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Slashstreetboy

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  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649608#Comment_1649608

    It wouldn't be instant move, give the killer 15-20 seconds to move away from the hook - that's 25-30% of a hook stage. That is PLENTY of time to do a quick search while moving away.

    BT is meta because killers camp so often. It would be a useless perk if they didn't. While you may not camp yourself or experience it others do to the point it's a go to perk that killers complain about survivors using it. It also isn't a guarantee to help - you can be grabbed by the camping killer or the unhooked person will just be tunneled down anyway.

    Toolboxes and gen speeds were adjusted so killers wouldn't have to rely on slow down perks. A fix to camping is needed so survivors are not relying on second chance perks.

    I get your point. I just wish I could agree on this one as for example in an endgame situation BT, especially if paired with DS, can force a guaranteed escape. It kinda sucks getting beaten more by perks than by player input, it´s the same feeling you have when you looped a Killer for a very long time only to get downed by NOED/Rancor.

    Try Kindred. Please do not percieve this as condescending, I can only talk from my experience, but this perk alone has helped TREMENDOUSLY in DBD´s terms. Even solo can often organise a safe against a camping Killer if it´s not a Bubba.

    I´d argue though that slowdown perks are still mandatory, but I can admit that my opinion may be rooted in the fact that I don´t play Nurse, Spirit, PH or Hag.

  • @BigBrainMegMain , @MandyTalk , @Peanits.

    First off it´s important to have video evidence and to have made an in-game report. The others are way better at elaborating on the issue, I´m sure one of them will check in and help you out.

  • @bm33 said:

    Moris - make it so killer can't just tunnel survivors off first hook. Make it that each survivor needs to be hooked once before can mori anyone, maybe also that it is survivors death hook.

    Slugging - give survivors a option to increase bleed out after a minute of being slugged. Buffing perks like Knock Out just encourage killers to leave survivor on ground for 4 minutes doing nothing. Survivors can speed up hook process that is only 2 minutes, they should be able to speed up bleed out as well.

    Camping - have hook survivor move to different hook without aura if killer is hanging out by hook without being in a chase - killer can either leave survivor and know their location or camp and lose knowing what hook they're on. If not that atleast give camped survivor BP for % gen repair and distraction points since they are distracting killer from going anywhere.

    Huntress Iri head - just make instadown be from certain distance away like Deathslinger add on. This way she can't just be right on top of survivor for an easy insta down.

    Your camping solution seems kinda exploitable. If this was implemented, a team member could just bless the area with their scratchmarks, making the killer search for them without being in a chase. If they don´t, they know they are granting a free unhook. SWF WILL abuse this.

    It´s not like there were a plethora of anti camping tools already - downside being that less 2nd chance perks can be equipped. I wish people would use the tools they´re given instead of just stacking these and expecting to get the rest for free (not directed at you, just generally speaking).

    My perspective might be kinda skewed though as I don´t camp unless the gens are done or the other Survivors make me do it. I acknowledge other people´s experiences and frustations but it´s kinda rare that I get camped, for example.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649517#Comment_1649517

    You know you can deny his power permanently if you just play it safe and drop the pallet early right? He needs at least 1 blood orb/hit to activate his power even with 98% passive charge. He's extremely strong in his power because he has to be.

    He's traplesss trapper if you play conservatively.

    Thank you. I´d like to add that there are quite a few tiles where a good Survivor can reliably deny the instadown - hence basically negating his power almost entirely - and there are quite a few tricks to juke him.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/194746/making-the-shape-slightly-better-at-killing

    Just remove Evil Within 1. Theres NO EXCUSE for a killer to be below 115% at any point without a movement based power. Good survivors know you're coming and can prevent a EW level up long enough by simply looping a rock or single pallet for 2-3 gens to get done. He still gets looped even in EW3 so why is he punished so hard at match start?

    EW is outdated. Micheal is a relic of the past. Ghostface does everything he does better.

    Regarding your take on movement speed, I think Myers is an edge case as 115% MS with perma undetectable would be too strong imo.

    With the rest I can agree - there are basically only two reasons why he is played:

    • His power is super simple to use and understand, trade-off being one of the weakest powers
    • die hard Halloween fans that love the Character (I´m guilty of that)

    It IS possible to use him effectively even in high ranks until you come across a decently strong SWF or extreme Solos. It takes insane amounts of effort, experience and skill though as with all the other M1 Kilelrs.

  • @bubbabrotha said:

    I hate trapper with a burning passion. It is horrible.

    Ye traps can leave you without many options, always wondering whether you should vault, which direction to go....it´s so much fun if you´re the trapper though :P


    For me it´s propably Freddy. I always underestimate his lunge due to his small size (yes I know it´s the same on every Killer except EW1 Myers, but the model suggests otherwise).

  • @ClickyClicky said:

    • Moris
    • Hawkins
    • Stealth killers being able to bypass BT
    • Freddy being able to bypass BT (but in return make it so that OoO doesn’t destroy him
    • Legion - Full rework
    • Totems - Notifications when a dull totem is taken out

    Those are good suggestions for sure. I respectfully disagree on the BT aspect. Being able to situationally circumvent it is one of the very few upsides they have. Saving in the face of the Killer solely carried by a perk is questionable enough as is apart from niche situations. The unhooked survivor will have DS up anyway and the Killer will be forced to chase the unhooker that farmed their teammate.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648223#Comment_1648223

    It gets the blendette and the urban evading Meg/Nea away from the gen they're working on as soon as it lights up, effectively slowing down the progress. Any other player will simply be more alert, especially if they don't hear a heartbeat, but that's what happens anyway because never hearing a heartbeat after 20-30 seconds of working on the first gen should already spark some questions.

    Spine chill is strong but it doesn't replace the value of other meta perks that have much more preferable effects, which is why it's fine as it is

    If other perks have more value I wonder why the majority of Survivors I come across are running it. I´m not against the perk per se but it needs some tuning imo.

  • They did it to Jane, too. Maye they think that being as rigid as cold steel is more realistic?

  • This one made me chuckle. Well done, Ace might deserve a place in the full crutchgang though.

  • @Aven_Fallen said:

    You should not ask Killer Mains what they want to get nerfed. You should know that their wishes are pretty unreasonable just from reading the Forums.

    You´re always so quick to make generalisations. I´m not suprised.

    @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647345#Comment_1647345

    Remove the ds locker tech so there's literally no way to counter a first hook mori from a tunneling killer? Kk

    Also imagine complaining about spine chill

    If you can´t see how SC forces stupid as ######### counterplay you´re either not exactly an experienced player, in which case I´d like to let this one slide, or you´re just a biased little #########. Which one is it?

  • @FilledPizza said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647558#Comment_1647558

    The Dwight glasses being broken isn't because of the mori

    https://us.v-cdn.net/6030815/uploads/WHDN7JCXD7NE/image.png

    Dwight was wearing that cosmetic which has already broken glasses in it.

    Thanks for correcting that. I was so convinced it was due to the fact he really didn´t want to be in the photo and I kinda had to make him.

  • Nice! I don´t think I have seen someone move in the creative direction you have gone with these. Could be a nice foundation for an overhaul.

    What I like the most are the EW1 changes and your addon suggestions. The EW3 buff might be a bit much though.

  • @Go_Go_Roboto said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646158#Comment_1646158

    Nothing you said is inherently wrong. All of these things do make playing Trapper hard. I do have a thing to say about add-on dependency:

    He is! Games are about twice as hard w/o bag add-ons. But, I really don't see the huge issue with this, add-ons are meant to be used. Along with this somewhat related is the recommendation of two traps as base kit on trapper. Yes, this will make him easier to play and use his power! But, I don't see the *need* for it. Get what I'm saying?

    All this is coming from someone who's worked past the starting phase of learning Trapper.

    As it stands right now, there are two groups of people. Those who don't play Trapper besides for dailies/new players and those who main him hardcore. There are just a lot of things you need to keep in mind while being a good Trapper. The ability to memorize and improvise good trap placements is key. During that you need to still keep pressure up and constantly think 'is going over here to pick up a trap a poor use of time?'. That just takes a long time and experience to do. The skill ceiling is harder to get to and not as high as other killers, so most people will pick up another one instead.

    TLDR;

    Nothing you said is wrong! Get good with playtime and it will be easier. Try new things. Trapper is as viable as the time you put into learning him. It might be more effort than it's worth lol.

    Thanks for your input!

    Regarding your division into groups I´d lean towards the latter. I agree that he takes much more experience to play effectively than almost any other Killer, but it´s so rewarding when everything comes together.

    I disagree however with your take on addons to a degree. Yes, of course they are meant to be used, yet in my opinion a Killer´s base power should generally allow for decent usage.

    For example, I play Oni and Myers almost always without addons except maybe tacky earrings on Myers because I have like 300 of them but they function pretty dam well still. The 2 trap base capacity, what many suggest, could solve this issue quite easily.

  • It´s kinda hard to tell since I haven´t encountered a really skilled Blight yet. From what I can tell he performs well enough on average.

    As for me, the power really doesn´t fit my particular taste, and I have no desire to put the time and effort in to git gud with him, so I don´t intend to ever touch him again. Got the achievements though.

  • Indoor maps can be a ######### to navigate. Even today I sometimes struggle to do so, this is especially true for Hawkins.

    This is why I had mixed feelings about the Lery´s rework - yes, it looks AWESEOME now but I had the old one down to a T. It´s harder with the new one I feel.

  • @skarsguts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646608#Comment_1646608

    And by these screencaps, you can clearly see you had no problems with it i.e 4k every time. Calling for Spine Chill changes is absurd.

    In these cases I blame it a bit more on matchmaking. Not all of them were high level (not rank) players, else they wouldn´t have lost so hard to a Myers with only tacky earrings.

    What I wanted to address is how prevalent it actually is. I´ve seen a post today with perks tracked of a thousand Survivors, SC was in the top ten whereas UB wasn´t for example.

    My main complaint was never that it doesn´t have counterplay - it does, obviously, but it´s way too harsh, especially for Stalkers. Given how strong the perk is I think a nerf or some form of limitation is justified.

    Thanks to @The_Krapper I´ve been made more aware of why it is so prevalent and I understand the reasoning behind it. I use SC myself.

    My point stands though that it does what it does too well.

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647739#Comment_1647739

    Totally a fan, 2nd only to F13th, mah favs

    Omgz yeah, unfortunately Laurie’s death actually was the best part of that entry. No offense, ‘cause I kno there are ppl who really like Resurrection... I jus feel the whole movie was childishly silly an sloppily written.

    So stoked for Kills! Jus found about the delay las week. Understand why they pushed it back, WoW what a “Hey kids, no Christmas this year!” kinda feeling🥺😫

    Probs no Halloween Ends until 2022 unless they release them back to back next year. If so, 2022 can’t come soon enough ‘cause I jus can’t wait to have a total Laurie marathon with OG, II, H20, Returns, Kills & Ends... I’ll even throw in the opening to 8 an pretend it was a dream! 🔪🎃

    AFAIK Kills is indeed scheduled to release 2022. Gonna be a while....

    Definately gonna do a Marathon too as soon as possible, it´s gonna be so great :)

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647558#Comment_1647558

    I still wish that the game would send a screenshot to the player who got morid with ghostface. Instead of the end screen everyone running it would be the picture of them getting killed.

    YES! I´d love to share those with the Survivors that got Moried. Especially the ones that got photobombed, to me one of the funniest things DBD has to offer :D

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647748#Comment_1647748

    I know one of the people who got to see it. He's a die hard Halloween fan. He said it delivers everything you could want from a Halloween movie. All the good stuff you loved from the original movie and the 2018 movie they amped up ten fold in Kills.

    You know that beautiful blue lighting the original movie had? They brought that back for Kills. A lot of characters from the original are brought back -Tommy, Lindsey, Sheriff Brackett, Nurse Marion, Lonnie the bully etc. I heard a few other things I won't spoil on you but will make you cheer in your seat when you see it.

    Dam, the next 12 months just got a lot longer. Thank you :)

  • Unfortunately I´ve gotten tunneled by Myers players more than any other Killer. In my experience they tend to use NOED as a staple, too, which was always weird to me. Propably bc he´s so popular among the newcomers and the casual crowd.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647739#Comment_1647739

    You and me both. I was counting the days til Halloween Kills. When it got delayed I was SO disappointed. But it shows the faith the studio has in it that they expect it to be a money maker and want to release it in October that they're willing to push it back a year.

    They had test screenings of it back in February and the feedback was amazing.

    You´re getting my hopes up^^ I have great expectations of it and no doubt they will deliver. Halloween 2018 was so good, the best since ´78 imo.

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647580#Comment_1647580

    uggh! That blasphemy of a decision by those writers... so cheaply executed; the setting the lighting, the mood... the entire sequence was poorly done, imo.

    Possibly the final outcome of Halloween Ends, though I hope it’s not, since I love the character soo much to want to go through that again😭... but really, how else will Michael ever be able to rest unless he an Laurie go together? I believe she’s so much stronger now that when the time comes for it all to end it will be on a more pleasant feeling as opposed to one of emptiness.

    Totally ideal to film 2 or even 3 separate endings for the fans if it really is Jamie Lee’s last Halloween. This way we can all enjoy the film with multiple outcomes,

    but watch the one where Laurie lives last so we aren’t sad😃

    Totally agree! I reckon you´re quite the fan, too.

    Despite being not as pleasant the sequence with Laurie in the Asylum is the best part of the movie imo. Not that this was something that was difficult though....

    Btw what a bummer Halloween Kills got delayed a YEAR. I was so hyped for this...what a shame.

  • @XombieRocker said:

    Cuz he's in desperate need of an overhaul.

    Remove getting caught in his own traps, carry 2 traps base kit, and traps start the match in the open position.

    As a former Trapper main and an avid advocate for changes to him this is something I´d be fine if they kept the feature of stepping into his own traps. It´s fing hillarious!

    To make it more fair as Survivor I shouldn´t be able to DH through them, that´s just stupid imo.

  • @0mikeya0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646012#Comment_1646012

    Not that you asked, but the one I'm most bummed about are the breakable walls and I hope they don't keep adding them into the map updates, but I know they will.

    I think if done well breakable walls could be a neat addition to almost any map. Emphasis on "if". Hopefully they revisit the feedback regarding their implementation regularly to see if anything needs to be adjusted.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647580#Comment_1647580

    As Nea, the Entity, would say, "Meh." Nobody really counts any of the films but #1 (only REAL canon), #2 (tolerable), and the most recent one with old Strode versus old Mikey (not horrible, but still kind of expendable). Besides, do you really think Mikey would let ANY other Killer (supernatural or otherwise) steal the pleasure of killing Strode from him? I'd have to say they would have to be fighting the Shape themselves to even get a shot at her. Mikey reserves Laurie for himself.

    You´re propably right. I don´t find parts 4-6 and Ressurection to be of concern when talking Halloween for the most part, same with the Rob Zombie films.

    Taking another look at this tier list I found even more I strongly disagree with but ey it´s OP´s funny take on it so it doesn´t really matter^^

  • @Xyvielia said:

    Poor Myers... all alone there

    tbh Michael, I’ve seen what you’ve done every Halloween since 1978... there’s some truth to your positioning on this list 😔

    To be fair he got her in ressurection.

  • LMFAO talking about not knowing where the Killer comes from xD

    But seriously this is clearly an edge case, sick awareness by Feng.

  • Like this:

    Screenshot (3).png Screenshot (4).png Screenshot (5).png Screenshot (6).png

    Note how Dweets glasses are broken when you take selfies with him. Great visual design yet again ;-)

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647531#Comment_1647531

    Same with ghostface assuming a natural fight. if she knew he was coming though its a may kill.

    Strongly disagree with Pig and Slinger. They are no match for the world´s greatest final girl!

  • I´m about 75/25 Killer/Survivor currently. My list goes like this:

    • Object of Obsession nerfed tremendously to a point where it gets jealous of MoM. It´s the strongest thing in the game if used by SWF
    • Slight nerf to SC. Great perk, but the Killers that get hurt by it aren´t exactly great to begin with and are shoehorned into riddiculous amounts of counterplay. It does it´s job a bit too good.
    • The so called "small PP build" DS+UB should get adressed in some way as well as the "ultra small pp build" DS+UB+SG
    • Balance changes to keys. I´d like to see them being released in tandem with Mori changes as to prevent an unbelievable uproar
    • Remove DS locker tech

    I can´t think of any others, as the topic of solo vs swf doesn´t seem too fitting here.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647279#Comment_1647279

    Personally I feel like spine chill is in a good place because it's the only perk that can counter stealth , if there were more options available perk wise to counter it we wouldn't be having this discussion about it but you're basically dedicating a slot in your build to have that heads up instead of something else thats considered a crutch perk, I just think the devs need to release another generic perk package ( perks like spine chill, plunderers, resilience are generic perks ) and throw in some small things that aren't really op that can help with gameplay , and the killers need new generic perks also it would be nice to see something like this get tossed in I'd even pay for it

    In the other post you mentioned premonition, so it seems there might be more available than just SC.

    @Nobsyde said:

    I'm a very avid Spine Chills user when I play survivor, together with Iron Will, but I gotta say I think a slight nerf could be a good idea.

    The problem right now is that Spine Chills is a hard counter to certain killers and, even against all the other killers, it promotes play styles that make the game infuriating for killers: stealth and hold w (the latter luckily counterable by very high mobility killers, but still..).

    It's not that much of a problem against solo survivor and/or a single spine chills user, but when there's a couple of them, or they are in comm, it starts to get a bit tiring - which is not to say it is OP, it's just not fun to go against.

    I do like the proposal to make spine chills active only when crouched, but this would promote an even more stealthy play style - survivors won't even work on gens at that point, since they can't hold w anymore.

    I'd like Spine Chills to be a perk able to reward players that don't shy away from the killers instead.

    One possible solution could be to switch to a token system, for example:

    For each 10 seconds you are in a chase, you gain a Token up to a maximum of 5.

    Press the Active Ability Button while not running to consume 1 token and enable Spine Chill for 5 seconds.

    While Spine Chill is enabled, you activate Spine Chill when the Killer is looking directly in your direction and standing within a range of 36 metres.

    While Spine Chill is active, Skill Check trigger odds are increased by 10 % with success zones reduced by 10 %.

    While Spine Chill is active, your Repair, Healing, Sabotage, Unhooking, Vaulting, Cleansing, Exit Gate Opening, and Chest Unlocking speeds are increased by 2/4/6 %.

    In bold the only differences I made to the current description. Numbers are just placeholders, the concept is what matters.

    EDIT: The "active ability button" may conflict with Diversion or other perks - still, pick a button that you can use :P

    Neat! Given how strong SC is I agree that it justifies some sort of limitation or nerf. Claiming a perk slot is "wasted" for using is doesn´t seem like a valid point to me.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646646#Comment_1646646

    Clown's issue is he doesn't have lasting cumulative effects from his gas. Once you're out of his gas, the effects dissipate. If they made his power more like Plague or Doctor he'd be much more imposing. I'm hoping that's what his upcoming changes will amount to.

    I´d love that. At this rate they would be able to still utilise the already existing base mechanics of the bottles.

  • @KIKI_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646646#Comment_1646646

    Could be. I don't play clown too often so i might be missing out something. But i do know that if i am in a good swf, no m1 killer really stands a chance. Yes people tend to make lots of mistakes just for underestimating, so it could be related to that as well. I also don't see this game as a 1v1. Clown might get people on chases, but the overall match is really difficult for him. And if you are facing a good team, they'll pre drop pallets and do gens

    Absolutely. I play none of the "top tier" Killers, the best in my roster tier-wise would be Oni and even he isn´t exactly great against the actual top teams.

    Clown can really throw off the usual gameplay though, given the right circumstances.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646625#Comment_1646625

    Trapper is the best snowball killer in the game. How can you possibly escape EGC with no key and two Trapped doors? You can't. The dynamic here is weak early game, strong late.

    https://forum.deadbydaylight.com/en/discussion/comment/1646626#Comment_1646626

    Spirit gets rewarded for going afk. Will anyone be surprised by her nerf?

    PH is barely getting touched. You can still tunnel to your hearts desire like the typical pos PH mains have always done.

    Nurse is broken in every way. They should just make her be able to phase through walls with 110% base speed and be done with the teleport bs.

    Deathslinger just needs his reeling speed adjusted. So far it's either a guaranteed hit or wait till it breaks so they get deep wounds. It needs more variables.

    Demo is in a good spot. People complain about Demo? He needs a stealth buff though. Clomp clomp clomp.

    Yes, I´ve been a Trapper main for quite some time but currently on an extended break due to the sheer amount of OoO Swf. I´ve had some of my greatest DBD moments with him, and I´m well aware of the ins and outs of Trapper. The scenario you mention is basically a guaranteed Kill on the last Survivor if you find hatch before they do.

    From my experience the trade-off is heavily stacked against him though. Makes it all the more satisfying to beat teams with a Killer many consider to be the worst :)

    Oh and as of recently I´ve come to the conclusion that Oni might rival him in sowballability, too, with a far less punishing early game where you basically have to give up a couple gens to use your power at all.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646637#Comment_1646637

    Pyramid Head is the high skill ceiling and Ghost Face is the lower skill ceiling. Sorry, I should have been clearer.

    Na it´s fine^^ And darn, my bet would have been the other way around tbh :D

  • @KIKI_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646623#Comment_1646623

    You start facing competent people at rank 1, and even then is not a "high level" guarantee since mmr is not a thing yet. My point is, to get the real picture of the game, you need to play both roles consistent and at a really good level. Cause do remember that there is people out there that has problems dealing with clown. So yeah

    To be fair Clown is underrated in my opinion. Maybe it´s because I have a good amount of hours on him and found a good build, maybe it´s because the good players tend to vastly underestimate him. Maybe both :P

  • @SCP_FOR_DBD said:

    Pick two to main, and however many to pocket. I'd suggest picking one with a high skill ceiling and lower style skill ceiling. For me that would Ghost Face and Pyramid Head, but thats just me, pick who vibes with you the most.

    I like your approach, but I want to ask you : Which one in your example do you consider low- and which one high skill ceiling? :D

  • @Dhurl421 said:

    Thank you everyone! I really appreciate the tips and feedback to utilize. I've probably watched more Scott Jund, Tru3, Zubatlel, and Otz than I've played, but mostly focused on Survivor side. I'm ready to check out those Otz Killer videos @Slashstreetboy

    Everything here makes sense, and will help me infinitely over the next couple of weeks. I'm glad to have a positive experience on these forums despite the negativity I often see.

    Thanks again, and wish me luck! I hope to see you guys in the fog.

    Best of luck, see you in the fog ;-)

  • @PigMainClaudette said:

    Better suggestion is to buff half the killers in the game, rather than going for more nerfs because that always just leads to more complaining than anything else.

    Neat idea but you know how some people will react...I can already hear deafening screeching by some people if god forbid trapper got a 2 trap base capacity for example ;-)

  • Yes, please. He doesn´t even need that much to become stronger and less lackluster in time efficiency.

  • You could go a route like I did and have a dedicated roster of Killers you "main".

    If you want to one-trick I suggest picking a killer with a high skill ceiling since it might get pretty boring pretty fast otherwise.

    This would eliminate Shape and Legion from your options for example. Don´t get me wrong I love Myers but he is just...very basic.

  • @MusicNerd_TC said:

    After that, keys, blood amber add-on, OoO, and dead hard.

    I´d be fine with OoO getting annihilated, Spine chill slightly nerfed, and the so called "small pp build" aka DS+UB getting addressed in some way. Oh and the "ultra small pp build" DS+UB+SG. The exhaustion perks are fine imo.

    Hope with my suggestions your times wouldn´t be too dark dear :-*

  • Oh boi. There is so much to talk about....

    First off yes, it absolutely makes you better at each role if you play both, there´s no question about it. You are making a good decision.

    I want to warn you not to take the BM to heart. Of course experiences differ but in my case I encountered BM by Survivors 1.000x more than from Killers.

    Both roles are tough at the beginning, I´m sure you´re aware that DBD isn´t exactly noob-friendly, matchmaking and smurfs being only one factor contributing to that.

    I don´t wanna write a literal novel here so I´ll link you some really helpful stuff. Grab some popcorn and enjoy:

    https://www.youtube.com/watch?v=dKQXO7yFbLA https://www.youtube.com/watch?v=nflN137VU5g https://www.youtube.com/watch?v=_2G7SL3-8F0 https://www.youtube.com/watch?v=DIDI_YChbsY https://www.youtube.com/watch?v=yHMlvOrIWYk

    you may have guessed it, I like otz :P

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646528#Comment_1646528

    I agree but it's not a crutch , would you rather have them run DS or something broken? That's what you're asking for by nerfing this perk , it's a information perk thats a guessing game but just says be aware basically , it should be welcomed when people don't abuse crutch perks is my point and it's strong against stealth because that's what it was made for if it were any other killer you would hear them coming a mile away anyway

    Actually I´d trade DS for SC any day when I play Myers or Ghostface, I basically never get hit by it anyway.

    I think we can agree to disagree on the guessing-aspect of it since our experiences seem to be vastly different in that regard.

    I agree, it´s obviously an anti stealth tool. It does it´s job too good though imo.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646465#Comment_1646465

    https://forum.deadbydaylight.com/en/discussion/comment/1646482#Comment_1646482

    If you guys are so hell-bent on nerfing spine chill shouldn't premonition go first? It gives more value by actually providing the direction the killer is in rather than telling you the killer is looking your way somewhere in a 36 meter range , both perks aren't strong and don't need a rework OoO is way stronger than both of those perks sure it hides the killer while stealthing but the information it provides is way better than both of those others put together

    You are right, I hate Object with a passion as it is the single most busted perk in the game when used by SWF.

    And no, since premonition has somewhat adequate limitations whereas SC doesn´t.

    How can you deny SC isn´t strong when very, very many players in red ranks run it? Do you think they are all trolling or deliberately handycapping themselves?

    They are running it because it´s so good. For not-so-great survivors like me it´s a convenient crutch to never get snuck upon and always have ample time to make a stealthy escape.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646471#Comment_1646471

    This isn’t an entirely fair response. I agree however that a solo survivor needs to be able to rely on some degree of self sufficiency, but sometimes things just go south because of the random, emergent nature of the game.

    To the OP, my advice is to re-embrace caution. I don’t mean slink the whole match. Just treat the beginning of the match as reconnaissance. I.e. it’s best to know what you’re dealing with before immediately jumping on a gen. Spawn with other survivors? How are they behaving? Are the immediately recklessly running everywhere leaving scratch marks? What if you all spawned near the killer? Do you want to get caught out because of reckless teammates? These are the kind of things I focus on in the beginning. What am I dealing with, and how are the other survivors behaving.

    You´re right, I should have thought this one through a bit better. I´m tired.

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646471#Comment_1646471

    I think I have basics down but I only recently started taking a hard look at my game because everyone says it's so easy to reach rank X, whatever that may be, but clearly I don't find it easy!

    I don´t find it as easy to reach high ranks as surv either. Mostly because it often is outside of your control, especially if you´re the first one chased and camped/tunneled out of the game without doing anything or teammates literally leaving you hanging.

    If you´re good it´s a numbers game, you will climb if you´re determined I´m sure.

  • You have 3.3k hours yet you ask these questions?

    You really should have the basics down, if it´s teammates that screw you over often maybe try a more self-sufficient build.

    There´s always advanced stuff to watch though. Fungoose has nice educational content for example.

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