TotemsCleanser
TotemsCleanser
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I think it's bugged at least with a couple of killers' M2 powers (like Demo's shred or Artist's crows) so there's that.
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@WolfyWood said:
Can you show an instance of Balanced Landing creating an infinite or is it just theoretical?
If you mean video proof I don't have any because my NVIDIA recording thingy has been bugged with DBD for a while and I can't get clips at all. But I refer to loops in which you have a window in some sort of highground, such as the one on Father Campbell's Chapel for example, and survivors can fast-vault it and drop with pretty much no stagger. Similar drops exist on many maps.
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As killer I'm going full aura-reading tbh. Scourge Hook: Floods of Rage, BBQ and Lethal Pursuer are there in all my builds. The last slot depends, sometimes I go full aura and run Predator (really nice as Artist), other times I try to go for a sort of secondary objective slowdown perk and choose Hex: Plaything. If there are many medkits I go for Franklin's Demise, or for Lightborn if there are a bunch of Flashlights. It depends a lot on the killer, on whatever the survivors are bringing into the trial and on which tome challenges I'm trying to get done.
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To be honest repair speeds stacking seems like something that needs addressing way more than haste/hindered stacking. I still don't understand why they want to nuke haste/hindered stacking builds when most builds these days revolve around gen speeds, not haste/hindered.
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I've played in that map both as survivor and as killer and it seems more or less fine, it's not crazily killer-sided as it has a bunch of decent pallets, nor too survivor-sided either since the main building is gone. I personally find maps that only have shack a bit bland, but I think such a variant of Eyrie was necessary since survivors could keep burning Eyrie offerings and sending killers to one of the most survivor-sided maps in the game with zero risk. Now folks who dislike this variant will think it twice before burning an offering.
Edit: Eyrie offering abusers downvoting like crazy lol
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It is NOT 15 seconds, the perk is intended to work for 4/5/6 seconds depending on the perk tier. The game stating 15 seconds is 100% a mistake.
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@Bodark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911907#Comment_3911907
Even 6 is too strong. It’s literally the same distance as sprintburst.
We can discuss how strong 6 seconds is all you want but it's nowhere near as strong as it would be if it was 15 seconds lol. I just wanted to clarify that.
Personally I think y'all claim "oh SWF will abuse this!!! pls nerf!!!" too often and most times SWF ends up not giving a damn about whatever new perk everyone is doomposting about because they couldn't care less about anything that isn't OtR, DS, UB and the regular strong #########. The perk seems strong in theory but many perks which seem so end up being niche and quickly forgotten. But maybe you're right and it ends up being insane in the hands of SWF and needs to be nerfed.
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That is clearly a mistake given that everywhere else (patch notes & etc) it's stated to be 4/5/6 seconds depending on the perk tier. It's not 15 seconds.
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Where do those 15 seconds you're talking about even come from lol it's 6 seconds
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Out of curiosity, what server are you playing in? Because I've been running full aura builds almost the whole event so far and I don't think I've seen anyone cheating. But maybe it depends on the server because I think cheaters are somewhat rare in Brazilian servers (or at least rarer than in other servers).
Nevertheless, BHVR should address this cheating issue asap. Because even if it's not at common in the server I play in, it's clearly very common in other servers, and especially for fairly popular streamers who often get targeted by cheaters. This has been the case ever since that infamous free-to-grab week in Epic Games. You'd think they'd have addressed it in some way by now.
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Why do so many people assume that everyone has a bunch of screech cobblers or bloody party streamers in our inventories???? I literally have none so it's not like I have a choice to begin with.
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These are solid picks. I went for an impossible healing build on Doctor (Coulrophobia, Distressing, Sloppy Butcher, A Nurse's Calling and two Calm add-ons) and it was crazy fun. Endgame builds around No Way Out + NOED are nice too since almost every game seems to reach the endgame. I also recommend going for full aura builds, since you got no regression you can at least get enough info to know where survivors are at all times. I'm currently playing lots of Artist and my build of choice is BBQ, Lethal Pursuer, Scourge Hook: Floods of Rage (can't even count the NUMBER of times this perk came in clutch lol) and Predator. Of course, Artist is a killer that benefits a lot from aura reading, other killers won't get as much advantage from it as her, but I still love these types of builds regardless.
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There's no way it isn't Springtrap. Like literally no way.
But I'll play. Let's say it isn't.
In that case, it either has to be someone iconic enough to be recognized by anyone, in which case it should 100% be Freddy since the game is called Five Nights at Freddy's and he's been the face of the franchise since the very beginning;
OR they could go a weird lore-oriented route and pick the Mimic. Since many of the newer games revolve around it.
But like I said, there's simply no way it isn't Springtrap because he's iconic enough, he has the lore relevance, and most importantly, he's what FNAF fans want. Everyday I see the community be like "what if the killer isn't Springtrap tho" and everyone loses their minds until they remember there's no way it isn't. The killer being anyone else would actively work against the main purpose of the FNAF chapter: to bring a bunch of new players into the game.
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Totem spawns are the problem. The idea of totems is fine. They are supposed to be high risk - high reward. The thing is that most maps have such ass totem spawns that the risk is MUCH higher than the reward.
As my username implies, I am somewhat passionate about this topic and I've been saying that totem spawns need to be reworked pretty much since I started playing the game back in 2020. Back then, I avidly studied every totem spawn in every map up to Midwich to be able to track every single totem before NOED could activate. I was doing all 5 totems every single trial lmao. But most survivors will not learn every totem spawn by heart.
The most balanced maps for totems imo are Midwich, Dead Dawg and RPD, since most of its spawns are rarely out there on your face, they are somewhat hidden but not insanely so. Lery's is the kind of map that goes a bit overboard with hidden totem spawns. But the biggest issue are maps like Macmillan, Coldwind or Azarov where totem spawns are so obvious and easily recognized that no hex stands any chance. Though every single map has some ass spawns, not every spawn will be awesome and I think that's fine as long as the good spawns are the big majority (they mostly aren't).
This can be "solved" in two different ways. Either buff most hex perks (the ones that need buffs at least) or rework totem spawns, especially for older maps. The thing is that the kind of buff that many hex perks would need to be actually viable is so insane that BHVR would simply never do it. To balance the high risk - high reward ratio, the "reward" part has to be buffed a bunch given how big the risk is. I think reworking the spawns would be much healthier (at least in most cases, since some hex perks do need outright buffs).
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I hate all of these to be honest. Haddonfield is probably the most "sided" of all, given how full of dead zones it is and how pretty much every single pallet is weak. But I'll personally take 100 consecutive survivor games in Haddonfield than more than 1 match in a row in Badham as killer. I HATE BADHAM.
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This is kind of a pet peeve of mine because I could swear it was stated somewhere in the lore that neither survivors nor killers could talk within the entity's realm due to reasons doing with the entity itself. I think that in the case of survivors it revolved around the entity not wanting them to properly communicate with each other or something like that (insert here a joke about SWF communicating through Discord yada yada). So the fact that most survivors (and killers) yap these days is a bit anticlimatic for me, since when I started playing everyone was quiet except for Ash, who was always a meme-y character in that regard since he comes from a sort of comedy-horror franchise. And that quietness was kind of eerie and unsettling.
Now, if they're going for a fully voiced scheme from now on, then why are the older survivors and killers still silent?! I understand that it's in character for many killers (like Myers) or that many of them are creatures who can not speak (Demogorgon, Xenomorph). But why are some of the most iconic survivors in the game, like Dwight, Claudette or Meg, still completely quiet? I don't get it and it kinda bothers me to be honest.
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You claim that the event is a good example of driving away killer players as if survivor didn't constantly have a bloodpoint bonus. If you queue as each role a couple of times you will realize that there's very few survivors playing the event. As killer I get at least 10 minute long queues and I'm usually matched against the same people I played against one or two matches before. As survivor I get almost instant matches and I face a variety of killer players. I will concede, however, that most of the survivors playing the event are probably among the most "competitive" ones, who don't mind facing the millionth Kaneki in a row, which means that the event ends up being rough as killer because good survivors + no slowdown = 2 escapes at minimum.
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Stats! My favorite thing! I've actually been writing down how every survivor match goes for me in an Excel sheet, so I might as well share. I play mostly as a duo with a friend of mine, so these stats are of me playing duo.
REGULAR QUEUE
Based on a total of 75 matches since 2025 started (ranging from March 7th to April 3rd).
- I escaped 40% of matches.
- 36% of matches were net killer loses (at least 3 survivors escaped), two (7%) of which were killer DCs.
- 41% of total matches were net killer wins (at least 3 survivors had been sacrificed by the time I stopped spectating).
- 6% of games someone either DCd or let go on hook.
- 15% of my games overall involved either hardcamping, hardtunneling or hardslugging ("hard" implies that the killers went fully for this strategy, NOT that someone was hooked twice in a row, NOT that the killer slugged a bit because people were going for flashlight saves, NOT that the killer was proxycamping). Only 9% of the games involving these strategies were net killer loses.
- Map offerings were used in 30% of matches. Only 20% of those offerings were burned by killers, and 35% of the map offerings overall were negated by Sac Wards.
BLOOD MOON
Based on a total of 22 matches so far.
- I escaped 13% of matches.
- Only 9% of matches were net killer loses (at least 3 survivors escaped).
- At least 73% of total matches were net killer wins (at least 3 survivors had been sacrificed by the time I stopped spectating).
- 18% of games, someone let go on hook (no DCs).
- 26% of overall games involved hardcamping, hardtunneling or hardslugging. All games involving those strategies were net killer wins.
- Map offerings were used in 8% of games, both times by survivors. They were not nullified by Sac Wards and we were sent to their respective maps both times.
- 26% of games were against Kaneki. All Kaneki games were net wins for the killer.
CHAOS SHUFFLE
Based on a total of 77 matches during the last iteration of the game mode, ranging from March 18th to 27th).
- I escaped 38% of matches.
- 31% of matches were net killer loses (at least 3 survivor escaped), with one (4%) of them being a killer DC.
- At least 46% of total matches were net killer wins (at least 3 survivors had been sacrificed by the time I stopped spectating).
- 7% of games a survivor let go on hook (no DCs).
- 23% of games involved hardcamping, hardtunneling or hardslugging. 27% of games involving these strategies were net killer loses.
- Map offerings were used in 19% of games. Only 20% of those offerings were burned by killers, and only 13% of the map offerings overall were negated by Sac Wards.
My main conclusions from these stats are:
- Most matches are polarized, with them being either 3+ man escapes or 3+ survivors dead. Ties are somewhat rarer in comparison.
- Suicides have doubled in the Blood Moon event.
- Map offerings are mostly played by survivors, which is no surprise to be honest.
- The 40% escape is valid for my duo experience, which probably means that as a solo player it's a bit lower than that (don't have the stats for this though since I can't be bothered to play survivor on my own these days).
- Killers hardcamp, hardtunnel and hardslug quite more during events.
- Blood Moon sucks lol
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Yeah but have you considered I get like 35 bloodshot eyes each prestige level and like 2 bloody party streamers at most? Not to mention that bloodshot eyes can only be used during the event, the rest of the year they will remain dead in my inventory.
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As killer there's very little you can do against genrush in this event (unless you go for S tier killers who don't need it much), so right now I'm focusing on getting Steam achievements and tome challenges and trying out killers I had never played before. I literally disregard the result of the match altogether, I simply do not care if I lose due to genrush and prioritize getting challenges & achievements done. Since I started out this mentality I've enjoyed the event a lot more as killer, especially because even if I lose I still get like double points than the survivors, not to mention that the multipliers make it so I can easily earn 150k a match.
If you /really/ care about winning, though, I highly encourage going for endgame builds. Since you're pretty much guaranteed to reach endgame every match, those builds come in clutch very often.
As survivor I've pretty much lost any interest in the event and I'm only playing as a duo when one friend I sometimes play with asks me to. But man is it rough. We just played a bunch of matches and, among very awful matches, the cherry on top was a Kaneki who humped everyone after downing them. As if it took skill or anything lol. The few matches I get against other killers are also quite tough because everyone is playing /very/ aggressively and sweatily, which I honestly don't blame them for because gens fly, but man is it draining. Like I said, I'm not playing survivor unless I'm hanging out on Discord with said friend because I can't be bothered to fulfill Kaneki mains' weird power fantasies. And though I am thankful for literally everyone who is playing other killers (like me!) and eases the Kaneki frenzy a bit, the fact that many are still so adamant on winning and will tunnel, camp or slug every game doesn't motivate me to play much. I respect it because we all play differently and the lack of any slowdown whatsoever makes it so they often have to resort to other strategies to win, especially on lower tier killers. But it demotivates me from playing survivor all the same lol I just wanna chill.
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Absolutely, the us vs them mentality is the biggest issue in this community. It's so ingrained in the community's discourse that sometimes it will even slip in the most civilized conversations.
And not to mention whataboutism, which oftentimes serves as both the weapon and shield of those who cannot see past us vs them. You'll rarely see any DBD debate where people are discussing something they think needs changes and no one brings up something else entirely, solely because it affects the opposite role.
You can even find examples in these forums recent threads, lol.
"Haddonfield needs more pallets, it's full of dead zones" "But what about The Game/Eyrie/Springwood"
"Survivors get very little bloodpoints from the event" "Well but killers have nothing to interact with in the event which is worse"
"The gen speeds in the event are crazy" "Oh but what about the 10 consecutive Kaneki players who tunnel and camp"
"Many killer perks and powers don't work in blood gens" "Well survivors can't bring genrushing perks or toolboxes either"
It's kinda exhausting lol. And the worst part is that most times both sides are making fair points, but they seem to think that they nullify the other's person point instead of like, adding to it and to how awful the current state of the game currently is.
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In some ways they are doing better and in some ways they're doing worse. At least compared to when I started playing, very early 2020.
BETTER
- These days we get many more updates for the game. Not only changes in general, but the devs also are much more communicative regarding what they're planning for the future. Back then we used to be in the dark pretty much always as to where this game was going or what was to be changed soon.
- We get many more events than we used to back then. I will address these events' problems in the WORSE section lol.
- We get a lot more content. Back then we got 4 chapters a year and stop counting. These days, the 4 chapter a year model is still running, but we get a bunch of extra stuff in the middle (not only skins, but entire collabs and maybe an extra survivor or killer here and there).
- The devs seem to be listening to players a lot more than back then. This is a double-edged sword for reasons I will explain in the next section. But at least they're listening. Back then they used to change whatever THEY felt needed changing, and it was even worse prior to 2020. And boy were the changes bad back then, especially those made to perks lol. They would tweak some numbers of the worst perks seen to man, tweak them just a little, and call it a day.
WORSE
- The biggest and most obvious issue to me, as someone who started playing in 2020, is the clear MESS that most new chapters represent these days. Of course this has some precedents in the past, like Legion OG release being absolutely frustrating, the Twins releasing with a huge number of bugs (some of which remain in the game til today lol) or the fact that all the structures in the game had to be revised for Blight's collision to work properly. However, these bugs and frustrations were nowhere nearly as terrible (nor as usual) as they tend to be today. Every chapter that is released feels unfinished in a way or another, with the last two (Houndmaster and Kaneki) being the biggest offenders so far imo. Back then, they used to release full products. These days everything feels unfinished, a tendency that does not surprise me much since it seems to be happening in most modern games. It feels as if they were rushing through new content, without giving anything the proper time to be tested.
- On a similar note, we get more events but they, too, feel unfinished and unpolished. Most times there's very little interaction with the event either for killers or for survivors, the rewards (like bloodpoints in the current event) feel underwhelming, and there's always some balance issues regarding the event mechanics. I don't think events should be as balanced as the normal game mode, since events exist merely for the funsies and the sillies, but they should be somewhat balanced at least. Especially because the regular queue times go up a bunch since both modes coexist and most people will be playing the event.
- Like I said, listening to the players is a double-edged sword because it ends up with some characters or perks getting undeservingly gutted due to the number of complaints made by the community. Now, I'm a strong believer that if everyone is complaining about something, changes are due. But there's a difference between "changes" and "nerfing into oblivion", as happened with, say, Skull Merchant. And it's undeniable that, if people see that their uproar does, in fact, have an effect and gets them what they want, they will inevitably start making the same uproar over things that do not necessarily deserve to be gutted. Player feedback should absolutely be taken into account and it should 100% be the main drive for changes, but those changes should be handled with care as, since it's an asymmetrical game, there will always be a certain bias to absolutely all complaints and some things are fine the way they are or need only minor changes.
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Unknown should be top tier u_u It purposely makes itself friend-shaped u_u If friend shaped, friend!!!!!!!!!!!!!!
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I wonder if the devs might have to figure out some license stuff before changing anything in this map. Like, they need to get the license holders approval and whatnot. Maybe that's the reason why it remained giga survivor-sided for so many years and now it's remaining giga killer-sided for years too. (Copium)
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With how much they gatekeep bloodpoints you'd think it's the kinda currency that lets you get stuff that normally you'd have to pay for but no, it's just to unlock perks and items in the damn bloodweb!!! Like why do they care so much Jesus just let us have our damn bloodpoints!!!
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Survivors are eh, there are some I like more and some I like less but I don't think there's any survivor I'd /never/ play. I mean, some of them will never be my favorites (Ash, Jeff, Bill), but if I have BP offerings on them then I'll play them no problem.
As for killers, there are some killers which I never see myself playing a lot unless there's a tome challenge or I want to get a Steam achievement specific to them. To name a few, Trapper (he requires a level of patience I lack), Billy/Bubba (skill issue), Ghostface (also for a lack of patience and the sneaky playstyle just does not suit me lol I main Doctor! I love announcing myself!), and probably Singularity because I love them but the whole thing around switching between cams makes me dizzy as hell. Then there are killers I find a bit bland or too straightforward, like Nemesis or Houndmaster, but then again it's nothing against them, I just don't find them interesting.
Come to think of it, there /are/ two killers that I'll probably never play outside of challenges/achievements and that's Pinhead and Knight. Hate facing them as survivor with my whole heart so yeah. ######### them.
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Less Badham → good
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First Main: Jane, Plague and Legion
Current Main: Dwight/Steve/Gabriel and Doctor
Favorite Map: Midwich
Favorite Perk: Surge, Sloppy Butcher, We'll Make It, Overcome
Favorite Item: Medkit
Favorite Chapter: Silent Hill
How many P100s?: 0
Hours: 2062
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Will never get the crusade against this perk. One entire perk slot spent into denying a single item. One perk slot that could have been occupied by much more annoying stuff. Spent in a perk for something that most times can simply be achieved by picking up staring at a wall. I wish more killers ran Lightborn actually, lol.
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@Ginnypig said:
remember i was doing TOME 1 challenges where you need 5 basement hooks.
So what I'm gathering from this video is:
- You're playing Trapper.
- It's a 4-man SWF on comms.
- All 4 survivors are running green toolboxes with Brand New Parts.
- All of them split up at the beginning of the match, for max reparation efficiency.
- You failed to pressure them and push them off gens (though, given how much they split up and how coordinated they were, I don't really blame you).
- You still ended up getting two kills.
Yes, 4-man SWF teams who play to win and bring genrush builds will absolutely destroy you, especially when you're playing one of the weakest killers in the game. It is unfair, but it is what it is (at least for now). I wouldn't give it any much more thought than you already have. Even some of the best killer players in this game would struggle against such builds, especially if the killer is Trapper.
Most games you will not be matched against highly coordinated 4-man SWF teams (unless you have some crazy SBMMR going on). This is absolutely not your average game. I'm not saying that this shouldn't be looked into by the devs, but if I were you I wouldn't worry too much about it because every now and then you will get teams like this and the best you can do is simply not care. You had everything working against you here.
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I really like what we've seen so far. Her being able to control the drone sounds awesome, at least the idea sounds so much better than the drones simply hovering there waiting for a survivor to come by. It allows for more input on the killers' part and thus more skill expression. The new general detection passive sounds neat too, it's the kind of thing I've always believed she should be able to do. I've always thought of the Skull Merchant as a surveillance kind of killer, always carrying lots of intel on survivors' locations & such, so I'm really glad they decided to go for this approach.
If I had to point out anything, I'd argue that the odds of survivors failing the hacking as it is right now are very low, so maybe the mechanism of hacking itself should be changed into something that requires a little more skill, so that there is an actual chance survivors might fail to complete the hacking and Skull Merchant will benefit from that failure. Maybe make it a short Simon Says or show the whole combination for like a second before hiding it, nothing too crazy but that might catch the clumsy survivor off guard.
Overall, I think we need to see the actual rework happen before we can truly judge. But it's fair that Skull Merchant mains and enjoyers are providing feedback on what we've gotten so far, since the rework should be appealing to them first and foremost.
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Good
- Freddy rework.
- Deep Wound overhaul.
- Doctor's Static Blast CD buff.
- Sacrificial Wards becoming common rarity.
- Skull Merchant's upcoming rework seems quite neat, though we are yet to see.
- Improvement of the survivor HUD.
- Myers update.
Bad
- Finisher mori. I don't mind the mori, I mind being slugged while I have to wait for the hooked survivor to finally die. I wish killers already had the choice to mori you before the other survivor dies if they're already hooked and in the struggle phase.
- Houndmaster's messy release + some insane buffs to compensate how buggy she is.
I think this is more or less what I think.
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I wouldn't mind one iteration of Chaos Shuffle working like this tbh, it could be fun. But I also really like the fully-random component. Maybe they could go for this approach sometimes, while keeping the fully-random approach others.
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I just main the survivors I like. I'd say my mains are Dwight, Steve and Gabriel. I like the lore for all three characters. I'd also say that my "secondary" mains (characters I really like but I play a bit less than those three) are Cheryl/Lisa/James/Maria (big combo lol) and Alucard. Big fan of Konami licenses I guess.
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As a Doctor main, I enjoy all of these. Especially Distressing, it's always there in my main build (+ Surge, Sloppy Butcher and BBQ). Unnerving Presence makes for some crazy fun impossible skillcheck builds. I've also tried running Coulrophobia on an impossible healing build but to no avail yet lmao.
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Most games I don't. I just leave. Unless the killer humped me at some point in the trial or something like that. Those times, I admit I allow myself a little teabag. It's payback.
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Been playing Chaos Shuffle and half the games are ruined by my teammates giving up first hook whereas the other half are ruined by the killer hardcore tunnelling someone out of the game at 5 gens because they know there are no perks to punish them for doing so.
I'm actually writing down how my games turn out (and the builds I get). I didn't escape a single one of my last eight games. 4 of them involved survivors either giving up or throwing (2 suicides on first hook, one with a duo going for aggressive altruism plays and getting all of us killed, the fourth one with a Leon who only God knows what the ######### he was doing). 3 involved the killer tunnelling someone out early game. Only one of them was a decent game, we all still died but I don't mind losing as long as everyone is playing fair.
So, no, the answer is No.
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Because the majority of the survivor playerbase plays solo Q and solo Q can be a nightmare even against the worst killers in the game. Not to mention that facing those killers is rare, since people tend to play the higher tier killers much more, which only makes the solo Q experience worse. Of course, folks playing the higher tier killers is not a problem per se at all, I'm just pointing out that it makes the solo Q experience even worse.
SWF is absolutely busted (well, as long as they are actually playing to win, because I've run against many SWF who were just fooling around with silly builds). But the survivor players who actually play in 4-man teams are rare. Most people play solo or duo.
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The Hunger Games is the only franchise among these that I think fits DBD to be honest.
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Sorry but. What. I don't think that's how it works.
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I'd argue that Smash Hit is worse than Overcome.
It's much harder to stun the killer with a pallet than to force them to hit you. Overcome is my favorite exhaustion perk for many reasons, the main one being the way it's triggered. I could talk a lot about why I love this perk but honestly let's save ourselves the chunk of text lol.
I've tried Smash Hit many times and the fact that pallets can run out, that killers will play around it if they catch on, that many killers can either counter pallets (Nurse, Huntress, etc), and that many others simply respect the hell out of them makes it quite unreliable and inconsistent.
On the other hand, Overcome gets cucked by insta-down killers (and Plague I guess), but there aren't /that/ many killers with built-in instadown, and though there are many insta-down perks you can play around most of them.
I'd also argue that, though Head On is very niche, it can be deadly in the hands of an evil, evil SWF squad lol.
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Can I ask what makes you like the perk so much? I personally find it kinda underwhelming but I'm glad there's someone who's all hyped up about it, lol.
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My main is Doctor and my build on 99% of my Doctor matches is Surge, Sloppy Butcher, Distressing and BBQ. Most times I run Calm add-ons, or a combination of Calm and Discipline (the shorter detonation delay for Shock Therapy is awesome). Every now and then I will mix up some Restraint and Order, but it's very rare for me not to run any Calm lol.
It's a very straightforward build but let me explain how I use it anyway.
The objective behind the Calm add-ons + Distressing is, of course, to make your terror radius gigantic, because I always want as many survivors to be hit with my Static Blast as possible. The idea behind this is to apply as much madness as I can, as madness serves as a heavily underrated tracking + slowdown tool. Sometimes, if I want to go in Static Blast spam mode, I will run Calm + Order.
BBQ is an excellent tool to determine the general area in which survivors are so that I can go Static Blast them. It's especially useful when you get there, Blast, and fewer people than expected scream, because most times it means someone got into a locker to avoid screaming and many times I've caught people inside lockers for this reason, as you can often guess which exact locker they got into (unless you're on a crazy locker map like Midwich I guess).
Sloppy Butcher is probably my favorite perk in the build. As I play somewhat hit & run-ish, Sloppy allows me enough time to catch survivors before they heal. The big Static Blast comes in handy here too, because it's the perfect tool to determine where those survivors are and apply madness to them (which, if reaching tier III, will stop them from healing altogether). Sloppy will buy you the time you need to get all of this done (well, most times, supposing survivors aren't running some crazy healing builds or syringes).
Last but not least, Surge. This is my favorite slowdown perk because I hate kicking gens and, unlike other perks such as Pain Res or Grim Embrace, this one never runs out. It's also perfect for Doctor because, as an M1 killer, he will always trigger it. And, since the entire build is designed around keeping people injured and interrupting them, most times they will go down close to a gen in progress.
Every now and then I will play other builds, but this is my fav one :) I've tried stacking a bunch of regression perks on him but I feel that those fail to make use of Doc's power to its full potential. Doc has built-in tracking and slowdown, and I feel that this build enhances those abilities even more.
Also, I love Calm add-ons due to how nicely its effect synergizes with the rest of the build, but you can absolutely run other add-ons. I recommend the four Class add-ons since they are all useful. I prefer Discipline over the Electrode add-ons because most times it's way more useful to reduce Shock Therapy's detonation delay than to hit the survivor from a mile away. In both cases you will probably stop the survivor from dropping the pallet/vaulting, but Electrode will hit from so far that some times you won't be able to catch up before they get to another pallet/window, whereas Discipline will do its job when you're close to the survivor. Also, it goes without saying that Doc's Iri add-ons are some of the most solid Iri add-ons in the game and can be pretty fun to use. I love Iri Queen because it helps spread madness a lot!
I love Doc :) I hope you can play him with my build. And if you do, have fun!
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Demi's impossible totem build! You can watch his video on YT for more insight on how the build works, but essentially: Hex: Face the Darkness, Hex: Thrill of the Hunt, Hex: Pentimento and Hex: Plaything. Iridescent Stone is pretty much a must, and you can add Secondary Coil. You place the traps in front of the totems and they can never get to cleanse them because they will scream due to Face the Darkness (you have to make sure that it's always active), interrupting them before they can cleanse them due to how long it takes to do so with Thrill of the Hunt in the background. The traps set themselves open so that you don't need to manually reset them each time and because if they do so when a survivor is doing a totem they can even catch them when they scream. Not to mention that they give you some extra time to get to the totem yourself and catch the survivor. Pentimento is there for extra spice in case they decide to go for dull totems to tone down Thrill.
But you should watch the video because Demi explains it a lot better than I and it's been a while since I watched the video so I might be forgetting some stuff lol.
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Survivors bring more map offerings partly because there are four survivor offerings each game. But they also bring more map offerings regardless of that fact. However, for this reason killers are much more likely to burn Sacrificial Wards, which in my late solo Q matches has meant that I'm more often sent to specific maps by killers than survivors, simply due to the high number of matches in which the survivors' map offerings were countered by Sac Wards, lol.
The game is survivor sided regarding map offerings because of the difference in number, each survivor can bring an offering while they need only one to send everyone into a specific map, meanwhile the other three survivors can burn other offerings they find useful. Killers can only burn one offering, they can't combine different offerings for a more powerful effect and their map offering can be countered by a single survivor.
I do think it's worth mentioning that specific maps become OP in the hands of whomever burns their offerings. Most times, when a player burns a map offering they have an entire build designed around that map (for example Boil Over + Sabo builds for survivors, or stealthy builds for killers). Whomever gets to go to the map they want is automatically at an advantage (most times).
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Personally I'm okay with DC/suicide penalties as long as they are looking into the issues from which these epidemics stem. Introducing penalties without doing anything else to compensate the hellhole that the solo Q experience is right now would be shooting themselves on the foot. But it seems that they are working on it (at least according to their roadmap) so let's wait and see.
That being said, it's kinda amusing that so many folks here seem to think that all survivor players are petty and just DC due to... pettiness. Yeah, petty DCs exist, but even most of those stem from having a bunch of actually #########-games one after another and not being able to stop queueing in hopes of having one (1) last decent match. Of course, this is on the survivor for not being rationally capable of simply closing the game, which makes them deserving of punishment because the rest shouldn't suffer their lack of self-control. But it 100% raises the question on what the ######### is going on for so many people to be so frustrated with the game. It's not normal. It didn't use to be like this. Survivors make at least half the playerbase and BHVR should be listening to their frustrations as much as they should be listening to killer ones (not saying they are much better in that regard tbh).
Honestly, if you think it all roots back to mere pettiness, sit down and think again. People don't open up games with the intention of DCing. If it was simple pettiness, all videogames would share the same problem. Yet afaik it's a DBD-only issue, at least at this level. Something is 100% going on and I hope the updates announced in the roadmap can fix it.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843579#Comment_3843579
And with Ada healing i think she is silently profitting in the back - like in the games
Can you give me an example or situation?
I don't recall the plot of either RE2 or RE4 too well, but in both games wasn't she just letting Leon do all the dirty work just to snatch her prize (the G-virus and the Las Plagas thingy) from him at the end? I know that it doesn't go exactly that way because she's not as cold-blooded as she seems and clearly develops a soft spot for Leon (especially in RE4, since in Separate Ways we see how much she is actually helping him in the background), but I think that's the idea behind the perk, to represent the way she supposedly is as a mercenary.
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Oh this game will peak when Doctor becomes playable in 2v8 >:)
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On the one hand I'm sick and tired of killer perks announcing themselves to survivors. On the other I think that aura-reading perks are probably the only category of perk that should announce itself.
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I personally wouldn't mind self-unhook attempts being removed, but something else I thought could be implemented is that you get the self-unhook attempts on your second hook stage, not on the first. First stage is like the one in 2v8 where you're just hanging there helpless. Second stage would allow you the current 3 self-unhook attempts with the same penalty. Struggle is no more.
I haven't given this THAT much thought tho so maybe it's game-breaking in some way lol. But it would certainly ease the early game suicides as you would need to at least be hooked twice to suicide. It would also make the early game a little easier against survivors running Deli + luck stuff, since those build would only come into play later in the game. I think. Like I said, maybe I'm missing something.
HOWEVER, I agree that, although players can be crazy petty, the suicide on hook epidemic is a symptom of a much larger issue which should be looked into.
