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SilentPill

SilentPill

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  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291358#Comment_2291358

    He was close to S but i do not think he is S tier. Pop is seriously so good perk but you need hook someone. Bamboozle is good perk on some killers. That makes him A for me.

    I don’t see how enduring or tinkerer are better. If I was going to go into a game I’d take clowns perks over billies perks every single time.

    Ruin tinkerer is nice and all but ruin can still be dead in the first minute of the game. Especially with counterforce being used now. Hex perks are weaker than ever unless you happen to get Lerys or another map where the totems are not just sitting out in the open.

  • Clown isn’t S tier? Pop is probably the best killer perk in the game, and bamboozle is super good.

  • @SnakeSound222 said:

    Because he's THE MOTHERFUCKING NEMESIS.

    Also smacking people with the tentacle is really fun. The cooldown seems really fast in tier 3.

    Being able to break pallets from range is pretty nice too. It definitely gives him a ton of zoning potential.

    I like that you can either use the zombies as tracking/support or like power ups depending on the addons. With the ink ribbon + serotonin injector the zombies were respawned before the undetectable even ran out.

  • @KillaMane said:

    I was thinking of running an all out gen kicking build. Oppression. Overcharge. Trail of torment. Eruption lol

    Kinda overkill. The only gen kicking perk you need is pop goes the weasel. All those perks won’t even do the job of just pop.

    I’ve been doing corrupt, pop, save the best for last, bamboozle.

    Save the best is so nice on him since he’s not really that lethal if there’s multiple survivors around.

    Bamboozle because he can still get looped pretty hard if you are not super on point with the m2s.

    If you do the ink ribbon + serotonin injector the zombies spawn fast enough you can just kill them anytime you see them. I don’t think he needs more stealth beyond that although I’d consider tinkerer

  • @Grimmy_Bluues said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290842#Comment_2290842

    Yeah that's fair.

    The only issue is if they even want to come close to gens survivors are on, or come near a tile you're chasing in. Since you have no way of controlling them, you'll have times where your addon does nothing because the zombies decide they want to wander around a deadzone on the other side of the map.

    Personally, I find that running detection range addons + Marvin's Blood is ideal since you're more likely to get use out of those.

    I always do a detection and a speed addon. I don’t really prioritize getting tier 3 since the reward isn’t that much.

    I also don’t think his attack is that amazing (compared to other ranged killers) so to me the primary reason to play him is for the zombies and I want them to be at least serviceable.

  • @Grimmy_Bluues said:

    If you run the Iri Umbrella Badge + Depleted Ink Ribbon, zombies will move at 1.5m/s until a gen pops, at which point they move 2.5m/s for 30s.

    If you just run the Depleted Ink Ribbon + Mikhail's Eye, zombies will always move at 2m/s.

    Zombie speed addons are generally not worth it imo, since any decently aware survivor can run right past and make the zombie whiff.

    I think they are worth it, especially with ruin. The zombies force people off the gens and ruin regresses it for free.

    It also helps them come to your loop faster when you are chasing a survivor; which is fantastic. I don’t think they are too scary on their own but when a zombie or two joins in on your chase you can herd the survivor into them and they are extremely useful.

  • I’m surprised it isn’t a thing. I feel like his ultra rare should spawn an extra zombie for each dead survivor or something. The current ultra rares are garbage.

  • I mean I use them with extra detection range and speed and they actually do a pretty good job for me. I think the extra detection is key to have them be useful and chasing survivors all game instead of wandering around. The extra speed actually makes them a bit of a threat.

    It’s definitely hilarious when you are getting looped and a zombie just ganks the survivor for you.

  • I dunno, I’m not liking how inconsistent his tentacle attack is.

    I still have no idea what it can and can’t attack over and I’ve played him for hours. It would be nice if the hit box actually lined up with the animation but it definitely does not, as well as being tiny to boot.

  • Heck no. Pallet economy is one of the best signs of a good survivor. When I hit someone at a pallet, I can instantly tell if they are good or not because a baby survivor will drop it on your head after already being hit. A good survivor just keeps running and saves it.

    Some killers can already neutralize standing pallets. Trapper and hag come to mind.

  • Not a twins main but I play all killers at rank 1.

    It’s a trash perk. Eruption is too. Lethal pursuit might be worth it on some killers though, but probably not twins.

    The best way to play twins is to slug everyone, which has a ridiculous amount of counters. Or just park Charlotte near the first survivor you down and hard tunnel them while using victor to harass people across the map.

    Hysteria doesn’t help with either of those.

    I’ve tried it on the killers who it would in theory be the best on (plague, legion) and it was still meh. Why get random obliviousness when you can get guaranteed undetectable with tinkerer? I’ve snuck up on a few people with it but it was by chance and not consistent like tinkerer.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2281384#Comment_2281384

    I am sure Nemesis will get changes. For example speed boost will go for infect hit. And this zombies have to be smarter, so many times i am tbagging or doing gens on their face. They have 0 iq. Nemesis will get changes or we will see Nemesis so rare.

    I just can’t see a reason to play him over pyramid head. You gotta screw around giving out free sprint bursts to get your power and the hit box feels finicky.

    I can’t tell what it’s doing, if it’s a projectile, if it’s hitscan, etc. I will throw out an attack that to me looks like it should hit because the whipping animation would have it go over the object and hit someone but it gets blocked. I will miss but people will juke into it after I’m done attacking and it still hits them.

    I don’t know, and honestly the reward for learning it is zombies instead of cages and it’s just not worth the time to me.

  • Better to be preemptive about it than wait for a reason you know?

    A survivor is only 5 gens away from teabagging you. Just cause they died before that and didn’t get a chance doesn’t mean I’m not BMing them on their way out

  • @Rivyn said:

    They are. Mine keep finding some stupid rock to stand by, and do nothing for half the match. I have yet to get one indoor map, where I assume they would be better. On outdoor maps, they're useless.

    They need the admin wristband, it’s probably the best zombie addon. The default sight range is only 14 meters according to the wiki, extending that to 20+ meters makes them significantly more aggressive. I tried the iridescent speed and it didn’t matter how fast they were since they were not detecting anyone.

    Im not super impressed by tier 3 so I’m going to go ahead and say it could be his best addon. The other ones mainly just increase how fast you get to tier 3 instead of just making the zombies way better.

  • I’ve played 5-6 games and had zombie hits and downs many times already. Granted I’m running the depleted ink ribbon + admin wristband mostly.That combo makes the zombies significantly more of an obstacle. Toss an indoor map offering in there and you are set for some super annoying zombies.

  • They are pretty good when you have the yellow detection range and a speed addon. I tried double speed and it’s not as good.

    The considerably increased detection range lets them double as a tracking tool for you and makes them more likely to join in on a chase.

  • @Pulsar said:

    Keys can now be used to unlock Hatch after the Exit Gates are opened.

    Only 1 Survivor can escape with a Key.

    There, now they are fixed.

    That would make them so annoying as survivor and only good to leave your team to die; which is why the devs won’t do it.

    You should not be able to open the hatch with a 0 charge key for right now though. Now there’s literally no counter and it’s like yeah, the survivor brought1 item so now you have 3 gens instead of 5 go f yourself.

    Such a joke they shadownerf mori’s and keys have been untouched for so long and literally just got ~buffed~

  • @AlexisFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270838#Comment_2270838

    I'm not entirely sure what you mean by "Why would you ever put all the gen regression in the hands of a single totem." It sounds like suggesting that I meant to incorporate all the various gen slowdowns into ruin which is not what I meant so I'm going to assume that you meant more along the lines of 'Why would you only want 1 gen slowdown in your build?' and I'll answer that question. If I'm wrong in this assumption please clarify. There's a ton of perks out there that alter what you can do in a match. If you focus your perks and addons for a specific function you become exceptionally good at that 1 thing allowing you to effectively master it. If you do that with gen slowdowns then you'll extend the length of the game for sure and that may be enough to get you the win that you're after but you'll have a harder time in chases, you'll have a harder time doing mind games or tracking or locating survivors. In general the survivors will have an easier time bullying you in those chases because they'll be making their builds around a variety of things to do, while you are hyper focused on just this one individual thing of slowing down the gens. As a killer you are playing against 4 other people that's 4 opportunities for a build that will counter you. If you hyper focus on a single element of the game like gens you are more likely to run into players that will take advantage of your weaknesses. When you spread out your build more you have more tools at your disposal for applying pressure, giving survivors other things to do than gens, and opportunities to end chases quicker meaning you need less time. Overall I find that too many killers focus on trying to get their 4 kill without giving up a single generator. That's pretty hardcore of an objective. I mean you have 5 generators worth of time to kill up to 4 people and you don't even need to kill everyone to have a good match. Treat the time as a resource not as your only tool, manage it. You don't need to try to give yourself infinite time that's ridiculous because there's only so many bloodpoints you can earn in a given match. If you cap out your points in 20 minutes why spend another 30 minutes drawing out the game with gen regression because you haven't gotten your kills yet? There's a point where it's time to move on and get to another match and managing your time in a match a much better option than sacrificing everything else to maximize it.

    You just said above “if you need more than 1 gen regression perk you are doing killer wrong”

    And I’m saying why would you only use 1 when the best gen regression perk in the game is liable to be dead in under 20 seconds, and half the killer roster doesn’t have the mobility to take advantage of pop?

    Most killer perks are hot garbage so there’s no reason not to run multiple gen perks. Because those are the ones that will help you win the most. It’s like hmmm I can save .2 seconds off kicking a pallet or I can have a perk that buys me an entire extra minute to play hmmm which to bring.

  • @Mr_K said:

    The closer to a hook stage a survivor is, the more likely other survivors will be near.

    Pretty much, no real reason not to confirm a kill or second state if you are not going far out of your way to do it.

    People save so fast in my games I usually hook someone, go try to find a gen to pop, then immediately go back and collect a free hit during the unhook.

    I will have like a 3 gen and a hook in the first minute of the game, corrupt still active, with the other gen literally across the map and people will be like “reee killer camped instead of going across the map to try and kick the gen that’s going to be finished before I can get there anyways”

    Or I’m wandering around after getting a hook, unable to find anyone, and then go back to an unhook for lack of a better idea and I’ll watch some twitch streamer be like “is this guy really tunneling right now?!” And I’m like yeah, yeah I am. It will take me 10 seconds to go back to the hook and get another chase and I don’t think I’m finding another one wandering the map faster than that.

  • @AlexisFox said:

    There's more than enough gen slowdown option in the game as it is. People already fill their loadouts with nothing but gen regression and slow down to their detriment. If you think you need more than 1 gen slowdown in any given build then you're doing something wrong and should re-evaluate how you play a match because you're trying to put a square block into a round hole.

    That’s a bold statement to make. Why would you ever put all of the gen regression in the hands of a single totem; especially with counterforce coming out soon.

    Pop is trash on a ton of killers because you will frequently have to make the decision to actually use the perk or to get the pressure you need by chasing the survivor off of it. Pop hardly keeps the gens under control by itself, 20 seconds off a gen is nothing. Especially when it take can take you 10-20 seconds to even go out of your way to use it.

    And if you go into a match without either, the gens are done in 4-5 minutes by a good team. If you are not playing a strong killer and can get looped for a minute or two not having ruin can be condemning because you will never catch back up in pressure and are immediately relegated to hard tunneling a single survivor or trying to cling to a 3 gen.

  • I actually can’t remember the last time I legitimately DCd. The absolute worst case I am fighting for a 1k or a 2k. And it’s so easy to camp a hook, I don’t know why killers ragequit so much. I stay for my 1k as a formality if I’m getting stomped.

    The only two things that make me want to DC are 2 survivors hiding in bushes for like a half hour, or a killer who for whatever reason refuses to hook me when the game is over and wants to waste my time.

    Anyone playing the game normally? It usually doesn’t tilt me these days no matter how BS the circumstances.

  • I don’t even know why it has an overheat, other than to make people buy Leatherface and blight

  • I love my P3 killers and wear the cosmetics religiously. It puts the fear into survivors

  • Nah. I hate Crotus penn asylum, the game, and Springwood more honestly

  • Probably because ruin undying is usually gone before corrupt is even over for me. I stopped using it without a map offering long ago.

  • @Verconissp said:

    No.

    Im sorry but. SBM will kill this game 100%

    I refuse to even want to give any good feedback on it when i had the Same results the last time they tried this.,.

    Rainbow ranks out the ass..

    Nobody mentions the Q times either. I went from 30-60 second Qs to like 5+ minute Qs and the matchmaking was still whack half the games. I’d move onto another game if that went live.

    Waiting 5 minutes for a game where 3 gens done in ~3 minutes because it’s “high elo”. Hard pass.

  • @TheStabbiNAngeL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260803#Comment_2260803

    That's a great strategy.Do you mind if I,borrow it lol? I usally don't run into people who do this,sure some hide when the last or sometimes two are left but not really often.Their was one severe case when ,I was playing pig a while back.They kept rotating lockers possibly, so I just left and did something else can't really recall what it was.How would they be forced to do generator's?

    I mean this is just throwing out numbers but say like 10 minutes after a match has started, a generator needs to be completed every 5 minutes or all survivors have their auras revealed for 10 seconds.

    That’s plenty of time for the game to be played normally but would stop 2 people from hiding in bushes for a half hour doing nothing.

  • Well, it will be impossible for people to coordinate reporting you with the in game system beyond the 4 you played with.

    From what I understood it is that once you pass a certain threshold it’s forwarded to the devs for manual review. Hardly an auto ban.

  • @Sadsnacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260821#Comment_2260821

    This comment belongs perfectly in the "nerf spirit" threads as an argument against nerfing spirit lol

    Well it depends how problematic it is.

    What’s the counter play to hoarder? Never pick up an item again?

    What’s the counter play to territorial imperative? Never go into the basement again?

    What’s the counter to an early tombstone your team fed Myers? Always jump into a locker every single time a Myers pops tier 3 the first time?

    The majority of the time there’s no counterplay to any of it because you are not even aware they are running the perk. Especially in solo Q, where you can be easily killed on first hook.

    You spawn into a match, go loot basement chest and the killer is territorial imperative Bubba. Game over. No counterplay. But how many people are on here complain about territorial imperative?

  • Does everything need counter play? There’s tons of stuff in DBD with no counter play.

  • @DemonDaddy said:

    Would go a long way towards improving play style if we all knew what constitutes skill. Tying it strictly to kills or escapes would leave a lot of wiggle room.

    Have had lots of matches where the talented loopers died and the closet peepers hide until hatch. When Survivors have under 10k and live, I doubt they did much of anything that counts as skill.

    Solo gens barely get you anything. I think 1250? I’ve had games where I’m AFKing on gens, get like 3 done myself, then have people tell me I didn’t do anything in the endgame chat because my score was low. Yet I did more than half of my team’s objective myself.

  • @TheStabbiNAngeL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260731#Comment_2260731

    That's how you handle the trolls, they think their wasting you're time ,make what they're doing not even matter

    Survivors can definitely waste a ton of your time. I feel like after the match has been going on for X amount of minutes the survivors should be forced to complete generators at intervals or be aura revealed.

    If I’m am winning a game by a landslide I typically camp the 3rd survivor to death so they can’t take my game hostage by hiding for 20+ minutes.

  • @DemoFrog said:

    https://us.v-cdn.net/6030815/uploads/TQA0OPH8R2VU/8132d282-f857-4951-88e0-b81b446a6d43.jpeg

    Killer Tier List as of 5.0.0, with Nemesis being between Freddy and Demo.

    https://us.v-cdn.net/6030815/uploads/OTXSAFSR4PKX/97f06e71-448b-43e6-a88a-cb1aa4d344c5.jpeg

    Killer Perks as of 5.0.0 in no particular order, Starstruck Off-Meta, No Way Out Good, Hex: Crowd Control Medium. Eruption Good, Hysteria Medium, Lethal Pursuer Good.

    P.S: I know I do these every 10 minutes, but again: they are for fun, they are opinionated. Constructive Criticism welcome, no I will not move Demo to B tier.

    NOED to meta IMO. It’s used in tournaments and in a world where MMR works in theory you will be getting to endgame often.

    Monitor / bamboozle to off meta but strong. Monitor is just incredible against solo Q teams and bamboozle still stops the most disgusting loops in the game cold.

    Haunted to off meta but strong. It’s not really used anymore since undying replaced it to protect ruin.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258992#Comment_2258992

    Do you think any company on Earth has the resources to pay hundreds of thousands of people to test an MMR in a game they've likely never played before? Fact is, MMR can only be tested one way: live testing.

    It failed the last time, it failed this time. In theory they are gathering all this data every game. They can test it on the PTB.

    The game is effectively disabled for me during this test because I’m literally being matched with people playing their first game.

    I’d be surprised if the rank 20 Dwight who didn’t know how to equip his 1 perk keeps playing after being matched with players who have thousands of hours repeatedly. They are just going to move to the next game because you are either hooked to a game in the first 20-30 minutes or you move to the next one.

  • @JediWithASniper said:

    Seriously. If they don’t gather data, they can’t determine if the system will ever work and what needs changing. This game is far more complicated to matchmake than an FPS like COD or whatever. Anyone with half a brain knows that balancing this game is a massively difficult problem. 2 days of data won’t hurt anyone. Just saying.

    No. I can’t. I’m a paying customer who expects a working product. I’m not a software tester for behavior.

  • @glitchboi said:

    You coulda at least cropped it.

    Im posting from a phone, I’m not dealing with that. The point stands. I have thousands of rank 1 pyramid games and the MMR is giving me brown ranks to slay. I have had to go out of my way to make the game last more than a few minutes, by walking away from hooks and letting people be saved for free.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258329#Comment_2258329

    Maybe they changed the parameters for this test. Or the challenges screwed up with the stats. Since people did weird stuff in order to complete challenges.

    It’s been over a year. Let me reiterate that. An entire year they have been supposedly gathering data. And I can’t tell any improvement since the last test.

    They only get away with it because they have no competition.

  • @Tsulan said:

    How did you come to the conclusion that the mmr test was a failure?

    By the fact the last test was a failure. Add in being a 6000+ hour killer matched with 0-20 hour survivors despite winning every game for weeks before and during the test. As a (rank 1) survivor being matched with those same 0-20 hour survivors and being pitted against killers with thousands of hours.

    Not that time in the game means you are skilled but it is a very good indicator you have the slightest idea of what you are doing

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257901#Comment_2257901

    In other words, you played more than a few matches, unlike these complainers.

    I’m sorry, where have you been the last year? I haven’t been able to switch my killer this entire time because “my elo is being calculated” when I’m now seeing matches from 3-4K hour players directly into lobbies who bought the game today.

    Want me to link you to a killer who played ~50 matches today without dropping a game and still gets rank 20 opponents?

    Get your head out of the developer’s ass. Programming isn’t magic. It’s sloppy in this case.

  • @Mr_K said:

    didn't seem that bad the last time it was on.

    It didn’t? I recall playing with rank 20s as a rank 1 survivor and getting slaughtered by rank 1 killers. “But rank doesn’t matter” when my team is literally within ~5 hours of buying the game.

    MMR is all over the place. I can hardly distinguish it from the current system other than the ridiculously imbalanced matches it throws out sometimes. Like full rank 20 1 perk lobbies into rank 1 killers.

    The emblem system is significantly better. A few tweaks and they can dumpster this Elo system that will ultimately have everyone spamming nurse, spirit, and SWFs.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257497#Comment_2257497

    They’ve been collecting DATA, nothing more. They haven’t had the system make live game DECISIONS at the conclusions of matches, and influence further matchmaking from there.

    So? I have over 6,000 hours and I just got a rank 20 Dwight playing his first game. This test will lose them players

  • Because a good survivor will make tunneling them so costly it’s almost game throwing.

    Don’t take it personally, the killer probably just thought you were an easy kill.

  • I’d rather see 1 innocent person get a DC penalty than the hundreds of intentional DCs go unpunished.

    The game was so terrible when it was off. I had to resort to being addon less / offering less because it wasn’t worth bringing anything of value into any match because babies would DC at the drop of a dime. Solo Q was unplayable.

  • @Tubby_Squirrel said:

    I wonder what I'm doing to almost never get BMing in my games or EGC. Seriously I go 30, 40+ games in a row with no BMing and no one being rude in EGC.

    If I ever figure out what I'm doing to almost never run into these toxic players- that apparently for everyone but me are super common- I'll let everyone know.

    You must be at low rank, don’t play to win, or are the luckiest killer ever.

    I played 4 games tonight, and got sent to Haddo / The Game / Springwood.

    2 games included key swaps at 6 seconds.

    When I tunneled the first key guy out at 4 gens left he left a -rep on my profile. Second key guy said some choice words when he got camped to death in basement and sent out with 3k points.

    All it was missing was a clicky 4 man SWF who hold the game hostage if they lost and it woulda been a full round of DBDs bull in one sitting.

  • ”You can play nice!” - People with nurse+spirit avatars / people who say they don’t care about losing all the time

  • @Northener1907 said:

    They are ugly. They are boring. They are camping, all of them. I played as them, 0 fun seriously.

    I do not like them. They are not weak but also not strong but i hate face with them. Because that is meaning boring 10 minutes.

    Yeah; I use the veil to cover Charlottes face which makes her more playable to me. At least then she looks like a killer and not an angry Walmart cashier.

    They are definitely strong though, assuming you are willing to play like a scum bag. Lots of super cheesy tactics bodyblocking hooks with Charlotte as well depending on the map; since being on a different elevation bypasses the anti camping measures.

    Shes definitely one of the best campers and tunnelers and basically never has to leave a survivor until they are dead. And depending on the addons victor is almost unavoidable in chase.

  • @Pepsidot said:

    Dead Hard, Iron Will, Deliverance, Adrenaline.

    Or one that I sometimes use when I'm feeling really desperate:

    Plunderers Instinct, Appraisal, Dead Hard, Iron Will. Basically 2 meta perks, but also 2 perks to help you (with some luck) find a key in dire situations. Basically, when you've already done all you can to salvage the game but all survivors keep getting downed instantly and you know it's only a matter of time, go loot some chests.

    Yeah most of the builds here are only “selfish” in that you are not bringing borrowed time which is the only perk you really need to be a team player in DBD.

    I think builds that prioritize you winning a hatch game is the only thing that’s actually selfish. No build is really going to help you when the team is being massacred other than a left behind build or door opening build.

  • I usually do spine chill, iron will, dead hard, left behind. Add in a key and it’s good to go. If the game is going super south you can hide from BBQ in lockers and let the team die. Most killers won’t bother trying to slug for the 4K. You can use a hatch offering instead of left behind as well.

    If you don’t have a key, the next best bet is wake up instead of left behind. After the team is all dead, you just hide near a door and wait for the killer to find the hatch. Wake up + spine chill + resilience will have you opening the door before most killers can even get to the door. I usually bring a medkit in that case for the item.

  • @danielmaster87 said:

    The problem with add-ons is in the community that uses them. People will say "Wraith is OP" when he's using All-seeing Blood and Silent Bell or "Pig is OP" when she's using the best head trap time reduction add-ons. I also don't like killers using exclusively those types of strong add-ons. I almost never see killers running brown or yellow add-ons. No, they've gotta be using Prayer Beads Spirit or Tombstone Piece Meyers w/ a stalking add-on. I think those killers' opinions are less valid when they say "this killer is fine" or "survivors just need to git gud vs this thing". How about dropping your god mode add-ons and running brown/no add-ons? That's how I judge a killer's true strength, and I think others should as well.

    And this isn't even going into survivor add-ons.

    Well if a killer is running BBQ you can afford to be running good addons almost permanently assuming you are not getting spanked every game. So there’s no real reason not to.

    There’s also no reason to put points into survivors since you can get items for “free”. So for a player who’s done grinding for perks there’s not much else to do with blood points.

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