TWiXT
TWiXT
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At Evil Within 2 He already has a small 16 meter Terror Radius that can be reduced to 8m with the use of Monitor and Abuse, and a natural Undetectable status at EW 1 that's constantly active, so gaining undetectable while stalking is not too much of an aid for him when it comes to sneaking up on survivors at those levels when he already has the smallest TR in the game as part of his base kit. Also when he's stalking, his Movement Speed drops heavily to 69%/2.76 meters per second passively, and 23%/0.92 m/s actively, so even if stalking activated Undetectable he's still moving slower than survivors walk/crouch walk which would give him no advantages in getting the drop on anyone, and gift survivors extra time to do gens as he slowly crawls around the map. At EW3 Undetectable could be useful, but again slowing him down from normal movement speed at 4.6 m/s to slower than survivors walk would just become a time waster on EW3, so unless they allow him to move at normal speed while stalking, there's little to no advantages to be gained by this proposed change.
Regardless, Undetectable still has 2 major counters to it: Premonition and Spine Chill, both of which go off/light up within 36 meters of a survivor despite your TR size or Undetectable status, which completely defeats killers like Shape, Ghost Face, and Wraith when attempting to stealthily approach survivors. If you want to give Myers or any stealth killer an advantage, either give the Undetectable status immunity from Spine Chill and Premonition's Effects, or at the very least, reduce the effective range of those perks from 36m to 24m so that the killers can get close enough to stalk survivors without setting them off. Some have even proposed those perks should only become active if the survivor is also within the killers TR, which would give a definite advantage to stealth killers, but others would argue that it'd give them too much of one.
Sorry to shoot down your Idea like this OP, but enabling undetectable while stalking not only slows Myers down too much to gain enough benefit from it; it's also still completely countered by 2 perks in the survivors arsenal that would only make it worse for him to attempt a stealthy approach this way. Currently Myers moves at 105%/4.2 m/s when in EW1 while undetectable, and this jumps up to the normal 115%/4.6 m/s as soon as he hits EW 2 at the cost of the undetectable status, but unlike all other killers at that movement speed, his TR only goes up to 16 meters. Do you know how many players would kill to have that small of a TR on other killers while moving that fast? Current Myers is fine as he is, just so long as the survivors don't bring in either of those perks, which completely counter stealth killers.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1601411#Comment_1601411
Kinda, your chances increase if your wearing the red mask. I've caught out a few people with this, not very often though.
I've actually found that his Chrome mask works better than the red one on darker maps like Yamaoka. Mainly because it actually does its job at semi-reflecting the environment around you, so its visibility varies depending on the map. This also means that it's much easier to spot on brighter maps like The Game, and Lery's, but overall its a pretty decent mask to use for the majority of the maps if you are trying to keep from getting noticed.
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When they introduced the killer lock about 3 weeks before they launched The MMR system, it was already gathering data in the background in preparation for going live, and while they thought it had gained enough data to justify launching it, as we all know, that didn't work out so well. I'm betting they came to the conclusion that the MMR system simply didn't have an adequate amount of time to properly prepare each users accounts before it went live, and now just like before, the MMR system is still running in the background gathering the necessary data it needs for a more proper launch. If that wasn't the case then there would be no need for the Killer lock to still be in effect. Chances are that while they are fixing its algorithms, they are also biding their time while it secretly gathers data on us so that when they release it again it'll be much more accurate at placing us in proper matches.
In other words, the killer lock won't be going away. They never got rid of The MMR system, its still running in the background, and all they are doing to fix it right now is giving it more time to get a feel for our actual skill levels.
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As survivor: Whether or not I survive, what matters is if I earned more points than my teammates and the killer. To me that's hard evidence that I was the MVP of the match.
As killer: ...When I hear the lamentations of their women.
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Relax, I'm just trying to drop in rank while earning decent BP before the new killer releases on Tuesday. Mori's punish killers ranking, and as such, it's become my go-to way to de-rank when I either get too frustrated being in red ranks, it's getting close to rank reset, or there's a new killer coming out and I don't want to spend my first week learning to play it/him/her while getting constantly steamrolled by high rank survivors. Overall, It's just a quick and easy way for me to de-pip/lose on purpose while earning decent BP, and killers like me can flaunt this because it's a legal game mechanic.
If I wasn't one of the killers who got you today, then apparently I might not be the only one doing this, but I can't say for sure whether or not the others are doing it for the same reason. I know that you may want fuller matches, but at least take heart in the fact that the mori matches are over with quickly so you don't end up wasting too much time.
I'm not apologizing for using them, just informing you of the reason I (and likely others) are probably doing it today, and possibly through the weekend too, as there's really no point in using Ebony mori's otherwise.
Nothing personal OP, just DbD.
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Franklin's Demise + Pyramid Head =
https://youtu.be/ztrHLO0juEgMy audio is muted for some reason in this video, but working with my friend we were able to prove that using Franklin's Demise on Pyramid head and drawing his Rites of Judgement trails over a survivors Item will always result in the survivor getting tormented if they attempt to retrieve it, whether they are Holding crouch or not. Item loss is practically guaranteed if you also use the Mannequin's Foot add-on, which raises the time Rites of Judgment trails remain in the environment to 95 seconds, and with Franklin's Demise destroying items in only 90 seconds, the survivors have No choice but to get tormented if they want to keep their item. This is similar to how Trapper and Hag take advantage of Franklin's Demise, except it also comes with a major bonus: Survivors can't disarm RoJ Trails without getting tormented.
FD presents a sadistic choice to survivors: Get tormented or lose your item. You have no idea how many key's I've destroyed this way.
Also something to consider... Next weeks DLC survivor comes with a perk that recharges items, so what do you want to bet that we're going to see lots more survivors bringing in items next week just to try out the new perk? Just some food for thought.
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@AestheticCharms said:
https://forum.deadbydaylight.com/en/discussion/187402/iron-maiden-is-severely-underrated
I'm a bubba main and my build is bbq, iron maiden, pop and overcharge. I'd replace overcharge with that new perk dragons grip
Make your Choice and Dragon's Grip builds are going to be nasty, I can't wait to try it.
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@thesuicidefox said:
Title.
Makes me feel sooooo good on the inside.
Like the first bite of a great steak.
Or like getting that promotion over that dbag Melvin.
Or like finally getting to take that massive dump you held in all day.
Yum yum feels.
Bite of Steak? Yum Yum feels?
Laughs hysterically in Hag
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Not a build, as I'm sure you'll get plenty of those, but a Perk that is surprisingly effective on Pyramid Head:
Franklin's Demise
Knocking Items out of survivors hands has its uses, but on certain killers, you gain more advantages. Hag and Trappers are obvious: Traps need Bait, but For PH, it's all about getting more usage from his power than is normally possible.
Lets face it, PH's Rites of Judgement Trails are garbage. Not only are they easy to see and hear, but survivors can completely ignore getting tormented just by crouching over them. I've had a plethora of matches where, no matter where I put those damn trails, Nobody gets tormented; Hell, Survivors will even crouch-walk over a trail, MID-FREAKING-CHASE, to avoid getting tormented! Luckily this is where FD shines best. When survivors retrieve items off of the ground, they are forced to stand up during the pick up animation, and coincidentally this actually counts against them when it come to Rites of Judgement trails.
You want survivors to get tormented consistently? Bring in FD, Knock items out of their hands and Draw a Trail over them. If you also use the Mannequin's Foot add-on, that extends the time your trails last in the environment to 95 seconds, and with FD making items only last 90 before they're destroyed... Survivors have no choice but to get tormented if they don't want to lose their item.
Even More fun with PH and his hatred of items: If you knock down a tormented survivor with his Punishment of the Damned attack, send them to a cage, and they Die in that cage with their item in hand... No other survivor will ever retrieve that item. When survivors die on the hook, the item they were carrying falls at their feet; same goes for the cages, except the cages themselves sit on top of the items and block anyone from reaching them.
All in all, FD is just a wonderful perk on PH (you have no idea how many keys I've destroyed using FD on him), so if you're having problems getting survivors tormented, or issues with survivors bringing in too many baneful items, you absolutely can't go wrong with Franklin's Demise and this strategy of how to use it.
Just in-case anyone had any doubts about whether or not FD works as I've explained on PH:
https://youtu.be/ztrHLO0juEg?t=2Note: My own Audio wasn't recorded for some reason I can't at the moment figure out why, but I instructed my Friend to crouch walk to the item, and pick it up while holding crouch in order to prove FD's usefulness on PH. What you hear from him is responses to our conversation when testing the effectiveness of FD on Pyramid Head, and his insight on the Rites of Judgement Trails. His last comment is about how he never sees PH players using FD.
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Just in-case anyone had any doubts about whether or not FD works on PH:
https://www.youtube.com/watch?v=ztrHLO0juEgNote: My own Audio wasn't recorded for some reason I can't at the moment figure out why, but I instructed my Friend Guzma to crouch walk to the item, and pick it up while holding crouch in order to prove FD's usefulness on PH. What you hear from Guzma is responses to our conversation when testing the effectiveness of FD on Pyramid Head, and his insight on the Rites of Judgement Trails. His last comment is about how he never sees PH players using FD.
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Honestly, the only nerf to DS that makes sense is to have it so that if the gates are powered... DS cannot activate. One of the biggest problems DS presents is the "No win Scenario" to killers:
Gates are powered/opened and the Survivor with DS is unhooked and downed within 30 meters of a gate. This only allows the Killer 2 choices:
- Let the survivor crawl out.
- Pick up the survivor, and suffer a 5 second stun while the survivor escapes.
Unless the killer brings in a Mori... this is entirely unfair. TBH, this can also apply to Hatch escapes, but those instances are rare.
Overall, DS's greatest and most infuriating problem is when it completely rewards survivors in the endgame, and there's nothing the killer can do about it. Otherwise, It's actually a pretty balanced perk with (albeit frustrating) counter-play.
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1577475#Comment_1577475
I understand that going up against sweaty SWF’s and Solos can be very stressful and frustrating but there’s honestly no need to bring a mori for survivors that haven’t cause you problems. This is where the cycle of toxicity begins. If you haven’t watched this video by Scott Jund you should watch it he explains things a bit better. But if you don’t, basically a killer who’s toxic to survivors for no reason makes them angry which then makes them become toxic to every killer they run into even if they had no personal problems. If goes both ways but yeah.
It's late at night on a Friday, so understand that I'm writing this while Inebriated from having some fun with my friends, so I don't intend this to be a personal assault on you or your viewpoint.
That said, after over 1.5k hours as killer, TBH I learned the hard way that survivors NEVER hold back when it comes to builds, items, add-ons, and offerings, so why should killers? This becomes especially apparent in the high ranks wherein everyone, killer or survivor, is out to "Win" because this is where the game becomes the most competitive. At these ranks the gloves come off, and nobody can truly fault anybody for whatever they bring into the match, as doing so would only amount to hypocrisy. As a Killer, If I want to get out of the ranks where this kind of play is the strongest so I can enjoy the game more, why should I not use the tools provided by the game developers when survivors do so predominantly?
It's in the nature of the game as coded, and because of this I feel no remorse, pity, or reason to avoid creating builds that don't ensure the maximum effect of "screwing over the survivors" in kind. If they don't hold back, why should I? This has become my creed, but not because I'm a bully, or toxic... It's because I want to meet them on even ground, even if I don't intend to stay there.
Yes, I use Mori's to drop in rank so that I won't have to constantly go up against Sweaty, Try-hard, and SWF teams, but considering what THEY bring in? I honestly don't see how my choice is "toxic" comparatively. I don't really respect Scott Jund, but admit he has a point in that video, with one exception: In the first minutes of the video he mentions having a bad match and taking out your frustrations on the next team who happen to be a bunch of noobs... Currently this is hardly ever the case. If you are high rank, 80% of the time you will go up against survivors on your level, and not a bunch of noobs. Granted, the possibility of being high rank and going up against noobs is still possible, it's also very rare; I stand by the rules I follow, and part of them is to never begrudge someone for using any and all of the game mechanics that are allowed: "Hate the Game, Not the Player."
Here's a Link to those Unbiased rules I follow if you want to give it a look:
@TWiXT said:
Due to the new Silent Hill Chapter release, we are getting an influx of new players, and so I must say:
First of All Welcome to Dead by Daylight, and I hope you are all having fun so far.
That being said, you are likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for what ever side the posting member plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying the game:
1 - Play how you want to play and enjoy the game.
2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.
3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.
4 - When the gates are powered... Anything goes.
5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.
7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:
- A Game breaking bug rendering you incapable of playing a normal match.
- A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
- Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting.
Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.Don't be a petty DC'er.
8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.
Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.
9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.
10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.
Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.
To all you new players, again Welcome to DbD, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.
Overall, This game gives us all the tools to play how we want and enjoy the game. There's no reason to hold back, and If you find an advantage, you should be encouraged to seize it because your opposition will do so regardless of if you do or not. It just so happens that I use Mori's to purposely "lose" the game as far as ranking is concerned, and honestly... against Red Rankers and what they bring in... why should that mentality be considered "toxic" while they get a free pass?
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@Babyyy_Boyy said:
Killers who first hook mori with an ebony are bad because they can’t 4K a decent team without it. Change my mind.
OR... we're not trying to 4k to win so much as use the mori to purposely de-rank until we reach less frustrating ranks since matchmaking is currently based on them. I mean, that's what I do. 1-hook-into-mori is devastating to the killers emblems and ranking, especially in the red ranks, so if I find that I'm getting frustrated, or just tired of going up against too many sweaty high rank solo's and SWF teams, I dust off the large pile of Ebony Mori's, 1 shot perks/killers/add-ons, and go Kill away until I drop down to rank 7-ish where the games become less stressful.
Unlike survivors options for de-ranking, Mori's have become a useful tool that helps killers purposely de-rank, and they allow us to do so without having to resort to pathetic measures like DC'ing, or AFK'ing. With such a tool usually piling up in our inventories, and with the devs changing them to punish killers ranking ever since the emblem system went live, why not take advantage of them for this purpose?
To me its a win/win way to de-rank if that's what you're after, because you have short, fun matches, and earn decent bloodpoints while you're at it. It's always funny to get a 3-4k, end up with around 20k+ bp, and still get the "Entity Displeased" message. Sure it's not very nice to the red rank survivors, but at least the matches are short enough that they don't waste too much time in them, so they'll either get over it, or come to these forums to whine about it.
I'm not really trying to change you're mind about them, just offering a different perspective as to why any killer would purposely 1-hook-into-mori a team of survivors knowing that their ranking is going to suffer for it... It just seems to me that this has become the Mori's intended purpose.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/1575623#Comment_1575623
Thanks alot bud. Im surprised you dont use any slowdown with him. Whats your strategy typically when you play him? I mean to slow down gen progress. Im guessing you slug and split pressure.
I also use Nurses calling on pyramid head, the only difference is I dont use monitor on him, I use Im all ears. Also instead of franklins, I used pop goes the weasel. I also enjoy bbq on him bc im a slave to bp and its good for map awareness as well.
My strategy is also pretty simple:
knock items out of hands, draw torment trails over them and at loops to get survivors to leave the loop or get tormented, slug if 2 or more are near unless the slug is tormented; at which point just cage them and chase the other survivor, down with Punishment of the Damned as often as possible, and always spread damage to as many survivors as possible so they spend more time healing than doing gens. It's hard to explain, but I guess I've just gotten to the point where aiming Punishment of the Damned has become 2nd nature to me, and so I'd say 7 out of 10 times it connects, so most of my chases end pretty quickly, and I haven't really needed slowdown perks, but I admit that I could use at least one, especially against SWF teams. I'm currently a Rank 2 on killer, so I dunno why my simple strat is so effective TBH, it just has been.
FD is only a recent change to my build, beforehand it had Corrupt Intervention in it's place, but once I realized how useful FD was on him... Shrugs, something had to go. I'll have to play around with a few builds to find one that suits him/me better and still incorporates FD honestly, but for now, I'm comfortable with my current build.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/1574771#Comment_1574771
Bruh thats one of the biggest brain moves for a dorito boy build ive heard of. You must tell me your build with him lol so I can mess around with it.
Hag with FD is great...idk why I never thought of using it on dorito boy
It's not much of a build: BBQ, Nurses Calling, Monitor & Abuse, Franklin's Demise. Mannequin's Foot + ? (usually Burning Man Painting)
I always liked the synergy between NC and M&A, and it sometimes comes in useful on PH when you can can use his ranged damage through walls on healing survivors highlighted by NC, and BBQ is mostly just for the points. I've also used Infectious Fright or I'm All Ears to great effect over BBQ in this build, but honestly I'm sure people will suggest better alternative perks to use in place of the first 3.
Regardless, FD really helps PH no matter what build you put it in, and you'd be surprised how often survivors will keep going back for their items, especially if they drop a key, even after they realize that doing so results in them getting tormented. Since not many people know about this with PH, no one expects it, which is probably why I'm having so much fun with it currently. These days I rarely get matches where no one brings in an item, or scrounges one from a chest, so as long as they keep doing that FD doesn't feel like a wasted perk slot to me.
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Not a build, as I'm sure you'll get plenty of those, but a Perk that is surprisingly effective on Pyramid Head:
Franklin's Demise
Knocking Items out of survivors hands has its uses, but on certain killers, you gain more advantages. Hag and Trappers are obvious: Traps need Bait, but For PH, it's all about getting more usage from his power than is normally possible.
Lets face it, PH's Rites of Judgement Trails are garbage. Not only are they easy to see and hear, but survivors can completely ignore getting tormented just by crouching over them. I've had a plethora of matches where, no matter where I put those damn trails, Nobody gets tormented; Hell, Survivors will even crouch-walk over a trail, MID-FREAKING-CHASE, to avoid getting tormented! Luckily this is where FD shines best. When survivors retrieve items off of the ground, they are forced to stand up during the pick up animation, and coincidentally this actually counts against them when it come to Rites of Judgement trails.
You want survivors to get tormented consistently? Bring in FD, Knock items out of their hands and Draw a Trail over them. If you also use the Mannequin's Foot add-on, that extends the time your trails last in the environment to 95 seconds, and with FD making items only last 90 before they're destroyed... Survivors have no choice but to get tormented if they don't want to lose their item.
Even More fun with PH and his hatred of items: If you knock down a tormented survivor with his Punishment of the Damned attack, send them to a cage, and they Die in that cage with their item in hand... No other survivor will ever retrieve that item. When survivors die on the hook, the item they were carrying falls at their feet; same goes for the cages, except the cages themselves sit on top of the items and block anyone from reaching them.
All in all, FD is just a wonderful perk on PH (you have no idea how many keys I've destroyed using FD on him), so if your friend is having problems getting survivors tormented, or issues with survivors bringing in too many baneful items, you absolutely can't go wrong with suggesting Franklin's Demise and this strategy of how to use it.
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Oh come on, All the ladies want to just eat him up... True Hag is the only one who actually does, but you really want to take that away from them?
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Oh yeah, and it also can't activate on generators that are currently regressing or blocked, so If they did remove the cooldown, It's not like it would be constantly tearing down gen progress with each successful down. I once had a game as Plague with it where 1 gen was hit 3 times by it, but because there was always someone on that gen or tapping it to stop the regression, it still didn't stop the gen from completing. Likewise I've also Kicked a gen only to find and down another survivor within range of surge, but Surge didn't go off because the gen was already regressing.
So if they removed both the basic attack and cooldown from surge, in the best case scenario where a killer like Bubba manages to down 2 survivors near a gen with his power, chances are that it would only activate once anyway.
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I don't mind the cooldown and range restriction to be honest, but the "Down with a basic attack" clause is too restrictive to Surge and makes it only useful on a small amount of killers instead of universal to all of them. My theory as to why they have this requirement is because it says it affects gens within 32 meters of where the survivor falls, but in reality it's actually affecting generators within 32 meters of the killer. Having the Basic attack requirement covers up this fact by putting the killer right next to the survivor every time it activates so we can't tell the difference, and I'm betting that if they removed that requirement, it would become very obvious that Surge comes from the killer, if say, a good Huntress managed to down a survivor further than 32 meters from a gen. However, Since she's the Only killer who could pull off that scenario, I don't see why it would be such a big problem?
Honestly, The basic attack requirement needs to go; It didn't work for infectious Fright, and it isn't working for Surge either. If Surge did 15-20% damage to a gen, I could totally understand the need for it, but since it only does a puny 8%, it's hardly overpowered enough to warrant a range restriction, basic attack restriction, and a cooldown.
By leaving the basic attack condition in, so far I've only been able to get any usage out of it with Shape, Ghost Face, and Plague, why? Because all 3 of them can insta-down with a basic attack ensuring that the survivor doesn't get far enough away from the gen. Other M1 killers like Wraith, Clown, Freddy, Trapper, Spirit, Nurse and Legion all have the same problem with Surge: if they strike a healthy survivor near a gen, by the time they down said survivor they will have gotten too far away from the gen for Surge to activate. With Surge also being useless to killers with damaging powers like Huntress, the chainsaw boys, and Demogorgon, there's literally no point to run it on anyone except Plague, Shape, and Ghost Face. If the basic attack requirement were removed however, at least it could be useful to the killers with damaging powers too, which doesn't solve the issue regular M1 killers have with it, but it at least increases the roster of killers who can use it effectively to more than just 3.
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I don't mind the cooldown to be honest, but the "Down with a basic attack" clause is too restrictive to Surge and makes it only useful on a small amount of killers instead of universal to all of them. My theory as to why they have this requirement is because it says it affects gens within 32 meters of where the survivor falls, but in reality it's actually affecting generators within 32 meters of the killer. Having the Basic attack requirement covers up this fact by putting the killer right next to the survivor every time it activates so we can't tell the difference, and I'm betting that if they removed that requirement, it would become very obvious that Surge comes from the killer, if say, a good Huntress managed to down a survivor further than 32 meters from a gen. However, Since she's the Only killer who could pull off that scenario, I don't see why it would be such a big problem?
Honestly, The basic attack requirement needs to go; It didn't work for infectious Fright, and it isn't working for Surge either. If Surge did 15-20% damage to a gen, I could totally understand the need for it, but since it only does a puny 8%, it's hardly overpowered enough to warrant a range restriction, basic attack restriction, and a cooldown.
By leaving the basic attack condition in, so far I've only been able to get any usage out of it with Shape, Ghost Face, and Plague, why? Because all 3 of them can insta-down with a basic attack ensuring that the survivor doesn't get far enough away from the gen. Other M1 killers like Wraith, Clown, Freddy, Trapper, Spirit, Nurse and Legion all have the same problem with Surge: if they strike a healthy survivor near a gen, by the time they down said survivor they will have gotten too far away from the gen for Surge to activate. With Surge also being useless to killers with damaging powers like Huntress, the chainsaw boys, and Demogorgon, there's literally no point to run it on anyone except Plague, Shape, and Ghost Face. If the basic attack requirement were removed however, at least it could be useful to the killers with damaging powers too, which doesn't solve the issue regular M1 killers have with it, but it at least increases the roster of killers who can use it effectively to more than just 3.
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Killer:
Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.
Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.
Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.
Survivor:
Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
These perks come from my best killer concept:
@TWiXT said:
This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.
The Dolls
Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius
Back-story:
Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.
It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.
As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.
In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.
Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.
Weapon:
Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.
Power: Possession
Passive:
Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
OR,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active:
Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori:
Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House.
In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: The Entity is swift to punish those who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%
Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.
Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.
Survivor: Wei Ying
A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.
Unique Perks:
Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
TL;DR Version:
The Dolls
Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.
Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.
Power: Possession
Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
Or,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House
A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.
Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.
Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.
Survivor: Wei Ying
A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.
Unique Perks:
Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
All creative criticism is welcome.
It's a bit of a long read, but I included a TL;DR version for your convenience. If you like the perks and want to know more about where they came from, please feel free to give the concept a read. Any and all creative criticism is welcome, so If you read it and have any feedback, please leave a comment in the linked post.
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36 meters gives too much of an early warning to survivors honestly, and unlike premonition which requires survivors to look in the direction of the killer, it's completely passive and activates whenever the killer looks in their direction, no matter if the killers are in stealth, invisible, teleporting, phase walking etc, there's literally no other way to counter it other than walking sideways or backwards to approach survivors.
The Shape Used to be immune to Spine Chill at EW1, for the sake of balance, because he also moved slower than survivors. Now he's no longer immune to it, and walks slightly faster than survivors, but he's still nowhere near fast enough to justify the removal of his immunity, and since his stalking ability requires him to look at survivors, Spine Chill has become his bane. I kinda miss the old days where Mikey could sneak right up on survivors with only his heavy breathing as a warning, and scare the crap out of us when we realize he's standing just beyond a window or within striking distance. Now all we have to do is bring in Spine Chill and no matter what killer it is, we all know when to run and hide long before they ever get to us.
Because of all of its advantages, Spine Chill is a permanent perk in almost all of my survivor builds, but I have to admit, it does feel a bit broken and could do with a minor nerf. I wouldn't mind if its range was reduced from 36 meters to 24, because that way stealth killers like shape and ghostface could get close enough to get some stalking in, but it would still activate early enough to give survivors a head start on fleeing an area or hiding and still be useful in chases. Either that or only reduce the distance of spine chill to 24 meters when a killer is currently undetectable, just something to tone down its effectiveness a bit against a few killers who rely on getting the jump on survivors as part of their base kits. Hell, some have suggested that it should only activate if you are also within the killers Terror Radius... That's a bit extreme, but would make it less of a broken perk against some killers.
Another possible nerf to it would be to have its icon show up on the killers screen next to their perks whenever it activates. That way they gain the information they need to try and counter it. I mean, that honestly seems fair considering how many killer perks do the same thing when they are affecting survivors.
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I used to think she was the weakest killer because, like a "one-track minded ignoramus", I didn't like the idea that the survivors were "completely in control of her power". I kept thinking the only thing good about her was when she gets Corrupt Purge, which is the strongest ranged damage in the game IMO, but of course she was frequently denied that power if the survivors refused to cleanse, which felt stupid to me at the time.
However, after deciding to bite the bullet and play her for a while I came to realize how wrong I had been. While I was partially correct about Corrupt Purge and its limitations, I had been completely ignoring the power of her Vile Purge. People often refer to it as having a game long NOED effect, or perma-EW3 Myers, but I find it to be much better than those things. Not only does it put all the survivors in a 1 hit down state, It also makes them easier to see, and easier to hear while simultaneously defeating Iron Will + all Healing perks and items. This results in chases that take half as long as any other M1 killer would, and gives you great audio and visual tracking! On top of that, If the survivors do choose to cleanse instead of Toughing it out while broken and easier to track, I get the best ranged damage in the game and can make them suffer even more with it.
Overall, I ended up making a favorite build that puts survivors between a "Rock and a Hard Place" and have been dominating with her consistently even at the red ranks. She's become my go-to girl to main because she's actually very powerful if you know how to use her, and constantly underestimated by survivors because of how infrequently they encounter her. I regret that I totally misunderstood her (feel like such an idiot for not noticing these things about her sooner), and have become a ruthless and proud Plague main ever since. 😁🤮
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For those wondering, here's my "Rock and Hard Place" build:
Dying Light, Thanatophobia, Surge + Surveillance/Pop Goes the Weasel/BBQ/Ruin.
Don't cleanse = suffer massive gen slowdown, Cleanse = Best ranged damage in the game. The trick to getting it to work well is to only hook the obsession twice, and keep them slugged as frequently as possible for the remainder of the game because They're the only survivor immune to the DL debuff, so keep them slugged and don't kill them until you've already killed at least 1 other survivor. At full Thanatophobia debuff + 4 stacks of DL, survivors suffer a whopping 28% slowdown in gen repair speed! On top of slowing repair progress to a crawl, This makes repairing the 8% damage caused by Surge to go up from 6 seconds to around 10.5 seconds, and it gets worse with each stack of DL you gain; I think the max slowdown I've achieved with all 4 still alive has been around 6 stacks, which made Surge damage take around 14 seconds for a survivor to repair. Typically survivors realize they are getting nowhere fast when there are 3-2 gens left and panic cleanse in order to try and defeat the slowdown, at which point you gain the best ranged damage in the game and mop the floor with them. A nice bonus is that because Vile Purge breaks the survivors, the obsession doesn't get to use the 33% healing benefit from DL, which actually makes it a worthwhile perk on the Plague.
Here's a sample or "Proof" of its viability, survivors in the chat didn't like the build (I took this screenshot a week ago):
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That's exactly the situation I was discussing with my survivor friend the other night. The conversation went something like this:
Me: "I'm a good killer, but I do play brutal. Don't get me wrong, I'm not a complete #########. I try to avoid tunneling, and I don't camp the hook; There's no point in camping... most of the time."
Survivor Friend: (laughs) "Most of the time? You say 'I don't camp' and then follow it with 'Most of the time!' (laughs)
Me: "Well, camping in general is a bad idea, but there are times where I'll carry a survivor to the hook only to turn around and see all 3 other survivors around me, because they followed me for that sweet insta-BT save. I know no one's on gens, everyone's already done half of my job for me by saving me time in finding them, so What am I supposed to do in that situation? It would be stupid of me to leave the hook, and just let them get a save without injuring or downing at least one of them now wouldn't it? They've essentially allowed me to apply pressure on the whole team without any of them applying any back. If you make a stupid move like that, I'ma punish you for it."
Survivor Friend: "Fair enough, though they'll probably blast you for camping"
Me: (Sighs) "Such is the life of a killer main."
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1559587#Comment_1559587
I like the idea of expanding the effective radius. 32m might be a little overkill, but 24m would make a lot of sense. You could pair it with Zanshin tactics, then, and know exactly which pallets are in range and would be blocked after a hit. You could even wait a second to go for hits until the survivor runs a bit closer to another nearby pallet and then smack them for maximum effect. Zanshin Tactics is usually pretty terrible, so it would be nice to give it some synergies.
A lot of people in this thread are worried about the cooldown, but I think it's honestly fine in principle. As is it basically means that you're going to get it once per chase, or twice if you're chasing poorly, which I think is pretty reasonable. With that said, I would reduce the cooldown to 30 seconds to exactly match Zanshin Tactics again.
Hex: Undying is already a great buff for all Hex perks, but it's especially strong for perks like Blood Favor that don't require tokens to be at their full strength. I do wish that totem spawns were a little bit less predictable on older maps like MacMillan, Coldwind, and Autohaven, though. I'm not saying they all need to be hidden in the corners of the map, but I know I'm personally so familiar with totem spawn points as a survivor that it pretty much needs to be Backwater Swamp for me to feel confident the totem won't be cleansed quickly as a killer.
Another possible compromise for expanding its radius would be to give it a token system. Say 4 meters of expansion to its effective radius every time it successfully triggers and manages to block a pallet, to a maximum of 4 tokens and a total of 32 meters. This would make getting the first token more difficult, but it would gradually get easier per token gained, so by the time it gains 2 tokens, survivors will start to realize how much worse its getting for them and be encouraged to cleanse it. On top of that, this means that if its cleansed while Hex: Undying is up, it will lose half of the accumulated power and have to be built up again. Ideally if the killer manages to activate it back to back between 40 second cooldowns, that's 160 seconds (2mins 40 seconds) of the match to gain all 4 tokens, which would be more balanced and still make the perk worthy of a hex.
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Play-testing it so far, I found it was only useful in 3 scenarios:
- Chasing 2 survivors at the same loop, 1 injured and 1 healthy, the healthy one takes a protection hit for their ally and scurries off elsewhere leaving you to proceed to down the 2nd because they can't use the pallet against you and often realize that a little too late.
- It activates when you down someone at a pallet before they can drop it. Now you have 16 seconds to pickup the survivor under the pallet without having to worry about on of their allies coming in and rescuing their teammate with a pallet slam.
- That double pallet corner around the clock tower in the courtyard on the Midwich map, or around the basement/toilet room in The Game map... It completely shuts down those "god pallets" and makes those areas useless.
Otherwise, It's as many people have already pointed out: if you injure the survivor and block a pallet, they will just use the momentum from taking the hit to move to a new tile/loop, oftentimes with a pallet that isn't blocked. If they wanted this to be OP and "Hex worthy", they'd double the radius to all pallets within 32 meters of the hit, that way you block both the pallet tile you are on when the hit connects as well as all other nearby pallets.
Taking a hit gives the survivors 2 seconds of moving at 6m/s or 12 meters of distance before you slow back down to 4m/s, and with no windows or exhaustion perk boosts, it takes the average m1 killer about 7 seconds to catch up. So, a survivor makes 12 meters for the first 2 seconds + (5 seconds x 4m/s) 20 meters = 32 meters of total distance in the 7 seconds of the chase after taking a hit. 16 seconds isn't that long of a time, so by the time the killer catches up to them there will only be around 9 seconds left on the timer blocking a pallet.
To me this suggested change feels fair and worthy of a Hex perk that survivors will go out of their way to find and cleanse, unlike how it is right now. The 32 meter distance gain from survivors being injured is also why Surge has so many problems, because by the time you down the survivor, they are typically out of range of a generator that was being worked on, so it fails to activate. Surge only really works on killers who can insta down survivors close enough to a gen with a basic attack, because of this, there's a very small number of killers who can get any use out of it. Similarly, scenario No.2 is the most useful and common situation for Hex: Blood Favor, but really only gets usage from killers who can 1 shot a survivor in a loop before they drop the pallet, otherwise due to its range, its a fairly useless effect for most killers, and not really worthy of a Hex.
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Here's a List of Unbiased rules I feel DbD players should follow.
1 - Play how you want to play and enjoy the game.
2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.
3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.
4 - When the gates are powered... Anything goes.
5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose a match and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.
6 - (For PC players) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you decide to open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity, Just close it, and continue enjoying the game in peace.
7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:
- A Game breaking bug rendering you incapable of playing a normal match.
- A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report them after leaving the match)
- Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.
Don't be a petty DC'er.
8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.
Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.
9 - If it's a legal mechanic in the game, don't be afraid to use it. A lot of the fun this game offers is in discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.
10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.
Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of "guidelines" that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.
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@TWiXT said:
This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.
The Dolls
Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius
Back-story:
Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.
It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.
As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.
In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.
Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.
Weapon:
Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.
Power: Possession
Passive:
Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
OR,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active:
Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori:
Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House.
In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: The Entity is swift to punish those who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%
Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.
Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.
Survivor: Wei Ying
A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.
Unique Perks:
Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
TL;DR Version:
The Dolls
Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.
Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.
Power: Possession
Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.
(Possible balance change if needed due to The Dolls size)
This is the only killer with a 3rd person perspective.
Or,
Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)
Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.
Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.
Map: The “Doll Lady’s” House
A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.
Unique Perks:
Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.
Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.
Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.
Survivor: Wei Ying
A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.
Unique Perks:
Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
All creative criticism is welcome.
This is Something I posted 2 summers ago, and updated last summer. I still think its a strong enough and fairly balanced concept that would be lots of fun if added to the game.
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Here's some teasers for the killers add-on's and a NEW Item for survivors!
A BFF's Famous Recipe (UR) - Dining on a bowl of a fellow Killers famous cuisine has increased the potential of your power.
Survivors who remain for 6 seconds within 12 meters of a Crap trail become temporarily disgusted for 5 seconds until they move out of range of the trail.
Moderately increases the Duration of Crap trails in the environment.
Stool Softener (VR) - Considerably increases you movement speed while leaving a crap trail.
Cup of Espresso (R) - Considerably darkens your crap trails appearance. Slightly increases movement speed while leaving a Crap trail.
Backless Chaps (UC) - Moderately increases the width of your crap trails.
New Survivor Item:
Ginger Snap (VR) - Consuming this item temporarily relieves a survivor of any negative status effect or killer power conditions for 10 seconds. If said status effects and conditions are on a timer, the timer is paused until the relief granted by this item runs out. Exhausted status exempt from this Items effects.
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https://www.youtube.com/watch?v=1-o42q7yjA4
Based on the teaser trailer, It can ONLY be 1 thing...
THE CRAPPER!
Power: Laxative
Activating this power you drink from a bottle of High efficiency laxative and leave a trail of Crap for the next 20 seconds while groaning in intestinal pain that can be heard by survivors within 16 meters. Any survivor who steps in a Crap trail suffers from the "Disgusted" status effect. You may only carry 1 laxative bottle at a time. You refill Laxatives by searching chests, or striking a survivor with a medkit causing them to drop one. Laxatives refills spawn in searched chests every 40 seconds.
New status effect Disgusted: Survivors afflicted with this status effect vomit periodically which interrupts any survivor interactions for 2.5 seconds and applies the Hindered effect for the duration of the vomiting. In addition they also leave a highly visible stink trail, and cause other survivors to suffer the same vomit penalties periodically if they remain within a 6m radius of a disgusted afflicted survivor for more than 3 seconds, these penalties persist for 5 seconds for those survivors after getting more than 6 meters away from an afflicted survivor.
Disgusted survivors must spend 16 seconds to wipe off their feet in a patch of grass in order to remove the status effect.
Obviously this sinister killer will have an amazing advantage on indoor maps that feature little to no patches of grass! I can already imagine the extreme backlash in the forums for this OP killer! Well done devs, Samination will be honored to see their idea come to life!
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I'm not seeing the normal holes in the walls of the shack (perhaps its the angle of the screenshot), which makes me worry that I won't be able to shoot survivors through them with deathslinger anymore. 😥
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1545882#Comment_1545882
it would be purely cosmetic, though, wouldn't it?
@TWiXT : You can expect an onslaught of DCs if something like that would happen. I'll be honest: Pig is the one killer where I WILL dc or suicide on hook, as she causes an IRL stress response in me for some reason like no other killer does. which isn't a compliment.
I don't see why it would cause "an Onslaught of DC's", because you have to take its drawbacks into consideration:
Jigsaw box RNG often favors survivors who get rid of their RBT by the time they search 2 jigsaw boxes on average.
1 Active Heart monitor trigger trap is a threat to no one, as there needs to be 2 or more to set off the chain reaction.
They have no timer, and instead rely on your ability/teams ability to survive long enough for you to remove your RBT.
Since they don't activate until after a survivor with one has been unhooked, you can search jigsaw boxes to disarm yours while they hang out on the hook so that you don't risk activating theirs and tying your fates together.
Gens are now free to do for everyone since they no longer act as the activation switch for the traps, so no more gen slowdown.
If all gens are done, you can 99 a gate and proceed to helping any of your teammates who still have an active trap search jigsaw boxes.
In order to set off the chain reaction, a survivor with an active RBT has to be sacrificed on a hook, so mori's won't do the trick.
So while the add-on change I've suggested has the Potential to be devastating in the right hands, in practice all it does is remove the gen slowdown caused by current RBT's, and encourage teamwork to keep each other alive until all RBT's are disarmed. Pig is not the most mobile chaser in the game as is, so the only way this add-on will become effective is if the pig player is skilled enough in chases and mind games to pull it off, otherwise most players will likely see little use from it.
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I once suggested that they make Ultra Rare add-on Rules Set No.2 (hides Jigsaw box auras for survivors until their RBT is activated) part of her base kit, and replace it with:
Heart Monitor Trigger (UR):
Reverse Bear Traps now activate without a timer when a survivor with one is unhooked. If a survivor with an Active Reverse Bear Trap is Sacrificed, all other active Reverse Bear Traps are Triggered.
Tremendously increases Jigsaw Box Search time. (+8 seconds)
Tremendously Increases Jigsaw Box Skill check Difficulty. (-20% skill check success zone)
Removes all Great Skill Check Success zones from Jigsaw boxes.
"You are not a good listener. I think you missed the part that if he dies, you die." - Amanda Young
Basically, the RBT's aren't activated until a survivor with one is unhooked, instead of relying on gen completion, and they have no timer, but if one survivor with an active RBT dies, all others with active RBT's Die as well. Jigsaw box RNG remains the same, but they're harder to search and take longer to compensate for the fact that the RBT's are no longer on a timer. This has the potential to create a chain reaction of RBT deaths, but in practice, it'll likely only get 1 other survivor at most by the time someone dies with an active RBT. Still, it puts a lot of pressure on survivors to try and get their active RBT off before unhooking someone whose RBT hasn't been activated yet, as well as help eachother stay alive until all RBT's are disarmed. I feel this is a far better alternative for the Ultra Rare add-on slot.
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I've been thinking that they should change the endgame mechanic a little with 1 of 2 slight alterations:
- When the gates are powered they automatically gain opening progress themselves at a rate of .22 charges per second. This means that regardless of survivors pulling the switch, the gates will open in 90 seconds on their own. This ensures that survivors can't abuse it indefinitely, or save progress until it's convenient for them to open the gate anymore. This also has the benefit of making it so that in the situations wherein the killer closes the hatch, the remaining survivor(s) in the realm only have to avoid the killer for 90 seconds for the gates to open, which can be seen as a free escape for the survivor to some people, but 90 seconds is a long time to avoid detection from a killer, so it can also be seen as more fair in that predicament. A simple way to make that situation a bit more intense and fair for the killer is if crows started pestering stationary survivors much sooner than normal when the EGC is triggered, e.g. 15 seconds of stillness to gain 1 crow, 30 for 2, 45 for 3. Otherwise, pulling the switch only speeds up the gate opening progress.
- Gate opening progress regresses at a rate of .5 charges per second, meaning that if you 99% a gate, it will regress to 0 progress at around 40 seconds of not being interacted with. This alternative is more punishing to survivors who don't commit to opening a gate and starting the EGC, but also ensures that the mechanic can't be abused. It also pretty much gives the killer a win against survivors caught in the EGC if the killer started it by closing the hatch, since stealthily attempting to open a gate and escape while the killer is patrolling them will be much more difficult.
Currently killers can open the gates themselves to do this, but in all honesty, the only times a killer ever does is either as a declaration of surrender, or a poor attempt to get use out of Bloodwarden. The original objective of the EGC was to prevent toxic survivors from holding up the game by t-bagging at the gate, or hiding out in the map until the killer either finds them or DC's, while also making the endgame more intense for survivors by putting pressure on them. In practice however, it's still too lenient when they can avoid activating the EGC altogether by 99'ing the gates until its convenient for them, and doesn't really deter toxic behavior during endgame, and rarely puts any real pressure on them at all.
If one of these suggestions were put into the game however, the EGC will have to activate soon after the gates are powered. In no.1 its only a matter of time that the survivors have to work against, and in no.2 it's on the survivors to open the gates asap or risk losing gate progress. Either way, the result is faster and more intense endgames for all parties.
What do you guys think?
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- Her RBT's ensure that a survivor stops focusing on doing gens and has to run around for up to 2 minutes trying to get it off of their head.
- If they don't get the RBT off of their head before the timer runs out, it kills them.
- Pig can bodyblock the jigsaw boxes to ensure an RBT will kill a survivor.
- Jigsaw boxes skillchecks are affected by Unnerving presence.
- She's stealthy.
- If she has 2 or more survivors with ticking RBT's she can focus on the survivors doing gens instead which stops survivors from doing them efficiently, resulting in slowing the gen progress to a crawl, and hands her an easy win.
- RBT's = same slowdown as "old" Ruin, except it can't be destroyed in the first minute of the match, and it's her base kit so it doesn't take up a perk slot.
"PiG OP, pLZ NeRf!"
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I used to think she was the weakest killer because, like a "one-track minded ignoramus", I didn't like the idea that the survivors were "completely in control" of her power. I kept thinking the only thing good about her was when she gets Corrupt purge, which is the strongest ranged damage in the game IMO, but of course she was frequently denied that power if the survivors refused to cleanse, which felt stupid to me at the time.
However, after deciding to bite the bullet and play her for a while I came to realize how wrong I had been. While I was partially correct about Corrupt Purge and its limitations, I had been completely ignoring the power of Vile Purge. People often refer to it as having a game long NOED effect, or perma-EW3 Myers, but I find it to be much better than those things. Not only does it put all the survivors in a 1 hit down state, It also makes them easier to see, and easier to hear while simultaneously defeating Iron Will + all Healing perks and items. This results in chases that take half as long as any other M1 killer does, and gives you great audio and visual tracking! On top of that, If the survivors do choose to cleanse instead of Toughing it out while broken and easier to track, I get the best ranged damage in the game and can make them suffer even more with it.
Overall, I ended up making a favorite build that puts survivors between a "Rock and a Hard Place" and have been dominating with her consistently even at the red ranks. She's become my go-to girl to main because she's actually very powerful if you know how to use her, and constantly underestimated by survivors because of how infrequently they encounter her. I regret that I totally misunderstood her (feel like such an idiot for not noticing these things about her sooner), and have become a ruthless and proud Plague main ever since. 😁🤮
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For those wondering, here's my "Rock and Hard Place" build:
Dying Light, Thanatophobia, Surge + Surveillance/Pop Goes the Weasel/BBQ/Ruin. Don't cleanse = suffer massive gen slowdown, Cleanse = Best ranged damage in the game. The trick to getting it to work well is to only hook the obsession twice, and keep them slugged as frequently as possible for the remainder of the game because The only survivor immune to the DL debuff is the obsession, so keep them slugged and don't kill them until you've already killed at least 1 other survivor. At full thanatophobia debuff + 4 stacks of DL, survivors suffer a whopping 28% slowdown in gen repair speed! On top of slowing repair progress to a crawl, This makes repairing the 8% damage caused by Surge go up from 6 seconds to around 10.5 seconds, and it gets worse with each stack of DL you gain; I think the max slowdown I've achieved has been around 8 stacks which made surge damage take around 16 seconds for a survivor to repair. Typically survivors realize they are getting nowhere fast when there are 3-2 gens left and panic cleanse in order to try and defeat the slowdown, at which point you gain the best ranged damage in the game and mop the floor with them. A nice bonus is that because Vile purge breaks the survivors, the obsession doesn't get to use the 33% healing benefit from DL, which actually makes it a worthwhile perk on the Plague.
Some "Proof" of its viability, survivor in the chat didn't like the build (I took this screenshot yesterday):
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Plague.
I thought she was the weakest killer because, like a "one-track minded ignoramus", I didn't like the idea that the survivors were "completely in control" of her power. I kept thinking the only thing good about her was when she gets Corrupt purge, which is the strongest ranged damage in the game IMO, but of course she was frequently denied that power if the survivors refused to cleanse, which felt stupid to me at the time.
However, after deciding to bite the bullet and play her for a while I came to realize how wrong I had been. While I was partially correct about Corrupt Purge and its limitations, I had been completely ignoring the power of Vile Purge. People often refer to it as having a game long NOED effect, or perma-EW3 Myers, but I find it to be much better than those things. Not only does it put all the survivors in a 1 hit down state, It also makes them easier to see, and easier to hear while simultaneously defeating Iron Will, all Healing perks, and Med-kits. This results in chases that take half as long as any other M1 killer does, and gives you great audible and visual tracking! On top of that, If the survivors do choose to cleanse instead of Toughing it out while broken and easier to track, I get the best ranged damage in the game and can make them suffer even more.
Overall, I ended up making a favorite build that puts survivors between a "Rock and a Hard Place" and have been dominating with her consistently. She's become my go-to girl to main because she's actually very powerful if you know how to use her, and constantly underestimated by survivors because of how infrequently they encounter her. I regret that I totally misunderstood her, feel like such an idiot for not noticing these things about her sooner, and have become a ruthless and proud Plague main ever since. 😁🤮
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During the MMR, I was lucky enough to be getting paired with like skilled players on my main killers, and noobs on killers I never play. I felt like the game was finally keeping me where I'm comfortable which rank wise is around the purple ranks, but now that MMR has been turned off it's been nothing but frustrating games against high skill red rankers since I'm at rank 1. Because of this, I'm de-ranking on purpose, but not in any pathetic way like DC'ing, or going AFK, Instead I'm breaking out my Ebony Mori's and insta down perks, add-on's and killers, and just killing everyone after their first hook. Doing this earns me decent BP, but devastates my Emblem scoring which gets me "Entity Displeased" pretty much every match. The furthest back in Rank I can go is about rank 7-8ish doing this, but that's where I'm most comfortable anyways.
Sure it's mean to the survivors, but at least I won't be matching up with them again for very long, and it gets me what i want. I was actually worried about the MMR system, thinking it was going to be matching me up with High skilled players constantly, and I wouldn't be able to just de-rank out of it like I can now, but honestly, it was doing right by me and I'm missing it already.
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There is more diversity than OP realizes:
7 black characters - Claudette, Tapp, Adam, Doctor, Wraith, Hag, and Joey (from Legion)
4 POC: Zarina, Ace, Jane, and Plague (she's middle eastern/Babylonian which is in Iraq in modern times)
5 Asian: Yui, Feng, Jake, Oni and Spirit.
Totaling to 16 Black or POC which leaves 26 Caucasians. With 42 characters total, that means there's only 10 more Caucasians than there are Black or POC, which we can drop by 12 (Laurie, Shape, Quentin, Freddy, Pig, Tapp, Ash, Ghostface, Nancy, Steve, Cheryl, Bubba) if we remove all of the Licensed survivors and Killers (what can I say, Directors love killing white people, and making them out to be serial killers more than they do Black and POC's) which puts the count at 15 Black and POC, and 14 Caucasians (not counting Demogorgon as Caucasian since he's not human). While having more Black or POC characters is still a good idea, the count is higher than OP initially claimed.
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Insidious:
Unlocks the stealth ability.
Reduces your Terror radius and red stains brightness by 5% for every 4/3/2 seconds you are outside of a chase, and refrain injuring a survivor. Once your Terror radius reaches 0, you gain the Undetectable status. Your Terror radius returns at a rate of 20% per second while chasing, or upon injuring a survivor.
Basically this means that at max level of the perk, you completely lose your TR when not attacking or chasing anyone for 20 seconds and become undetectable. Using your power doesn't affect this, unless the power injures a survivor, at which point you gain back your TR in 5 seconds. Just a suggestion, dunno if 20 seconds is too much time or not enough, I just thought it felt like the right amount considering that at 10 seconds out of chase, your TR drops to half, which would be really nasty on some killers.
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(Holds up a doll)
"Ok Billy, it's alright, now if you could just point out to the court on this doll where the bad devs touched you?"
(Billy nervously points to the little chainsaw in the dolls hand)
(Gasps from the court, Nurse faints into Wraiths arms)
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Definitely Pig.
- Her RBT's ensure that a survivor stops focusing on doing gens and has to run around for up to 2 minutes trying to get it off of their head.
- If they don't get the RBT off of their head before the timer runs out, it kills them.
- Pig can bodyblock the jigsaw boxes to ensure an RBT will kill a survivor.
- Jigsaw boxes skillchecks are affected by Unnerving presence.
- She's stealthy.
- If she has 2 or more survivors with ticking RBT's she can focus on the survivors doing gens instead which stops survivors from doing them efficiently, resulting in slowing the gen progress to either none at all or a crawl, and hands her an easy win.
- RBT's causing survivors to avoid doing gens = same slowdown as old ruin if it lasted longer than the first 2 mins of a match.
"PiG OP, pLZ NeRf!"
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@TheNormalizer said:
https://forum.deadbydaylight.com/en/discussion/comment/1527313#Comment_1527313
i might've said something wrong, but i played everyday
there's like, no way to finish the rift in 2 1/2 days
https://forum.deadbydaylight.com/en/discussion/comment/1527119#Comment_1527119
HOLY you went into the math
props for that, and yes it was like 11am when i posted that /right after waking up/ so i didn't mean the 2 1/2 days
edit: wait you can hack rift progress? isn't it server side?
The rift is server sided, but with the time constraints and the fact that you've completed it, it seemed a bit suspicious. There's no shame in admitting if you purchased a chunk of the rift levels and did the rest yourself as that only shows that you support the games future development... not sure about admitting to playing 16 hours a day since tome 4 was released... that's either very committed and commendable, or really sad, depending on peoples point of view.
As for the Hacking, I won't go into the details, but will say that hackers have been caught and banned for all kinds of things in this game, so while it may not be possible to hack rift shard progress directly, I wouldn't put it past them to figure out some kind of work around. Not that I'm accusing you. Most people have reached around rift level 20 or so at this point and were waiting for tome level 2 to go live today to boost their progress a bit faster. I was merely pointing out how ridiculously fast you finished the rift, and how that didn't really feel possible without some kind of aid, especially since I didn't even factor in small breaks to eat, go to the bathroom, or even average queue times and bloodpoint spending. The math assumed that you played non-stop 10 min matches back to back for 16 hours per day without breaks or stalls in between matches, which again feels highly unlikely.
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Please correct me if my math is wrong guys, but...
2 matches to gain 1 rift fragment x 10 rift fragments to gain 1 level of the rift = 20 matches to gain 1 level of the rift.
70 levels of the rift x 20 matches per level = 1400 matches.
average of 10 mins per game x 1400 matches = 14000 minutes
14000 minutes / 60 minutes = 233.3333333 hours of playtime.
233.3333333 / 24 hours per day (with lots of caffeine and no sleep) = 9.722222222222208 days.
233.3333333 / 16 hours per day (if you have no life, but still sleep 8 hours per night) = 14.583333 days
233.3333333 / 8 hours per day (if this game is your job) = 29.16666666666663 days
233.3333333 / 4 hours per day (if you play casually) = 58.33333333333325 days.
etc...
Tome 4 Lvl 1:
11 multi-match challenge nodes x 3 rift shards per challenge node completed = 33 rift shards
9 single match challenge nodes x 5 rift shards per single match challenge completed = 45 rift shards
33 + 45 rift shards for completing tome 4 lvl 1 challenges, + 10 rift shards rewarded for completing tome lvl 1 = 88 shards or 8 levels of the rift and 8/10ths of a level.
Total time to get every challenge done, assuming you get each multi match challenge done in 2 matches, and every single match challenge done in 1 match: 2 matches x 11 multi match nodes = 22 matches + 9 single match nodes = 31 matches.
31 matches x 10 mins per match = 310 mins
310 mins / 60 mins = 5.166666666666667 hours.
70 rift levels - 8.8 for completing the rift = 61.2 rift levels remaining
20 matches per rift level x 61.2 rift levels = 1224 matches
1224 matches x 10 mins per match = 12240 mins
12240 mins / 60 mins = 204 hours
204 hours + 5.166666666666667 hours to complete the tome 4 lvl 1 = 209.1666666666667 hours
209.1666666666667 / 24 hours per day without sleep = 8.715277777777778 days.
209.1666666666667 / 16 hours per day with 8 hours of sleep = 13.07291666666667 days
209.1666666666667 / 8 hours per day = 26.14583333333334 days
209.1666666666667 / 4 hours per day = 52.29166666666668 days
@TheNormalizer said:
https://forum.deadbydaylight.com/en/discussion/comment/1525534#Comment_1525534
i um
let's not ask about how i spent 2 1/2 days doing nothing but playing dbd?
Tome 4 was released on July 29th, which was 13 days ago... So you either have been playing this game for 16 hours a day since tome 4's release, purchased rift levels for 100 auric cells per rift level costing 7000 cells or around 70 bucks, did a combo of playing casually and spending money on auric cells to buy rift levels, or hacked your progress. Either way, without using cash to buy rift levels, or having no life at all... this did not take 2 and 1/2 days to accomplish.
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K: Plague (Dying Light, Thanatophobia, Surveillance, Surge) "Rock and Hard Place" build.
Cleanse against me, give me best ranged damage in the game! Don't cleanse, suffer slower gen progress! Rock, meet Hard place.
S: Feng (Detectives Hunch, Inner Strength, Lithe, Spine chill) "Totem Killer" build.
No more NOED for you, I get invested 8 second heals that bypass killer anti heal add-ons and perks with exception to Broken status, I have a decent exhaustion perk for chases, and I know if the killer is nearby/heading towards me. Pretty good utility build, and has saved our butts many times from NOED, also gives me pretty good BP. Only drawback is the lack of 2nd chances, but I don't really need them tbh.
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Not to trick the killer, more to trick the survivors. Using the complete base skin for any killer gives survivors a false signal that you are just starting out playing as said killer, and often times they let their guard down so you can surprise them.
That being said However, there are a few killers that I feel the P3 cosmetics are kinda necessary for: Demogorgon, The Executioner (PH), and Nurse. What do all 3 of these killers have in common? Their base cosmetics are bright white and easy to spot from across the map. Granted, all killers have a "lighthouse" effect with their red stain that makes spotting them fairly easy for survivors, but having a darker outfit still helps, especially if they're using stealth perks like Dark Devotion. Having bright white cosmetics pretty much defeats the purpose of stealth builds.
Nurse is different from PH and Demogorgon because unlike them, she has a catalog of cosmetics that are darker than her base, but her P3 outfit is literally soaked, head to toe in blood, and really blends in well with some maps. Demogorgon on the other hand needs all the help he can get; survivors already hear him globally every time he so much as farts, but wandering around as the "great white doofus" doesn't do him any favors either, so if smearing him in blood is the only way to give him even a slight advantage, I'm all for it. Lastly of course is PH... He's already got the biggest head in the game and a weapon that is cartoonishly over-sized, does this behemoth of a killer really need a bright white apron that screams "here I am in-case you didn't notice!"? For both of these Licensed killers, their only alternative outfits in the store don't do anything to make them any less obvious, and so the P3 outfits will have to suffice.
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Funny enough, Gen Rushing is the most common reason that forces killers to camp and tunnel in order to gain some semblance of pressure so they can start a snowball effect, or so they can net at least 1 kill before the survivors escape. When up against a true team of "Gen Rushers" (a team equipped to finish 3-4 gens in the first 3 mins of the trial), a killer may only get one or two chases at most in the opening minutes of the trial, and if they manage to down 1 survivor and hook them, only to see 3 gens pop during or right after that chase... a sudden "dying inside" feeling of hopelessness set in for the player, and that really puts pressure on them to try and take any advantage they can get in order to salvage the situation, if possible.
In that kind of situation, of which I have been a part of both from the survivors and killers perspective, the killer really only has 3 options:
- Camp the Hook to try and secure a kill whilst also hoping that more than 1 gen rushing survivor tries to rescue their ally so you can start snowballing the team.
- Patrol around the area within 30 meters of the hook to see if you can spot and down another survivor coming for the rescue, whilst being sure to tunnel and knock the hooked survivor back down again as soon as he gets unhooked to keep the team busy trying to rescue instead of doing gens.
- Leave the hook to attempt to pressure the gens, expect the unhook to happen while locating/chasing a new target survivor, and try to down them asap.
Of these 3 options, no. 2 is the most likely to succeed. If you locate and start chasing a survivor who came for the rescue, that means that a 3rd survivor has to leave gens in order to rescue the hooked survivor, leaving 1 hooked, 1 chased and possibly downed, 1 substitute rescuer, and 1 on a gen. If you also manage to down the survivor again right after they've been unhooked, aka "tunnel" them, that extends the time the majority of survivors aren't doing gens, which allows the killer to start regaining pressure.
Option 1 is sad, and only lets the rest of the team continue finishing off the gens, because if they know you are camping, and they aren't idiots about it, they'll punish the killer for it and escape at the cost of 1 teammate. Option 3 is also pretty bad, because you have to guess where another survivor is most of the time, reach that generator area, and give chase to down them asap. Meanwhile, the other survivor gets unhooked without worry, and can immediately get on a gen with their rescuer, putting only 1 survivor in a chase and 3 doing gens.
Overall, against a true "Gen Rusher" team, very few killers can keep the pressure on the gens consistently enough while getting downs/hooks, in order to put a stop to it. So when that "Dying inside" feeling hits right after 3-4 gens pop earlier than expected, there's not much the killer can do to gain pressure that survivors won't find "scummy". Quite honestly, they should've known their actions directly correlate with the killers change in tactics, so I feel there's no reason to begrudge a killer for having to resort to using them when the survivors knowingly created the situation for it in the first place.
TL;DR
Gen Rushing Survivors should be prepared to "Reap what you sow", because it causes most killers to have to play "scummy" by using tactics like camping and tunneling in order to try and salvage the match. If anything... It's the survivors who shouldn't complain about it when their own "Gen rushing" tactics are directly responsible for causing the change in the killers tactics in the first place.
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Doctor, Of course, this was necessary for him at the time since his add-ons were wacked out with 4 common, 7 uncommon, 3 rare, 5 very rare, and 1 ultra rare. For me, the 2 most useful add-ons for him were in the Uncommon category, but because there were 7 add-ons in that category, I was always hurting for those 2 add-ons, and bloodwebs didn't provide enough uncommon add-ons per page until you P3'ed. Now that his add-ons are more sorted out, I feel like i might have wasted time P3'ing him.
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Surge has 4 conditions for activating:
- Must down a survivor with a Basic Attack.
- Must down a survivor within 32 meters of a generator.
- Must not be on cooldown.
- Affected generator(s) cannot be currently regressing or blocked.
For a perk that does very little damage to gens at only 8%, which can be repaired in about 5 seconds if a survivor was on said gen when it got hit with Surge, 4 conditions for its activation feels like a bit much honestly. If they just took out the basic attack requirement, or the cooldown, the perk would be much more useful overall.
With the Basic attack requirement gone, Killers with damaging powers like Huntress, The chainsaw boys, Oni, and Demogorgon (of whom the perk was coincidentally introduced with) would have much more utility with the perk, opening up its usefulness to a larger roster of killers and making it more universal. I've said this before: The "Down with basic attack" requirement didn't work for Infectious Fright, and it sure as hell isn't working for Surge.
Alternatively, removing the cooldown makes the perk activate more often on gens that aren't currently regressing, which in turn applies better pressure on larger maps, and delays survivors 5 seconds to repair the damage, buying more time for the killer to hook a survivor, and encouraging chased survivors to lead you away from the generators their allies are working on.
Surge's Primary strengths are that it saves the killer time on kicking gens, delays repair time by 5 seconds, and can affect multiple generators. In a 3 gen situation, this would be a major problem for the survivors if it weren't for the small amount of damage it does. I believe 3 gen situations and small maps are to blame for why the devs went overboard on creating the situational conditions for its activation; fearing that if they didn't, killers would be able to completely control the gens while hunting survivors, but in practice, surge rarely goes off on more than 1 gen at a time, and even if it does, its not like it applies enough damage to be regarded by survivors as anything more than a minor annoyance.
Overall Surge would still be an under powered perk if either of these 2 conditions were removed, but with just one of these QoL changes, Surge would be more appealing, useful, and far better compared to how it is right now. Personally, I would be fine with Surge's cooldown if the basic attack requirement was removed, because I feel that Basic attack requirement is the one that limits its usefulness too much, and makes it a garbage tier perk that's currently only useful on a small amount of killers instead of being universal to all of them.
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Something OP forgot to mention:
All killers that aren't under the effect of "Undetectable" Have both a Terror Radius, and a "Red Stain" or red flashlight effect emitting from their heads that extends about 1.5 meters in front of them (1 and 1/2 generators lengthwise). From the killers perspective, you never see your own glowing Red Stain, but survivors see it clear as day, and use it to spot and identify you from afar, however, there is one other, more crucial, way survivors use it to their advantage: Killer prediction at loops.
At loops like the T-L walls, or the various Jungle Gyms, basically any loop that has High walls, the survivors often lose sight of you during the chase, but rely on spotting the red stain you emit in order to tell which direction you are heading. If all you do is move forward at these loops, the survivors will time and time again see your red stain about a half-second before they see you, and with this early warning they will counter you by avoiding whichever direction you are moving. This may not seem fair, but fortunately you can make it work in your favor.
Learning to manipulate the red stain in front of you is basic killer 101 advice. As long as you know it's there, you can turn it one way while moving another and throw off survivors who rely on it for easy hits. Try following a survivor around a loop, but once you feel like your stain is extending beyond a corner, either back track or turn around before continuing in the direction you were going. Survivors looking for the stain will see it back track, or disappear and assume you turned around to head in a different direction, and will try to counter you by backtracking themselves right into your weapon. Not all survivors fall for this, but the less you allow them to see your red stain or the direction its pointed, the less information they have on the direction you are going, and this, more often than not, causes them to make costly mistakes at loops and net you quicker downs.
