zzzz, I don’t even play survivor and I know it’s broken. Plenty of people have posted examples of the game saying they did or did not pip which wasn’t in line with the amount of emblems they got.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963851#Comment_1963851

    So in a game with millions of problems, they seem to find more lol

    I had a similar experience to you before. Was chasing a survivor who was very cocky but he was extremely easy to down. Everytime he got downed he'd do something called ddosing I think. Basically when I went to hook him I'd freeze in place and not be able to move till he wiggled free.

    He also used the same thing to teleport behind me during a chase. After the last gen was done and he was down I camped his body on the ground. He crawled for about 3 minutes away from the doors and hatch and he somehow just randomly escaped.

    It's not hacking but some sort of server manipulation I think.

    I’ve seen that from console gamers before, I think they are lag switching as they get picked up.

    But that’s not what this was. This guy I would pick up but the boil over effect was so strong I literally could not get to a hook a few feet in front of me. Twice.

    That combined with how, with no calm spirit, he got a flashlight save from over 40 meters away confirmed it for me.

    I saw a streamer pick up a hacked flashlight once and any time he used it at all it would blind the killer, even across the map, which is what I’m assuming this guy had.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962981#Comment_1962981

    All 3 games where that. Oh btw that includes wall hacks and having tombstone.

    So no hiding, him using ultra speeds and also being able to grab and mori you

    I had a new one earlier. I got blinded picking someone up as Oni and was really surprised since I never heard any footsteps and had nobody on a 40m infectious fright.

    Then I downed the flashlight savior and he has boil over and I literally can’t get to the hook even though it’s like 5 feet away. He wiggles out, downed him again, same story. I just DCd cause why waste the time.

    I’m assuming he would just auto blind me any time I downed someone, freeze me if I picked him up, and probably just teleport himself out the exit gate if I tried to bleed him out.

  • It’s not a terrible perk. It’s inferior to NOED on many killers though. Running both is a waste and having 2 perk slots all game practically guarantees you will be seeing the endgame a lot.

    Bubba, would much rather have BW than NOED since he one shots anyways for example.

    The main problem with it is finding the time to open the door yourself if the survivors don’t feel pressured enough to open it themselves.

    Other than that it definitely can help you pick up a few extra kills here and there, and can be part of a well rounded build.

    You can attempt to run down the endgame clock through slugging and lock everyone in but smart survivors will never fall for it.

  • Some of them are funny but too many of the bugs in DBD have a huge impact on gameplay.

    Fat shames that only effect the killer, sound bugs that mainly effect the killer, the outrageous hits going through right now, all survivors being given tenacity, etc etc. They can cost you entire games.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962746#Comment_1962746

    Uh, no? The Mirrors let him see Survivors auras by Stalking, but he can't drain Evil from them through walls. Evil drain is the feature being discussed here.

    And, Scratched Mirror Myers is still average to below average even on maps he excels on, and is arguably the worst Killer + Addon combination in the game on maps he doesn't. Vanity Mirror Myers is even worse. Yes, the playstyles can catch Survivors off guard, but Scratched Mirror uses can be looped effectively forever and have no map pressure.

    Anyway, with that said, even if Myers stalking through walls was balanced, it doesn't matter IMO, it'd be balancing him by removing counterplay. That just isn't a good idea.

    Look up the definition of stalking. He stalks them through walls.

    Evil drain through walls would be stupid.

    And you are not supposed to be looping with scratched mirror, you do hit and run at corners and use one shot perks.

    That said, silent bell wallhacks wraith is kind of better in every way these days.

  • @Shirokinukatsukami said:

    Since we all know SWF isn't going anywhere and you can't do anything about comms, period, I think the developers can use one of the ideas from the Japanese tournament to fix the SWF problem.

    SWF Rule: When in SWF, no duplicate perks are allowed. Or maybe only 2 of each perk.

    Something to that effect. Player loadout of excess perks will b e disabled and they have their 1 minute to fix that. I mean they were probably queuing before getting into lobby so they had time to do that earlier. And come on they're SWF they are friends they can discuss beforehand who gets what perk.

    The big problem killers face with SWF -- is getting hit by 4 DS in one match. When coordinated an SWF can really abuse a lot of perks to make life hell for a killer. The perk limitation on the SWF loadout should go a long way in alleviating problems with SWF matches.

    Solo players in a mixed team will not be penalized, but anyone in the SWF party should not be able to have duplicate perks.

    Erm, I mean do you really think you can hold the tournament up as a pillar of balance?

    I just skimmed it and it was like, 50% pigs running the RNG mori build and praying they got lucky.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963737#Comment_1963737

    I don't believe you. Prove it If you can (but you don't can), show a pic of the first Game you make.

    If you are arguing against that you clearly don’t play purple/red rank killer. Of 16 perk slots you can usually expect upwards of 12 of them to be second chance perks.

    You load into a game, down someone within 30~ seconds. On BBQ you see 3 survivors on 3 separate gens. Without pop, ruin, or the strongest killers in the game; you are now relegated to tunneling the heck out of whoever you just hooked to have any sort of chance whatsoever.

  • I have way more fun with killer. Survivor is fun if you get chased but it’s too much gen time for me to do it a lot.

    It’s nice to relax with some survivor but killer is definitely the more interesting role IMO.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1961018#Comment_1961018

    You and I obviously have a different point of view.

    I used to think the same way too not so long ago. But I started watching other really skilled people play and my perspective has changed some.

    If you're one of those killers who is really good in chases, Spirit Fury/Enduring is a good combo. Even if you only get to use the combo just a few times, sometimes that's all it takes.

    If you don't believe me you can try it yourself. Or watch one of the really good killer streamers play like Scott Jund.

    Nobody is saying it isn’t a good combo, it’s just why would you use it on wraith. There’s so many other killers that use it a million times better.

    Wraith is probably the best hit and run character in the game if you don’t count hag. Why would you reduce him to an endfury character when you could be using Bubba, Myers, Billy etc who all just get a 1 shot down when it procs?

    It’s like coming in here and saying run endfury on trapper. Sure, it will probably still work, but his entire thing is area control and it doesn’t play to his kit.

  • He already can with his two wallhacks addons. It’s balanced by losing his one shot, and is still stupid strong.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/229172/rank-reset-seriously

    If you can't get out of low ranks that is your true ability.

    Even with potato survivors from the low ranks if you are actually good you will rank up without even trying. If you can't get out of Rank 8 that's your true ability, bug/rank reset or not.

    I am back in purple after deranking from the bug. I'm not even playing to win I'm just running Santa Claus builds and wasting the first two minutes of each match opening chests.

    Not necessarily. Granted I haven’t played survivor in a while but tonight, as a red rank killer, I literally never got a single lobby of red rank survivors.

    It was literally all brown and green ranks with a few purples/reds mixed in. Most of them didn’t stand a chance. If you were a survivor on the receiving end of that it would be pretty brutal to try and rank up.

  • @Shirokinukatsukami said:

    I never seen anyone rage quit to a Pyramid Head. Even if PH is pretty strong once you know how to use him.

    Biggest advice for both of these killers.... don't go for sloppy ranged hits. If it's not a good shot don't do it.

    I must be the only person who has fun spamming deathslinger / pyramid head shots.

    I’m always going for the massive brain prediction shots behind walls with PH.

    Slinger I bet is really nasty since the mangled addon buff. Free sloppy butcher? Yikes.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1961639#Comment_1961639

    I think it would be better for killer, and less overly punishing for survivors, if after the notification noise from interacting with a chest/picking up an item it revealed your aura for like 4 seconds; but yes I feel even if the perk worked how it was supposed to it would only be an okay niche perk.

    I think it should spawn in like 3-4 extra chests, but you scream and are exposed for a minute when you open one. That would make opening them actually kinda spooky.

    Still meme tier but at least in a funny way; like Iron Maiden.

  • @Shirokinukatsukami said:

    Chest content rarity takes a hit so you have a far less chance of pulling a key.

    That’s the point of this thread, it doesn’t do that. It’s just two regular extra chests.

  • @Shirokinukatsukami said:

    It's for people who complain about keys.

    It does what it's supposed to: counter key fishers.

    Luckily for me nobody uses this perk. Because I love key fishing builds.

    How is giving survivors two extra chests helping to counter keys? Lol.

    No reason to use it over Franklins at all. Franklins actually gets rid of the key. Only a handful of killers have the mobility to respond to the procs anyways.

  • Probably not. Right now it’s exclusively a begrimed chain Bubba perk.

    I think combining it with Franklins is a huge waste, but it’s not terrible with the begrimed chain.

    You could probably do it with the twins one that makes survivors drop items too but she doesn’t get as much value from knowing someone is looting the basement chest.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960930#Comment_1960930

    We obviously have a different perspective.

    I don't usually run Bamboozle because I would rather out mind game the survivor.

    I still think Enduring/Spirit Fury is good because it gives Wraith something to combat pallets.

    Like I said, Sloppy is good too, but so is Spirit Fury/Enduring. If you don't believe me, I'm sure you can find game play on Twitch.

    I’m not saying it’s bad, you can win with any perk build in the game.

    I just don’t see why you would take a killer who’s only strength is being mobile while cloaked and then use a build that turns him into a 115 M1 killer. There’s literally no reason to play him over any of the other low mobility chase killers at that point.

    And you don’t really mind game the best tiles in the game, like shack. Really good survivors always pay attention and stand at the corners which makes mindgames borderline impossible no matter how much you moonwalk or double back. Not that you see really good survivors often.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960848#Comment_1960848

    Hit and run is not Wraith's only viable play style. You can use Enduring/Spirit Fury and be a chase oriented Wraith.

    And you mentioned Bamboozle countering god loopers. I would imagine you're more likely to catch them using the Enduring/Spirit Fury combo.

    Nah I don’t think so, endfury isn’t really that good on him since all you are getting is an M1. It’s way better on one shot killers where it actually equates to a down.

    I use enduring standalone just because wraith needs to face tank really safe pallets a lot to get them out of the way. Bamboozle is what actually stops the god loops since all the problematic tiles are due to a strong window. But enduring is better for general loops.

    Theres not much reason to commit to chases if you have windstorm, especially since his first hit is usually free. If you are going to commit a lot you are better off playing a low mobility killer with a stronger power.

  • @[Deleted User] said:

    Find a target you can get a very easy first hit. If he runs to a safe area, cloak and find another. If he's on a less safe area and you're confident, down him. There's not much more than that.

    Yeah hit and run is the way. I always have sloppy or the mangled addon. If there’s 2-3 medkits I will put on Franklins as well to make sure they are not all healing up in 8 seconds.

    Note it only works with windstorm. Without windstorm I’d probably slap on a few chase perks and just brute force downs since you won’t have the mobility to bounce around.

  • Corrupt, Pop, Sloppy; then either BBQ or enduring.

    MYC if I have the wallhacks addon. Nurses if I have the mangled addon.

  • @RiskyKara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959762#Comment_1959762

    I hope you don't mind me asking. Why is corrupt so suggested? Isn't it only 3 gen's that are eliminated out of a possible I believe, 7? I mean it's not that hard to just move to a gen that works. Besides that, it only lasts for a few minutes, once that's over you're basically down a perk slot.

    Also would ruin be a substitute for pop? I mean I have both, and I've only been using ruin because it was on shrine recently. It just seems with pop you actively have to stop chasing to eliminate 22 seconds of gen progress. Less than that though because once you factor in the time it took to get to the gen and kick it, the time earned doesn't seem -that- signifigant. Although Ruin has the high likelyhood of being totally destroyed and then at that point you're down another perk slot. Actually come to think with a SWF they're definitely killing Ruin fast.

    I like Stridor and Sloppy, people keep suggesting sloppy but in a game sloppy doesn't seem to make all that much of a difference? It feels like one of those passive things where it does make a difference you just don't see it. Would it be useful to use nurse's in that build, or I guess nurse's isn't really good with a slug build, I've just been using Nurse's a lot these days. Helped me get some clutch downs.

    Corrupt is the best killer perk next to pop. If you play survivor, you will notice you frequently spawn right on top of generators. Corrupt stops 3+ people from spawning in and immediately starting to work.

    Ruin is trash at high level play since the undying nerf. Totem spawns are too bad on the majority of maps. They are only decent on like 4-5 maps total. Other than that? It’s probably going to last less than a minute, and you would be wishing for corrupt instead.

    Pop is the most reliable regression perk. You need to know when to pop a gen or when to just pressure survivors, but having the option is always the best choice. It will help you cling to a 3 gen in the most despite situations or snowball completely out of control in ideal conditions.

    Sloppy can be hard countered by medkits but is reliable stall otherwise, and can help facilitate situations where survivors are unable to unhook because too many people are injured. Or put you in situations where survivors are forced to choose between gens and healing, which is a death sentence against a good spirit.

    Nurses isn’t need when you have stridor, survivors will be easy enough to track. And stridor doubles as a chase perk for spirit and is arguably her best perk.

  • There is an even split of killers now. Before? It was like 80% nurse at red ranks.

  • @ClownIsUnderrated said:

    Nurse because people who put the time and stressful dedication into being good with her deserve the upmost respect.

    It’s so funny people say that these days when a few years ago nurse was meta. I was glad to see her gutted.

  • The faster you teleport to your traps, the less where you place them matters.

    If you are fast enough, hag is reduced to “lay trap, collect free hit”.

  • @RiskyKara said:

    So I'm understanding I can git gud at spirit (Because nurse? Hell no!) and build a slug/camp build? Are there any perks specific to nurse that would work with her powers well for that?

    I don't care about the survivors handbook, I want to get real mean here.

    Just do the standard. Corrupt, pop, sloppy butcher, stridor. Mother daughter ring, amulet. That’s as bad as it gets for spirit.

  • @[Deleted User] said:

    1. Learn either Nurse or Spirit;

    2. Profit.

    Besides that, abuse the excessive altruism. SWFs love bringing flashlights and trying to sabo hooks, you can use these to bait survivors and slugging a lot. Try to identify who the weaker looper of the team is and abuse him to force the stronger members into bad positioning.

    Eh, not as easy as that. Once you learn nurse and spirit stomping solo Q is so easy the game gets boring. I will play like 2 games of either before I go to a more challenging killer.

    The main thing is recognizing it’s a SWF, and camping/tunneling straight off the bat at 5 gens left. While also equipping the best perks and addons you have available.

  • Corrupt intervention, pop goes the weasel for killer.

    Borrowed time, decisive strike for survivor.

    Those are all you need really. Anything else is gravy.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959602#Comment_1959602

    No, I'm not putting them on the same level.

    I am describing the situation people use to say "Pyramid Head is boring because lose-lose" (i.e. you want to vault a window but Pyramid holds his M2 and if you don't vault he M1s) and compared that situation to Demogorgon (vault and you get the M2 hit, don't vault and you get the M1 hit / lose-lose).

    Why is that situation "boring and cheap" as Pyramid Head but "fun and fair" as Demogorgon ?

    Probably because most demos are bad and it’s fun to bully them. I never meet competent rat liver demos. Not that I bully killers, I just loop, but most survivors attempt to.

    I actually don’t see much pyramid head anymore either now that I think of it. Mostly huntress, spirit, and nurse; who in my opinion are easier to execute than demo or pyramid head.

  • A killer main who can play all the killers. I don’t get how anyone can sit there and play the same killer over and over when the game is so simple. I switch my killer almost every match.

    Thousands of hours on huntress? Cringe.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1959500#Comment_1959500

    Demogorgon does the exact same thing as Deathslinger and Pyramid Head in a chase. He denies windows and pallets using his shred particularly with rat liver.

    Unlike Pyramid Head Demogorgon can strafe&zone around corners while already facing the window/pallet making it even easier to zone survivors yet everyone calls him fun to play against.

    What makes the difference?

    Are you really putting pyramid head on the same level as demo?

    I’d almost put demo as the worst killer in the game. He’s got nothing. Terrible early game. Massive sound effects. Even if he sets up it can all be undone. He can be looped easily, even if you are amazing and using rat liver he can be fed pallets.

    At least if you are on point with Pyramid you can absolutely drop people. He can’t be fed pallets at all, and he can tunnel someone out of the game within minutes.

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