TheClownIsKing
TheClownIsKing
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@Altarf said:
Another interesting perk on Twins is, strangely enough, Dead Man's Switch. Although DMS is one of the worst perks in the entire game, Twins is the only killer besides Freddy and maybe a Blight who can get it to work. Just hook the Obsession, send out Victor preferentially with a speed addon and do a quick rush around the gens. It's hilarious watching them leave the gen and watch in despair as Victor doesn't even chase them and runs off to block another generator as they sit next to that 30+ second blocked generator they were just working on.
I'm kinda interested in Oppression + DMS. Does failing a skillcheck cause the generator to be blocked?
It’s also worth noting that Doc can get value out of DMS with Distressing, by using Static Blast in an area that is likely to have a lot of survivor activity.
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@Shirokinukatsukami said:
I don't even know what DMS does. I have never seen it lol.
Dead Mans Switch. When the Obsession is hooked, DMS is activated for 45 seconds. Any survivors that stop repairs (or fail a gen skill check) causes the entity to block those gens until DMS timer runs out.
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@Altarf said:
Another interesting perk on Twins is, strangely enough, Dead Man's Switch. Although DMS is one of the worst perks in the entire game, Twins is the only killer besides Freddy and maybe a Blight who can get it to work. Just hook the Obsession, send out Victor preferentially with a speed addon and do a quick rush around the gens. It's hilarious watching them leave the gen and watch in despair as Victor doesn't even chase them and runs off to block another generator as they sit next to that 30+ second blocked generator they were just working on.
I'm kinda interested in Oppression + DMS. Does failing a skillcheck cause the generator to be blocked?
OMG I never thought of that. That’s so clever. And yes, failing the oppression skill checks blocks gens if DMS is activated.
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Cypress Mori.
Force everybody else out the gate and then you can kill them.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1855887#Comment_1855887
I haven't played twins on either platform (not really interested in them). Is it similar to demo shred at all?
Kinda
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@DawnMad said:
Try getting close before the pounce, it's near impossible to dodge Victor from close by. Victor on his own also forces survivors to heal just by existing, try using this against them to waste time or reveal their location and if they don't heal you can very easily snowball with Victor. Just don't be hesitant to use Victor, a killers power is it's biggest strength.
(Eye roll) everybody says this. Nobody reads/listens to me.
No, it’s NOT impossible for survivors to dodge up close. The closer I am, the easier it is for them to dodge. They keep disappearing in and out of my field of view and are impossible to keep visual track of, no matter how high the turn sensitivity is on my controller.
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@hello_hru said:
I don't like the idea of objects placed around the map which solely benefit survivors that aren't affected by some sort of de-buff. If you do this you'd need to apply something to the survivor that benefits the killer.
It can already potentially benefit the killer.
- they’ll be in far off corners of the map. Survivors need to waste time reaching them.
- It’s only activate a short period of time (let’s say 30 seconds). That survivor may not even get into a chase with spirit during that time.
- It’ll be far too dangerous to try and activate mid chase because like clocks and fountains, they’ll have a charge bar that needs to be filled.
- That object will go on cool down for at least a minute, if not longer.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1855423#Comment_1855423
Another one I've started liking is deerstalker. Although nurses reveals them when they're being healed and is the stronger perk anyway, slugged survivors assume you aren't reading their aura and even though there's no need to they often turn to face survivors on their way to get them up. Can be a spicy bit of info
It can be useful, but I usually don’t care if I lose track of a slug here and there. If they bleed out because I can’t find them, so be it. I tend to only chuck on Deerstalker when that horrible silent slug bug pops up too frequently.
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@Nemmy_Wemmy said:
https://forum.deadbydaylight.com/en/discussion/comment/1855397#Comment_1855397
Always love the builds. Which ones your favorite? I think mine are the first 2 and last one you posted.
First one because its so oppressive against people who rely on exhaustion. (Prolly my overall fav)
Second one because i love making use of forced penance.
And the last one because I like having almost constant infos on heals no matter if they are far away or close by.
For me it’s also the first 2, although The Third Seal build can actually be the strongest, it’s obviously more of a gamble.
Regularly denying exhaustion, and having Mindbreaker exasperate Blood Echo any time it procs can majorly tip the scales for the killer. Fast chases matter a lot in this game.
But the second build is the most consistently reliable. Forced Penance procs a lot in a slugging build because of how frequently it’s likely to hit a survivor whilst another injured survivor is nearby.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1855414#Comment_1855414
I can imagine. Will def consider starting to use coulrophobia now there's a lot of WGLF going round
It’s seriously an underrated gem, and is a “secret weapon” when a focus is put on slugging as a pressure tool. Having 1 or 2 survivors regularly slugged at any given point in the match pressures the survivors immensely and greatly slows gen repairs. Coulrophobia + Mangled makes dealing with the killers strategy very very difficult for the survivors.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1855397#Comment_1855397
I wanna try some of these but I'm not sure I'm brave enough to show up to post game chat afterwards
The Mindbreaker + Blood Echo & Coulrophobia + Sloppy always results in angry messages, both because of the regular slugging (threatening to report for being tOxiC, lol), and I’ll see DC after a down for what I presume is because they (out of ingrained habit) went to use their Dead Hard but forgot they can’t.
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@vacaman said:
You said it yourself, you need 3 other perks to make it slightly ok so no, it is not even close to good imo.
If it wins someone the game, what does it matter?
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It’s a good perk, PROVIDED realistic expectations are set when using it. It’s rarely going to result in successful escape from the killer. Not that it isn’t possible, it just won’t be a regular occurrence. What it does do well is temporarily confuse the killer, and buys you more time in a chase before you are spotted again.
One of its best uses before Deception was to enter a locker mid chase once LoS was lost on the killer, then bursting out in a sprint to further LoS blockers. As far as the killer is concerned, they think you ENTERED the locker in a mad sprint, not exited it.
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Here are a few builds I do built around Coulrophobia and Sloppy (use a Mangled add on instead where possible to free up a perk slot).
Coulrophobia, Sloppy, Blood Echo, Mindbreaker.
- Keep then regularly injured, and regularly exhausted. Every time an injured survivor is afflicted with 45 seconds of exhaustion, that timer is paused any time they are touching a gen. For any survivors reliant on their exhaustion perks, they’re either an easy target if found on a gen, or these survivors will waste time during their 45 second exhaustion timer before touching gens again.
Coulrophobia, Sloppy, Forced Penance, and either Unnerving Presence or Overwhelming Presence.
- The choice between Unnerving or Overwhelming depends on how many med kits I see in the lobby. For the purposes of a slugging build, of there are a lot of med kits I choose Overwhelming. Nothing more satisfying than getting downs because a med kit ran out of charges too quickly for either themselves, or when wrongly thinking they can get a slug up quick with their med kit before I’ve left the area. Otherwise Unnerving purely to make the healing skill checks more difficult. If gen skill checks are flubbed as well, then cool.
Coulrophobia, Sloppy, Dying Light, Thana.
- There’s an intentional strategy here in the knowledge that the Obsession gets a buff that can partially counter Coulrophobia & Mangled. It can lead to them making some reckless and daring assists/rescues resulting in the Obsession constantly becoming an easy target. So either the Obsession gets wiped out really quickly, really early, leaving the remaining survivors in an increasingly hopeless situation (as 3 survivors instead of 4 dramatically tip the odds in the killers favour), or the ability of 3 of the survivors to get gens done AND heal other slugs continues to become increasingly more oppressive.
Coulrophobia, Sloppy, The Third Seal, Undying.
- Never underestimate the power of permanent aura blindness in a slugging build even against a seasoned SWF group. Even with comms, all 4 survivors blind on some maps can be a very challenging nuisance in reaching slugs they cannot see. This is even sweeter if a survivor is running OoO. There is something incredibly satisfying (and hilarious) about a blind OoO that keeps giving away their position, getting into a chase with them while they are out positioned, only for the hex cleanse notification to pop, but I immediately blind them again mid chase. TTS & Undying can be incredibly strong.
Coulrophobia, Sloppy, Forced Penance, Bloodhound.
- The ultimate Iron Will counter. Plus with all the slugging, Bloodhound can help find lost slugs. It’s a great tracking build, amplified by how often you’re likely to get value out of Bloodhound either by healing being too difficult, or they temporarily cannot heal at all.
Coulrophobia, Sloppy, Nurses Calling, Deathbound.
- Pretty self explanatory. Know when healing occurs nearby whilst also making it unlikely they can finish before you reach them, or at least get SOMETHING out of a successful heal if they do it in Deathbound’s proc range. Great for knowing when a far off slug has been picked up and you may want to attempt interrupting the remaining healing that might be occurring.
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@OniWantsYourMacaroni said:
I'm sure our Coulrophobia expert @TheClownIsKing could tell you his thoughts about this perk.
Thanks.
So I use Coulrophobia A LOT, combined with Mangled (either Sloppy or an add on).
This perk becomes a MASSIVE stall tool PROVIDED it’s used in conjunction with LOTS of slugging.
I pretty much slug my first spotted survivor out of the gate, immediately on the look for my second survivor to slug, before then intending to hook whomever is the third survivor I end a chase with. Flashlight users make this INCREDIBLY easy to achieve. So quite early I’ll have one on the ground not working on gens, another in a chase about to go down not on gens, and it’s always presumed there is a third survivor not on gens assisting the slug.
Coulrophobia (plus Mangled) amplifies this strategy in a number of ways, and can lead to incredible snowballs because of survivors overconfidence in their long standing, tried and tested strategy of wait until the slug is recovered to their maximum possible recovery, then run in and tap.
Here are the number of things you can expect as killer when slugging with Coulrophobia and Sloppy (or Mangled add ons).
- One of the best things is forcing survivors using Unbreakable early, wasting it entirely.
- Although the slugged survivors self recovery isn’t affected, any teammate foolish enough to attempt assisting while you’re still nearby will take an incredibly long time to get the slug back up on their feet (comparatively speaking).
- Even if they’ve waited till the slug has recovered to maximum, I can’t tell you how many thousands of free hits I’ve gotten by spotting an assist occurring, and they either simply couldn’t get the slug on their feet in time, or they do but it’s right as I’m on top of them and I down them again instantly, starting the process all over again (devious laugh). Turns out very few survivors ever run Soul Guard. Even survivors running WGLF will have difficultly with this, as although WGLF will completely counter Coulrophobia, they’ll still be dealing with Mangled’s 20% debuff.
- At first, smart teams will wait until a slug has recovered to maximum, AND you are far, far from the area before getting the slug up. THIS IS STILL GOOD. This is still a survivor on the ground that hasn’t been able to work on gens for a significant amount of time, so no pressure has been lost. BUT as this process is kept up, and all survivors bleed out timers reduce over the course of the match from subsequent slugging, teams will become more desperate and reckless in attempting to assist slugs while you are still around. They are likely to attempt co-op healing, leading to additional injuries or downs. The trap is set. Profit.
- To be clear, I’m not saying camp a slug. Just that as survivors become more desperate, you’ll easily notice others running in to assist a slug. Always go for those survivors when spotted.
- The combo also usually results in keeping survivors injured off hook or when recovered from dying state, leading to much shorter chases, and easier tracking from mid game onwards. This is either because survivors are trying to heal but keep getting interrupted by you, or they just don’t bother anymore. Don’t let this stress you in terms of survivors just focusing on gens. If you’re good at chases, finding survivors on gens still in the injured state is actually ideal.
- They’ll waste so much more time going to some far reaching corner of a map to heal, IF you have played well enough that survivors feel threatened remaining injured against you. This can lead to excellent area control (in a pinch). Injure as many as possible near an area, before committing to a chase knowing the previously injured survivors are running as far as possible to be out of your TR.
- It’s still great against survivors still doing partial heals mid chase after vaults or pallet drops. I’ve managed free downs on survivors that have 99% for their resilience and dead hard, because where they usually just tap during a pallet break animation to be back to full health, I’ve smacked them just in time before they could heal to full health.
- In the very rare instance a survivor uses a Syringe mid chase, Mangled and Coulrophobia affect the Syringe timer as well. If the survivor used that without ANYTHING that would make the 16 second timer faster, then Coulrophobia and Mangled extends that to well over 32 seconds. That survivor needs to hope you can’t hit them again during that time.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1854875#Comment_1854875
Also good Survivors will just never heal in your Terror Radius.
This is thinking about the perk too simply. No, of course the majority will not willingly start healing within the TR.
BUUTTTT.... they can find themselves under the effect of it simply due to the killer moving around. One of two things occur. The survivor wastes more time going on the move again until they feel far enough away to not be under the effects of Coulrophobia, or they go “screw it” and keep themselves committed to healing through it.
I’ve lost count of the amount of times survivors have given me a free down because I’ve spotted them healing, but they felt so confident they couldn’t avoid being hit but were so close to being fully healed, they thought they could finish and tank the hit.
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@DawnMad said:
If the intention is to keep survivors injured you can just play Legion or Plague and save 4 perk slots. Personally as a survivor I don't heal most of the time anyways, it's generally a waste of time unless I'm against one of those killers that punish staying injured like Twins, Oni, Deathslinger etc. If you think about it each time you heal you trade half a generator worth of time for safety, good survivors don't need that.
Neither of those can end chases fast though. On killers that can end chases faster, keeping survivors injured helps keep chases even shorter
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@danielmaster87 said:
It's our good old Meyers perk: Play With Your Food. Before you get stunned with DS, either from a locker or picking someone up, you have a sliver of time to turn your camera. Use that time to face a direction you'll think they'll run in front of so you'll start a chase on the obsession while stunned. Then you leave them and you're 5% faster. I also use Nemesis to make it more consistent and STBFL because it also benefits from leaving the obsession alone. I'd take this combo over Spirit Fury/Enduring any day. I suggest PWYF because current version DS is part of the game and it's probably here to stay, so it's time to make counters (or as close as you can get to a counter) with what we've got. It's a very commonly run perk after all. This strat encourages taking the DS early, which I've heard people recommend because DS is so much more powerful when used in the late game. If you can get a stack or 2 or 3 of PWYF you're gonna have so much more mobility. I'd go as far as to say it fixes low mobility M1 killers.
Sorry for the wall of text. What are your thoughts?
It’s good use of making do with what Killers have access to.
Slightly off topic, but I wonder if we’ll ever see a killer perk that accrues tokens from stuns, cultivating in some sort of powerful effect once enough tokens are gained?
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@Hopesfall said:
they have 24 seconds to reach a solo, or 14 seconds to reach 2 people on a gen..
that's overbuffed for something that only makes you undetectable?
Uh where did you get those numbers?
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@ALostPuppy said:
...or just make the grass move while she's phasing...once she enters phase she completely disappears and the chase music stops until she reappears. You hear the vacuum sound and it gets louder and quieter based on how far she is away from you. As Spirit moves through grass you can see and hear it move. Decrease her movement speed while phasing but buff the duration and recharge rate.
That's how I'd change Spirit. You can still "stand still" to mindgame but you'd be using your power to do it. Or if you want to phase to a survivor you now have a choice. Do you take a shorter path to them but disturb the grass and show where you are, or do you walk around the grass to keep the survivor guessing but you risk taking too long to catch them etc. That's how I'd do it.
Plus seeing the corn move when she's phasing towards you at high speed would actually be quite terrifying to see.
It’s funny. Going way back when they first announced the Freddy rework, one of the core reasons they were doing it was because they felt survivors didn’t understand how Freddy’s invisibility worked, even though HE DID in fact move grass and disturb crows as (what I thought) was a very fair cue that survivors needed to learn to watch out for.
Yet here we have spirit that gives survivors no visual cue whatsoever, and her audio cues leave a lot to be desired.
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@[Deleted User] said:
That is a countermeasure that mostly just benefits SWF though?
I mean I really dig the theme of it; just not sure it really deals with the problem that spirit brings to the table.
How so?
The ongoing complaint of not being sure where spirit is going during a chase affects SWF and solo
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@slowbeice said:
This nerf spirit thread is interesting, but I think shes fine as she is.
Can you just shut up and stop twisting words in all the posts you comment on!
I never said anything about a DIRECT change to her current power and stats. Simply SUGGESTING an ADDITIONAL gameplay mechanic that OCCASIONALLY lets a survivor see her BRIEFLY while phasing.
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@Blueberry said:
New Tinkerer is just average. I'd be closer to buffing it than I would nerf it.
It only looks stronger when it's paired with Ruin/Undying and even then it's just "good". Not even remotely too good.
As previously stated though, it encourages unhealthy survivor play once 2 other survivors are dead, sometimes just with 1 dead. Not touching generators anymore.
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@CountVampyr said:
Tinkerer basically turns every game into hide and seek once two survivors are killed off. It basically makes it impossible to finish any more gens beyond that point.
Yep
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It runs amazing on ps5
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@GannTM said:
This is actually a pretty interesting idea. Although just making this change could make her significantly weaker, so there should be a buff to compensate for it.
There should be 6 or 7 ethereal plane portals survivors can use around the maps. Once when a survivor interacts with one and goes through the full duration, it will be unusable until every other portal is used. Once all the portals are used, then spirit gets this really powerful ability for 45 to 60 seconds. She can maybe go through walls or something crazy like that, but before people freak out, the ability won’t last long.
They should still give her an indication if she’s phasing but don’t tell where she’s going unless s survivor interacts with a portal.
I think this overall can force survivors to make smart decisions on whether to conserve the portals or not while also making it a more interactive experience with spirit and just gameplay wise in general.
No I was thinking no more than 4, and they shouldn’t be placed anywhere convenient for survivors either
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@chieften333 said:
I'd say intractable shrines that let you see glimpses of her, could be on the same timer as her passive phasing. Kind of like what freddy does when he's within 16 meters of you.
Just so her power isn't rendered completely useless from a single survivor having too much info in a SWF.
That’s why I was thinking it would need to be a short timer, they’d still need to have los on spirit, and the objects would go on cool down once used
maybe be in far corners of the map too?
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@BabyCameron10 said:
Feels good. Anybody know why this isn’t constantly, like I gets games on Lery’s that run at 30fps or Drop a ton of frames throughout the match (I am playing on Xbox one S)
The game runs like a dream on PS5. Constant locked glorious 60 FPS
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@NomiNomad said:
Totems are either the easiest thing to find in the game, just literally sitting in the middle of an open field
Or they're behind 17 lockers, tucked away in the corner of the map, inside a box that hides it. There is no middle ground. They're either ridiculously easy to see, or ######### impossible.
It's the Swamps that piss me off the most. Any time I run Ruin and I happen to get the Swamp, it's that insanely obvious spot right near the killer shack, most of the time facing towards a gen. Not any of the other stupid spots on the outskirts. Always the most obvious spot.
Totem placements have been incredibly strange since the recent patches. Yesterday on Gideon killer was running the usual Ruin Undying, and I couldn’t find any totems at all in any of their usual spots, not even evidence of cleansed ones either. Somehow we all got repairs done, and NOED procs. Again I tried to find ANY totem before leaving but couldn’t find any at all. I left. It was a very very strange match.
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@[Deleted User] said:
Well, most disconnects in game itself are usually one of two things haha.
- from survivors who do it out of spite usually before they are going to be hooked for the second or third time. Usually the ones that come right to the forums and scream about tunnelling because they did something ridiculously dumb like act invincible because they had DS up and do a gen in your face; but miss their skill check or just run into a wall right after using it and getting hooked again.
- The other is killers usually right before the game would end normally anyways, around last gen or after last gen pops before survivors can leave the gates. Usually done out of spite because they are salty that all the survivors are going to escape. Which is funny because they threw all their BP away and took a penalty to avoid waiting like 30 seconds for the end game.....it's even funnier is if we won that bad and the killer didn't play dirty (and I don't have a challenge or daily to do) I will totally go back and let the killer hook me or something.
A lot of these people then whine about a "30 - 60 minute ban I got because my game crashed one time!" in a last ditch effort to have the thing not letting them leave just about every losing game; removed.
Spot on.
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Killer Perk “Bad Curry”
Survivor screams are turned into fart sounds.
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“Ring Around The Rosie”
All players auras are revealed to each other at all times except for players within 8 metres of the map perimeter.
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@[Deleted User] said:
I mean I am okay with it for the sake of resilience though tbh. Dead hard less so.
Also stopping mid chase healing that last bit makes sense, so does the status by name alone.
I don't like the idea of messing with resilience though... but buffing hemorrhage overall I am definitely for.
Resilience isn’t meant to be taken advantage of that way though. Resilience is supposed to be “if I can’t heal then I may as well get something out of being injured”. Not free action speed bonus until the killer is about to hit, then “poof” back to full health.
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Plague.
I was religiously devoted to her upon release, despite her always being buggy.
But then there was an incredible spike in difficulty using her after the implementation of dedicated servers. Far too many misses with her Purge despite visually see it connect to a survivor.
And the continued bugs just never ends. One thing gets fixed, something new pops up.
Plague become just WAY too much hard work.
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@KateDunson said:
Ok
Ok
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@OniWantsYourMacaroni said:
Iron maiden is my secret weakness.
I just can't resist jumping in and out of lockers all game long,whenever i notice a killer running that perk
You crazy cat
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1851930#Comment_1851930
I know. Just saying, it sounds niche at first, but it will affect more than some might expect. It surely also is a heavy nerf to Selfcare
That’s only going to hurt those dumb enough to run self Care on its own without a med kit, or Botany Knowledge, or both.
In fact a change to Haemorrhage like this might finally teach survivors that self care shouldn’t ever be ran on its own.
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@Boss said:
Left Behind?
I was running that, but more often than not the killer was still finding and closing the hatch first.
“Hooray. I can see the aura of the closed hatch that I can’t do anything about. Yay.”
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1852778#Comment_1852778
I would much rather go against Iron Maiden + BBQ than Ruin + Undying.
How about both in the same match?
Regularly?
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@noctis129 said:
What does visionary and wake up do?
I’m going to presume you’re not being sarcastic.
Visionary shows gen auras within 32m. Wake Up shows the exit switch auras constantly once the gates are powered, plus allows the gates o be opened 15% faster. It’s a good “last survivor alive” perk if the killer closes the hatch.
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@Mooks said:
The skill checks should behave like the Overcharge one where you can still pass them even if you just tap the Gen. Don’t understand why it was implemented for Overcharge but not normal skillchecks, would have been more understandable the other way around.
for the exit gates, hatch and gens you could also use maps though! So you can still use other perks of you want to.
In fairness, I DON’T think it should be possible to still complete the skill check after touching a gen/letting go of it. That shouldn’t even happen with Overcharge, and it’s astonishing the devs still haven’t addressed this. It would just be maddening for killers if this were the case for all skill checks.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1852749#Comment_1852749
Doctors to counter people hiding when they go to do a shock, killers running BBQ, killers that run Nurses and got sick of Inner Strength countering it. I see it about the same as TheClownIsKing - once or twice every 10 games.
I’m seeing a trend of killers smartening up to Iron Maidens versatility.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1852762#Comment_1852762
You must be really lucky, because I saw it only on one or two Huntress' last month, literally nobody plays that perk.
Lol, I don’t feel lucky. I feel irritated.
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@AhoyWolf said:
Let's be honest, who brings Iron Maiden other than Huntress' and people who try to do Adept Legion achievement?
I’ll tell you who. Killers that dont want survivors countering BBQ by getting into lockers. I see it roughly once or twice every 10 games.
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@xXCAM3R0NXx said:
I've never gone against a Bbq iron maiden killer in all my games of dbd.
Good duo might try it myself c:
I see it regularly.
It’s a nightmare. Especially when it’s BBQ, Infectious, and Iron Maiden. Without Calm Spirit it’s awful.
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@Mooks said:
The skill checks should behave like the Overcharge one where you can still pass them even if you just tap the Gen. Don’t understand why it was implemented for Overcharge but not normal skillchecks, would have been more understandable the other way around.
for the exit gates, hatch and gens you could also use maps though! So you can still use other perks of you want to.
Plus if I’m the last survivor alive I want the gate opening speed boost.
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@Mooks said:
The skill checks should behave like the Overcharge one where you can still pass them even if you just tap the Gen. Don’t understand why it was implemented for Overcharge but not normal skillchecks, would have been more understandable the other way around.
for the exit gates, hatch and gens you could also use maps though! So you can still use other perks of you want to.
Maps usually bring out the tunnelling, franklins, and blindness add ons in killers.
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@NinthCrystal said:
Yeah I was playing Freddy, so that makes sense. But damn, I wasn't aware OoO was such a counter to him. They can literally see him at all times if affected by dream in that case while in a chase.
This is why Freddy has blindness add ons. They make OoO an easy target while they’re blind.
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@Junylar said:
If you have BT and still wait for the killer to leave, it means you just waste your perk slot (and some time on waiting as well). It's like healing before popping the last gen when you have adrenaline.
That’s still a very poor train of thought. BT is insurance because there is no CHOICE but to unhook while the killer is there.
Not “OMG I GOTTA UNHOOK AS FAST AS POSSIBLE BEFORE THE KILLER LEAVES SO I HAVEN’T WASTED A PERK SLOT!!!”
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1846207#Comment_1846207
Especially easy considering his counter is moving slightly to the left or right.
I just can’t put myself through it anymore on console.
- Nurse
- Huntress
- Demo
- Deathslinger
- Pyramid Head
- Blight
- Twins
They’re all far far too frustrating to use due to how easy it is for survivors to dodge