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SweetTerror

SweetTerror

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SweetTerror
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  • @Warcrafter4 said:

    I feel like Survivors need specific dailies themed after each survivor as a mirror of killer's power specific dailies which cause killers to have more dailies.

    I'd imagine dailies like this(I am not very good with naming things):

    Dwight's light: finish repairing 2 generators while working with another survivor as Dwight.

    Meg's endurance: Become exhausted 3 times as Meg in a single game.

    Claudette's Virtue: Save or help a dying survivor recover 2 times as Claudette.

    Jake's Deceit: Be within a killer's terror radius for 30 seconds while not in a chase as Jake.

    David's Sacrifice: Take 2 protection hits as David in a single game.

    Nea's Grace: Fall while being chased twice as Nea.

    Laurie's Solitude: Escape or be the last survivor in a game as Laurie.

    Ace's Fortune: Open 2 Chests as Ace in a single game.

    Bill's Perseverance: Recover from the dying state as Bill.

    Feng's Evasiveness: Vault 3 times while in chases as Feng in a single game.

    That's actually a really good idea. I know survivors are basically the same once you've unlocked their teachables, but it would certainly encourage leveling up more survivors.

  • @Xyvielia said:

    Yeah, I understand devs upping the number of killer dailys in the same way which they cause matches to spawn within certain maps during reworks and new chapters... I was under the impression that the dailys a player completes for a specific killer will appear more frequently in the same manner, idk though.

    I get Myers, Doc, and Nurse, Clown and Demo dailys more often than the other killers... jus figured it was because I play them most and always complete their dailys.

    Yeah that probably has something to do with it. I play with Freddy, Pyramid Head, and the Twins the most, and those seem to be the challenges I get more often than not. I was surprised that I got a Twins challenge the other day so that probably explains it.

  • Okay first of all you need a break up that massively long paragraph. I really like the topic at hand, but you'll be lucky if you get a lot of people to read it. My eyes started to glaze over.

    Secondly, I couldn't agree more. Dead by Daylight has had one mode, and one mode only for over 4 years now. What's really sad is that one mode is still riddled with glitches, so I don't know what that says about BHVR as a whole, but as much as I would love to see a new mode, (and your suggestion wasn't half bad!) maybe it's best that we don't.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839947#Comment_1839947

    Don’t like this either. But these cosmetics are at least still available for few shards in the shop and don’t require you to watch some obscure streamer and wait for them to drop a code..

    True. Those streamer codes are ridiculous. It's like a Black Friday sale where everyone's watching with bated breath for the next code pop up, and when it does everyone's rushing to put it in. F off with that nonsense.

  • @Xyvielia said:

    Yaaaasss!!!

    I’ve been getting about 2 survivor dailies per 12-15 killer dailies.

    Certainly don’t mind doing some killer dailies, but it’s getting rediculous, smh

    Some of the friends I play with are survivor mains, and they haven't come across a survivor daily in nearly a month's time. I get that BHVR wants to encourage more people to play killer since killer can tend to turn new players away given the state of matchmaking, but they have to be willing to accept that for a lot of people that's just not going to happen.

  • @Mooks said:

    Yeah I also thought those Daily reworks would come sooner.

    i keep getting stuck with daily’s for killers I don’t want to play anymore.. and i feel like there are daily’s that I haven’t seen for months.

    Yeah I don't understand why daily reworks haven't occurred by now. You would think it would be a lot less time sensitive than it would for a full-on character or level rework, but that's just me. Quite frankly I can't remember the last time I came across a David King challenge, which sucks because he's one of the survivors I main.

  • Thanks for sharing those. Quite frankly I hate how they limit these things. If you're going to create thousands upon thousands of these, then just give it away for free for a few days.

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839682#Comment_1839682

    I feel like that's due entirely to the game's bad matchmaking.

    Solo survivor has rank 1 players who very obviously shouldn't be there. If DbD had a ranking system that actually worked I'm pretty sure the game would be survivor sided.

    It's true that matchmaking does have a big hand in this. The game used to balance matches based on the rank of the Killer, which imo the game should still do. Trying to find a balance between all ranks is completely pointless considering that rank doesn't always equal skill. All anyone has to do is stop playing for a few months and fall all the way back to rank 20. And having those players face off against legitimate newer players is the reason why this game has a hard time attracting and keeping new players.

    Perfect example, I started a new account on Xbox. My primary account is on Playstation but I figured I would use the Xbox account to test out Killers I don't normally play as. In my first ever match as Ghostface I went up against all rank 8 survivors with maxed out perks. I was rank 20 and had nothing more than three level one perks to my name (grinded some blood points so I could at least get him to level 10). It was brutal to say the least.

  • @Slashstreetboy said:

    As Killer you have two things that set you apart from Survivors:

    -Burden of performance, nothing can make up for your mistakes

    -few margin for error, none at all against good survivors, to the point where you guess wrong once in a 50/50 situation that´s gg. There are Killers that suffer less from that, but this holds true for most of the roster. As Survivor, you can screw up a lot and then some and still win.

    I still enjoy rockin funny builds, though, I just don´t expect to steamroll a sweatsquad with them. Currently, totem Krampus trapper is something I have fun with: Retribution, Haunted Grounds, ToTH, Blood Favor. It sucks, but it´s fun when it works, as I´m currently kinda burned out from running "meta" builds all the time. The only Killer I run the actual build (ruin/undying/tinkerer/bbq) that most people would consider meta would be Clown, though.

    Very true. With survivor you can rest assured that mistakes made can still result in an escape, whereas with killer one mistake can throw an entire match. It's one of the reasons why it can be so damn apprehensive playing killer sometimes!

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839588#Comment_1839588

    Oops, sorry, I was for some reason thinking Undying was a Twins perk. My point still stands though -- there were other powerful options that worked before this existed.

    Isn't a "meme build" a silly build that's mostly for goofing off? I definitely wouldn't describe strong meta builds that way.

    I thought that a meme build always refered to something that gets ran all the time. But you're right a meta build might be more accurate.

  • @Grandpa_Crack_Pipe said:

    On the plus side, your Killer teammates are guaranteed not to be potatoes!

    That's one way to look at it! 😄

  • @Kolonite said:

    I find myself having much more relaxed survivor games and I think it comes down to two things. First is that I might not take survivor as seriously and it makes me not feel like I need to try as hard. Second is that survivor is a team while the killer is on their own. Everything rests on one pair of shoulders and your seconds are 4 times are precious as 1 survivors seconds. Though, solo queue survivor can be harrowing. It’s mostly because of your fellow teammates and not the killer when it is though.

    True. It's much easier to make a mistake as a survivor than it is as a killer. Make a mistake as a survivor and you can still realistically escape, make a mistake as a killer and it could cost you the match.

  • @Rydog said:

    You definitely don't need to use Ruin + Undying + Tinkerer to stand a chance. You couldn't even do that a month ago, and killers were still winning games just fine. People act like nothing came before whatever the current meta is.

    Ruin + Undying has very much been a part of many killer builds since the blight was introduced. And you're right, you don't need to run those builds to be successful, but the higher in rank you are, the more of a meme build you need. Now if you have devoted hundreds if not thousands of hours into the game, and know the ins and outs of every map like the back of your hand, then probably not, but for the casual player like myself that can only fit in a few hours a day, it's kinda needed.

  • @Mikeasaurus said:

    As Survivor I'm kinda like 'Yeah, I got like 3 hooks so I'm good' right until that 3rd hook is coming and I become a 5 year old girl panicking for my life. But as Killer, I feel like I've developed some sort of PTSD before a match even loads. It takes me a good 10 minutes of mental preperation to be ready for one!

    Same! Sometimes I'll look on YouTube to see if someone has played with a certain kind of build that I myself am thinking about running to see if anyone has had success with it. I know experimentation kind of goes hand-in-hand with any game, but with a game like DBD experimentation can sometimes lead to being absolutely demolished, which can be real demoralizing.

  • @RamblinRango said:

    Yeah I don't feel nervous in the slightest until I'm on my last hook AND the exit gates are powered as survivor but as killer my hands are sweating before the map loads up lol

    Seriously! The apprehension starts in long before I even hit the accept button! 😄

  • This is why I leave comments turned off. And if someone is truly playing in a very toxic way (i.e. killer slugging everyone and not hooking), then I'll DC. I don't mind the short time penalty, because quite frankly there are better things I could be doing with my time than being abused.

  • @Mazoobi said:

    I don't think killer legendary skins are worth it just because of the lack of seeing your own skin compared to survivors. I still think Lisa is the best legendary so far.

    I agree. The krampus skin looks amazing, but you don't get to see it in the game nor do you get to see it during a mori animation. The last thing I want to do is spend $15 on something that I can't look at while I play.

  • Hit validation at its finest

  • @dezzmont said:

    Because you generally want to win your initial chase before releasing victor, or use victor as a detection tool while pressuring with Charollete, chase perks for Charollete aren't terrible, they just shouldn't be chase perks that require you to dedicate a lot of time with her, so the classic STBFL isn't a good idea.

    I found that Coup De Grace is actually shockingly good on her, as it can force a down really easily and let you transition to Victor fast. While it only will fire 5 times, its critical to remember getting early downs on killer snowballs. If you can win 2 chases with Coup 20 seconds earlier than you otherwise would have, it did its job and then some.

    There is also the obvious passive perks. Undying-Ruin-Surveillance for example. You also have options that emphasize your map pressure, like Oppression. Twins also have stall elements in their kit (if the survivor kidnaps Victor as 'counterplay' you are a very happy twins if your comfortable as an M1 killer. Imagine in that case Viktor 'replacing' that survivor with an immersed claudette for 40 seconds to understand how good it is), and stall elements naturally self synergize, and its REALLY bad to stay injured vs Charollette, so Sloppy isn't a terrible play: you eat a lot of time if survivors are forced to heal every injury, and it makes tracking with Viktor easier if they just don't.

    I think the real secret tech is Stridor, because that is a passive global perk that increases breath volume for even survivors, so it works as Viktor for tracking injured survivors.

    I'll have to try Stridor. Lately I've been wondering if I should use chase perks (Enduring, Brutal Strength, etc) should survivors take Victor hostage.

  • @Nosferatu3145 said:

    I'm using corrupt intervention, BBQ, Pop and oppression (oppression is a great perk for both gen regression and tracking)

    Oppression is nice, I just hate the long cooldown. It does combo very nicely with Surveillance however, which I would use if I weren't incentivized to use Victor more than Charlotte. I guess I just wish there was more of a reason to use Charlotte other than hooks.

  • @Patrick1088 said:

    My current Twins build is the following:

    Whispers: great locating perk. I move until it lights up, then back off so its off. Then I releasr Victor. It gives the Survivors a lot less warning as opposed to my TR getting stronger and then stopping, thus showing Victor is released.

    Sloppy Butcher (or Nurse's calling if i ever get it lol): SB slows down heqling and increases bleeding so it helps Victor to find injured survivors easier since he doesn't see scratchmarks. NC is great for finding any survivors who are healing.

    Overcharge/Oppression: Twins have a great ability to pressure multiple gens at once. These two perks are more for mid-game/end game control especially when you get to a 3-4 gen. You set up each twin between 2 gens. Victor acts as a beacon alerting you to potential gen repair. And Charlottr acts as the damaged. With Overcharge/Oppression, each damaged gen will result is a difficult skill check and will cause other gens to regress and trigger difficult skill checks immediately. This can snowball very quickly as it will alert you to which gens are being worked on and then you can damage the next for another Overcharge SC since Oppression will be on cooldown.

    Ive held games hostage when down to a 3 gen where they regress back to 0 and survivors are stuck. Their only hope is to try and bait me to leave or sacrifice somebody to get some progression.

    Other great perks are Surveillance to see which gens are regressing, Discordance to see if multiple people are on a gen.

    You can include other good M1 perks for Charlotte (BBQ, PGTW which are good perks in general)

    As far as add on for my build I enjoy the toy sword and black hood. Reducing pounce time and Charlotte's awakening is key to help pressure multiple gens.

    I did see some other good sets by streamers that utilize Deerstalker, Hex: Devour Hope. You can look those up though!

    Really appreciate the detailed explanation, thank you! Personally I've used perks like tinkerer in the past, but I had no indication it went off since I was using Victor at the time. And since Charlotte has no power you're incentivized to use Victor as much as possible, so any information perks like tinkerer, discordance, surveillance, etc, aren't really worth it if you are using Victor most of the match.

    This is why I was interested in what people thought a good build would be. I was thinking about sloppy butcher, BBQ (since you need Charlotte for hooks anyway), Make your choice (for the fun of it), and Corrupt.

  • I'd say that 2020 revealed BHVR's true colors. They released chapter 18 in one of the worst, buggiest, and broken states that I have ever seen a DLC be in. They claim that they only had a short period of time between the PTB and the release date, but that doesn't make any sense seeing as of how all publishers have the final say over when something gets released, so they could have easily delayed it.

    They also claim that they had to release it to the live servers as it's a far better way to test it there than on the PTB. And if that's true, then it completely negates the whole reason for the PTB to exist.

    All I got to say is that if I'm going to be charged for something that doesn't work as intended, then I best receive one hell of a hefty discount. I'm glad I was able to purchase The Twins with shards because the Twins won't be fully complete until the mid-chapter update. And being expected to pay money for something incomplete and broken is wrong in so many ways.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1836683#Comment_1836683

    Geez, that's just a disgrace.

    And that's me toning down my choice of words.

    You made me spit out my drink! 😄 I love this game but the events could definitely be better!

  • @[Deleted User] said:

    Not only BP, but XP as well? Damn...

    I know mobile has a different setup than the main game does, but still! BHVR used to do a winter solstice double blood point event in the past, but now they're doing daily login bonuses. Needless to say it's not the same.

  • @The_Bootie_Gorgon said:

    DBD mobile has it's own problems...

    https://youtu.be/J6rgZeQ1Zec

    I never said the mobile game was infallible (what game is?), only that what's on offer easily trumps DBD proper.

  • @KateDunson said:

    Mobile team has a heart and love the game, pc team just wants money, all they do is making cosmetics dlcs and tomes.

    Sad but true.

    DBD mobile listens to their community a lot better, as evidenced by one of the most requested features getting implemented that the DBD community has been asking for in the main game since day one - a training mode.

    Not only would I love to have a training mode, but I'll take bloodhunt events over a Tome challenge any day. Right now DBD mobile players are earning 3x the blood points, and yet here I am trying to get five pallet stuns in a single match just so I can earn a few measly blood points.😕

  • @WishIcouldmain said:

    Yeah Mobile does have many features. Embarrassing the other platforms

    Not just excellent events, but they have a friggin training mode! The DBD community has been asking for that for years!

  • @SilentHillOnDvD said:

    Be grateful you get 10k bloodpoints everyday

    Considering that you can acquire an entire week's worth of advent calendar blood points with a single killer match, makes the daily login BP bonuses a moot point.

  • @lowiq said:

    I would rather take a cosmetic to be honest.

    You get so much BP from playing this game - if you're not focused on prestiging all characters / unlocking bad perks, BP almost becomes useless at some point.

    I guess another way to look at it is the posts on this forum when people don't get free cosmetics during events.

    To each their own, but I'm a casual player. In between work and parenting I can only squeeze in a few hours a day. I've been playing this game for nine months, and I still haven't unlocked every perk despite having every character. This is one of the grindiest games ever, and I would easily take the winter solstice blood hunt events of years past instead of a free cosmetic.

  • My apologies as I don't have any video evidence to upload, but I haven't experienced any change. I'm still encountering hits that are registering after what should have been a missed attack. What I mean by this is that you will clearly see and hear the "whiff" of the attack, but the hit will register anyway after the attack has already played out.

    The hit validation also seems to be screwing with dead hard. At times it seems that it's a coin toss between the hit and dead hard. Sometimes dead hard will register, but it won't play out because the hit won the coin toss. Don't know if anyone else has experienced that, but I have on more than one occasion.

  • @Thanotos_Omega said:

    Honestly challenges wouldn't be as bad if they A: didn't require specific characters in some cases, and just as importantly B: weren't pick one to do, they should all be active at all times so natural game play events occasionally get's you a few extra BP as a treat, not forces you to jump through hoops chasing a challenge that forces you to change your entire play style and make purposefully bad moves to complete,

    That said for a new player this grind is soul crushing, even worse if you don't have the money to skip the shard grinds for more characters, so yeah, anything to give more resources to help would be appreciated, i started playing the game this month and am already taking a break due to the grind being so damn much,

    I would love to be able to work on more than one challenge at a time. And while BHVR has taken baby steps to reduce the grind, such as seeing to it that all dailies are now worth at least 30,000 blood points, there's still far more than needs to be done. It's why no one prestiges characters anymore.

    I've been playing the game for nine months and still haven't acquired every available perk out there. I'm your typical casual gamer. I have a few hours a day to play the game after work and that's about it. Having dailies are nice, but more blood hunts would be appreciated.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/215306/dc-penalty

    Hard disagree

    Playing back before DC penalties were introduced was a massive pain in the back.

    I'll take a 5 minutes penalty when my internet connection goes out over a random guy DCing because they don't like the killer/map any day of the week

    I agree. Granted there have been rare occurrences where I'll be disconnected from the host and in doing so I'll suffer a DC penalty, but like I said that's rare. Before the DC penalty players would quit for all kinds of reasons. Don't like the map? DC. Don't like the killer? DC. Forgot to equip that one outfit you really wanted to wear? DC.

    The penalty may not stop people from disconnecting, but they most certainly deserve to be penalized. And the more they do it the longer the penalty will be which means fairer matches for better gamers.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831992#Comment_1831992

    Then I suggest you equip Kindred instead of Calm Spirit/Resilience. If your intention with Calm Spirit is specific counters (Doc/IF) you avoid screaming but the bubble still shows. I had the same issues with being 1 hooked and kindred coordinates your SQ team to better perform, no matter if by rescuing you or slam gens avoid completely (camping bubba ex.).

    I'll be damned I didn't know that! I thought by not screaming your location wouldn't be revealed. That kind of defeats the purpose of calm spirit when facing the doctor.

  • @lagosta said:

    I gotta say that the matchmaking can only do so much with the players it has available. I believe that currently it relaxes rank requirement the longer people have been on queue. The matches may not be perfect, but of the games you've shown 2 killers had excellent addons and the last one smells like a survivor main.

    If piping is your focus, bring perks that compensate for areas you're lacking and play for pips, not escapes:

    1- medkits+deliverance/DS for survival

    2-BT or WMI/PT for altruism

    3-detective's hunch for totem cleansing or PT for coop objectives

    4-Saboteur for boldness without looping

    What led to so much de-pipping were having teammates that let me get to death hook repeatedly upon my first hook, and sweaty killers that preferred to camp and tunnel.

    I get that rank doesn't always equal skill (as evidenced by the "rank 20" Pyramid Head), but matchmaking needs to go back to setting up matches based on killer ranks again because rank 15 and 16 survivors with nothing more than a couple of rank one perks to their name, don't deserve to go against a rank five killer.

  • @dezzmont said:

    Twins are deceptive. They aren't really a 4.6 killer, save the fact they have a 4.6 movement speed. They are designed way more like a 4.4, in that their power is so unique that you kinda need to devote a lot of time getting good at it in a manner that will make most killer players bounce off them.

    Having double the map presence in a game where the killer's defined weakness is poor map presence is huge. Already a giant advantage. But Victor is in most situations just flat out better than a normal killer (tiny loops do counter him but you can do some stuff to break em).

    Their power has a lot of unique dimensions: Kindapping is less bad than it seems because the entire goal of chases as a killer is to get people off gens and I dunno about you but a survivor signaling they are totally fine with not doing gens for 40 seconds is FANTASTIC. Its like they are sitting in a bush self caring through sloppy.

    There is stuff like bluffing getting off victor to bait someone to try to kick before waking up. Placement of both of them when idle. Corralling people into the other. The detection aspect. The fact that Victor is a 'skillshot' power that requires you to master its execution like a ranged killer, billy, nurse, ect. There is just so much about this killer that allows a good twins player to just wreck shop, but also makes good twins play really hard. Because there is no *one thing* you can do to be amazing with twins, just like there is no one thing you gotta do to be good with deathslinger or huntress: you just have to be good at twins.

    They can absolutely run loops like a 4.6, but they demand way more mastery to get utility out of them than a ghostface or a doctor. But their power rewards you extremely heavily.

    Don't get me wrong, they are cluuuuuuuunky and could definitely use some QOL. Its so annoying how BHVR makes killers play like molasses and has you fighting animation locks or artificial slowdowns or what have you every 5 seconds, they are phyically unpleasant to play, but way less than Nurse or Blight or DS in that regard.

    But there will be moments once you start getting good at twins where you realize "Hey this is the strong long loop on the map" and leave Vic there, and then push someone in there. Or you will delay a latch on vic for juuust the right time to come out of your trance for your target to turn the corner and you to drop smack them on asylum. Or when you do stuff like bait people out by switching off vic pretending not to see someone, then switching right back on em. Or using vic to watch someone you won a traditional chase with so you can start another with an injured survivor, switching to him instantly the second you hear a heartbeat to punish an attempt to kick.

    The map pressure you have with the Twins is good, especially if you have Corrupt. Like many I'm still figuring out the best play style for me. I hate to tunnel and I hate to camp, but it seems to be the most effective place style atm. For example, having make your choice can be really sick. Having Charlotte just outside the required radius while you use Victor, and going back to her once an unhook has been done, can lead to some pretty sick slugging plays.

  • @seabearCircle said:

    I really think that the Twins are very strong in the play style hey are meant for. However that is not a fun play style and it is easy to abuse in indoor maps. I have been trapped in rooms on Hawkins due to charlotte having collision. Also it's almost impossible to dodge Victor in indoor maps if he catches you in a hallway. I have not gotten to play with the Twins on those maps yet, but I can not play against them on those maps (at least not yet). Also for me its so hard to see victor and hear him until he's too close without headphones, but I'm likely not used to the sounds yet.

    Other than that I do feel there needs to be some more thought into balance and pro/cons of using victor. I personally think there is not enough punishment for using victor cause once you learn the pounce its hard to miss unless the survivor is near the perfect small barrier object to loop. I don't want to speak to harsh though since I am still learning, but so far they are not fun to go against at high levels with people that sweat (I only bleed out against high rank Twins :( ) and I mess around too much as killer to have any place to rank them anywhere.

    I guess back to the original post I would not buff charlotte without a nerf/change in other areas. They are nowhere near weak.

    edit: I have found that the crush animation for victor can cancel when he recovers in the middle of it and addons make it slow enough that it's almost impossible to survivors to crush him in time. This seems silly.

    I think it's perfectly reasonable to expect more of a balance between Victor and Charlotte. Personally I think kicking Victor should be both a positive and a negative. In my opinion the kicker should be exposed for a period of time, but destroying Victor should also bring with it a longer cooldown before Charlotte is allowed to use Victor again. Having to wait just six seconds isn't long enough. But at the same time Charlotte has no power, so it's a delicate balancing act for sure.

  • @MythMage said:

    Or maybe because they are SOOOO clunky to play.

    Or maybe because the best playstyle is a slug and camp heavy one.

    Or maybe because they suffer from Legion syndrome where 1 mistakes deletes your power and ruins your momentum.

    Or maybe because they get punished for downing a survivor if another just happens to be nearby.

    Or maybe because they are slow as all hell at doing anything.

    Or maybe because Victor is just the whole Killer.

    There's alot of reasons to not play The Twins

    I'll say this though, at least it only takes 6 seconds to use Victor again after having been kicked. Whereas with Legion you're stuck waiting forever for your power to come back should you miss an attack, which is ridiculously punishing.

  • @Crowman said:

    While Victor can't use perks when being controlled there are still perks that can be used effectively. Ruin works regardless who is control. Deerstalker is useful for finding slugs after Victor downs survivors, BBQ/Thrilling are tracking that work when you do pick up a survivor and hook them.

    The main reason I think people aren't playing The Twins is because there's only 1 effective way to play them and there's no room to deviate from that playstyle.

    Yeah that's true. I don't like to camp and I don't like to tunnel, but you have no choice since Charlotte has no power, and Victor can't use perks. The only other viable strategy I've seen is using Victor to protect hex totems. Naturally you're stuck with Charlotte all match, but that just means you need to have a build that supports that.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1829261#Comment_1829261

    What I dislike most about them is their lack of tracking ability. Victor can’t see red trails and Charlotte can always see Victor, EXCEPT when he is latched onto somebody. How the hell does that make any sort of sense? If she could see him when on somebody at least it would stop people from abducting him. Soooo stupid.

    I never understood that either. If Victor is on someone's back and other survivors are around that survivor, then Killer instinct will go off, but not for the survivor he's actually on? Very bizarre design choice indeed.

  • @hardtimefun said:

    what annoys me the most about the twins is that the fact a survivor have victor on their back doesn't stop them at all from using pallets and vaulting windows which should have been the main thing Victor should do to survivors, and also keeping victor for too long will put you into the dying state, I can't understand why it's not base kit, and why you don't see the aura of the survivor Victor is on, it's a really really bad base kit

    It's nice to know that survivors can't do important things like repair generators, cleanse totems, or heal, but I agree that it's kind of odd to still engage in chases and vault windows when you have a demon on your back! LOL

  • I think there's no reason why you couldn't work on more than one challenge at a time. If there's one challenge that requires you to, say, fix generators, and it's sitting right next to another challenge that requires you to cleanse totems, then there's no reason why I shouldn't be able to activate both of those at the same time.

    Letting players activate two survivor and two killer challenges at a time would go a long way to making these rifts a lot more manageable.

  • @SocialDistomancy said:

    you sure it's not the blight perk they're using? you checked the perks after games? pretty fun kind of bug if it is one

    Not at all. It's not dragon's grip. It's just another bug from BHVR because that seems to be what they're really consistent at.😕

  • @Jareth said:

    I've seen that happen a bunch too. Never knew if the killer could see it since I've never actually screamed from it. It's always been silent with just the jump back motion for me.

    I guess I shouldn't say a scream, but more like a little yelp. But yeah if you're close enough you can definitely hear it. I was being carried by Pyramid Head, and when the two survivors yelped, he turned and looked in that direction while he was bringing me to the hook.

  • @Ivaldi said:

    Personally i run Ruin/Undying/Surveillance/Sloppy.. Surveillance gives him much more information and you don't have to wait for a gen to be at 75% just to know someones working on it. You fake teleport to far gens and wait to see if it turns white (a survivor getting off of it thinking you're coming).

    That's a good build too, but I would use BBQ in place of Surveillance as that pretty much does the same thing without you having to worry about regressing the generator first.

  • @ALostPuppy said:

    Ruin/undying/tinkerer/BBQ Freddy with the 2 teleport cooldown add-ons is disgusting. I genuinely think this combo is almost overpowered on Freddy. It's way too good. Freddy uses tinkerer the best imo, idk what people are talking about when they say it's bad on him.

    Yup. This is the exact build I use for my Freddy. Most of the time I'll bring add-ons that slow repair and healing speeds, but while tinkerer doesn't give you stealth in the dream world, the ability to know where to go at the drop of a hat is very nice! I've had a lot of success with it.

  • I agree that Legion is long overdue for a rework. Hell I would settle for not losing your entire power bar on a missed attack. I'm fine with a missed attack canceling your power, but having to recharge the whole damn thing again? That's infuriating.

  • @Felnex said:

    Well it takes what, 90 seconds to repair a generator? If you were chasing just one survivor (and they didn't accidentally lead you to interrupt their teammates) then yeah, I'm not sure what you're surprised about.

    I really don't get what the point of this thread is. You failed to pressure survivors, and they repaired gens because they had nothing else to do (nobody to unhook, nothing to hide from, no need to heal) what are you expecting?

    Try getting better at applying pressure to multiple survivors, knowing when it's not worth chasing survivors (for example, if you only had 1 hook in 5 minutes) and maybe take Corrupt Intervention

    I want to add to this comment by saying that while this commentor isn't wrong, it's also incredibly tough right now to play killer, notably killers that you haven't played as before. It's even worse if you happen to be a newer player.

    The DBD community has been asking and pleading for years to be given a practice mode. Quite frankly I don't see why you can't start up a custom match by yourself with AI survivors. If the mobile game can do it, then why the hell can't the main game? Clearly the developers of the mobile game aren't worried about splitting up the player base with a practice mode, so I don't see that excuse working for dead by daylight proper.

  • @DemonDaddy said:

    I have been playing survivor since the twins release and still haven't vs them yet. Guessing the twins aren't worth the time.

    Like I said, they are a lot of fun. They're unlike any other killer on the roster. But there's a reason why you hardly ever see them. Since the Twins were released, I've only ever came across them twice, which encouraged me to play as them since I never see them. After playing with them for a while now I'm starting to see why.

  • @Kees_T said:

    Just another bug, happenes to me too.

    Great, now there's a bug that can penalize us. Fix this BHVR!

  • I think that there definitely needs to be more of an incentive to prestige characters. For example, once you hit prestige level two then I think every perk you unlock should be at level 2, and so on and so forth for level 3.

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