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TheClownIsKing

TheClownIsKing

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  • Here’s my comprehensive run down of playing as Twins. Maybe you can find helpful info when against them as survivor.

    @TheClownIsKing said:

    (TL;DR - Twins now good. Much good killer. Do the thing with Victor. Win. Celebrate with cookie.)

    So I absolutely HATED the Twins upon release. Some of you already know this as you may have read one of my few epic rants about how I thought they were the absolute WORST killer ever. I went within days of first trying them from “Twins are fun” to “HOW COULD THEY RELEASE SUCH A TOTAL JOKE OF A KILLER?!?!”

    I was seriously having the most terrible experiences in DBD I had ever had playing as Twins, yet for some odd reason I was compelled to stubbornly keep playing them. I just HAD to understand them. I HAD to “get it” and find out why certain design decisions were made. 

    I’m pleased to say that I think I’m there now. I’ve been surprised to find out just how cleverly designed the Twins are, and how complex and robust their kit actually is. Probably not since Doc and Demogorgan has a killer given a player such a large amount to digest, although Twins are probably on par with Demogorgan as far as versatility are concerned. 

    To summarise everything Twins can do (in no particular order, and will be elaborated further down);

    • Stealth.
    • Map Pressure.
    • Game Stall.
    • Tracking.
    • Anti-loop.
    • Traps/Ambushes.

    I won’t go into The Twins Camping and Snowball potential as that’s already pretty well known, so it’s just superfluous to cover it here. For the record I’m in full support of nerfing their camping capability. I.e. Victor should be auto destroyed if he’s already within a specified distance from a hook that Charlotte places a survivor onto. 

    Stealth. 

    Let’s start with base kit Victor. No other killer or power can move around the map at decently high speed, avoid all survivor detection perks, be difficult to see or hear until it’s far too late, launch into a blazingly fast attack before a survivor even realised what’s hit them, AND cause minor game stall in the process. It’s enough to make Wraith, Ghostface, Myers, and Pig jealous. 

    Then as Charlotte, if both her and Victor have been used smartly, and is close by to a survivor that Victor is latched onto, Oblivious increases the odds of approaching that survivor from a vantage the survivor may not be expecting. The delay in Charlotte’s TR returning is a nice touch if wanting to go for other survivors revealed by Killer Instinct. 

    Then we have Silencing Cloth, Drop of Perfume, and Cat’s Eye. All of these add ons bolster stealth play by adding further options in clever strategy. Toy Sword may offer Victor a faster pounce charge to try and get a survivor before they manage to turn a corner, but it’s much more satisfying charging pounce with Cat’s Eye, and then have the survivor accidentally run right back into you because they can no longer hear where Victor is. 

    Map Pressure. 

    This probably needs little explanation. As long as the player smartly manages the distance between Charlotte & Victor by ensuring they’re never too drastically far from each other, they’re able to control a significant chunk of the map by having Victor capitalise on what Charlotte does, and vice versa.

    Game Stall.

    Victor is probably one of the most effective stall tools out of all of the killer kits. Latching Victor onto healthy survivors regularly takes them out of their objective immediately, and many survivors only create further stall for themselves by going into a panic without thinking clearly about where exactly they SHOULD be running to. This is even more effective If Charlotte focuses her attention onto a survivor revealed by Killer Instinct, giving the Twins 2 for 1 game stall. 

    We can’t talk about Victor latching onto survivors without also talking about kidnapping. Here’s my spin on it. I think pretty much any killer would give ANYTHING to have 1 survivor dead at 4, or even still 5 gens left to repair, leaving them to have to deal with only 3 survivors. The odds of success skyrocket when it’s 3 survivors (or less), with 3 or more repairs still left for the survivors to do. A survivor WILLINGLY taking themselves out of their team objective by kidnapping Victor is actually a MASSIVE boon to you as killer. There’s simply no greater game stall than a survivor literally not engaging in their objective. A kidnapper may as well be an Urban Evader doing nothing but creeping around the map perimeter. I almost never intentionally go after the survivor I just latched Victor onto unless I happened to have Charlotte already close by. I almost always try and find someone else. Even better if teammates have been revealed to me by Killer Instinct. If Victor is kidnapped, fine. I can keep monitoring their whereabouts after some time, and very, very rarely do kidnappers NOT at some point go “oh crap! I can see the others are struggling now.”, and will finally get rid of Victor so they can actually try to help again. Kidnapping Victor is a red herring. They’re trying to psyche you out. Don’t let them. 

    Tracking.

    This probably also doesn’t need much elaboration. Killer Instinct activating whenever Victor is either latched onto a survivor, or whenever he is used as a sentry is an invaluable tool that should be utilised at its utmost potential. This can work to help with game stall if survivors start crouch walking the 12 metres towards Victor to counter Killer Instinct. Using either Soured Milk, or Madeleines Glove (or both) makes this even stronger, whether for the increased detection range, or to make survivors crouch walk over a further distance as a counter to Killer Instinct. This also leads me into...

    Traps & Ambushes. 

    Victor, used as a Sentry, can additionally act as a trap/bait for survivors. Or when either Silencing Cloth or Drop of Perfume are used (whether with or without Soured Milk or Madeleines Glove) allow Charlotte to ambush a survivor given away by Killer Instinct when they’re approaching Victor. Even better if you set up intentional baits using either Toy Soldier or Iridescent Pendant. It’s shocking just how effective a strategy it is to send Victor to a key point of interest, such as a gen you’re certain survivors are going to quickly return to, leave him idle, but immediately switch back from Charlotte to Victor again because you’ve heard/seen Killer Instinct activate the very instant you switched to Charlotte, knowing that a survivor is running in to try and kick Victor (they can’t resist). Now you’re controlling Victor, the survivor is right next to you confused, and they are now able to be pounced on because of the vulnerable, compromised position they’re in. 

    Anti-Loop. 

    Whenever controlling Charlotte, and Victor is with you, The Twins have some of the strongest anti-loop in the game. Stop at the most advantageous spot in a loop for a survivor (provided it’s not within stun distance of a pallet), and then unleash Victor. With Charlotte body blocking the survivors ability to attempt another lap of the same loop, and Victor hot on their tail, they’re often forced to abandon the loop, which potentially puts them out in the open while you’re chasing as Victor, hoping they’re able to successfully dodge Victor’s next pounce. It’s worth noting that the reverse can be done too. If Victor is chasing someone that’s demonstrated that they’re adept at regularly dodging pounce, and Charlotte’s close by, then parking Victor in a spot at a loop that forces the survivor to stop and kick him in order to pass usually allows enough time to get Charlotte there to hit them while the survivor is animation locked. At Shack placing Charlotte on the inside of the Window, facing inward to unleash Victor leaves a survivor with only being able to do another half lap of shack, and through the interior once more before they can hope that Victor cannot land a pounce before they reach the pallet, something Victor can leap over anyway. At worst, if the pounce is missed, the pallet is down and Charlotte can get rid of it. 1 and a half laps by the survivor, and the pallet is gone. Some killers would die of envy to be able to get rid of shack pallet this quickly. 

    Now let’s look at how the Twins 3 teachable perks compliment their abilities. I hold the philosophy that teachable perks are never random. I believe there’s a deliberate reason killers have certain perks tied to them. 

    Coup De Grace. 

    I wouldn’t exactly say this perk synergises with the Twins power directly. This perk is more about in the event that Charlotte is either without Victor, or it is not ideal to switch to Victor mid chase, Coup De Grace ensures Charlotte at least has SOMETHING up her sleeve up to 5 times per match. It’s also currently one of the best available counters to Dead Hard. 

    Hoarder.

    I’ve totally changed my tune about Hoarder. I was at first totally bummed out about the fact that a way couldn’t be figured out how to make the original concept work: that Hoarder also reduced item rarity. I dismissed the perk as being a complete waste of a perk slot. I’m still disappointed that the perk doesn’t reduce item rarity (making the perk somewhat risky to use), and I do hope this is revisited and they find a way to make the perk reduce item rarity, but Twins actually get GREAT value out of Hoarder. As weird as this comparison is, Hoarder is kinda like Overcharge. My meaning being: just as no other killer gets as much value out of Overcharge as Doc does, no other killer can capitalise on the information Hoarder gives quite the same way Twins can. Sure, you could use it on a high mobility killer, but survivors will hear them coming. Even Wraith is going to give himself away before getting close enough to a chest to uncloak. But Charlotte can immediately send Victor off in the direction of a chest notification, using Victor’s speed AND stealth ambush a survivor still locked in the chest opening (or pick up) animation by pouncing on them just outside of shriek range. Getting a basement chest notification is comedy gold. And with either Spinning Top and/or Franklin’s Demise, Twins get even MORE value out of Hoarder, either as extra tracking, reconnaissance (just to stay informed), or further ambush opportunities. 

    Oppression. 

    The gen regression potential of Oppression is pretty easy to understand (opinions on how effective this is or isn’t notwithstanding). But it’s more noteworthy how Oppression works as a tracking tool. Failed skill check after activating Oppression? Now you know where to send Victor next. It doesn’t get more straight forward than that. 

    Closing thoughts. 

    Twins are hard, and deserving of the difficulty advice label given in game. But this is more than just how they operate mechanically: both the challenge of accurately landing a pounce, and how punishing it can be for a single miss. It’s also because of how deeply complex their total kit is (comparatively speaking, against other killers). They’re a very rewarding killer once confidence is built around using everything at the Twins disposal at the appropriate times, and learning when to change gears to another of their many available strategies.


  • @PsychoTron said:

    I've seen streams of Twins so I'm not totally in the dark, but I just had a match against the Twins which is probably my 2nd time so far.

    1) Is the general strategy to stay in pairs? 4 survivors so (2) and (2)?

    I think you do this because you want to be in a healthy state; if you're injured and victor successfully pounces on you, you are dying and victor is still free to roam.

    So if victor manages to pounce on me or my paired mate, after removal of victor, we could heal afterwards. Or if victor misses his attack, my paired mate could kick him.

    2) Is victor immune to flashlights?

    Also, when my mate had victor latched on him back, he didn't remove him and had him on his back for 20-30 sec. while I was working on the generator next to him.

    3) Is there a strategy to this?? Is it so charlotte can't grow another victor when my mate has victor latched on his back?

    Anything else I should be aware of ? thanks!

    You pair up if injured, stay separated if healthy. If Victor latches onto a healthy survivor, a smart Charlotte will go for any survivors revealed by Killer Instinct

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318609#Comment_2318609

    Bubba is still really easy to go against if you know how to counter him, which most survivors don't. I think Feng is the best survivor for beginners because all three are great for noobs right off the bat. I agree WOO would be good too, but Kate's other perks are pretty useless. And the number one thing - you cannot outrun the killer. You HAVE to look behind you. Yes, he will get stuck on things and die a lot, but there's no other way. One of my friends who quit would complain that she was bad at chase but would never learn loops, or accept the reality that you cannot just outrun the killer.

    Dance With Me has saved my butt many many times. Quite often if I’ve managed to break LoS quick enough after vaulting, the killer thinks I’ve done a juke and vaulted back the way I came.

    Dance With Me works often for me because so few killers ever expect it.

  • @ethan99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318610#Comment_2318610

    Yep I told them to use Feng to get Technician/Lithe (mostly Technician)

    I’m a veteran, and even I still occasionally use Technician. Sometimes I just want to chill on gens and not worry about “hey killer, over here”

  • @ethan99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318498#Comment_2318498

    Is it the best idea to throw a new player into the deep end? I don't want to be a burden on the other two survivors.

    Also they still miss skill checks frequently 🤣

    Get them to use Feng.

  • @ShinobuSK said:

    Im okay with finishing gen but not for cleansing totem

    I have to disagree. That would be like a killer getting a BBQ token just for getting into a chase.

  • @meatisadelicacy said:

    Sometimes it's an accident, but yeah I know a lot or people absolutely bring killers to teammates on purpose. I hear your frustration. Lately I've been running the killer literally for 2+ minutes and not a single gen gets done. Yesterday, my Jake teammate went into the basement to search for a a medkit to heal. Everyone knows you can't do gens if you're injured. But first, he heard the terror radius and got scared, so he hid in a locker and the Huntress was using Iron Maiden. He proceeded to search the chest, like the Huntress wasn't going to get the injured moron screaming in the basement.

    I can’t bring myself to remove Calm Spirit at the moment. It’s been pretty much necessary in almost every one of my games. If it’s not Doc, it’s a Huntress, Trickster, or Legion doing their adept with Iron Maiden. And if it’s not one of those it’s other killers with Infectious Friggin Fright.

  • @[Deleted User] said:

    go play killer again to remind yourself of how much worse of an experience it is compared to survivor

    i'll take dumb teammates any day over playing killer right now

    Nah, I never ever get this angry as killer. In those every now and again games where it’s clear I’m totally out matched, I just chill out and wait by a gate switch.

    If they just want to play repair simulator, I let them.

    But sometimes I’m just not in the mood to play Killer. Usually I enjoy survivor. But lately.... sheesh...

  • @CashelP14 said:

    For your first point you could've got unlucky. Good survivors never stay at one tile so you probably got unlucky.

    Unfortunately this is why I play solo q rarely. Played 2 man swf a few days the past week and the amount of terrible teammates was horrible.

    Here's the best example you'll ever hear.

    Killer (Legion) brought Midwitch. First survivor immediately dc'ed and he started chasing me. I looped him for 4 minutes and 20 seconds! My mate did 3 gens while the survivor spent 3 minutes following me with a flashlight. Guess what, they missed..

    My mate had to trade with me because the Legion decided to facecamp lol this survivor then proceeded to get downed in front of the hook TWICE instead of healing me and both trying. Anyway I left them to die and got out the door.

    In this game my 4 minute chase would've resulted in a 5 gen chase and 4 man escape. Instead though I had a DC, and a trash waste of a teammate.

    My last match I was on suffocation pit against Deathslinger. After a lot of tomfoolery TRYING to get at least ONE gen done despite constantly being pushed off by chases being lead to my gen, no matter WHICH gen I moved onto, I finally went down and got hooked. 4 or 5 minutes had passed and there was still no gens repaired. My goodness I did try and try and try. I don’t know WHAT the other 2 were doing as 1 of them was being chased (always towards the gen I was on).

    Anyway.... this bill tries to hook bomb the second Deathslinger hooks me, because you know... BT only works if the killers is within 1 metre of the hook (eye roll). Bill gets injured, then unhooks me, gets downed, I’m whacked, before I can get behind LoS I’m speared.

    Back on hook.

    Still no gens done.

    I suicided.

  • @Phasmamain said:

    Honestly you get to a point where you don’t really care what happens in solo matches. watching my stupid teammates is half the fun

    May I reach that stage of nirvana. Right now I am not having fun.

  • @AetherBytes said:

    • Leading a chase to a gen being worked on.

    Most likely an accident, a survivor can rarely keep track of every other survivor without SWF

    • Or back to, or nearby, a hooked survivor. (or a slugged survivor).

    Sometimes just happenstance, they went for save the same time the killer came back.

    • Survivors quite literally doing nothing. NOTHING!!! Yes, I can see you with my Bond and Open Handed. I understand a little idle play while you figure out what’s going on, or when it’s safe to do something, but DO SOMETHING!!!

    Ye this sucks lmao

    • Players that fast vault, or sprint into lockers, or sabo hooks nearby for no goddamn good reason other than to be a troll.

    Valid

    • Survivors rescued from a basement hook that then HEAL IN THE BASEMENT!!! Healing at a hook can be fine sometimes, BUT NOT IN THE BASEMENT YOU MORON!!!

    Very situational. If you know the killer isn't nearby (especially chasing across the map) then this is usually done to save time; since the killer obviously wont give up a chase for it.

    “Most likely an accident, a survivor can rarely keep track of every other survivor without SWF

    • Or back to, or nearby, a hooked survivor. (or a slugged survivor).

    Sometimes just happenstance, they went for save the same time the killer came back.”

    Even if it’s accidental, and I’m forced off a gen, there have been tonnes of time the same survivor does it an ADDITIONAL time when I return to try and finish the gen, even though the gen sounds would have been clearly audible to the survivor the first time they “accidentally” lead the killer there.

    Same with the happenstance issue.

    Made a mistake? Fine. CORRECT THAT by attempting to lead the killer as far AWAY as possible.

  • @ukenicky said:

    Deja vu is seriously good. It's right up there with Windows of opportunity in terms of helping survivors get better at the basics. In this case, locating and completing the important gens.

    Exactly.

    I get annoyed with the “iT’s A bEginNer pErK” claims.

  • @thrawn3054 said:

    How would that help? Knowing where gens are won't stop them.

    I know it won’t cure ALL the stupidity, but for those that continue to 3 gen EVEN with a mandatory locked in Déjà Vu, well then they’ll be stuck with the perk huh.

  • @humanbeing1704 said:

    Hurts my brain when people hand the killer a 3 gen on azerovs resting place or other maps like it

    My brain is beyond hurting. It’s broken. I’m running around with Visionary trying to prevent this from happening, and then the next thing I know: screwed.

  • @Mooks said:

    It’s a pretty good perk that increases healing speed unconditionally. It just gets overshadowed by other perks so much and isn’t used often because of that.

    There’s something attractive about the persistent, reliable nature of Botany Knowledge though.

    Nothing fancy. Just constant 33% increase to healing speed, and get 33% more charges out of Med Kits.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317426#Comment_2317426

    Of course you can ask people why they tunnel, here's a demonstration for you now read closely if you want to repeat what is stated below

    "why tunnel"

    that remarkable statement leads to such elegance in return such as

    why does spiked Arnold palmer taste so bad

    deep vein thrombosis

    what are you complaining about without me you wouldn't have a match in the first place

    because I only have 700 of this addon left and I want to cherish them by playing how I want (one of my most used (I don't use all of them only some of them make of that as you will))

    why make me tunnel if you don't want to deal with tunneling

    because it helps take off the baby weight

    key (likely one)

    totems were cleansed and I didn't want to tryhard so I took the easy way out, sorry (X) for tunneling you

    Well that flew right over your head. Guess you haven’t seen this movie then?

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317429#Comment_2317429

    God! I am so sorry TheClownIsKing. Really, I don't know why I did this. I guess it's probably because I've got a big *lesbian* crush on you! Suck on *that*! AY-YI-YI-YI-YI-YI!

    Side Note: Amazing movie and should be mandatory in all schools.

    One of my all time favourite classics.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317422#Comment_2317422

    Oh my god, mightybear7, you can't just ask people why they tunnel!

    And the quotes keep coming 🤣🤣🤣

  • @SleepyWillo said:

    Why should survivors just get to stomp around like a giant while the rest of us try not to get smushed under their big feet? Killers are just as cute as survivors, right? Killers are just as smart as survivors, people totally like killers just as much as they like survivors, and when did it become okay for one person to be the boss of everybody because that's not what DbD is about! We should totally just MORI SURVIVORS!

    😍😍😍

  • You’re talking about a game where I come across Plague’s running Sloppy Butcher, and Huntress using Insidious...

  • Hmm probably a bit unnecessary. And if the killer is right behind you, then it’s useless. Better to use Dance With Me.

  • I actually see them pretty regularly. Actually more than Nemesis (already).

    None of them are good, but I see them regularly.

  • I just thoroughly checked their Twitter. There’s no additional hot fix mentioned. Only the one they advised about last week.

  • @Tsulan said:

    So what exactly do you want nerfed?

    Increase the hits he requires to down a survivor from 3 to 4? 5? 6??

    Geez, killer main much!!!

    It clearly needs to be 17. Stop coddling the killer community. 🤣🤣🤣

  • I mean... I still enjoy it. Seriously.

    I love this game.

  • @humanbeing1704 said:

    Deathslinger

    The sad thing about Deathslinger is the potential that can be seen in all 3 perks. Gearhead isn’t actually too bad IMO, and Dead Man’s Switch is actually ok with Furtive, and kinda good on Twins. Retribution should ditch the “punishment for cleansing dulls” nonsense, and make it so when Hexes are cleansed all survivors are afflicted with Oblivious and have their aura revealed for 10 seconds.

  • @C3Tooth said:

    You forgot about W meta, you will never get Bloodlust.

    I think just remove Redstain when start chase, it will be ok.

    I’ve suggested that this n the past and many cried that would be overpowered

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2312593#Comment_2312593

    If only they didn't make Burger King Myers look like double engravings Hillbilly.

    I’m really not sure how that’s relevant. I’m confused.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314501#Comment_2314501

    Correct, but now i can't know when i cross the line from strategy into bannable.

    Like, is 10 seconds fine? What about 60 seconds to wait out DS? What if i'm doing it to wait for someone to die on hook? Maybe i hooked 1 guy, and the other guy is body blocked. So the guy has to wait the 2 minutes for the other guy on the hook to die. Is that bannable? What if i'm plague, and i just body blocked 2-3 survivors in a corner, but i'm in corrupted purge. So now i want to wait out my corrupt purge to puke on each survivor individually and then 1 tap them each. You need to define the terms or you start risking punishing people who aren't actually doing it to be jerks.

    This is why they request video evidence, and other details that let them look at the match data, so they can look into things like that to determine if a player is using fair strategy, or being abusive.

  • @xEa said:

    Since ages i preach the very obvious number one issue with DbD but for some strange reason, the devs seem to disagree or simply dont care: Unfun killer design.

    Prime examples are Slinger or Twins: Very one-dimensional in 1v1, nothing a survivor really can do as long as the Slinger/Victor knows how to play. But in the end of the day, this type of killer still looses against a good team because of no mobility / gen pressure.

    Lets have a short lookt at the recent killer releases: (keep in mind, i dont talk about op, i only talk about bad killer design)

    Nemesis: Has the problem.

    Trickster: the problem. Not obvious because he is so bad,but after his buff which will come, it will be clear very fast.

    Twins: Has the problem.

    Blight: Does not have the problem.

    PH: Has the problem.

    Slinger: Has the problem.

    Oni: Does not have the problem.

    From the last 7 killer, only 2 dont suffer from the "Slinger syndrom" (some more, some less)

    The part i dont understand is this:

    The 5 "Slinger syndrom" killer i named are not even very powerful, but nevertheless in general unfun to verse (if you like versing them, thats totally fine, but the majority of people wont)

    The 2 killer who wont suffer from the bad killer design i was talking about are much stronger but also way more fun to go against (at least according to the overwhelming majority of people i have talked about the issue)

    So i really have to wonder: Why are the devs pumping out those type of killers? It should be clear by now, i mean the game is 5 years old - how to create a fun and how to create unfun killer.

    Please BHVR, befor you release a killer, double-check if the killer is just another anfun trope of a boremachine. Just because it sounds cool on paper, it does not mean it is in realitiy. Create interactive but strong killer. Mobility or mappressure is much more fun then beeing a 1v1 god, also as playing killer.

    Here are tofus 2cents who wants to know more about the topic:

    https://www.youtube.com/watch?v=2WXNVJ6EXT0

    The Twins have great map pressure. It just not used properly by many because too many Twins players move Victor too far away from Charlotte.

  • @FrostySeal said:

    ...Or atleast come close to mastering? Personally I believe that I've mastered Blight, I've mained him since his PTB and after all this time I can confidently say that I've learned almost everything I can with this Killer. Unless I'm having a really bad day or I get the RPD map I always 4k or 3k my matches before all the gens get done.

    Clown & Doc. Oh and Plague.

    Oh oh and, I was most definitely master with old Freddy. Those gens weren’t getting finished!!! And on the rare occasion they did, lol, good luck getting a gate open while asleep and 6 Remember Me tokens.

  • @Archive512 said:

    title

    apparently myers cant look past a row of corn to see someone lol

    It’s supposed to be this way

  • You need to be constantly thinking about, and enacting upon ways to keep the survivors out of a chase occupied with things other than always staying on gens.

    For example: my number 1 Main is Clown. I can’t just mindlessly chase 1 survivor till I can hook them, after the other. I am very proficient at ending chases fast, but I still want the other survivors to be preoccupied with things other than gens as often as possible. So if I see survivors grouped up together I injure as many as possible. I will often make sure at least 1 survivor is slugged at a time so that they’re not doing a gen, and somebody else has to go and help them up (or they waste their unbreakable). Survivors will stay injured for a little while until they realise just how much faster I’m ending chases in just 1 hit, so now I’ll have the survivors wasting more time regularly healing whenever they can. Simple things like this slow down gen repairs a lot.

    Then there are killers where game slow down is actually in their power. Knowing when to use Static Blast as Doc to ensure more than 1 survivor is at Madness 3 every 2 minutes minimum helps stall the game by a HUGE amount, especially on indoor maps with Calm or Discipline (or both) making it really difficult for survivors to tell where Doc is, and make them regularly skittish.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314512#Comment_2314512

    I think he's just a noob stomper/solo queue stomper now. Especially hit and run. Hit and run is incredibly boring to play as/against too. It's a shame. I never thought I'd see Wraith become boring.

    I mean, that is his intended play style. The uncloak mechanic causing a delay in attack is meant to be a deterrent to using it mid chase.

    Look at his perks. They pretty much scream “injure them first, find them again later”

  • @Undeadhoosier said:

    Level 20 killer. I wait ten minutes to get a match and can’t even find a survivor much less hook one. The killers move so slowly by the time you make it once around the map four generators are done. Wish I could get my money back for this [BAD WORD] game.

    Woah, relax. If you’re new to the game you can’t expect to just magically be competent straight away.

    I will say that I’m sure you expect it to be fun, and I sympathise that your first game wasn’t fun at all.

    So, have you done the tutorials for the free BP you can invest into levelling up a killer?

    Do the bot match a few times. Learn to notice when crows have been disturbed in the distance.

    When you’ve unlocked the perks either Whispers, Spies From The Shadows, or Bitter Murmur, equip one of those, as they will help you find survivors.

    Playing killer isn’t for everyone, and the hunting part can be hard. But if you stick with it you’ll get better at noticing, and hearing where survivors are going or hiding.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314032#Comment_2314032

    Make them define it. How long is too long? How many seconds/minutes does it take before it becomes taking the game hostage? This is why the only definition that should matter is "can the game end" everything else is too arbitrary

    The problem with putting in a defined time is that trolls will abuse that. For example if it were made official that blocking someone in a corner for 3 minutes or longer were bannable, trolls will start doing it for 2 minutes and 50 seconds.

  • @BingBongMan said:

    He's fine, he isn't up there with nurse or Blight in how strong he is.

    He still has the same counters as before. Plus he's always had that uncloaking speed boost, so I don't understand why people are being butthurt about it now.

    Because they’re not being sensible about being on gens, or the correct side of a gen, to see him coming. That super lunge only benefits Wraith if he’s managed to get the drop on a survivor.

  • @NeverNotNicky said:

    (As a heads up, all names and people talked about will remain anonymous out of respect)

    So, I was scrolling through Twitter this morning, minding my own business, when I came across some mutuals talking about the current state of the game. To this standard, I usually just scroll past and move on with my day. However, it seems that a majority of people are debating about the current state of wraith. Ever since the Wraith buff (whatever update that was), people seem to feel that he's either too strong or much playable.

    However, I saw that some people feel the speed boost while cloaked seemed to be removed/lowered back to where it was before. (Some even feel like he shouldn't have the ability to swing after uncloaking, with the speed boost as well needing to be lowered).

    What do you all think of the current state of Wraith? Do you feel as he's in a good state or that he should have a few changes? To me, I see one Wraith every few weeks if I'm lucky, so I don't have as much of an opinion on him, considering I mainly play ranged killers.

    (This isn't meant to start anything or send hate. I'm just completely curious on what the community thinks of him as of now)

    I’m kinda still unsure at this point. I’m floating between “he’s finally balanced” and “he might be slightly over tuned”.

    What I will say for sure though is that “All Seeing” - Blood is definitely too strong now that Wraith has had significant buffs to his base kit. That add on needs a nerf or rework.

  • @ill_Boston_lli said:

    If a 4 man swf throws up a Game offering DONT EXPECT me NOT to play dirty!!! I will say I would like to enjoy myself while playing killer but you bringing me to the lumber plant is throwing a wrench in my fun COG. So please do not complain if I do what i HAVE to do to even come close to enjoying myself or even safety pipping.

    It’s a meat plant.

  • @Sluzzy said:

    And yet there is no perk to completely counter BBQ. Isn't that ironic? And these perks are nowhere on the level of power as BBQ.

    Distortion.

    You still get in lockers if course to preserve tokens. But if you’re ever in a bind where reaching a locker in time isn’t possible, Distortion comes to the rescue.

  • @OldHunterLight said:

    I have never heard of survivors liking twins as a killer, no joke but if there is something I could remove from the game it would be the twins, a slug fest of a killer who most of the time puts victor under the hook before hooking just to camp.

    They don’t need to get rid of Twins. They just need for Victor to be auto destroyed if he’s within 16 - 12m from the hook.

  • @bibibib8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2312593#Comment_2312593

    The dev said that player will get a leaderboard so the competitive player fight for the top spot, they said they would do a early game colapse ( more like something similar to the end game colapse ). They said they will do something about key for maybe a year or close to that and i did not see any nerf for key but mori got change.

    Bhrv kill all the trust the player had for them with all the thing they said that did not happen

    They never guaranteed any of that. Those were ideas they said they were exploring. There doesn’t need to be an early game slow down anymore. Killer is easier than ever. And for killers that WANT early game momentum now have the choice of equipping Lethal Pursuer if they want to.

  • @Aven_Fallen said:

    This is THE reason why I dont take Bond.

    I would probably start crying after 5 games.

    I just use that info to know who I leave on the hook or not (if they’re hooked)

  • @Edgars_Raven said:

    Um. No. You have the complaint wrong. They are complaining that survivors run *in a straight line and predrop pallets.*

    So what. This is also a perfectly valid use for pallets. Against a killer like Doc it’s 100% necessary.

  • No, not strong in the slightest. It only wastes a marginal amount of the killers time.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314273#Comment_2314273

    Do you hop back onto Charlotte as soon as you hear an unhook and you're still chasing the other Survivor at the opposite end of the map?

    No. I want that latch on to waste the survivors time.

    The reverse though, yes. I don’t intentionally park Victor near a hook, but again, sometimes it happens by accident. If I hear killer instinct, then yeah I’m not ignoring it. I always want Victor latched onto someone else to stall the game as often as possible, and possibly give me the location of other survivors.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/2312593#Comment_2312593

    I mean, they did nerf Frank's demise and didn't take in the fact that keys don't need charges to open hatch

    But that was a very necessary emergency change. I’m not sure how it was unexpected to the devs that this would happen, but Nemesis using Franklin’s and causing vaccines to get destroyed was a problem.

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