TWiXT
TWiXT
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My theory is that, like how ranged killers feature a Lullaby radius, the devs are testing larger TR's for high mobility killers to see if it will be beneficial to the survivors via the early warning giving them more time to run away/hide, or if it's actually better for the killer due to the synergies with TR perks like Starstruck, Unnerving Presence, Overwhelming Presence, Coulrophobia, etc.
If it turns out that its better for the survivors, then I bet other non-stealth based high mobility killers like Nurse, Billy, and Blight will get the same treatment in an upcoming patch or dev update for ptb testing. If not, we may see Wesker get his TR reduced, or have his slowdown mechanic nerfed.
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On the Edge:
Coming closer to death instills urgency in your survival instincts pushing you to your limits.
When rescued from your Second Hook Phase, On the Edge Activates, and you gain a 6% bonus to Vaulting, Dropping Pallets, Opening, and Searching speeds, and a 25/50/75% bonus to Medkit healing efficiency when self healing or being healed by a teammate.
When injured while On the Edge is active, you gain a 10% Haste status effect for 15 seconds.
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Undeterred Rage:
The Survivors struggles against you have finally reached their limit, and now you will show them why it's unwise to "poke a sleeping bear".
Every 4/3/2 times you are stunned or blinded by survivors, Undeterred Rage activates. Performing a Lunge attack at a down pallet or breakable wall will instantly destroy it and extend your Lunges range by 50%. Missed and Successful Lunge attack recovery Speed after breaking a pallet or breakable wall is 50% longer.
Basically, if you get stunned or blinded enough you can just charge through the next dropped pallet or breakable wall and try to get a hit. It's like Billy's Lopro Chains add-on, but only applies to basic attacks and requires taking a bit of a beating to charge up.
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Scourge Hook: Territorial Dominance
Your shrines of Sacrifice Mark unsafe ground for your victims to tread.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
The Auras of Scourge Hooks are revealed to you in white.
Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
Up to 3 used/down palettes within 16/24/32 meters of All Scourge hooks Are Destroyed.
If no used pallet is Available, Then the closest 1 unused/Upright pallet within 16/24/32 meters of the Scourge Hook you hook a survivor on is destroyed instead.
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Catastrophic Interference:
Your experience in knowing when and where to strike in order to cause the most damage has resulted in your presence becoming highly detrimental to the survivors means of escape.
Whenever you successfully Grab a survivor off of a generator, the generator will explode and lose 25/50/75% of it's total gained progress.
For All Survivors within your Terror Radius the following effects Apply:
Increases the rotation speed of Repair Skill checks 10-50% depending upon your proximity to any survivors repairing a generator (closer = faster).
Survivors who fail Repair skill checks lose an additional 6% progress.
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Devilish Deal:
Your desperation to to survive against insurmountable odds has lead you to striking up a precarious deal with the Entity.
Whenever you are suffering from the Exposed status effect, Devilish Deal Activates and you gain the Endurance status for the same duration as Exposed. If struck by the Killers Basic Attack during this time, Devilish Deal will Mark and Disable 1 of your other Perks at random for the remainder of the trial.
Being struck while Protected by Devilish Deals Endurance does not trigger The Deep Wound State.
Devilish Deal can Mark one of your other Perks up to a maximum of 1/2/3 time(s) per Trial.
If Devilish Deal has Marked its maximum amount of Perks while you are in the Exposed state, you will no longer have the Endurance Status Effects Protection.
If Devilish Deal has Marked its maximum amount of Perks when you are Hooked, You will be Sacrificed regardless of which hook phase you would normally enter.
Basically It's a trade off for survival against Killers using Abilities or Perks that Expose you, wherein you sacrifice your Other perks and risk a 1 hook sacrifice, but don't have to fear the Exposed status as much, and like Mettle of Man, don't have to spend any time Mending.
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Scourge Hook: Empathic Agony
The Agony of facing ones mortality takes it's toll on your victims, crippling their ability to press on.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
The Auras of Scourge Hooks are revealed to you in white.
Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
Scourge Hook: Empathic Agony Gains 1 token, and for every 4/3/2 tokens gained all survivors suffer from a persisting status effect for the remainder of the trial. (maximum of 8 tokens)
2 tokens: All survivors suffer Blindness.
4 tokens: All survivors suffer Hemorrhage when injured.
6 tokens: All survivors suffer Oblivious.
8 tokens: All survivors suffer Exposed.
All tokens and status effects are Lost if you Hook the same survivor Twice in a row on any hook.
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@cburton311 said:
Couldn't this be summarized with ... playground rules? If you want people to play with you don't be a d**. Try hard and have fun.
Well I did finish the post by stating that it's just a list of common sense, but it's still strange to me that I felt compelled to spell it out.
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@dugman said:
Ask yourself if there is something inherently broken in the games mechanics that needs to be addressed before you resort to posting your complaint. e.g. Encountering perks, items, add-ons, mechanics, or abilities that absolutely provide too much of an advantage to your opposition, and are un-counterable by anything you do. If there is a counter to these things, either discovered by yourself or researched, save your complaint and learn/employ said counter the next time you face it, if not... then by all means let the devs know by posting your complaint.
I don’t think it’s unreasonable to give feedback on something that appears to be too strong even if there is a specific loadout that helps mitigate it. For example, Circle of Healing when it was first released was too powerful, even though technically it could be “countered” by snuffing the Boon and even though they added Shattered Hope to the game not long afterward. And even though Nurse isn’t undefeatable her power set does create some issues in the game that are worth discussing (although I agree they don’t need to be discussed ad nauseam in hundreds of separate threads a week.)
Something doesn’t have to rise to the level of being literally uncounterable to be problematic for the game and worthy of discussion.
I'll correct the post to put in "Or are un-counterable by anything you do". It was never my intention to state that the issues have to be un-counterable to validate a complaint, simply that something that is inherently and genuinely overpowered should be complained about, reported, or discussed.
Whereas other things like Franklins Demise, which has one of the easiest counters of all (drop your item during or before entering a chase = no loss of charges since the killer didn't make you drop it), doesn't deserve posts complaining about it when you can take just a few minutes to look up the FD counter and use it the next time you come across it.
CoH deserved its initial criticism and complaints, and so does current Nurse, but for the Nurse... I believe it's not really about her add-ons, skill ceiling, or that there is anything truly Broken about her mechanics, and More that people who face her are frustrated that she doesn't play like the other killers because her power enables her to negate looping. If the devs were to come out with a statement in their next dev update saying:
"We acknowledge and understand your complaints about The Nurse, and so as of the next update, Nurse can be stunned by a pallet while blinking at any time if the pallet is within her blink path, and further more she can no longer blink to areas where she has no line of sight."
That would be the HEVIEST nerf she ever received, but it would also make looping her, using LoS blockers, and pallet stunning more viable counters to her power, and put her more in line with the rest of the killer roster. Incidentally, I believe that's the only way the current Nurse complainers will be satisfied, but that would also completely remove what makes her unique as a killer with high skill/high reward mechanics.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3167857#Comment_3167857
I actually don't disagree on paper with most of the things you said, they are just not applicable to everything in this game
And yes survivors can play very unfair too. Eg. pre-patch an organized SWF could be invincible on RPD. Still now survivors can hide for 15 minutes to waste the killer's time, or bully a killer who cannot loop etc. But to me by far the most unfair things you can do are on killer side nowadays, right now I think the worst is Starstruck Nurse on Midwich but Facecamping Bubba comes close (literally guarantees you can kill the person you want).
You are severely underestimating how unfair it is possible to play in this game, please try to play solo survivor for about 10-20 games, I think after that you'll see what I mean.
I think you're making too many assumptions about me. I've been playing this game since 2016 when it came out, and when it was far more unbalanced/unfair, especially against the killer side, and I learned very quickly to never hold back, no matter which side I play. During the summer event I ensured all the killers I played, and the 1 survivor I main, all got over 100 flan. After the supposed "killer sided" update, I've been playing both killer and survivor almost equally, and don't really feel it's that much different or killer sided, but that may be because... I STILL don't hold back.
I've had my wins, losses, and play survivor exclusively solo since I couldn't convince my friends to play this game with me, and have rarely played in an SWF. I made this list UNBIASED for a reason: because I feel it applies no matter what side you're on, but I think you've made an error in believing that I made this list entirely from a killer mains perspective. Had I written it 4 years ago when I only mained killer (because I like a challenge, I know, more of a testament to my masochism than my skill), you'd be right, but also this list would've been much more biased.
I know people likely won't follow my suggestions here, but this is how I play the game. While I can't expect my opponents to play the same, I also can't expect them to hold back either, and I figured I'd give some advice to the new guys as a seasoned vet with thousands of hours of experience, in how to come to terms with the school of hard knocks that is Dead by Daylight, and learn to compete. If I lose against a "Starstruck Nurse on Midwitch", I know it's not because it was an "Unfair" tactic/build, but because myself and my team were unprepared to combat it, or we employed the wrong tactics, but to the new people playing you are correct in assuming that it seems overpowered or unfair since most solo queue survivors neither have the experience, good coordination or skills/builds to combat this powerful combo. Admittedly even most of my matches against it have been losses, but then again... They won fair and square, that's all, so there's no use complaining about it, and more use in learning from it so I can try something else the next time I go against it.
This is just a game after all, so, no point in getting a bruised ego over it. I'd rather just enjoy my wins, learn from my mistakes, accept my losses for what they are, and try to have fun no matter how each match goes, regardless of which side I play. I just feel that if more people felt this way, the game/community would be better overall.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3167812#Comment_3167812
You are claiming that "If it's in the game, it's fair" in a game where extremely unfair playstyles are possible.
So either you have never faced any of these playstyles yourselves (I have a hard time believing one could play against eg. a Nurse + Starstruck on Midwich and genuinely think this was a fair experience), or you use them yourself. So that is not attacking your character,I'm just saying that by making such a ridiculous claim you can not be in a good position to tell other people what are the "rules to follow".
What I'm saying is, that no matter how "unfair" the playstyles seem, both sides can employ them. I've had my fair share of matches as killer and survivor wherein the killer uses perks and add-ons to create a powerful synergy that allows them to win, or the survivors finish all the gens in 3 minutes while I'm only chasing my 2nd or 3rd victim, and all escape using 2nd chance perks, game mechanics, items, add-ons, and even offerings. The survivors can play Just as "Extremely Unfair" as the killer, and often do especially in the higher end. At that point, whatever tools, strategies, or mechanics the game provides that earned you a place to compete against them only matters if they still work, and more often than not, they don't and you get schooled.
That's not the players being mean or exploiting something broken, it's them taking advantage of what the game gives them in order to keep competing, and for you to regard this as "unfair" when you also can employ new and more effective synergies, tactics, or playstyles in order to compete, no matter which side you play, is just stubborn denial of a fair win. Sure you may not employ them the first time your opponent bests you, but learning from them, adapting your builds, and playstyle to meet them on the same level, is all part of the game.
Unless they are outright cheating, all IS fair.
Honestly, if your survivor team gets only 1-2 people hooked, and you all finish the generators within 3-5 minutes due to good builds, coordination, and strategy... is it because the killer player is a "Bad Killer", or were they simply unprepared to deal with your winning strategy? Is what you and your team accomplished "Extremely Unfair" in your eyes, or were playing the game by taking advantage of what made that win possible?
I ask these questions because, I bet to the killer player... it might feel "unfair", but eventually they realize that they can level the playing field too, so to me, there's no point in complaining about a loss to either side employing a winning strategy that was given to them by the legal mechanics of the game. There's much more point in discovering your own winning builds/strategies, and employing them yourself, or adapting to whatever your opposition might throw your way.
I can think of 3 strategies to counter a "Starstruck Nurse on Midwitch", 1. is boring and requires a lot of stealth and patience as well as shuffling as far away from a downed survivor as possible until they are hooked, 2. is pounding the gens out faster than she can down/hook your team, and 3. requires certain perks/items/builds and is a bit too specific to the situation, but ultimately would be at least decent against a large amount of killers, but most beneficial against this particular scenario (much like equipping Calm Spirit in case you ever face a Doctor, but still works well against any killers also running anything that reveals you through screams e.g. Infectious Fright, Deathbound, Iron Maiden etc). You are also open to many perks, strats, synergies, etc that allow you to gain advantages over that Nurse scenario, and you can't tell me that you don't/aren't.
Honestly it all comes down to this question: "If your opponent(s) isn't going to hold back on their build(s)/tactics, then why should you?"
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@ImNotBobDylan said:
"If it's in the game, it's fair"
I have the feeling OP is a Nurse player / facecamping Bubba and made up these "rules" as a way to legitimate themselves
Actually I main Doc and Plague when I play killer, because they're more fun/highly underestimated, and haven't even touched Nurse since they updated how she moves/blinks in 2018, but good try at criticizing my unbiased set of rules through attacking my character... you REALLY got me there, I swear, I might cry, there might even be tears. 😜
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@tippy2k2 said:
Rule Number One; You do not talk about Fight Club
Rule Number Two; YOU DO NOT TALK ABOUT FIGHT CLUB
The rest seem mostly solid (though granted, your post is very long so I kind of skimmed the last half of the Post :D).
It is long, but I felt a TL;DR version wouldn't emphasize what I'm getting at. I can't very well sum up rule 3 by saying:
The Killers role is to kill, the Survivors is to survive... Both by any means necessary! There's no point in whining about it. Hate the Game, not the Player!
Without some well explained context, can I?
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@FlameLickVA said:
Where’s the bathroom?
yeah, sorry about the long post, I think it's down the hall and to the... left?
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I'm not gonna respond like the others here... entirely anyway, but...
"Meh" is my overall feeling about Sadako. It's not without its reasons though, as while she can be pretty decent, she does have some ups, but some major DOWNS as well. Here's my overall assessment that makes her a "meh" experience:
She's got great map pressure potential.
Which is unfortunately instantly defeated by the fact that when she uses it, it takes down one of her TV's/Teleport locations for 100 seconds, whereas survivors can take them down for 60 seconds at a time by taking a tape and shutting them off. TBH, shouldn't this be inverted? Like if she uses it, the TV should stay down for 40-60 seconds, but if a survivor shuts it down, it should be for 80-100 seconds. That way, survivors are more encouraged to risk gaining more stacks of condemnation by denying her the thing that gives her map pressure, then she'll be able to apply that pressure more frequently, while having a higher chance of giving them more condemnation stacks, and they will be encouraged to counter her by taking up a tape and shutting off TV's. IDK, that just feels like it's the better way to help her function as a pressure heavy killer.
She's got the worst stealth in the game.
Let me be clear: Ranged killers with a Lullaby radius makes sense (they have the range to make up for the early warning with their ranged attack), Stealth Killers on the other hand... yeah no. Why spoil the surprise that stealth killers represent with an "Early Warning System" if you're not gonna also give them a Ranged ability? Stealth killers thrive off of getting close enough for a basic attack without anyone but the most observant realizing they're there, and ruining that "Surprise Attack" potential for any Stealth focused M1 killer, just makes them pathetic. On top of that, She's also intermittently visible within 24 meters while in "stealth" mode for 1.5 seconds, and invisible for only 1 second, which tbh, feels more survivor favored, I'd rather it be more balanced in a 1/1 or 1.5/1.5 increments between visibility and invisibility just to be more fair to both players. You'd think the Devs learned their lesson when it came to the infamous "noisy Ghostface PTB Debacle" Wherein when GF was in Night Shroud/Undetectable mode, he had a 20 meter radius "Ghostly wind" noise around him that was also directionally audible. The playtesters really tore into the devs over that one, and they removed it by the time he went live. While Onryo/Sadako's Lullaby is omnipresent instead of directional, it's still a dead give away that she's within 24 meters of you, and that, like PTB GF, defeats the purpose of having stealth at all doesn't it? If they simply removed this aspect of her kit, then she'd be scarier to face and better at pulling off the jumpscares. FFS, she's basically like if wraith had freddy's intermittent visibility when survivors are awake + huntresses lullaby, and again Wraith's bell sound when he uncloaks. Which leads me to my next point...
Speaking about her "early warning system"... She's too damn noisy for her own good.
Aside from the aforementioned complaint about her unnecessary Lullaby radius, She's actually almost as loud as DEMOGORGON (aka the loudest killer in the game). Don't get me wrong, I get needing to have sounds from the killer when they break things, attack, open lockers, and get stunned, but come on! Everything she does has a directional (if not global) sound applied to it including: Manifest/De-manifest, Teleport to a TV (both global and directional if nearby the TV she's Teleporting to), Vault a window, snuff a totem, Phasing in and out while de-manifested, Blinded, and picking up/dropping survivors, honestly, the only thing she doesn't have compared to Demogorgon is his 16 meter loud stomping sounds! All of this would be fine except for 1 key difference between her and Demo... let me re-iterate: SHE'S (supposed to be) A STEALTH KILLER!
Dev's please, tell me: What's the point of having a stealth option and low terror radius, if practically everything you do not only warns survivors of your presence ahead of time, but also constantly gives away your position and what you're doing?
With enough practice, she's at least decent.
Make no mistake, a good killer player will find her fun and enjoyable, but only IF they first put up with a crapload of losses learning her. Unfortunately though, she's only as good as the game allows her to be, and no matter the skill of the player, or what add-ons/perk builds they use, she'll never be more than decent, and "decent" simply doesn't cut it in the high SBMM range (there's a reason why the killer pool is so limited at the high end). Yeah, after some initial struggles, she's fun to be around, but not someone you'd want to get intimate with, much less commit to in the long run. "Sorry Onryo, I think of you more like a friend or a sister... awww, don't feel bad. You wanna hug?"
Her "passive" is GARBAGE (condemnation/videotapes mechanic)!
'Nuff said there, honestly, if I already didn't spell out how useless and non-threatening to survivors it is, almost everyone who criticizes her mechanics already has (and then some). It needs a buff at the very least, and if not a buff, a rework of it's own.
So yeah, she's "meh" and not really worth the price of admission TBH, which is a real shame for a Licensed Character who can't be bought with iri Shards. If you're feeling "Buyers Remorse" over it, sad to say, but BHVR's current stance is:
"Thanks for the cash, we promise you'll get your monies worth, maybe 2 years from now, maybe more, but eventually for sure!"
Sigh...
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Ring Drawing:
A drawing of the view from inside the well, as drawn by a young Yoichi.
Helping those cursed by the tape can only bring misfortune.
- Condemned Survivors spread their Condemnation to other Survivors, who complete a Healing action on them.
It's one of Her add-ons, plus the fact that she can give you condemnation stacks just by teleporting to a tv within 16m of you (1 stack per TP). Basically a strategy emerged wherein a player can go for condemnation kills instead of hooks, so they equip this add-on + the Ultra Rare add-on that resets the TV's when she manifests and strikes someone, and all they do is go around slugging and teleporting until someone gets fully condemned. Ring drawing works to help out because helping a survivor recover from the dying state counts as completing a healing action, hence the slugging.
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https://www.youtube.com/watch?v=FWgFxZ0Jx7s
While this video features Pebsie speculating the ptb version jokingly, and pushing the limits with his friends, this pretty much sums up why the devs changed Reassurance, and in only 30 seconds.
Just imagine a game wherein you're on a multi level map, and instead of anyone coming to save you on the hook, they just keep running up under or above you, continuously trigger Reassurance all game long, and then once all the gens are done some 10 minutes later (assuming the killer hasn't gone after any of them and just camped you all game), just leave you to die on the hook.
That sounds like a "fun" game to me! /s
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I've been using it just to stop teammates from suiciding on their first hook for another 30 seconds. I see them struggling/attempting an early out, I run in and hit em with it, then if it's safe to unhook, I do it, otherwise I try to lead the killer away, or go back to doing a gen while the killer camps. It's especially effective in multi-level maps like Midwitch, RPD and The Game, wherein I can move in on the level above or under the hooked survivor, hit em with it, and go back to my gen without ever presenting the killer a new target to chase.
Out of my matches today and yesterday so far (all solo queue), I've had at least 10-16 teammates attempt suiciding too early, and using Reassurance to shut that crap down has been a god send.
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I've been using it for the past few of hours, roughly 8-10 games or so, just to stop teammates from suiciding on their first hook for another 30 seconds. I see them struggling, I run in and hit em with it, then if it's safe to unhook, I do it, otherwise I try to lead the killer away, or go back to doing a gen while the killer camps. It's especially effective in multi-level maps Like Midwhich and the Game, where-in I can run above or under the hooked survivor, hit em with it, and go back to my gen without ever presenting the killer a new target to chase.
Out of my matches today so far, I've had at least 6 survivors attempt the suicide too early, and using Reassurance to shut that crap down has been a god send.
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From my list of Unbiased Rules to follow:
4 - When the gates are powered... Anything goes!
Don't kid yourself by thinking otherwise! Neither side is gonna roll over and just "let you win" when this happens, and not only do both sides know this... Realistically at that point the only job the killer role has is to secure kills since there aren't any gens left for them to protect, and the only job the survivors have is to escape with as many alive as possible.
So, No matter what tactics or skills you employ at this period in the match/trial... The gloves are off! Recall rule 3, and feel free to do whatever it takes to achieve your goal. No one can blame you for whatever you do in the endgame, and if they do, for the most part they're just being sore sports.
Enjoy your victory, or embrace your defeat. Either way, "When the gates are powered" is, more often than not, the most intense part of the trial, and you should take whatever advantages you can against your opposition as they (mostly) won't show any mercy towards you.
And here's a Link to the full list if you want to give it a read, however, I am considering updating and re-posting it when the Project W chapter goes live, so think of this as a preview.
@TWiXT said:
Due to the new Resident Evil Chapter release, we have received an influx of new players, and so I must start this post by saying:
Welcome to Dead by Daylight, and I hope you are all having fun so far (despite how rough this chapters release has been)!
That being said, you're 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 (Killer or Survivor) the posting member primarily 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 your experience in DbD:
1 - Play how you want to play and enjoy the game.
2 - 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. This is the Hearts-blood Core reality of how this game is played! No matter how a killer or survivor(s) win the match, it's all part of the games design, and no one should waste any time or energy complaining about it as long as they've gained their victory using the legal mechanics, or tactics the game provides/allows them to achieve it!
In other words ALL IS FAIR when it comes to playing the role you've chosen (unless cheating/hacking, but we'll get into that further down the list in rule 7). If there's anything you feel is unfair about either side:
- Reflect upon your own side and what tactics and builds you/your team are using to achieve your goal.
- Compare it to what your opponent(s) used to achieve theirs.
- If possible, strive to experience the other side FIRST before you post any complaints on the forums about your experience against your opposition.
- Ask yourself if there is something inherently broken in the games mechanics that needs to be addressed before you resort to posting your complaint (e.g. Encountering perks, items, add-ons, mechanics, or abilities that absolutely provide too much of an advantage to your opposition, and are un-counterable by anything you do. If there is a counter to these things, either discovered by yourself or researched, save your complaint and learn/employ said counter the next time you face it, if not... then by all means let the devs know by posting your complaint).
Always remember, if your opponent won a match/trial while using the legal mechanics the game provides, it's not really their fault for taking advantage of it, is it? In other words, if you have a complaint you're just itching to express on the forums, you should first ensure that you're Legitimately Hating the game, not the player. As anything else will be seen as nothing more than a post filled with "banal whining" by the majority of the community.
4 - When the gates are powered... Anything goes!
Don't kid yourself by thinking otherwise! Neither side is gonna roll over and just "let you win" when this happens, and not only do both sides know this... Realistically at that point the only job the killer role has is to secure kills since there aren't any gens left for them to protect, and the only job the survivors have is to escape with as many alive as possible.
So, No matter what tactics or skills you employ at this period in the match/trial... The gloves are off! Recall rule 3, and feel free to do whatever it takes to achieve your goal. No one can blame you for whatever you do in the endgame, and if they do, for the most part they're just being sore sports.
Enjoy your victory, or embrace your defeat. Either way, "When the gates are powered" is, more often than not, the most intense part of the trial, and you should take whatever advantages you can against your opposition as they (mostly) won't show any mercy towards you.
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 eventually 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, builds and knowledge against each-other. If you lose and have nothing good to say in the post game chat or over the console chat system: Either Leave a "gg," or no message at all, and then calm down/lick your wounds, and move onto the next match. This is just a game after all.
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 open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Feel Free to Report the most egregious offenders, or otherwise Just close it, and continue enjoying the game in peace.
For Console Players: I understand that many other players can/will attempt to contact you via the consoles messaging service, and that this can't always be ignored or shut off. None the less, you do not deserve abuse, and if anyone is violating that via text or voice messages, then they are violating the policies the consoles communication service stands for! Feel free to let your consoles administrators know that your rights to enjoy this game are being infringed upon by other players, or otherwise, if possible, try to simply ignore the messages they send you, and continue playing at your leisure.
7 - This is a 4v1 Lobby and Match style, or Asymmetrical 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, or bullying/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 circumstance(s).
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 if you need to, 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 a unique option available to the survivor side of this game and is your choice, but If your suicide on the hook isn't advantageous to your team, 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 likely to ever be 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 their game experience 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 aren't really any reasons to do this other than petty/selfish ones.
9 - Regarding "Toxic" behavior: Killers have a limited but impactful set of behaviors that are, by and large, considered "Toxic" by the community, but survivors have far more of these "Toxic" behaviors available to them. The reason for this is because... while killers can only be "Toxic" towards survivors, Survivors can be "Toxic" to either the killers or their fellow survivors.
I'm certain many of you have either experienced these behaviors, or have seen them reported/complained about on the forums, and While a decent amount of them don't fit the "spirit" of the game... a surprising amount of them do!
Please refer to this article:
https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
This outlines the basics of what is considered Reportable amounts of player Toxicity, but also defines what many consider to be "Toxic" behavior, as simply part of the game.
That being said, there's still a lot of behaviors that, while not ban-able offenses, are ultimately considered "Toxic" by the community: Leaving a survivor to die on their first hook even though the killer isn't "Face-camping" them, Purposely "Sandbagging" another survivor so that they will get hit or downed by the killer, Face-camping in general, Slugging the Entire Survivor team until they bleed out, etc... While none of these behaviors are considered ban-able offenses, none of them are any fun for the victims, and They will let Behavior/the Devs know about it!
I Urge all players to Recall Rule 2 when making these choices, and Have some common decency when you play! We're all players, and we all want to enjoy the game together, but when any Player(s) repetitively engage in these kinds of "Toxic Behavior" to the point that the community picks up on it, they have been known to outright Mercilessly attack/target these players, and with enough community pressure/collected evidence, some "toxic" players have been banned by the Devs due to enough community backlash over their antics (look up Ochido if you aren't convinced).
There's only so much "Toxicity" this Community and the Devs CAN or WILL tolerate, as should be expected of any gaming community, so while it's "Okay" to have a little "Toxic" fun at others expenses from time to time, PLEASE, for your own sake... DON'T MAKE A HABIT OF IT!
Consider yourselves Fairly Warned.
10 - If it's a legal mechanic in the game, don't be afraid to use it...No matter what side you play. 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.
11 - Take the good with the bad in stride, rise to meet the challenge every new match presents, but 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 that this list won't change everyone's minds, much less their playstyles, but I felt that 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 choose to use them or not.
To all you new players, again Welcome to DbD, I hope this was helpful for you, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.
Any Praise, condemnation, Creative Criticisms or suggested additions to this list of rules are welcome! Please comment if you have anything to add or say.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3152048#Comment_3152048
Im guessing it was an 8 hook game so probably came down to chasing the wrong people instead of the ones of deathhook,.
Very true, and also a reason why I just shut off the endgame chat sometimes. Playing killer is a "Thankless Job, but somebody's gotta do it." and normally if the survivors whine or vomit up abusive messages all over their keyboards about it in the post trial chat, I see that as not only confirmation that I did the job right, but also that I bruised some ego's along the way, which puts a smile on my face.
This kind of immature gloating though, wherein it was a close game with great plays from both sides that at least deserves an enthusiastic "GG", is just unsportsmanlike and cringe inducingly juvenile. I don't need that nonsense, no one does, especially since this is a Mature rated game, but the majority of players seem to be "anything but". It's like you're playing with a bunch of brats too young to play something like this that were never taught good sportsmanship values, so they embarrassingly make asses of themselves while taking the game far too seriously.
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Lotta high BP earned in that game, for both the killer and the survivors, I'd say that the game wasn't as "ez" as claimed. 4 escapes is still 4 escapes though, and with that many points earned the killer shoulda at least got 1 of them.
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Survivor Mains won't be happy with any Nurse changes unless they make her fall in line with the other killers in regards to the games fundamental mechanics, i.e. her ability to ignore loops and pallets would have to be changed so that she no longer could.
Nurse's Ultra Rare Torn Bookmark add-on used to grant her 3 blinks, but with the caveat that she could only blink to places within her line of sight, so no more blinking through walls, floors, or pallets unless she could target a spot immediately beyond them. This add-on was changed to simply granting her the 3 blinks, but it seems to me that this previous version is how survivors want Nurse to play base kit.
2 blinks, but can't go through objects anymore unless she can see beyond them would suffice to satisfy most survivors as a change, but it wouldn't be enough since she still outright ignores pallets. In order to make her fall in line with pallets, the only thing the devs could do is change it so that whenever she is blinking through a pallets path, the blink can be interrupted and the Nurse stunned if the survivor slams the pallet while she's blinking.
Add in a much shorter timing (like instant-0.2 seconds instead of the current 1 second) for Lightburning her while she charges a blink, and especially while she's blinking so survivors can stun/blind her if they're quick enough with a flashlight/flashbang, make all blink attacks "Special" and not basic, nerf her range add-ons further by dropping their distance, and Finally change the torn bookmark to allow her to blink through objects again, but doing so slows down how fast she blinks. Only then, I Believe... survivors will finally be "happy" when going against the Nurse (I use "happy" loosely).
Lets not kid ourselves though... Survivors will still ######### and moan about the fact that she can catch up to them quickly no matter what, and still call you a trash killer for playing as her no matter how hard the devs gut her kit.
TL;DR:
Survivors primary hatred for Nurse stems from her ability to ignore the game mechanics that survivors use to defend themselves.
Suggested changes:
2 blinks but can't blink through objects she can't see any ground past (no more popping through walls, floors etc) = LoS Blockers can counter her now.
Nurse is stunned by pallets dropped in her blink path any time its dropped during a blink = Pallets can stun her more easily.
Lightburning Nurse with a flashlight/flashbang can occur anytime during her charging or blinking, at almost instant timing compared to how it is now, and will blind and stun her out of it = Flashlights and Flashbangs are now more useful tools for escaping her.
Blink attacks count as Special attacks and not basic = No more insta downing exposed survivors with blink attacks.
Drop ranged addons full range by 2 meters per add-on resulting in a total loss of 4 meters when both are combined (down from 10)= No more Traversing half of the map with 2 blinks.
Change (UR) Torn Bookmark add-on to no longer provide a third blink, and instead restore her ability to blink through objects again, albeit slower than blinking through open space. = UR changes her playstyle, but makes her blinking more counterable by giving survivors more time to create distance or react to her blink destination and pull a 180 to avoid taking a hit.
Would this Enrage the killer mains? Hell yes. Would it satisfy the Survivor mains? Possibly. Would survivor mains still whine about going against her after this change? Definitely. Is this suggestion pointless? I'll let you guys debate it.
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@TheWheelOfCheese said:
Am I missing something? Wasn't the only change they made to it that you can now only use it once per hook state per survivor? How does that turn the perk from survivor-sided to killer-sided?
Actually, If I read it correctly, The dev update says "Reassurance can only be used once per hook instance" not State/phase. Which I take to mean: If a survivor remains hooked, each other survivor gets to use Reassurance on them 1 time, until they are rescued and hooked again. So, a Survivor can hang out on the hook, have all survivors run in and pause their timer for 90 seconds during their first hook phase, but if after all of that, they haven't been rescued and reach the 2nd phase, the survivors won't be able to trigger Reassurance on them again.
Still if a survivor hasn't been rescued after 90 seconds of pausing the timer +60 seconds for their first hook phase, and goes into the struggle phase, all I can say is that either the killer is a hardcore camper, or the team just REALLY hates that guy, so I don't expect this kind of thing to happen too often.
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@SuzuKR said:
Don’t queue up if you’re going to give up.
Exactly Why Reassurance is my new "must have" perk in every build, just to prevent these unsportsmanlike ass-hats from suiciding too early. It's bad enough I have to deal with teammates DC'ing so frequently any time a killer farts in the general direction of these over-entitled brats, but when they can't DC anymore because they've already done it enough times to raise their penalty, they resort to suiciding on the hook instead.
Reassurance, even after its announced change, will help me/the entire survivor player base put a stop to that nonsense, as they won't get any struggle skill-checks while the timer is paused, which will hopefully buy me enough time to either rescue them, or distract the killer/lead them away from the hook so someone else can get the rescue. I'm just so fed up with these turds in the punch bowl throwing our matches too damn early over petty reasons.
That's not to say there isn't a time to do it or a purpose as there are plenty of tactical times to suicide, or unwinnable moments where it's just acceptable to give up, but unfortunately most of these players don't do it for those reasons, and just give up early while screwing the rest of us over, completely ruining our chances to have a fun match or a decent chance at winning.
I'm eagerly awaiting Reassurance simply to keep them in the game against their will, so we might at least have some fun, and maybe even make them realize that we can turn a few games around. I don't care if you hate a specific map, killer, perk, add-on, playstyle etc, all I want to do is play a match to the end, regardless of the outcome, with all players at least putting in some effort, and enjoy the game I've put so much time and money into. I mean, Why are you even queuing up for matches/starting up the game, if you're not even gonna play it?
Once Reassurance comes out... I'm not tolerating them any longer... you're not getting off that easy anymore!
EDIT: BTW, Reassurance works on multiple levels, so maps such as the Game, Midwitch, and RPD will empower me to run on the floor above or below a hooked survivor, and trigger Reassurance without ever presenting the killer a new target to chase. So buckle up Entitled Brats, I'mma take advantage of this aspect of it every chance I get!
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BHVR:
"We've noticed the Masterminds popularity trending amongst streamers playing the PTB and have listened to the communities feedback, so for the upcoming live release, we've made a few tweaks to better balance the game:
1. The Masterminds power/"bound" ability is un-dodgeable in close range, so we've reduced the successful hit radius by 95% to make landing a hit with it as precise as the Deathslinger's harpoon shot.
2. The Masterminds Power is also a bit too frequent to use in a chase, so we've changed the cooldown from 4 and 8 seconds to 8 and 16 seconds depending upon how many bound tokens are used.
3. Removed the ability to quickly vault windows and pallets with The Masterminds power as we felt this made him too much like Legion.
4. First Aid Sprays can now be used to also restore a survivor to the Healthy state regardless of if they are in the injured, dying, or broken states.
5. All High Mobility Killers such as the Nurse, Hillbilly, and Blight now feature a 40m TR to give survivors a couple of extra seconds of warning time.
6: Survivor players have voiced their concerns that The Masterminds higher than average TR also makes it more difficult to pin down his location, so now, any killer with a TR larger than 16m will have a directionally audible Heart Beat, and for those hard of hearing, we've provided a red compass over their character portrait that points in the direction the heartbeat is emanating from until the killer is within 16m of them.
7: The Pigs Ambush attack will now only inflict the Deep Wound Status.
We hope you all enjoy the new RE: Project W chapter upon it's live release on 8/30/2022, and as always... We'll see you in the fog!"
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I would at least like the SH movie version of PH as a cosmetic, that was badass, and less blocky looking.
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Evolve Stage 2 is starting to see an uptick in popularity, but only a couple thousand players. Considering it came out in 2015, and its base died fast in only a year and a half due to shady dealings by the publisher designed to milk as much money as possible from the gamers via DLC packs, I'm actually surprised about its current (if meager) rise from the dead.
Still don't see it making enough of a comeback to compete with DbD though.
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I went against a 4 Feng swf team with STS titles in their names (which I later found out meant: Squeal Team Six😝) , and all of them had the same cosmetics and items.
They accused me of tunneling, but honestly... with how coordinated they were, and fast at unhooking/healing, how the hell was I to know who was who, and how many times I hooked em?
IMO, any team that does this... forfeits of any right to complain about tunneling.
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Kinship doesn't work like that, It only works if YOU are the hooked survivor and another survivor gets within 16m of the hook. That being said however...
Add Kindred and Open Handed, so you know how close the killer is to the hook/Broadcast it to all other survivors who hopefully have Reassurance, and you've got a hook phase that can last until the endgame, especially if you're teammates keep refreshing Reassurance. You can, basically, keep a yourself hooked almost indefinitely, and completely screw over any camping killer. While not a fool proof build, it definitely wins against any camping killer and will give your team an edge enough to complete all gens, rendering the killers strategy useless.
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Sex and Violence have always been a part of the horror Genre, and while behavior have been focused partially on the Violence aspect in Dead By Daylight, they've been very apprehensive about the sex. By having a separate game that focuses on the latter, albeit in a cringey way that focuses on the sex appeal of the killers rather than any of the survivors, Bhvr finally get both of the staples of horror. It's like having two layers of a cake, until you put them together, you don't have the full product.
The sad part is that, in horror, sex and nudity are often used to create a feeling of vulnerability in the survivors/victims, but in Hooked on you, it's obviously an in joke about how thirsty the community is for the killers. The closest to nudity we get in DbD is actually on the killers as well with Hag (90% nude) and Spirits default skin (75% nude with a partially exposed ass crack), the same cannot be said for the survivors who at most are 50% nude (shirtless David). As for their sex appeal, its very debatable, and even the most risque outfits for the survivors are still very modest/show very little skin.
On top of all that, DbD is rated Pegi 18 or MA 17+ despite having no sex or sexual situations, hardly any gore to go with the meager amount of bloodshed, and the only swearing we get in it is in Korean (Tricksters Voice lines). Honestly, it BARELY passes the mark for a mature rating due to the horror themes and goal of the killers to, y'know, KILL survivors.
A little Sexualization in a SEPERATE game, obviously made as a "tongue in cheek" joke about the communities "thirst" is hardly something to whine about considering how, if the devs were ballsy enough to actually follow Horror themed traditions of Slasher films that this game is based off of, DbD would have EARNED its Mature rating.
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@humanbeing1704 said:
Dredge plague and pinhead
you just named 3 of the good ones!
Dredge is by far, at least until his inevitable nerf, one of the best killers they've released... seriously, just give him a bit more time, you'll understand.
Pinhead consistently is ranking high in the kill count, and survivors just hate going against him because, unlike most killers released in the past 3 years, his playstyle is 1v4 focused instead of 1v1. Learn to take advantage of that aspect, and enjoy the feeling of power over the survivors it brings.
Plague is an underestimated BEAST of a killer. To quote a previous post I have made on her:
Plague has 4 strengths against survivors not many other killers have:
- She makes the Healing meta pointless. Not only does she Ruin CoH, but also every Healing perk and Item just becomes wasted slots against her. To compensate for this she also offers the survivors the fastest heal to full health option: the Pools of Devotion (6 seconds), however usage of them rewards her with one of the best ranged attacks in the game. Survivors have to make a tough choice whenever against her because of this.
- She has a nearly uncounterable audio and visual tracking. Once a survivor is fully infected, not only do they get put in a 1 shot down state, they also make loud coughing and puking noises wherever they go, all while being enveloped in a toxic green cloud that's easy to spot from across the map or behind mid sized objects a survivor might try to duck under. Doctor can make survivors scream with static blasts or shocks, but those can be countered by Calm Spirit, or avoided via lockers. Unlike Doc, none of Plagues tracking advantages can be muted or removed by use of a perk, item, or standard environmental mechanic, and can only be countered by giving her a powerful ranged attack (the Pools/fountains), so again, survivors have to make a tough choice.
- She is one of the Only killers who can injure a survivor from the healthy state without giving them a burst of speed. Nemesis has to contaminate survivors with his tentacle strike, and without even injuring them, gives them a speed burst. Unlike Nemesis or the majority of other killers though, once a survivor becomes fully infected/broken by Plagues vile purge, they don't get a sudden speed burst to get away from her. This means that hugging up to them while vomiting often results in a very swift down if you play it right, and the survivors can't do much about that unless they find a good vault or pallet to put between you and them. If they can't do that, then they're going down fast. This makes Hex: Blood Favor extra mean in her arsenal since it activates the moment they become broken, and removes half of their escape options in the immediate area.
- Fully Infected survivors are 1 shot downs. Almost all killers in the roster have to rely on the Exposed status to gain this, but the only killers who defeat Plague on this end are Hillbilly/Bubba, however that's just part of their base kit. The next closest ones are Ghost Face and Myers, who both have time limits on how soon they can do it, and how long it lasts... Plague on the other hand can keep this going without even having to infect the survivors directly just by puking on gens, vaults, pallets, lockers etc, and as long as they refuse to cleanse and give her the best range damaging power in the game (arguable), it remains all trial long.
Overall, Plague is VERY strong when you realize these advantages and make good use of them, but she's not without her downsides too. The primary downside she has is that, aside from the initial corrupt pool she starts with, survivors have complete control over whether or not she gets to use her Corrupt Purge at all. Sure, if they avoid cleansing, they are 1 shot down all game, can't heal, and easier to track, but skilled survivors can route from tile to tile easily, and put pallets between her and them consistently because, if she doesn't have Corrupt Purge, she's reduced to a standard M1 killer. She's basically a better version of Perma EW3 Myers/Shape at that point, in that she has all the instant downing potential + better tracking, but can still be looped to death just like any other M1 killer. Survivors have the power to put her in that position until the gates are powered, and make an easy escape against her... BUT, that's a hell of a better place to be in over almost all of the other M1 killers in the game currently.
If any killer deserves a refund... to me, its gotta be Sadako (the Onryo), or The Deathslinger.
Why?
Because Onryo is supposed to be a stealth killer but is so noisy, that even in her "undetectable state" they deemed that she have a freaking lullaby! As for Deathslinger... EVERYTHING he does slows down his movement speed to the point that his ranged attack doesn't even matter, and even after they nerfed him by extending his TR, and slowing down his aim down sights, they also STILL left him with a lullaby radius that warns survivors beyond his effective ranged attack that he's coming... making his whole character and power completely useless against even a "decent" survivor team!
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@Jill_Main said:
Sorry Hunk wanters, but Annette is priority number 1
https://us.v-cdn.net/6030815/uploads/RIYJ0BRY8US6/a83002ef-b8dd-470d-82a3-256a1f6eb553.jpeg
NOPE, SORRY, THIS IS!:
And if we don't get it... The devs clearly have no interest in making money, and I'm gonna be severely tempted to quit DbD.
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And another thing! If you have a tape at the beginning of a match, and she never teleports to you, it takes 210 seconds, or 3 mins 30 seconds to get fully condemned. In comparison Pig's Reverse Bear Traps take only 2:30 minutes to kill you, and that can even be dropped by 30 seconds with an add-on, so technically, PIG can do this kind of thing much more efficiently than Sadako.
Killer players doing this, playing Sadako like this to secure kills, are playing very stupidly. Add in the facts that it takes 12 seconds to remove a Reverse Bear Trap and only 2 to put a tape in a TV, Pig controls when you have her death dealing device but Sadako doesn't, and Pig doesn't have to down you to secure the kill... and it's obvious Pig has the better "Timed Kill" mechanic overall. Yet again, no one plays Pig this way, why? Because it's a waste of the killers time!
Sure it may kill a few noob survivors who don't understand how to counter it, but it doesn't do anything against decent-experienced ones, and while some killer players may be drawn to this gimmick, perhaps even get good at it... it still isn't a winning strategy by a long shot, especially against anyone who knows what the killers doing.
No dev "fixes" necessary here, doing so would more of a waste of their time than employing this tactic in does to the killer players.
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I used to do it as Pig to secure head pops, just follow the beeping guy around without chasing, scare/hit them off of boxes, let the head trap kill them.
Turned out to be a REALLY inefficient tactic that wasted too much time for very little reward. Now I only do it if the team/survivor I'm against are toxic turds in the punch bowl, and only if they have an active trap on, AND 1 of the last 2 survivors, because by then I got the time to spare and they probably deserve it. Otherwise, Sadako chasing like this is just about the same: totally inefficient, keeps pressure off gens so they just fly, and relatively pointless since you only secure maybe 2 kills at the most, if that.
Old legion by comparison could keep downing survivors by "moonwalk" chasing without even having to hit them the 2nd time, it was very consistent with no counter play, and often secured a 4k win. At least with Sadako chasing this way, putting the tape in only takes 2 seconds, so if you stun her near your TV you'll get the tape in before she can interrupt you. The moment your tape is gone this tactic is kaput, so just keep at getting the tape gone while your team removes theirs and does gens as you distract her.
It's really no where near as bad as old Legions mechanic, as it's heavily time consuming, inconsistent, and even counterable as long as you can get the breathing room to remove your tape. On top of all that, she really is one of the worst killers in the game atm (rendered even worse by the killer that immediately followed her), and this tactic may secure some kills here and there, but it's far from a game breaking mechanic that secures a guaranteed win every single game.
It's more of just a time waster that survivors can take advantage of and counter since the killer has to basically chase 1 survivor until they get condemned and then manage to down them for the kill. If they pick the wrong survivor to go for, they'll likely chase them until all 5 gens are done, and might not even get the kill if its a decent team who has their back.
I don't think there's enough reason for the devs to prioritize this, and even if they do, how would they do it? Make it so that as long as the survivor is running the Condemnation stacks don't build? Make condemnation build at a constant rate even in chase, just 2x slower than it does now? Rework condemnation entirely so that it builds 4x slower all match, and picking up a tape puts you at 1 away from full, but putting it in its destination tv removes all stacks?
I hardly EVER come across a Sadako as is, and if this gimmicky "time consuming failure of a tactic that's also counterable" is all she's got going for her that gets people playing her more, then I don't see why it's such a bother.
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Survival instinct trumps madness. Doc's madness not only makes survivors hallucinate things that aren't real, but also makes their fear peak to the point that it's crippling to them unless they calm down and snap out of it. The instinct to flee from a predator by any means: drop things in their path, hide, run, even open a path to escape is all they can focus on. Whereas doing anything more complex, especially if it isn't related to fleeing/hiding/escaping, such as sitting on a loud ass generator where the predator can see and hear you easily, is directly counter intuitive to the survivors crippling fear based "Flight" instincts. This is also why survivors have trouble Cleansing, Sabo, Healing themselves or others, or searching chests, because all of those actions force them to remain a sitting duck instead of running and hiding. Likewise they also can't use Flashlights because a shiny light gives them away to the monster they're trying to run and hide from.
Also Pulling a lever to freedom in 20 seconds, even if it makes them hold still, is far less complex than trying to repair a generator while your heart is racing and you're scared out of your mind, and more directly leads to an assured escape from your tormentor.
Either that or the devs just didn't want the survivors to have a delay on escaping simply because the docs power stopped them from it. Can you imagine someone at an exit gate trying to open it, getting shocked repeatedly and unable to snap out or open the door? yeah... that wouldn't get abused! /s
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@Thunderfrog said:
She's as bad as legion. She was sneaky strong when boons became a big deal, but now she keeps pretty much the whole map broken and exposed. You either drink and she gets a lazer beam, or you just play at 1 health.
You've pretty much just described how everyone's been playing against her since she came out: You either stay infected and rush gens, or you risk giving her (arguably) the best ranged attack in the game in order to take an additional hit. Plague has always been the anti-heal killer, and Boon: CoH only made that more obvious when it came out.
Honestly, aside from people abandoning dead hard, despite it being actually a bit better if timed right, Plague is still playing like plague always has, and so are survivors who play against her.
If she's got a gen slow down build with perks like thanatophobia: risk it and cleanse instead, It's not like her ranged attack is unavoidable.
If she's going for any other non-gen slowdown build: stay sick and rely on your chase/looping/juke skills, but otherwise rush gens and only cleanse when the gates are powered.
I haven't noticed any difference in how people play against her for the past few days, and she's one of my mains, so... Maybe I just don't get what you're intending to say... I'm still having games I win, and games I lose with her, even after all the buffs killers received this patch. Perhaps I just suck at playing this game, despite having over 3k hours in it, mostly as killer, or perhaps I'm just feigning ignorance because I've always secretly known how devious and overpowered this goddess of a killer is, and don't want the community to catch on becau-
"Oh hey look, Nurse! 👉️Something needs to be done about that!"
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Pigs man hands.
This has always bothered me since Shawnee Smith, the actress for Amanda Young in the saw series, IRL really has very slender hands. TBH, almost all of the female Killers have Slender and very feminine hands (Hag and Charlotte aside), but whenever I see Pigs hands, they are just so thick fingered and manly. Surprisingly even Huntress's large hands still have that feminine shape to them, which really makes me wonder why our little piggy was the one singled out for such a sausage-esque fat fingered treatment? Wait, pig... sausage... I just answered my own question didn't I?
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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.
These are the killer perks in my Killer concept from a few years ago:
@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 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. Often locked in the cellar 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 while 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 her 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 to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave with her to rot. 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 effort. All the blood made her slippery and hard to hold down, but after enough bleeding and eventual slip 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, polished and lacquered them to a pristine shine, and with that Lucy finally had the eyes she always wanted.
As Agnes grew better at doll making and more astute with the finer details, the Doll Shop became much more successful, as 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 in her mind, 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 to convert 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 she could spare 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 initially 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 dodged it, but her 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 murdering 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 Clay the eyes he always wanted. Agnes held a memorial for Lucy, burying her remains 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, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and by Clays persuasion, 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 their bodies in the woods. However, after a week long storm had caused mudslides, a few of her victims bodies were 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 desiccated bodies in her cellar and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes drew her shears and attacked the constable, taking a shot in the lower abdomen from his revolver, 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, she could hear all of her friends cry out begging to go with her, but she could only pack up a few with promises to return for the rest later.
Tears freely 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 hour. 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: 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: 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 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.
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 they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.
Hide n’ Seek – At Max, When within 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 – 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 long, but give it a read if you have the time.
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Off the Record + DH + Styptic = 3 hits to keep survivors from going down all game long, 2 of which activate multiple times, and guarantees escape at endgame.
I don't think being a survivor "Going against Legion" is where the "misery" of this patch actually lies...
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Endurance shouldn't be able to activate if a survivor is currently affected by Deep Wounds. That way, survivors won't be able to combo Off the Record or Borrowed Time with Dead Hard, Mettle of Man, or Styptic Agent (essentially giving them 3 possible ways to avoid going down e.g BT/OtR+DH+Styptic).
If a survivor is in the Deep Wounds State, then the next hit they take should down them if they haven't mended, and all Endurance effects that could be gained should be nullified. If the dev's did that then this wouldn't be an issue.
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Your perk inventories for all of your characters are gonna remain untouched, and if you've unlocked all the perks and maxed them on a character without P3'ing them, they're gonna be adjusted accordingly as to what actual Prestige they would be under the new system based off of how many point's you've spent on them.
At least that's the way the devs have presented it. lets just wait and see tomorrows PTB if it all screws up some how.
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@BenZ0 said:
Doctor with Dead mans switch and pain res and make your choice.
Its actually his strongest build and if you play Doctor well enough you can literally stop survivors from doing gens the whole game constantly, you will ofc not down everyone like a nurse or blight but you will stop them from playing the game which annoys the hell out of them.
But you do get alot of kills since this build does help you alot to buy enough time to hook and down enough ppl.
Played over 50+ games with this build and my kill rate so far is 3,2.
Dead hard is the only thing that keeps this build from beeing better, since dead hard will get changed this build will be devestating.
No it won't, They're changing Pain Resonance to no longer work with DMS. PR will no longer splode gens or make survivors scream. I guess With Doc, you can still make em scream yourself with Static Blast, but that's only once every 60 seconds (unless using Order add-ons to lower the time to a minimum of 50 seconds), otherwise you'd have to shock em with 28m ranged Shock Treatment using Interview Tape and High Stimulous Electrode.
Either way, the build will still not be as powerful as it is right now pre-changes.
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Huntress + Iridescent Head: at least 1 DC guaranteed 10 out of every 10 games! Accept no substitutes!
Mori or Shroud of Separation offering: No matter what killer you play, Bringing in a secret offering is a surefire way to get 1 or more DC's in 8 of every 10 games. It's not the first place choice, but it does the job!
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I just kept collecting until I stopped getting "Unlocked" messages after each trial. Still keep grabbing them though, you get more BP when you do.
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/3018233#Comment_3018233
One Perk Name: Call of Brian.
think about it.
Ah yes, who could forget Brian, that guy who Sadako was fond of getting calls from, because....
Actually I can't remember Brian from the movies, probably was in the American versions.
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RPD! The place is practically a maze already, but when Nightfall hits, it's ridiculous to navigate! Then you add in the fact that Lockers are practically everywhere, and there's no corner you can turn, no room you can enter that's safe, save for the exit gate areas. It's mind-numbingly the most anxiety filled experience a survivor can have (especially if solo) against a decent Dredge player.
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As long as the flan keeps flowing, as a killer main, win, lose, doesn't matter, all that matters is that I get 1 hook on each survivor for BBQ, and smack em all around a bit... maybe kill 1 or 2. Honestly, the only thing I'm after is that sweet BP. However... If I get a game where I'm the only one offering flan, or if its only me and 1 other... Then I get mean, and try to end the match asap so I can move onto the next one, which hopefully features 3+ flan offerings. I've already got 300+ on Doc and am working on the same for Legion, Sadako, Executioner, Dredge, Huntress and Nurse. Why only them? They earn the highest BP more easily over the others consistently just by using their kits.
Obviously this means that with them... I can get VERY mean and play for kills over hooks. However, if you get in a game with me and there's 3+ Flan offerings, I'll play for hooks and don't care whether I win or lose, otherwise I'll play for kills, and won't let survivors have much "fun".
Seems to me, this is a fair call during an event like this.
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I believe it starts on Thursday the 16th
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It's how plague shows her love!

