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Starr43

Starr43

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Starr43
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  • @inferjus said:

    He needs map pressure, just like every other killer. But how his map pressure ability would look like, I have no idea.

    Human Cannonball to shoot across the map towards gens? 😂

  • @Endstille said:

    Play something else

    If I ever worked at BHVR I would probably get fired because I wouldn’t be able to resist to temptation to make and gift custom shirts and coffee mugs with Mathieu’s quotes.

  • @BigTimeGamer said:

    First off, yes, it IS an exploit

    Survivors being able to get behind the hooked person and be nearly 100% safe is ridiculous and should've been removed ages ago now. Devs just changed ruin with one reason being it could be extremely strong with little risk on the killer's part, so what about this? I'm rank 1 killer and rank 2 survivor for context, and whenever a teammate does this, I will go out of my way to make sure they die, or facecamp them while checking my phone. It's insane how this is still in when things like Nemesis Legion were caught so fast.

    This is not okay and anyone who does it and tries to say its a "tech" are braindead monkeys

    https://us.v-cdn.net/6030815/uploads/693/EPNBU1WKXR3J.jpg

    https://www.twitch.tv/zubatlel/clip/OptimisticCogentMooseKappaWealth

    edit; covered names even tho they deserve to be called out

    Many won’t agree but it’s a legitimate strategy to use the hooked survivor as cover. If you care about emblems this won’t punish you for being in close proximity because the survivor is in the vicinity. Also being downed and crawling left and right of a hooked survivor is essentially the same as using a structure/pallet to prolong a chase and one slip up will get you picked up with the exception of one map that I know of and won’t say because that is complete BS where you literally can’t be picked up while a survivor is hooked. Rarely the killer will leave you crawling under a hooked survivor because you can easily be faked out but if they spot someone else or walk away a bit then you can potentially pull off a Tenacity/Unbreakable play.

    The Turtle crouch doesn’t make them invincible and the longer they stay there if you don’t have something like hatchets or manage to land a hit then they are just screwing themselves and the person on the hook.

    The moment they go for the unhook it’s not possible to get back to their original position and look how fast you grabbed them.. what happened in that clip actually worked in your favour 100%.

  • @Waffleyumboy said:

    Why should stridor counter Iron Will?

    Stridor is a medical term used to describe a high pitched sound while breathing. It’s typically a sign of an airway obstruction and differs from what wheezes caused by asthma would sound like.

    Stridor has nothing to do with physical pain caused by injuries.

    Just think of it as the Nurse/perk having a slight choke hold on you during the trial.

    Maybe you can hold back grunts of pain with Iron Will but you shouldn’t be able to hide respiratory distress.

    It’s a perk in a game.. take my opinion with a grain of salt of course.

  • @trapped_by_daylight said:

    Tenacity allows you to recover while your crawling, and Unbreakable allows you to recover faster and fully recover from the dying state. Do these perks synergise together?

    No Mither, Tenacity, and Unbreakable is actually really funny if you attempt to block someone from getting hooked and get downed underneath them.. you get to do the Squiggly Worm while using the hooked teammate as cover like a dying state mind game without pallets until the killer fakes you out and picks you up (sometimes people will leave you).. Flip Flop is obviously one of the best choices to add because if they don’t leave they eventually snag you.

    Yes it’s rare but if you run a build like that with No Mither enough times there will be situations where you were unhooked and the Killer doesn’t want a D-Strike, someone else is on the hook or downed and another in a chase.. easy hero moment;p


    My favourite was doing the worm under a Nea and the killer started chasing someone else close by which bought me enough time to get up and unhook her but the killer came back so I took another hit to give Nea some time.. Nea ended up having a flashlight and returned the favour. It was just such a fun play to have happen.

  • @dbdVeteran said:

    Kindred is good only if you are bad enough to end up often on the hook and you want more chance to get unhooked: but it doesnt help you to not get on the hook.

    Bond is by far the best of the 3.

    Empathy is good only if you plan to play a flashlight match or a instaheal match.

    Since Kindred was changed it shows you where everyone else is and it shows the Killers aura unless they are undetectable. It works while any survivor is on the hook now, you don’t have to be the one hanging.

  • Kindred is like BBQ for survivors. Usually you’ll know if the Killer is heading your way or not.

  • @Almo said:

    Maybe this is a meta build, but it's unusual and I like it.

    Lightborn, Agitation, Iron Grasp and Mad Grit.

    Nothing like bearing down on a Survivor while carrying who has a flashlight aimed right in your face and hitting them anyway.

    That’s one of my all time favourites. I think it’s too rare to say it’s meta though. Lightborn is situational but very useful at pallets and windows as well.

    • Brutal Strength, Fire Up, Bamboozle, STBFL
    • Nemesis, Furtive, Make Your Choice, Anything
    • Deerstalker, Infectious Fright, Sloppy Butcher, Coulrophobia

    Any means necessary, Quick and Quiet, Head On, Iron Will or Inner Strength.

    Poised, Distortion, Dark Sense, anything

  • @DBD_Pinhead said:

    No one is talking about her because survivors finally got their way and had her nerfed to the ground. They don't want to be threatened so now that she's out of commission, they just pivot to the next target.

    She was a main for me on console.. Rest In Peace.

  • Then just run Calm Spirit and Iron Will..

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/950710#Comment_950710

    This thread is serious!

    Doctor needs a nerf, he's OP! 😡

    A good killer is OP and a good survivor or team are all OP.

    Create a no perk mode..

  • This thread is clearly for lulz but if you ever try or come across a Doctor running Nemesis tier 3, Make Your Choice tier 3, and Furtive Chase tier 1... then yes, you should be afraid, very afraid. <3

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/741753#Comment_741753

    If three seconds is a deal breaker, I don't know what to tell ya'. There's even add-ons to reduce it further.

    The Nurse was a masterpiece..

  • @MarsAttacks said:

    He woulda have been better bully if they left him where he was in his current state billy is better

    Having to earn your ability, then losing a chunk of it when picking up a survivor is ridiculous.

    His charge is AMAZING to bad his club is BOOTY CHEEKS like straight up. If he's charging at you literally just cut left or right you'll avoid him like 90% of the time. And if he's just using the club just run directly at him running left and right you can make him miss a huge chunk of the time doing that as well, and if you're by any walls or objects you can basically turn him into M1 killer even with his ability up

    . Prior to the nerfs he would have been a way better Billy he just would need to earn the ability.

    That’s why he is a tiny bit disappointing so far. His dash is so much fun but feels way too short. Landing an attack is beyond satisfying but not nearly as dangerous as Hillbilly since he remains a threat to both healthy and injured survivors the entire match. I haven’t completely figured out the learning curve for Oni so my thoughts might change but having unlimited dash for mobility/map pressure and collecting blood orbs for the one hit sounds more appealing to me.

  • If Oni’s ability was unlimited by default then I think he could be considered stronger than Hillbilly.

    Picture Hillbilly being able to shift left and right during his sprint...

    I don’t have enough experience with The Oni to really have a valid opinion but I would love to see what it would be like to play a game with at least unlimited dash and collecting blood orbs enables the one hit bam bam.

    Some games I’m trying out different perks but I take 10 steps and 3 gens are already done against a red rank squad. I’m crap using The Oni right now so with games like that I’m lucky if I even try out the dash a few time.

    At least let me dash.. it doesn’t have to be an instant down but I think it would be a blast swerving through maps.

  • 7BF39856-5484-48A8-9251-FB2F7908181C.jpeg B30AA92A-3A22-4C13-BD13-130B7263A97C.jpeg

    Does a Mori not work?

    I made it to tier 70 and then went back for some

    Killer challenges.. I had a pink mori, NOED, Blood Warden, Bitter Murmur, and BBQ on Hillbilly.

    Everyone was hooked once before the first gen was done so I was careful and hooked two survivors for their second time with 3 gens left.

    I decided to Mori Nea and basically chainsaw sprint around the Temple map and leave anyone I downed on the floor to milk the game a bit and not accidentally kill anyone else before the endgame.

    Then the last gen popped, NOED was still active so I found Meg and downed her, then someone opened the exit gate which triggered The Endgame Collapse. I downed Jane and hooked her for her second hook and made my way over to the exit gate to watch Claudette run face first into the Blood Warden wall.. Mori’d Claudette and Jane died on the hook.

    I found Meg before she bled out and I carried them to the exit and let them go.

    I just assumed a sacrifice is a sacrifice but I had no clue a Mori and hook wouldn’t be enough. I guess when I go again I’ll just hook or get the timer to run out.

    I even did my best to make it seem like I only had a green Mori to help avoid any disconnecting lol

  • @Sonzaishinai said:

    So many other perks got better thanks to this one

    I love it

    I levelled up my Oni a bit and tried Nemesis, Make Your Choice, and Furtive Chase for the first time.

    It’s insane how deadly it can be.

    I went back to do the “hook your obsession 10 times” and I got 8/10 in that one game.

  • @ScottJund said:

    He's apparently a lot worse on console due to not being able to aim the flick very well, that's probably your issue.


  • @AetherBytes said:

    Title.

    I think this should be done because surge is a very good perk on paper, but it's conditions are terrible. Most of the map is a dead spot with this perk since you won't be near generators when you down someone usually. If the regression applies to the map it solves the deadzones and it causes a slowdown that can possibly rival ruin that requires survivor interaction to correct, with generator explosion being tied to the terror radius to punish going down near the generators, a result of not getting far enough from the killer.

    Maybe increase the radius to 40-50 meters and add a progression pause to any generator outside of your terror radius for 5-10 seconds. Something along those lines.

    If I had to pick one thing to change.. it would have to be the basic attack restriction. I can’t help but picture a Goddess Huntress throwing a Hail Mary or Hillbilly sprinting into a group of survivors singing Kumbaya around a generator.

  • I’m sure most people already know this but Resilience applies the 3/6/9% speed increase when teammates are performing altruistic actions on you. The speed increase from Resilience isn’t applied if you’re being healed during the dying state but Spine Chill can add it’s 2/4/6% speed increase.





    TL:DR

    In regards to why Resilience offers a 9% increase instead of 10 and so on was because it was likely expected to be combined with Spine Chill. Under the right circumstances like at an endgame exit gate for example, the 9% boost from resilience and the sudden bump up to 15% as the killer is approaching with the spine chill combo can sometimes save you by a hair. Milliseconds matter haha.

    Spine and Resilience can be used during an entire match unlike Wake Up.

    Resilience, Wake Up, and a teammate close by with Leader, you can open an exit gate just under 10 seconds. If the killer stood there staring at you the entire time then Spine Chill shaves it down to 9 seconds. Maxed out Remember Me would be slightly over 18 seconds and with the SC stare just barely over 16 seconds. Unless I missed something those numbers should be fairly accurate.

    If you enjoy opening the gate when you’re the Killer from time to time like I do then none of those numbers really matter anyway;p

  • Ultra Rare: A Thompson Acre

    Gain the ability to continue a chainsaw sprint immediately after downing a survivor with your chainsaw for X amount of time. During this time you gain a significant increase in turning speed/control, bumping into objects is ignored, and pallets can be broken at normal speed. If the chainsaw sprint is cancelled or X amount of time has expired, you suffer a movement speed penalty of 50% for X amount of seconds, all survivor locations (IF/Rancor visual) are revealed for X amount of seconds and your Aura is revealed to all survivors for X amount of seconds.

    *Ultra Rare: Broken Shackles*

    Downing a survivor with your chainsaw disables their ability to recover on their own for X amount of time. The next survivor put into the dying state during this time grants you the ability to kill that survivor by your own hand. Hooking a survivor before X amount of time has expired removes the ability to kill by your own hand until the requirements have been met again. The dying state recovery penalty can only apply to one survivor at a time.

  • @UlvenDagoth said:

    Side note: The other Killers have it now too.

    https://forum.deadbydaylight.com/en/discussion/comment/771806#Comment_771806

    also, sorry I hate OoO. If I find you in the Fog, I'll really try to remember not to be too mean about it.

    To be completely honest it doesn’t bother me. The game can be frustrating but also very enjoyable. It’s going to change constantly and it’s never going to please everyone, that’s just the way it is.

  • BBQ, Bitter Murmur, Nurse’s... but if I want to run Object then the killer can see me indefinitely but you can’t see them? Like the way Freddy used to be with Object.. lol and I never 4 man. Object is just a guilty pleasure.

  • @TLP_Legion said:

    Does that mean all healing cannot exceed 100% or just that We'll Make It doesn't stack itself anymore? Because there were some tests done and healing definitely can go past 100% while using We'll Make It. So is that a bug or intended?

    I just finished a game. The killer had sloppy butcher 3 and I had we’ll make it with botany..

    It was 8 seconds. When I was healed the other person didn’t have healing perks or a medkit and it was 18 seconds which is 2 seconds more than normal. I never paid much attention to actual healing times but I’m assuming that if the killer didn’t have sloppy butcher than botany with we’ll make it would have been 6 seconds to heal a full health state.  

    I see the question asked a lot about botany and we’ll make it and based on this recent game I just had and the times in the clip I took, botany definitely shaved off an extra 2 seconds from sloppy butcher.

    The pics below are from when healing started to when healing was complete.

    The first 2 were botany and we’ll make it vs sloppy butcher.

    The 3rd and 4th pic are the start and finish times of healing against sloppy butcher by another survivor without any perks that alter healing and no medkit was used.

    B95183E7-323A-427E-AA0F-4E06E4CB80D7.jpeg 8A35C3D6-CA3B-4083-AE64-C346197DA4A8.jpeg 6AE201DE-C83C-47B6-9F24-3A19548C8170.jpeg 8169E4B6-061F-4C12-A2DD-4F370BCCD54D.jpeg


  • This all helped a lot. Very much appreciated:)

  • Jeff is louder than a 32m terror radius..

  • @TheUnendingNightmare said:

    You made a typo. It's written "Hillbilly" not "Myers".

    Yw

    Literally the first thing that came to mind when I saw the original post was Hillbilly.

  • @FireHazard said:

    @Starr43

    No because they haven't been revealed yet for the perk to even consider that they exist on the field yet.

    If it did, that'd be a huge counter for Demo... so that's why it doesn't track them when they're not revealed/not used yet.

    Thanks for the response, it’s very much appreciated. I think I could have been more clear about my question though. I was mainly wondering if Small Game worked on the portals that have been used and are now visible.


    I haven’t had a chance to try Small Game against the Demogorgon but using that perk in order to counter activated portals came to mind since I kept coming across activated portals hidden in the corner of the map so Demo could keep trying to sneak up on a nearby generator.

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