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Sinister0208

Sinister0208

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Sinister0208
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  • Leave Bam Bam alone. Arguably the most dangerous (scariest?) killer when in blood fury.

  • Getting facecamped on Solo Q sucks especially when you are paired with potatoes that don't punish it. I have no qualms with other forms of 'camping'.

    Killer coming back to a hook after an unhook isn't an issue to me.

  • This here to stay.

    Mods have said that they are looking into addressing the low rank vs rank issue for new players.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526318#Comment_1526318

    His cage makes him quite strong and negates several perks. If you get a survivor tormented they’re dead (hook, cage, hook).

    Personally. I don’t think he should be able to down you with it. Maybe if he hits you you’re tormented and get BT effect

    He loses out on hook related perks too.

  • I main him too.

    He is mostly fine, though if they want to change anything then I think they should add a slight cooldown to the fake and reduce the actual M2 cooldown slightly.

    Last thing I want is them to neuter him and have to go back to playing Freddy or Spirit. Killer diversity is key for both sides - it sucks to play against Freddy/Spirit constantly at high rank on console.

  • @Späher said:

    Hello everyone, I would like to play Hag/Demo/Pyramid/Deathslinger as my mains (dunno which I will play yet), but I know I will need perks from other killers. I always tried to get ruin and bbq and then play Nurse (Before both got reworked), now I dont know what I should get after that for the 4 killers.

    What would you recommend to level up after bbq? and any tips on how to make leveling comfortable?

    I got the the Shrine the following Perks already: Brutal Strength, Pop Goes the Weasel, Thrilling Tremors and Ruin.

    Thank you in advance

    Here is a website where you can see the best perks overall and per killer. Its community voted but isn't too off.

    https://dennisreep.nl/dbd/

  • Otz made a video, Ace is the quietest followed by Tapp. Kate is the quietest on the female side.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512665#Comment_1512665

    Unnerving hasn't affected DS skillcheck for a while now.

    Unnerving and Enduring don't work on DS anymore unfortunately.

  • Counter for totems would be the only thing that Solo Q needs. SWFs have no excuse.

  • @GoodBoyKaru said:

    This,

    https://deadbydaylight.gamepedia.com/Pyramid_Head

    Should have the answer to everything you need calculation wise.

    In terms of tips to play him, here are some:

    • Don't overdo the torment. Forcing a survivor to become tormented can actually take longer than you'd save by caging them later, and it just isn't worth it. Go around a side of the loop once and through the pallet; they either drop it and give you a free hit with Punishment of the Damned (POTD) or they don't, keep looping, and get tormented.
    • Only use cages if you can generate lots of pressure. By this I mean in one of two scenarios. Either you can A) Instantly start another chase or B) can split pressure across the map. For example, caging two survivors often sends them to opposite ends of the map, which practically wins you the game. Alternatively, hook one survivor and cage another.
    • Don't overcage. To link into the previous point, caging removes your torment, best saved for a Final Judgement. If you're not sure you'll get a ######### ton of value from the cages, don't use them and save the torment for when you can kill the survivor.
    • Don't be afraid to use hooking perks. Perks like BBQ and Pop Goes The Weasel are still as good on him as on any other killer, and I'd still wholeheartedly reccommend them. As with the other two points, you'll be hooking quite a bit still.
    • Don't break most pallets. Leave them dropped, as you actually get a lot of value from POTD when a survivor is locked into an animation. obviously god pallets, like Shack pallet, have to be broken, however even on The Game you can get around one of the two God pallets using POTD and breaking it isn't needed.
    • Use your power before they reach a window or pallet. Provided your sword is in the ground there isn't much the survivor can do. Take the vault/drop? Get hit with POTD. Don't do that? Get hit with M1.
    • Fancy through the wall shots? Don't do them. If you hit or miss you get a 4 second cooldown so, as fun as they are (and as much as I do them because holy ######### landing them is satisfying) it can throw you the entire game if you do too many. Only go for shots with POTD you're SURE you can hit until you become good enough to be able to come back from almost throwing the entire game.

    I'd reccomend this build on him:

    • Infectious Fright
    • PGTW
    • BBQ
    • I'm All Ears

    Although IF can be swapped out for Nurse's I feel like IF is much better. I'm All Ears is practically the best perk in the game on him due to wallhacks, enabling so many fancy POTD shots. PGTW is still the best killer perk in the game IMO and BBQ gives information and double bloodpoints :D

    In terms of add-ons, I'd suggest Spearhead and Forgotten Videotape (or the upgraded versions, Tablet of the Oppressor and Valteil Sect Photograph). These increase the duration of Rites of Judgement (Spearhead and Tablet) and the reacharge rate (Videotape and Photograph). Alternatively you could always use double range (Wax Doll, Burning Man Photo) but I prefer the others.

    Best of luck man; if I think of some more tips I'll send them here.

    Thanks man - this is some good info. Been my main since release but even I got some info out out it.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1520557#Comment_1520557

    Do you follow stock analysts at all? Half of them say the stock market is going to lose points, they other half say it will gain points. The side that was correct always says "see, I told you this would happen". Then all of the people that follow them say "see, he told you this would happen". Funny though, I rarely see them step up and say they were wrong when they were.

    A large part of the community was asking for a change. Just because one content creator (or a few if you want to tell me there were others) say they don't think a proposed solution will work, doesn't mean they shouldn't push out new systems. As a business, you cannot afford to never change. You also can't wait until each change you want to implement is perfect, because it never will be. But you should expect that whatever system they put in has continuous improvement. In not even one week of the MMR system going live, it seems based on what I have seen from a couple moderator posts, that they are already working to improve the system. One week. That is an extremely fast response to a new change.

    New players are the life blood of any game - of course they are going to change it as they are the ones being shafted most. Whether those changes will be enough that remains to be seen.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519456#Comment_1519456

    I'm not sure I understand the point of this post. You have confirmed BHVR has identified an issue and is working to fix it. So you are happy they are working on it?

    Also, this video is after MMR so I'm not sure what you mean by Scott had foresight. Scott is neither the game director or development lead of Dead by Daylight so they are not obligated to do anything he feels they should do. That said, there is no proof they never take Scott's feedback about game issues and use it to make changes.

    Scott made videos prior to the MMR implementation - when it was just being discussed.

    Problem is if Scott can see the issues beforehand why can't the devs. No thought seems to have been given about protecting the ranks 20s from rank 1s. Split killer MMR without a higher base rating is silly - switch killer and a rank 1 can play rank 20s.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519372#Comment_1519372

    Stop.

    When you read the posts with the ranking system it was clear that almost everyone was asking for a new MM system

    And they did just that, they Tryed to figure something out for a unique game design in term of MM.

    I just think they didnt gave it enough time to collect datas

    They have been collecting data for months. Didn't they say 3 million matches analysed at the last count?

    I am not against a MMR system, just the way they implemented it (no one asked for this system in particular). Bugs and other issues still persist and some new ones like console FPS is horrendous right now after the latest patch.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519410#Comment_1519410

    https://forum.deadbydaylight.com/en/discussion/comment/1519421#Comment_1519421

    So there you go. According to Kilmeran, forum moderators are saying the new system is not working as intended and BHVR is working on fixes. Not even a full week into it and they already are working to address it. That is a very fast response in my opinion.

    Also, not sure why my phone deleted my post that Kilmeran quoted.

    I have just seen Mandy's response in another thread as well.

    Of course they are going to fix it - because its broken. And it will remain broken if I can switch to killer I rarely use and stomp noobs (which isn't fun at all).

    Scott brings up good points and had the foresight to know that this wasn't going to work the way BHVR intended.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519400#Comment_1519400

    No, most the complaints with matchmaking were about high ranks getting matched against low ranks. Go back to the post before MMR went live. Most posters even felt the need to post a screen shot of the rank disparities they experienced.

    If that is the case. Is the system better or worse now? Because the forum is flooded with MMR complaints. Only positive is that MM has been a lot faster for me.

    Sure it needs time to settle for everyone but if the system allows for rank 1s to play vs rank 20s then its broken.

    I didn't see high ranks vs low ranks, on either side, as much before.

  • @Red_Beard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519372#Comment_1519372

    Lot’s of people asked for it. Half the posts on the forum are people complaining about matchmaking. This is their attempt to address those complaints. I’m sure they will make tweaks along the way to make it work better.

    We wanted a solution to the long queue times. Not at the expense of screwing over new players and leaving us with skittle matchmaking - time played needs to be factored in.

    They will (hopefully) fix it - the issue is that they seem to have a pattern with these sort of things.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519378#Comment_1519378

    Yeah, if they don't fix this or turn it off soon they will lose a lot of new players. That is also the reason I will not be playing that much for now, I am constantly getting matched with new players. I seriously had like only 1 match so far where all players were actually experienced.

    Game companies generally care more for their new players, so this is a bad move on BHVR's part. I can get behind a MMR system but not when its half-baked like this one.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1519360#Comment_1519360

    What do you expect people to do when the devs release a broken system that pretty much made the game unplayable for a lot of people?

    New players are getting shafted at the moment. Funny since that is what their balancing decisions have largely been based around previously.

  • @Veen said:

    The community when the devs dosen't do anything :

    https://us.v-cdn.net/6030815/uploads/RLXU6UQK8P5Q/image.png

    The community when the devs tries something new :

    https://us.v-cdn.net/6030815/uploads/MOCZG54HE45J/image.png

    Community: We want bug fixes, console optimization, QoL and game health updates.

    Dev: Lets stick in MMR that no one asked for instead.

  • He called it from the beginning, Devs keep ignoring their players and we get this mess.

  • @Bradyguy99 said:

    I agree but with less of a starky remark. FPS on console is quite rough all of sudden...

    Sorry, but its not like they are going to respond anyway.

  • Maybe the Minotaur skin for Oni comes with higher FPS.

  • @[Deleted User] said:

    I like Kindred, Bond, Sprint Burst, Unbreakable for solo queue

    Its insane the level of information SWF get for free. Our builds would be different otherwise.

  • @DCash said:

    Survivors with limited experience: kindred best solo perk.

    Survivors with extensive experience: bond best solo perk.

    Food for thought, why would someone who knows the map layouts run zanshin tactics? They wouldn't because the information would be redundant. Kindred kinda becomes the same way.

    Kindred is great at helping survivors in those difficult situations don't get me wrong. Eventually though you can recognize the situations without kindred. This is why bond is better in the end. Generally I'm getting chased for multiple gens and kindred isn't going to help me route my chase. With bond I can see my team while I'm running and avoid gens they are working on or areas they are hiding or healing. Conversely when someone else is getting chased I can watch what's happening so I can be ready for pallets, flashlights, etc. Kindred feels defensive or reactive where as bond feels proactive to me. Which is why I think bond is better over kindred. Empathy is just garbage. You're entire team needs to be injured for you to get the same info as bond.............

    I am confident in my skills as a survivor, however its my teammates that worry me. I roughly know where my teammates are on the map and I usually run inner strength/self care/adrenaline so that I don't need to rely on them to heal me. I would run Bond as well but I only like to run one information perk in my builds.

    Kindred lets you know more or less whether to go for the unhook or work on gens. If the killers does hook you then your teammates know exactly when to unhook or work on gens. I hate it when I am hooked and I see survivors doing neither - hence why kindred can make a big difference. Knowing the direction the killer is moving in after a hook is like a long range spine chill too.

    I personally get more valuable information out of Kindred than Bond.

  • Sometimes its worth it to make the killer get closer. Especially if you are in the open (like working on open ground gens) and the killer can cut off your path to the nearest tile if you run early.

  • @malatruse said:

    Shhh.....if Kindred becomes meta people will demand nerfs....

    I want to see it in every match. Solo queue would be so much better.

    Would make going against solo teams harder though as a killer- which isn't a bad thing.

  • @zoozoom6 said:

    bond isnt that good tho empathy is map wide and is usful if you dont want to down other teammates. kindered is the best solo q perk if you dont want to be 1 or 2 hooked ot if u get face camped. its so versatile its perfect information for most of the game if you have a good killer and its not limited to you its always available to be acted apon

    Exactly. And if you are going to get facecamped and your teammates aren't going to punish it by doing gens then its their fault. If facecamping was punished more often then killers would see that its a poor strategy - but hook farmers make it viable as well unfortunately. Which this perk kind of solves.

  • @GoodBoyKaru said:

    what's even more fun is using kindred and open handed together. you get so much information for free, especially on smaller maps or two storied maps like midwich and game.

    Going to have to try that, been a P3 Ash main for such a long time that I have neglected Ace (leveling him up now though) and others or due to sinking most of the bloodpoints into killers.

  • @BloodMoneyMerc said:

    Best solo queue perk to me is Iron Will. You can almost never rely on your team to heal you or bank on the chance that you find a medkit (if you don't bring one yourself). With Iron Will, you don't need either of those & you can just play more immersed to stay alive. But usually if I run Iron Will, I always accompany it with Spine Chill so I get more information on when a killer is coming so I can get to hiding faster. Usually the teams that take too long to unhook you don't react much faster when you have Kindred equipped (in my personal experience). Sometimes teammates just prioritize gens more than their teammate or are clowning around in the match, & while putting on Kindred should help fix these problems I find that it usually doesn't. That's the real problem with solo queue, is that teammates are too unreliable. So the solution? Run perks that help you not have to rely on your teammates. My personal go to build is Spine Chill, Iron Will, Dead Hard, & Prove Thyself (PTS is there to entice teammates to work on gens with you so they think twice about abandoning you).

    I used to run spine chill a lot, I dropped it recently but I am currently leveling up Ace so I might drop Iron will after that and might put spine chill back on.

    I tried the more 'selfish' builds before but I found that after putting on Kindred that I was escaping a lot more and so were more of us as a team. The level of information you get from one perk is insane.

    As a killer I don't facecamp but playing a good team of solos all with kindred would be a really tough match. They will know which general direction I am heading to and all the good stuff I listed in the original post.

  • @TheButcher said:

    For The Team - Kindred

    For Yourself - Iron Will

    Exactly what I use.

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1500677#Comment_1500677

    It's the one big downside to Solo queues. I've had many matches where the killer is obviously camping and even with Kindred active all 3 will try come over to unhook. So many times I wish they could hear me screaming at the TV to go do Gens while I keep him there for 2 minutes. It usually ends in the same way everytime. 1-2 downed, I'm unhooked, redowned and the final survivor is downed shortly after.

    100% agree, though this is the best we have to combat or punish camping, unfortunately farmers and potatoes exist in the game.

    I can see why basekit kindered would be a bit OP if it was implemented the way it is now. Though something like the killers aura shown if they stay with 12m for more than 5 secs (or something like this) should be added to basekit. Solo queue is painful sometimes.

  • @EvilJoshy said:

    I love using kindred when I solo. My problem is when the killer is face camping me, the other survivors can see him doing it and they STILL refuse to do gens.

    Yeah unfortunately there is nothing we can do about that. Still if we lose from that i.e. not doing 2/3 gens in the meantime (as a team) then its mostly on us and not the killer's tactic (even though its cheap).

  • @NekoGamerX said:

    i don't run them really.

    I never used to run Bond etc. on solo, but it got a bit frustrating, to the point I was playing killers solely, with teammates farming you or the killer camping. Kindred gives me or my teammates the best chance to be unhooked safely and work on gens accordingly.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1500423#Comment_1500423

    Kindred could also in theory be a soft-replacement for Spine Chill (unless you're using spine chill for vault builds). Generally it will tell you if the killer is coming after someone is hooked. Also an easy way to find out if they have BBQ.

    True, I tried spine chill for an extended time. I have a sort of love/hate relationship with it - it works well against stealth killers but I rather get into chases where I can plus sprint burst lets you get distance too (if you used spine chill for it).

    I always play solo queue (or killer) so Kindered is invaluable for me at the moment.

  • I just don't see Kindered used enough which is a shame.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1500395#Comment_1500395

    I use both (most of the time) because of bond giving me info while looping and kindred giving my teammates info when no one is coming for me.

    Your answer and mine aren't wrong, it just comes to preference.

    Definitely both are amazing for solo queue, I ran Bond for such a long time - though personally Kindered is of more value to me. But like you said you can't go wrong with either.

  • @EmpireWinner said:

    Bond is good bc its always active,

    But kindred gives more at a cost of someone being hooked

    I thought the same, but bond has a limited range and solos knowing when to safely unhook you is so valuable.

  • @OldHunterLight said:

    Why not both?

    I like to run one information perk on my builds - it used to be Bond but now it will definitely be Kindered.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491290#Comment_1491290

    over 90% winrate with NOED (and no, I still dont think it's op) even when I barely play this game, what's yours. Oh...wait.

    Results>Some false ideology.

    So you lobby dodge SWFs and run NOED against weaker teams. Where you probably don't need it. Wow. I don't think I need to say anything else.

  • @clem1710 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490542#Comment_1490542

    Most survivor biased ######### I've seen. Most of the times, keys are already used when 4 gens are done.

    I dunno I play killer mostly, but I do play survivor as well. I was suggesting that keys could only be used near the end of the trial - I should have said for one survivor only, an oversight on my part.

  • @ Antares2332 said:

    what power would it have?

    Lazing about in bed.

  • I don't see the value in getting the rift. Seems to be too grindy and the cosmetics and charms are generally not worth it.

    I do buy the DLC and some cosmetics though.

  • Yeah lets tell people with sight problems to adapt. SMH.

  • Wouldn't say fun, but its satisfying to win against them.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491130#Comment_1491130

    How wrong do you want to be? So marth88 has a defiatist attitude?

    Nah, I play with the attitude that I don't even need perks most of the time, especially if I'm in the mood of dodging SWFs, for one of those 10 games where ppl could actually escape then there's NOED. That's not a defiatist attitude at all rofl, I'm confident that I will be able to play the trial with 3 perks.

    NOED does not help you at all if you do not pressure the survivors enough, if they have time to cleanse totems then noed is countered.

    Scottjund makes some suggestions that would straight up kill the game by the way with his "everybody could become a skilled player" attitude that is far from reality. Most people don't give a ######### about becoming better.

    I can't speak for marth88. I know though that he doesn't need it. Especially when you see other streamers who do well without it and aren't at his skill level.

    Most survivors survivors don't cleanse all totems - to their detriment. I would like more for them to do in game personally. But they usually do gens and GTFO.

    So you lobby dodge SWFs and run NOED against weaker teams. Where you probably don't need it. Wow. I don't think I need to say anything else.

  • @Peanits said:

    Moris are on the list to be changed at some point, but I can't any details or dates just yet.

    (Before any asks, yes, keys are too. That's not what this thread is about.)

    Thank you

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491046#Comment_1491046

    Streamers are not authority figures on balance so I really don't care about their opinions. Good killers know that all 5 gens will pop unless the survivors screw up, the game is literally designed this way. NOED is literally there to make survivors do bones just by it's sheer presence.

    Imagine if there was no NOED and survivors who play to escape actually just sat on gens not doing bones or anything, good luck. Be glad that NOED exists even if you don't use it.

    You used marth88 to validate your point. But I can't?

    I know the pain of being 'genrushed' I mostly play killer myself - especially with low tier killers. I rather see changes like early game EGC, than them giving us perks to counter game issues.

    Even then I will maintain if you need NOED then you are playing with a defeatist attitude, because you are already resigned yourself to not be able to stop gens popping. As Scott Jund said in one of his recent videos, our job as a killer is to defend gens not get kills (i.e. don't tunnel and lose the game).

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