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SilentPill

SilentPill

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  • @Mr_K said:

    Its still a survivor not doing anything while you keep another survivor from doing gens.

    Because you choose to not pick them up they now have to burn another perk or have another survivor stop what they are doing and do it.

    This is to your benefit if you play it right. Slugging is better than a hook ever since they change hook timers.

    Slug the DS and go after the rescuer.

    It’s like under 20 seconds of them being slugged if they use unbreakable. And depending on when it’s used it’s typically a game changer.

    I’ve probably lost count of the number of times I have 2-3 survivors slugged, and am chasing the last one, and then an unbreakable resets the whole game. It’s even more annoying if it came from someone who just got off the hook and had DS as well.

    It might not be a big deal if you are playing a strong killer. But for weaker ones; where every down is a battle, it can be crippling.

  • @savevatznick said:

    Arguably Sloppy Butcher is better to counteract the medkits by wasting charges more quickly.

    I disagree, that might be the case for brown and yellow medkits without healing perks.

    But sometimes you will hit survivors rocking a ranger medkit and a healing build. In that case you would probably have to hit them like 8-9 times or something before it’s even depleted and they might have built to last on top of it all.

  • @Klakky said:

    I wouldnt normally be this mad I would just rage quit and go to bed but I'm trying to get to rank 1 for the achievement and unfortunately dont get to play often and its usually teamates just like this...

    I'm more mad at my team than the killer but still face camping and tunneling like that just pisses me off, he was bad too cause I managed to loop him for quite a while and I barely every played hawkins lab map

    We should at least secure a safety pip if we max out boldness...

    All you have to do to pip up easily as survivor is save people with borrowed time. Sprint burst and spine chill are some of the best perks in the game to avoid chases altogether.

    Just don’t do what I see 95% of survivors doing which is BT saving right in front of the killer; resulting in only a hook trade or the guy coming off the hook being tunneled.

  • It’s pretty simple, don’t be the first one chased. You can’t get camped if you don’t go down.

    Even before his huge buff I always avoided Bubba like the plague because any down against him you were liable to get rev camped.

    And honestly, getting facecamped after a super long run is a reward in itself to me. That means you definitely won assuming your team doesn’t throw to get you.

  • I hardly even use it anymore, I’m done grinding and have plenty of addons for now.

    I prefer whispers instead because a lot of console survivors are super immersed and some teams try to wait out my corrupt intervention.

    All the immersive survivors get into lockers for BBQ anyways.

    If I have a ton of time left I hit up nearby generators. If it’s down to the wire I usually stay close and prepare to tunnel them off the hook.

  • @Zarathos said:

    No because all you have to do as a survivor is drop the key in a distant spot and pick it up when you go to use it. Congrats you wasted a perk slot.

    Against solo Qs it’s usually pretty easy to camp the key user / key to death at the same time; unless you really struggled to down them. I try to make sure the key dies on it’s first drop even at the expense of some generators so it never gets hidden.

    Against SWF they will call out Franklins and the key will be hidden or easily picked up. But it’s still worth a try IMO.

    And it’s still worth using for a ton of medkits unless you want every survivor healing themselves in under 10 seconds; making spreading pressure almost impossible.

  • I do Franklins for 3+ medkits or a key. A sole key is probably the most annoying reason to have to bring franklins for; but needed unless you like only having 3 generators to win the game with.

    I also play a lot of Bubba, for him I will just use his Broken add-on or maybe the one that makes people drop items if it’s just a ton of medkits.

    Pyramid head is also pretty great with Franklins since you can make people drop the item and then send them to the other side of the map; while covering it up with some trails so it’s basically impossible to get back.

  • My first survivor game in a few weeks went something like...

    Spawn in; run to nearby building and start a gen. Teammate injured, another teammate injured, hear the Oni blood fury charge noise.

    Blood fury activated, all 3 teammates down within ~20 seconds. Gen isn’t even half way done.

    Barely escape through hatch because of a key. Back to killer it is.

  • I hate sprint burst far more. Dead hard for distance is annoying but when 3-4 survivors all have sprint burst it just takes forever to catch up with anyone for a chase and you can never swap targets.

  • Hard toss up between Bubba and Pyramid Head.

    Bubba just feels amazing with good addons, especially when you are being chain fed pallets. As someone who played M1 killers for the majority of my early DBD days just deleting pallets at that rate is very satisfying.

    Pyramid head is also great. The chase music is fantastic, his power is extremely strong, and I love carving trails all over the most annoying loops in the game

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1874340#Comment_1874340

    I disagree with good killers being carried by this combo, but maybe mediocre to bad killer players were sort of carried by the combo.

    What is the point of running undying + ruin if you are so focused on a chase the whole game, or doing something else that is unnecessary? This is what bad to mediocre killers have problems with. But if the perks still work against a killer like this, then it is probably the survivor's fault for not doing gens.

    Good killers on the other hand earn the value they get out of this combo. It really did take skill to use this combo in a way that you get lots of use out of it. Unlike a survivor perk like dead hard where you just press E to erase a mistake made or make distance. It took skill because like I said, you have to know when to just run around scaring survivors off of gens or chase them.

    I can see why it needed to be nerfed, because of people playing it on killers like Freddy/Spirit/Nurse/Oni/etc.

    But it was very nice to have a strategy outside camping/tunneling/slugging on some of the weaker killers; who I regularly play. Pop does not help control gens enough if all 4 survivors are glued to separate generators. It really only helps in a 3v1 but by then you could probably slug to win anyways

  • @Raccoon said:

    The change seems to have been made to keep the ratio of cleanses to hex perks the same (as per past intentions).

    IE Current Undying can result in 5 cleanses for bringing 2 hex perks.

    New Undying guarantees that bringing 2 hex perks results in exactly 2 cleanses.

    While it's a direct nerf to the Ruin combo, I think the utility with token based hex perks is neat.

    The only reason it was any good was because it forced survivors to cleanse 3-4 totems sometimes.

    The totem spawns are typically so obvious that usually ruin or undying was still blowing up in the first minute of the game. I will be back to never using hex perks outside a devour hope gamble on Hawkins / Lerys after this nerf.

    There was a 50% chance undying was going first every game and the combo did practically nothing.

  • I don’t consider spine chill training wheels at all.

    There are a ton of situations in DBD where you are going to be ambushed without it, no matter how good your situational awareness.

    The killer can equip many stealth perks, or just is a stealth killer, and plenty of generators are in tight areas with little to no visibility.

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/219357/all-survivor-perks-for-anti-tunnel-slug-or-perks-that-mitigate-the-effects

    I’ve found that people have found a way to use a cheat or something with soul guard to prop it’s bt effect when there’s no hex’s in play it’s honestly frustrating when people do that

    Lol. Every time you lose in a video game it’s not cheating sorry.

    Soul guard gives BT no matter what when you get picked up, hex or not

  • I’m still glad she is mostly dead. A few years ago it was like 80% nurse at red ranks.

    I don’t think it’s worth learning her now though. She used to be more required since the maps and survivors were much stronger. They have been nerfed to the point you can use any killer you like just about

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1871773#Comment_1871773

    Even with addons such as the silent bell and purple windstorm together, the Wraith will still suffer. A decent player can deprive him of his initial hit frequently and he has no other power in a chase.

    https://forum.deadbydaylight.com/en/discussion/219370/how-crazy-would-it-be-of-an-idea-for-wraith-to-instant-down-out-of-stealth

    It is a pretty crazy idea honestly lol. It would destroy casual solo players and just doesn't seem that great of a fix for him. I did make a post on how we could try to rework Wraith. My main concept right now is to have him put a passive effect on survivors over a match using his bell. The question then is what effect or what should it do?

    I disagree with that, I feel like most players make the mistake of trying to constantly chase with him instead of doing hit and run which is where a lot of wraiths strength lies.

    Especially with ruin undying; wraith can comfortably run pretty much every slowdown perk in the game at once if you want. Ruin, thanta, dying light, mangled addon, windstorm, and then play a hideous war of attrition instead of the traditional chasing game.

    Either way I think he is too fast to warrant a base kit instadown, we already have ghostface. And as I mentioned he can easily make use of instadown perks if you build him for it.

  • The difference is that wraith is a monster with addons. Ghost face and Myers not so much unless it’s tombstone or perma tier 3.

    Having a purple windstorm wraith coming to instadown you is ridiculous, and can already be achieved through some of the 1 shot perks in game.

    Try dragons grip or MYC with the wall hack addon

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1870526#Comment_1870526

    He is one of the weakest killers in the game currently, him and wraith and clown slug it out for the lowest rung.

    OoO? Your power is useless. Map that can read "belongings"? Your power is useless. Luck offerings? Your power is significantly nerfed; this outdated stat literally does nothing but make trapper's job harder and accidentally kobe someone once in a blue moon; that's all they do. He has no early game, no tracking assistance, low mobility, You can dead hard through traps, etc....

    He needs more than base kit trapper sack; but that sure would be a huge first step.

    He can still basically seal people in the basement and kill people off 1 hook. If you are not playing basement trapper then you are playing him wrong IMO, it’s probably his greatest strength.

    Unless the survivors end up being total trap magnets he is definitely not winning games with 12 hooks

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1870482#Comment_1870482

    I mean trapper for example has a huge list of weaknesses and problems that would need to be fixed to make him even a serious contender as a killer.

    They let him reset traps on the ground, and made his traps a bit more reliable on the escape front...that's it....and that was in the span of over a year.

    There are still like half a dozen other major changes that would have to happen; what do we have to wait 3 more years for the other ones? Who wants to sit around for a third of a decade waiting for their favorite killers to become viable?

    He just needs a brown bag base kit. I don’t think he is that bad, just boring to play and very addon reliant.

    Tar bottle honing stone traps are pretty outrageous but you barely get any of them if you use that combo.

  • @ProfGameAndTalk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1870442#Comment_1870442

    Yup, it's totally MandA. Thanks for the tip. I'll try it out!

    Monitor is still really good on her, but you want whispers / discordance / surveillance along side it along with extra blink range addons

    It will let you teleport straight on top of people from almost outside the terror radius if you get it right

    There are other options but it’s still really solid.

  • If you can tell it’s a SWF before the game, a map offering is one of the best solutions.

    I was messing around playing some distressing pyramid head on the game earlier and literally didn’t even notice people had object until the endgame screen because they were literally always inside the terror radius

  • Death bound for sure.

    I think it does nothing half the time but the few times I’ve found two people hiding together in a corner or something made me laugh enough to keep running it every now and then

  • Hoarder, it’s literally a survivor buff in its current state.

    It should be like 3-4 extra chests. If they can’t work out how to make the loot itself all grey, it should make you exposed for a minute or something after opening a chest.

  • The game already has hardcore built in if you want it.

    No mither, speed limiters, padded jaws, etc. Just don’t bring any perks except those and you are there.

  • That’s basically your entire build though. It won’t really help on weaker killers who want some chase or utility perks to secure downs in a timely fashion. And the strongest killers hardly even needed perks as it is.

  • @musstang62 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864482#Comment_1864482

    Yeah, excellent point. I guess I just don't understand the rationale

    https://forum.deadbydaylight.com/en/discussion/comment/1864484#Comment_1864484

    Hah! Doesn't usually bother me but I know it does for some. Do you enjoy being camped and tunneled in a game about murdering people?

    https://forum.deadbydaylight.com/en/discussion/comment/1864494#Comment_1864494

    Very true

    I hardly play survivor anymore but I never minded being tunneled, unless it was by like a nurse or spirit.

    Getting chased is the most fun part of the game to me. That’s why I mainly play killer, since you are always doing something instead of having huge periods of repairing generators.

    I don’t think anything needs to be changed about the game. Nothing really toxic can happen if you turn off the endgame chat. The worst is some teabags at the exit gate or someone wasting a few minutes slugging you to death.

  • You are playing a game about murdering people but teabagging is what upsets you?

  • @Sluzzy said:

    I agree the sleep timer should go. Like in the old Freddy, he should have to apply effort to put someone to sleep, either pulling someone to sleep or hitting you.

    Secondly, teleporting to the survivor objective should go. I believe this is what makes him so overpowered the most. Slowdown perks, aura perks on him are insane.

    Make his lullaby directional sound.

    If he can’t teleport then he is just a worse version of clown; with some snares that hardly do anything unless you overstay at a loop.

  • I’m annoyed because any strong perk combo for killers always get nerfed. You either play the strongest killers or have to constantly pay for addons.

    Meanwhile survivors get super strong game changing perks and have had them forever, and don’t pay anything to use them.

  • @Woot1234 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863287#Comment_1863287

    I never understood the preference of Whispers over Spies from the Shadows. Whispers is nice as you don't need crows and can be good to find the last survivor urban evading around the map during EGC. But you don't know where the person is outside of the general area. Crows, on the other hand reveals direction.

    If you are familiar with the maps you can use whispers to triangulate someone’s position. Especially if you have used it for a while.

    Not all maps have ample crows and there’s people who crouch around or run calm spirit. Spies won’t let you know if people are just tapping gens or if there’s actually people still in the area working on them.

    I think whispers is pretty much better in every way unless it’s a 2 story map. It means you are always patrolling the right areas.

  • @Sluzzy said:

    Killers all pretend they are an underdog. There are several tactics and perks that can always prevent survivors from winning. One person with all the power.

    That’s a lot of crying from someone who left salt on my profile and is apparently a face camping nurse. Sure killer is as easy as you claim?

  • I don’t think it’s impossible, it’s just very hard to win playing the way the devs (aka the emblem system) want you to.

    Killers are punished for winning too fast and not giving survivors a ton of second chances. Survivors are rewarded for running every second chance perk in the book.

    Even if you play “nice” as killer you will still end up eating DS, through survivors forcing it or due to the fact it lasts for ages.

    The game is incredibly hard as an M1 killer unless you have every map and tile memorized and even then really good survivors stand in places at the loops that make mindgames almost impossible.

    My advice is to just play stronger killers until (more like if) the devs ever fix some of the underlying issues of the game. Such as DS Unbreakable, the imbalance between solo Q and SWF, and keys.

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861389#Comment_1861389

    Except DS isn't just a 5 second stun. Even if the gamestate is favorable to eat the stun, if the survivor runs in a straight line, it takes the killer about 23 seconds to catch up to the survivor, so it's not a 5 second stun, it's more like a 28 second stun. If the current conditions are unfavorable to eat a stun, like the survivor is near a hooked survivor or a downed survivor, you have to waste even more time, and then if the hooked survivor is also carrying DS, there is even more time lost.

    Assuming there's at least 2 survivors working on gens at any one time, each DS is worth about 56 seconds of gen time. If all 4 survivors have DS, this is a maximum of 2.8 gens done just for running a single perk, regardless of personal skill or effort. If all survivors are running this perk, they only have to put effort into doing 2.2 gens each map.

    There's also situations where DS can be used offensively where the killer can't do anything against it like here.

    https://www.youtube.com/watch?v=dpc6dcrH1NE&feature=emb_title

    People have posted so many examples on these forums about how DS can be used as an offensive action. But for some reason survivor mains always chirp in with “just don’t tunnel man”

  • That happens no matter how long you play or how high ranked you get. It’s a part of being the villain

  • Could actually mean lucky break might see some use. Take a hit, sprint burst around a corner, then fixated + iron will + lucky break away to a hiding spot before they catch up

  • I still have not worked out if undying itself moves to another totem if it dies before the hex it’s protecting. If it doesn’t it’s terrible, totem placements are too RNG to make use out of 2 totem spawn locations. Hex’s will be back to being largely useless.

    Pop I don’t like on most killers, if you run to a gen and pop it you lose a ton of distance on whoever is working on it, and the regression is not significant when compared to 3x survivors working on different gen simultaneously. Oppression is mediocre at best, with a huge cool down,

    I feel like the best option is going to be playing a strong killer with infectious fright and sloppy butcher and slugging/camping/tunneling for pressure, the old fashioned way of winning.

  • How to insta-lose as killer; tunnel someone straight off hook.

    Find out they DO have decisive AND borrowed time and also 2 survivors were slamming generators in the background and now the guy being tunneled is throwing every pallet on the map so you better finish them off quick cause you are only gonna have 1-2 gens left by the time they are dead.

  • Good. It makes him worthy of a “terror” radius. If only more killers were like that. I’m happy that the killer this game was based off is now actually a threat instead of a meme.

    The game is supposed to be adult hide and seek, with chasing being the last resort. Not survivor gods run infinite loops while teabagging killer simulator, which it was for most of its early life unless you were nurse or billy.

  • How many times do I have to kill the same person? The game is second chance perk city.

    Playing vs a coordinated meta SWF is not even a game, its a chore.

    Survivors are rewarded for failure when most killer perks require success or effort to work.

    Still annoyed keys have not been nerfed, completely broken item. I would say I wish I could loot a Mori out of a chest but they have been gutted.

    Undying nerf I don’t care about but feels like a slap in the face.

    At least Bubba is a ton of fun to play now.

  • @thisisntmax said:

    Spot the 2019+ killer mains who don't remember old DS.

    You mean the old DS that let you use enduring to completely counter it or let you just juggle them to the hook?

    Yeah, I’ll take that over a full minute of invincibility.

  • @MadLordJack said:

    Yes, please do pretend that the Clown change isn't a huge buff or that the Wraith change isn't a decent buff. Please pretend that Undying/Devour Hope isn't a huge buff. And let's not forget the map reworks, all of which have buffed killers in the past by removing obnoxious loops and/or pallet-heavy areas.

    A few garbage killers being buffed to be slightly less garbage doesn’t make up for the fact that gen control perks in general are now terrible. Corrupt pop has been nerfed, ruin undying gutted.

    You may as well just run like 3 chase perks, NOED, and tunnel people because there’s no way you are stopping gens from getting done.

    Which is probably what the devs want because survivors could not handle getting stomped so hard no gens got done even though they played poorly and probably had like 12+ second chance perks in a game where the gens can be done in 4 minutes.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859183#Comment_1859183

    How does a 1 time use stun, only usable for 60 secs after an unhook, win the game? If a killer never tunnels, its a dead perk.

    Just don’t tunnel in those 4 minute games where the guy with DS will be doing a gen in your face 4head.

    It doesn’t matter if you are playing the most OP killers in the game. But if you are like me, and find pubstomping with brain dead killers like Nurse/Spirit/Huntress/etc boring, you will know exactly why a 5 second stun is crippling.

  • Basement bubba meta has always been

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/218011/the-undying-nerf

    I'm not sure if anyone was even paying attention to the fact that you can now run Devour Hope or Huntress' Lullaby with Undying while keeping all of the tokens. People keep complaining that Undying was a nerf, but they're ignoring the fact that while they nerfed one aspect of it, they buffed another.

    It’s still junk. Ruin undying was good because it worked straight off the bat. Even with ruin undying a totem being cleansed in the first ~30 seconds of the game wasn’t uncommon.

    All it did was protect you from some of the games very obvious totem spawns sometimes.

    You spawn in and your ruin dies before you can even walk to it. Not an uncommon scenario, but luckily undying made it less outrageous.

    But now you pay half your perks to ~maybe~ get a good totem spawn? That’s 4 DSs and 4 unbreakables worth of perk slot.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860624#Comment_1860624

    Hey OP I found that killer main throwing a tantrum cause he’s upset he can’t rely on Ruin undying anymore

    I don’t even use it in the majority of my builds. I’m just pointing out the bias.

    Survivors got a month heads up to spam instant medkits and moris got shadownerfed. Now half my games are infested with keys and I bet the devs give people a big warning those will be nerfed too.

    Killers have to constantly pay for good addons when survivors get the strongest parts of their kits loaded into their perks for free every match.

  • More survivor bias. Gut undying and shadow nerf moris but still no key nerf?

    “The survivors gotta cleanse 2 totems now” when that’s still probably going to take less than a minute on some maps. Especially the older ones where they literally spawn in the open.

    Hex perks are back to being useless outside NOED and map offerings.

    Gen control play style is gone. Back to tunneling and camping every match.

  • The guy running left behind would never get saved off the hook again

  • Pyramid head and Myers.

  • @maderr said:

    This game has taken a road that can't be viable for asymetrical gaming. I still play it because i have friends to play with but if it was not the case i would stop right away.

    Most killers are ok BUT perks are dumb and change too much the way to play the game.

    All survivors are clone and can equip all perks, removing all the goal of a team with complementary build (exemple a healer, a runner, a saver and a gen rusher).

    Evolve was a game with way better teamplay mechanic. Unfortunately the game didn't encounter the success it deserved but it was miles ahead DbD. But the press stomp (unjustified) killed it.

    To summurize it :

    You had a monster that had to kill 4 hunters.

    In a team, each hunter was from a different class : a trapper, a dmg dealer, a healer and a support.

    Trapper had to catch the monster and to slow it down.

    Dmg dealer had to deal dmg

    Healer had to heal and had a secondary power (like creating weak points on the monster)

    Support had to support the team (either cloak them, either shield them)

    And the team needed to create a synergie to survive and kill the monster. No one could survive without the support's and healer's job, no one could dmg the monster without it being trapped and being stomped by the dmg dealer etc... One mistake and the monster won the game. With no mistake on both side it was a 50/50 chance of winning. The teamplay was beyond everything you know in the multiplayer game history. You can check some gameplay on youtube.

    There were perks also, perks that gave small bonuses but nothing game changing. Nothing as strong as NOED or Ruin/Undying or DS/Unbreakable.

    When we compare DbD, we clearly see that the teamplay features are weak, there is nothing but this : being two on a gen, unhooking, bodyblocking, being two to heal. Other things like flashlight/pallet saves are so rare that i don't call this teamplay.

    So yes, DbD is not a team game, it's a 1 v 4xindividuals game. All 4 survivors can play for him/her self 99% of the time. Why ? Mostly because most perks are teachable, same for killers, all perks are teachable, most killers have the same build... And perks are globally way too strong.

    Evolve died and for good reason, literally every game played out the exact same. DBD is random enough to keep things interesting.

    DBD is not advertised as a team game. Read the description on steam. “Survive with others.....or don’t” and that’s what makes it very unique since red rank solo q is almost more a battle royal for survival than some kind of MMO with defined classes.

  • @Boss said:

    The good ol' "I started this kill animation right before they cleansed my 5-Tokens Hex: Devour Hope.".

    Yeah, you lost the big boy, but barely getting that kill in is like a slap in the face of the cleanser.

    I think it’s best when you got them in a checkmate situation. Someone is dying on the hook at 4 stacks, and you are standing right over someone else. They literally give you the button to push and it’s hilarious

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