SilentPill
SilentPill
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@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2248437#Comment_2248437
That is definitely true and everyone has to decide for themselves if they want to pay that price but I will experiment with it to see how (un)effective it really. I was not able to play the ptb but this combo has caught my attention
I just don’t see the point of it. Lethal pursuer and ruin would probably be significantly better since you can chase the survivor who spawns closest to it and artificially extend its lifespan.
Ruin is also better on high mobility killers who are probably the only ones who are going to be running lethal pursuer anyways.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2248402#Comment_2248402
It is not. The dislike for pig comes from her 'RNG' traps and depending on who you ask how weak she is (I don't consider her weak, but that's a matter of opinion). Remember, all that matters is subjective fun - if many people don't find a Killer fun, they won't like it regardless of the reason.
I don’t mind the RNG, in fact I rather enjoy it sometimes. Especially with addons to increase the trap lethality. Pig is literally the only killer I am happy to see gens get completed on.
Her problem is that the power is boring. She basically doesn’t have one, the stealth is crap and the dash attack is weak at all but the shortest loops.
So she’s basically just play M1 and pray for good RNG. I almost never crouch around on pig I just use monitor + abuse and run around because the stealth is too slow and is decimated by spine chill.
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I don’t see the synergy beyond the fact they are both early game perks.
Against really good teams, corrupt is more of a zoning perk than a slowdown because the survivors will still all be on generators within the first 15-20 seconds of the game starting.
So with both; you will have a smaller area to patrol, but don’t need the zoning since you will more than likely be in your first chase immediately.
And I highly doubt it will be better than discordance unless you are playing an extremely mobile killer.
I regularly get discordance procs in the first 10 seconds of the game which almost provides me the same information but works all game.
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@DecisiveDwight said:
Just a nice idea since we're getting a nice large update soon can we maybe tweak door spawns with it as I find it very killer sided to have 2 doors spawn right next to or opposite each other when facing a ranged killer.
It's been talked about for ages now that door spawns are bad but nothing been done I don't know much about coding but surely it's just tweak in numbers.
Uhh, you know it’s survivor sided on a ton of gate spawns as well? For every impossible door spawn there’s one that’s literally a free escape because the doors are like 30+ seconds apart. Lerys comes to mind.
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Definitely during the broken MMR testing, which regularly pitted rank 1 killers against rank 20 lobbies.
Having 2-3 brand new teammates against an infectious fright topknot Oni was an exercise in frustration and hiding in lockers.
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I didn’t even watch this, it’s common knowledge you can win with every killer at any rank.
Does it make him good? Absolutely not. I actually think he is the worst at this point. If you are winning with him easily the survivors were bad, it’s basically that simple.
He does no damage at loops. If you are able to throw over the loop, other ranged killers are almost strictly better.
He can hardly camp, he cant tunnel anyone good. He is meh unless you get a really favorable map. I have to work so hard on trickster to get kills that are practically handed to other killers for existing.
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You would probably have to post a video of your gameplay for anyone to have any meaningful input. DBD is mostly too complicated to give effective yet generic advice.
”Run NOED on killers you are learning” isn’t going to help you as much as someone able to point out mistakes in your match that you are probably not aware you are making.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2239435#Comment_2239435
I think its an outdated thing left off from the past. I remember seeing a lot of fog before but now I hardly notice it
It got nerfed around the same time crossplay came out.
A purple thick mist offering used to black out the whole map and completely change how a match would play out since you could barely see in front of you.
Now a thick mist offering usually still lets you see a survivor cross map.
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I don’t know why there is a daytime map in the first place. Pretty much all the lore is along the lines of “the dark realm of the entity”
“The night assists me and it’s endless here”
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I hate totems, on all killers. Some games they automatically win you the game, others they are gone in 10 seconds. Since the undying nerf I refuse to gamble more than 1 slot on them without a totem sided map offering.
Thus, my favorite build is:
Discordance, pop, tinkerer, infectious fright
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@MadLordJack said:
It's a part of the game, it's just not fun, especially hardcore tunnelling.
Doesn’t matter though does it? The wild matchmaking will bring you all sorts of experiences as a killer. From a full rank 1 SWF immediately into a brown rank lobby.
It’s not the players fault for assuming every game is going to be full sweats who are genrushing, because in many cases it’s actually true. But if you don’t come out of the gate swinging you automatically lose if you can’t identify what sort of lobby you have got.
Crossplay makes it worse. You might only know it’s a SWF far too late.
The survivor rule book is balanced around solo Q when nobody mentions how SWF is the ultimate easy mode of DBD assuming the players are not garbage. I have way too many games where 3 gens are done in 2-3 minutes.
And you are expected as a killer to ~not~ camp, tunnel, and slug, in some imaginary dream world where you have 20 minutes to go on 12 individual chases through a map like haddonfield?
I have been tunneled violently out of games on countless occasions and I never complain about it. That’s why I have a good laugh when people do.
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You know when survivors actually do gens instead of urban evading around the map all 5 gens are on track to be done in 5 minutes or less?
A 40-50 second chase, easily accomplished with a brand new map full of safe pallets, usually should cost the killer 2~ gens. So then for 1 hook the survivors are 1 gen away from potentially 2 people escaping with a key at 2 gens left because someone brought an item.
I don’t even know why this is being discussed.
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Favorite killer in the game. If the survivors are bad, you get to go for ridiculous prediction shots constantly and don’t have to worry too too much about missing them.
If the survivors are really good at dodging the M2, you just feather through safe pallets. It’s not like there is much to do at safe pallets with most killers anyways.
Overall I feel like he rewards my map knowledge pretty well, has banging chase music, and usually let’s me play as mean or as nice as I want.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2167038#Comment_2167038
That definetely sounds like a nasty combo but i kinda hate using devour because i hate losing it before i get any value out of it
Well it could be any totem really; since the whistle gives you a free heads up anytime someone is around. I just thought devour because it’s probably the best one to defend.
Add in a map offering like say, Midwhich, where many of the totems are in rooms with 1-2 entrances you could stick portals on? Sounds pretty nasty since you can essentially always be holding a portal to get back to them with the pumpkin.
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@OniWantsYourMacaroni said:
The portal are pretty decent though.
They can can save you a ton of time if you place them right.
The Undetectable part of it isn't meant to give you easy grabs but rather make it easier to get closer to survivors before they notice you similiar to Monitor&Abuse.
I think it could be really interesting to use the lifeguard whistle + the pumpkin and devour hope.
The pumpkin means you will always have a portal on hand to get back to the totem instead of leaving a bunch of useless portals all over the place. Or the same with the basement.
Haven’t gotten around to trying it though.
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@twocansofbean said:
https://forum.deadbydaylight.com/en/discussion/comment/2166573#Comment_2166573
Tbh dragon's grip really helps with snowballing. all I have to do is kick almost 75%+ gen or get a jump on a team of two. and I'm guaranteed a guy is going to come back to proc the dragon's grip. And I stand still so no one see my shimmer and I get a free down. It's very fun.
Plus I get intel when I leave so I know if the gen is getting worked on. Plus if no one procs the dragon's grip I get 15+ seconds of free regression.
######### Instead of sloppy butcher, I think I might try discordance then. I will say with will an arrogant guarantee. If you can chase off two people off gens with wraith, the full health guy will always come back.
That’s risky though, on the odd chance they don’t come back then you give up a ton of map pressure; probably throwing the game if it’s a full red lobby or a SWF.
It’s also counterable since everyone will know you have it after the first use, and can bait it out. You might also need to kick a gen without wanting it to proc, and waste the whole 90~ seconds for nothing.
I rarely use any RNG perks like dragons grip except ruin, which justifies the risk because it’s so strong when it’s alive.
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@twocansofbean said:
https://forum.deadbydaylight.com/en/discussion/comment/2166507#Comment_2166507
Lol I totally would for make your choice if I had the perk. You are right, I definitely find my self hitting the Second guy in instead of tunneling in case of DS. I also totally would get the pop if I had the killer QQ
Well I’d probably just dump dragons grip for thanta then. Or honestly NOED since it’s stronger than either really, even if it’s cheap.
I personally can’t stand playing wraith without chase perks and it’s very hard to do an effective hit and run playstyle without any information perks.
My favorite hit and run perk is probably discordance since once it lights up you can instantly drop chase and find 2 other people immediately. Otherwise you run the chance not finding anyone fast enough for hit and run to really work, especially if medkits are involved. Doubly so if the users have healing builds to go with those medkits. In those situations you either down people or they heal up in 6-7 seconds and without chase perks getting them down could be extremely difficult.
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@twocansofbean said:
https://forum.deadbydaylight.com/en/discussion/comment/2166416#Comment_2166416
previously I would agree but recently from my experience, I still end up kicking gens even with surge. Cause I'm not always downing someone after I get a hit and sometimes I only chase long enough to break a pallet. Also surge is still needed for the regression, plus slugging follow up.
I would 100% go with sloppy unless you have the addon that applies mangled. Nobody is going to stay injured for long without sloppy. And if you are doing hit and run you might consider Franklins as well since a couple medkits will completely shut down that playstyle.
Surge is inferior to pop goes the weasel in most situations; especially on wraith who can quickly make up the lost distance from kicking a gen. It would also go better with dragons grip, though dragons grip is garbage so I’d replace that with basically anything.
At least change it with make your choice so you are consistently exposing people instead of hoping they touch a gen and still suffering a massive cooldown if they don’t.
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@[Deleted User] said:
Funnily enough I've played around 15 games since the update and only encountered 1 Lucky Break/Iron Will. Guess what? I had no problems tracking said survivor. It's just a niche perk at best.
Yeah I thought it would have been strong as 90 seconds but 45? That’s pretty bad. Maybe you got 2-3 uses out of it before but now it’s basically a 1 time use and when you compare it to other 1 time use perks like DS/Unbreakable/etc there’s no reason to take it over that.
I doubt anyone would use it other than the memes which kind of defeats the purpose of changing it. I wish they just made it hide blood infinitely.
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Plague mains rise up
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SWF. /thread
I wish people would stop making these threads that promote terrible perks
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2152169#Comment_2152169
I mean, there is no good tracking perk to help against new LB.
Stridor? You can still hear footsteps and groans of pain. There are a few broken effects to negate the perk. One shot killers, already very prevalent in the meta, will ignore it.
I believe the best counter will be broken saw Bubba since he does the one shot then once they get rescued the entire perk is wasted on the broken effect.
Other killers will suffer greatly until the inevitable nerf.
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@Yords said:
It is meh, somewhat buggy, but just really boring since there is little to no variation.
How did you end up in jail?
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Nah it’s not that bad anymore. It’s bad, but not “I’m tunneling this entire lobby” bad when you get sent to it....usually.
The school has been nerfed enough it’s no longer an infinite. The houses are bad but there’s plenty of bad structures in DBD. Most variants are huge, but there’s plenty of other huge maps. It’s impossible to single badham out as one of the worst maps when so many others exist.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2152422#Comment_2152422
Yeah, mostly because they are bad. At least when they are running multiple Slowdown-Perks.
But its funny, they complain that tracking might be difficult with new Lucky Break, but they dont want to adapt by adding more Tracking Perks. Because stacking Slowdown-Perks makes the game way easier for them.
Yes killers with multiple slowdowns are bad but survivors with 4x second chance perks are good players :eyeroll:
If lucky break ends up being spammed I’ll probably play some broken addon legion / Bubba for a while and enjoy a good lols at the totally wasted slot.
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Just depends on the killers ping. I have really good ping so I rarely get questionable hits; people can dead hard me point blank sometimes even when I’m expecting it at tight loops.
If the killer has console McDonalds WiFi then chances are you will get hit through everything.
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Myers is 110% in tier 1.
Ghostface has lower power recovery than 30 seconds.
First pig trap removal attempt always fails.
Brown trapper bag basekit.
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80 seconds for a gen, maybe add in 10-20 seconds to run to a gen upon spawning in. 1 survivor being chased
3 gens in 2 minutes
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2145801#Comment_2145801
I don't really count this whiole Breakdown situation, as that's just an answer to a pretty substantial bug. But beyond that, I'd rather just run cakes, BPS, or Hollow Shell to mitigate the bloodpoint loss.
https://forum.deadbydaylight.com/en/discussion/comment/2145805#Comment_2145805
That sounds like it gets easily rekt by gen rushing, so I don't agree that it's devastating.
Well I play a lot of killers who don’t really need addons so I prefer map offerings myself. Even just sending myself to Macmillan or autohaven is nice because it means less chance of rolling a complete BS map like the game, Haddo, Springwood, Coldwind, etc. I save my sacrificial wards for the SWFs because they love sending me to those maps.
I still buy moris sometimes but when 2 pop up in my bloodweb I’m not jumping for joy anymore.
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@TAG said:
This thread feels several months too late. Moris ain't worth squat now. The only thing they're mildly useful for is playing around DS during death hook and playing around being rescued by another Survivor during death hook.
I mean they are somewhat decent, definitely better than nothing. Especially right now with people spamming breakdown saving a hook can be good.
Ignoring death hook DS is still pretty good, you can just hit the BT and they are usually screwed because they will bleed out if they try to locker DS you.
I still ran them often when 3-4 survivors had DS every game though I see DS a lot less now. It’s been replaced by unbreakable spam which is almost as annoying but not quite.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/2145720#Comment_2145720
https://forum.deadbydaylight.com/en/discussion/comment/2145718#Comment_2145718
https://forum.deadbydaylight.com/en/discussion/comment/2145715#Comment_2145715
https://forum.deadbydaylight.com/en/discussion/comment/2145716#Comment_2145716
To clarify I’m on about playing mean to sweats
A map offering or sacrificial ward is still way better. Really sweaty SWFs will combine the key with a hatch offering and a map offering so if you send them to a map with no killer shack or something I find that better than ignoring a death hook DS.
If the match is super close or im getting gen rushed I usually tunnel off first hook and eat the DS anyways. When the team is try to pop out 3 gens in 2 minutes you don’t have time to wait until someone is at second stage to tunnel; especially if there is a key involved.
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@53nation said:
https://forum.deadbydaylight.com/en/discussion/comment/2145456#Comment_2145456
Do you ever use trail of torment as a 4th perk?
My current build is pop/m&a/bbq/tinkerer and was planning on adding Discordance somewhere (it's so good).
I like your style! I'm not red ranks tho.. so not sure about bamboozle yet.
I have tried it but haven’t been too impressed. It has counters, and doesn’t work well with pop or ruin. If the gen is not worked on enough your pop makes the gen go to 0 but it still goes on cooldown without helping you. Monitor and tinkerer are the most consistent stealth perks I find.
For that build I’d dump BBQ or monitor for discordance. I basically don’t go into games without corrupt or discordance on low mobility killers. Some maps you can guess the spawn locations but others you can’t and a wrong guess will cost you your first gen easily. I have been preferring discordance over corrupt since it helps you all game and let’s you know if you need to drop a chase or not.
I only run both monitor and tinkerer if I’m offering an indoor map, otherwise I feel like I get more value out of other perks and just use one.
I never take off Bamboozle. Some people use endfury but I think it’s overkill. If you are playing well you don’t really get stunned much and instantly break pallets anyways. And it won’t help you at jungle gym or the shack which is where good survivors will run Bubba forever.
I’ve tried crowd control and it’s better than bamboozle, but totems are totems and sometimes it dies in the first 10 seconds of the game. It’s definitely not good enough to dedicate undying to it either; you might as well do ruin or devour at that point.
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I’m just running agitation for now. Been seeing breakdown a lot and it’s annoying enough to basement camp anyone abusing it.
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@PureDoctorMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2144701#Comment_2144701
Aight that could work. So now i have 2 builds to try but do you have any add-on ideas someone mentioned chile and speed what about you?
I play Bubba a ton at rank 1 and I’d say the primer bulb is almost just as good as the yellow chili if you are combining it with a chili.
There’s a lot of cases where you need all 3 charges to get rid of a pallet loop and then the survivor gets to another pallet right nearby. It’s very nice to have them come back much faster.
Light chassis is great as well for wallhacks, especially on indoor maps.
Iri flesh is good too but kind of relies on the survivors being bad to work.
For my build I usually do discordance, tinkerer, pop, bamboozle. Sometimes I swap out the tinkerer for monitor and abuse. Discordance is just amazing on any low mobility killer and especially Bubba since finding multiple survivors sets you up for potentially a game ending multi-saw. Tinkerer is free chainsaws a lot of the time, and good information at the worst. Pop is just the most reliable stall perk, and bamboozle is too good on Bubba to ever take off.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2143699#Comment_2143699
I mean love it or hate it NOED is a good perk, certainly better than dark devotion. It’s not spammed in tournaments because it’s bad.
You said it was good then you said it was bad. Wut.
NOED in general is a mediocre perk and is heavily situational, it's just annoying to go against but eh who cares. NOED is only good for beginner players imho unless you're running an endgame build.
Uhh I was being sarcastic? It’s literally used by tons of “top DBD” players who are competing for money. It’s basically used on every killer that isn’t nurse.
I think it’s really cheesy but to call it weak? That’s a bit crazy.
It gives you the option to spend literally 5 gens killing 1 person and still win the game. If the survivors scrape into the endgame with 2-3 people left it’s condemning. At the worst it’s a totally free kill most of the time.
Sure you don’t need it, but if skill based matchmaking was implemented I’m sure you would see it all the way up to rank 1 quite often. The game is designed for survivors to make it to the endgame.
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@Sadsnacks said:
https://forum.deadbydaylight.com/en/discussion/comment/2143678#Comment_2143678
The idea with MYC and DD is so you can have your 1 shot and save your power for mindgaming chases instead of trying to mark people. The Starstruck and Thrilling tremors combo is to throw survivors off their game by closing off objectives and also leaving them vulnerable, forcing them to go for the save and activate the other combo.
I suggested speed addons for crouching to help with his mobility and mindgaming.
Also, NOED is for ******* who can't chase. There's some builds that are focused entirely on endgame that use it I can respect but just running it without any synergy to anything else is lame.
I mean love it or hate it NOED is a good perk, certainly better than dark devotion. It’s not spammed in tournaments because it’s bad.
No real point in using crouch speed addons over recovery. Especially if you are doing the lazy mans mindgames with shroud. I personally moonwalk anyways out of habit even if I’m undetectable.
If you hardly plan on stalking, wraith is just straight up better than ghostface at this point. Like, way better.
And thrilling is not “throwing people off objectives” it’s just a tool to figure out where to go next. By the time you hook whoever you picked up it’s usually half way over.
Sloppy butcher is probably his best snowball perk and you will get value every game instead of using finicky 1 shot perks that are significantly better to use on wraith.
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Looks bad. Starstruck is worthless without agitation / infectious if you want consistent value. I think it’s only good on someone like nurse who can pick someone up and drop them and still be fast enough to get to the infectious proc. Or like doctor with calm addons to cover the entire map with it before a static blast.
Make your choice on a low mobility killer who already has a 1 shot. You won’t even find them half the time.
Dark devotion for undetectable on a killer who’s power is going undetectable?
And thrilling tremors is decent.
If you have no good perks I’d just go with sloppy butcher, thrilling tremors, I’m all ears, NOED / whispers.
Playing a low mobility killer without either corrupt or discordance is a sad day. You basically concede a gen or two each game if the team is good because on some maps 3-4 people will spawn on a gen and it’s done before you can even initially patrol the gens.
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I am convinced people who complain about tunneling don’t play killer. Or if they do they just play easy mode killers like nurse / spirit / huntress / etc.
Survivors will still complain about tunneling when 3+ people regularly bring DS at red/purple ranks and 3 gens can get done in the first 2 minutes of the game if the survivors are good at looping.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2141597#Comment_2141597
Judging my ability to play this killer and my playstyle of this killer based off of rank is rude. Although you're right about Distressing, you forget that Legion's Killer Instinct also goes off of Terror Radius so it's still a good perk even if you think Doc's the only one that gets viable use out of it.
Before you come back at me about my first statement based off of my Legion's level, I literally used Doc and Pig to get Legion to Prestige 3 Level 50 because I wanted it to be faster and I'm really good with those two killers.
You got people on this forum saying Zanshin tactics clown is god tier and they are red ranks, which shows that you can run literally anything against solo Q teams and do fine.
Why would you ever use distressing when you can use monitor? It gives the same information. It’s not like you are catching up to anyone 35-40m away anyways so all you are going to do is cancel the power and walk over there.
And no I don’t care what killers you play. Legion is super low skilled so it’s not like there is much to figure out. Collect free hits, run around as M1 killer.
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@TAG said:
It's good, but I think I prefer using Crate of Gears over the Annotated Plan. You only have a 16% chance of having to search all six boxes. I'd rather make Survivors take longer at each box.
Yeah I think that’s how the math turns out. 5 boxes tampered timer is 20% chance to die, crate of gears tampered timer is 25% chance to die, 6 boxes is 16% chance to die. Assuming it’s activated on the hook.
I’m not sure what 5 boxes crate of gears would be, but I think it’s only 3.5 seconds extra on each? So worse than 30 seconds off with tampered timer. I still imagine they will usually have time to search 4 of them for a 20% chance to die but who knows depending on the map.
I think only having 4 boxes to patrol can be a good thing too, if multiple traps are active.
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@nursewannabe said:
Seriously: disregard ANY post in here if they say that her dash is garbage. They either don't play pig, or just play her because ruin undying isn't enough of a slowdown and need something more to avoid genrush /s
As other people mentioned, watch scorpionz's guide. You probably won't find better pig player than him
It’s literally junk. You need combat straps for it to be useable in mindgames. Which means you are not using addons to pump up the head traps and embrace the RNG kills that are the only reason to ever play pig.
Any decent survivor is just going to run directly to the next tile the second you crouch. It can get you hits at some ~very~ short loops where any other killer with real antiloop would be collecting a 100% free hit whereas pig is still gambling on a 50-50 dash attack if the survivor is completely trapped and can’t just run away.
“It’s good because Mr streamer can beat up on solo Qs with it” isn’t an argument. Anyone who is even mildly good at video games can get rank 1 killer in DBD, using anyone from the roster.
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I have let someone die on first hook for camping the shack pallet
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2141608#Comment_2141608
Well then how can you explain Pig kill rates. She has so good rates against Red ranks.
But Pig needs rework if you ask me
Probably because most red ranks are super boosted and go down quickly to any M1 killer, letting the pig get plenty of value out of the traps.
Her addons can just automatically win you games as well, no skill required.
I don’t know how people can go against good survivors who can loop well and then try to say pig is anything more than rolling the dice on an M1 killer.
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@BartSimpson said:
https://forum.deadbydaylight.com/en/discussion/comment/2141608#Comment_2141608
I disagree. I think Pig is a very strong killer, if played correctly.
Define “played correctly”.
She borderline requires tracking perks to get any use out of her stealth. Other stealth killers can stack chase perks or slowdown perks instead.
The dash is useless at all but the shortest loops, and requires addons to just be medicore. Otherwise survivors can just walk off the tile anytime you crouch for a dash attack. Without combat straps you can’t really even fake it.
And finally, the bear traps that people can get off on the first try even if you have double purple addons.
So with all that she’s basically a pure M1 killer with an unreliable stall and no mobility; a strong contender for the worst killer in the game.
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They can escape if it’s not active. I don’t think it limits her too much since you typically only have 4 traps so you only need 4 downs before the endgame to use all your power. Usually my goal as pig is to get a down and trap out before the first gen is done.
Her dash is crappy, her stealth is crappy, and the bear traps are completely RNG.
There is very little reason to play her outside the tampered timer + crate of gears combo unless you are a huge SAW fan.
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Idk, you can win perkless and addon less at rank 1 just fine. So having a bunch of mediocre perks that have no synergy doesn’t really mean its a good build even if you are winning.
I think distressing is like the one killer perk that actively harms you unless you are doctor. There’s plenty of perks to help you track survivors that don’t give them a massive heads up you are in the area.
Also idk how anyone can play M1 killers without chase perks though. If you get good survivors who can loop you are in for a really rough time depending on the map.
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You can only play nice if the survivors are bad or you are running an overpowered killer/build. 3 gens can get done in the first 90-100~ seconds easily when the full team is alive.
The survivor you are chasing can just camp every pallet they see and it won’t matter if 3 people are on gens because the game will be over in 5-6 minutes.
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@[Deleted User] said:
The mode selection screen would have to be something like this:
https://us.v-cdn.net/6030815/uploads/3R7E72K32UAH/wolfenstein-2-the-new-colossus-1575553053.jpg
Seriously, SWF isn't that hard to beat. In fact, you should be winning at least 90% of your games against solo with any killer.
Uhh I mean it depends what killer you are playing? I have plenty of games against SWFs, including one tonight, where the survivors are terrible in chase but it hardly matters because I get 3 tinkerer procs in the first two minutes of the game. Only a few killers can handle that if the survivors are even the slightest bit competent at looping.
Not to mention the ultra OP key + hatch offering + map offering combo that SWFs love to run at the higher ranks.
SWF is busted if the survivors are any good at all. I feel like too many forget that because red ranks are so boosted and you don’t see it that often.
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@[Deleted User] said:
Tinkerer. It's just braindead map pressure for killers.
I also hate Hex perks in general. They are either too weak to be hexes (Blood Flavour, Third Seal) or too strong (Ruin, Devour) to the point that I feel I'm playing a gambling game instead of DBD.
I don’t think so. Unless you are on a really high mobility killer, which there are like 4 total, you basically have to combine it with discordance otherwise it will be useless half the time because tinkerer procs like ~7 seconds before a 2 man gen stack finishes it.
Then you need pop, which is time consuming to use and requires a down. Or you gamble on Ruin.
So tinkerer ends up being 3/4 perks for your build, and it’s still hard countered by spine chill, open maps, and looping the killer long enough they don’t get pop value.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2140510#Comment_2140510
Mmhhh I'll have to try this.
I definitely recommend it, his most recent buff makes him really good at hit and run and relatively relaxing to play.
Other killers I’m usually sweating to land the skill shots but wraith you just walk up and hit people for free half the time.
I’ve been doing discordance, pop, enduring, bamboozle. You could probably swap out enduring / bamboozle but discordance on him is just incredible for hit and run.
Addons I black ward the wallhacks one and the mangled one. Silent bell or windstorm also goes stupidly well it; with an indoor map offering it’s basically a free win but I enjoy free sloppy butcher a ton.