Viskod
Viskod
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- Viskod
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What? No. It's amazing.
For what it lacks in having your scratch marks hidden on an outdoor map, it makes up for in hiding your aura. Though as a killer I will say it is a huge pain in the butt having to deal with shadowtepped Corn.
And on indoor maps? ######### forget about it. Killer better be good at tracking blood pools because that's all they're getting.
I've been running Detective's Hunch, Iron Will, Circle of Healing, and Shadowstep lately when I play with some friends. First generator finished, I see the ideal totem for a boon and go light it up.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2990538#Comment_2990538
Respectfully disagree. Here's why:
- Demo portals require an entry and exit point to be setup beforehand
- He can only teleport while on top of one of them
- He gives a loud audio cue when teleporting
- Can be destroyed by survivors if they want, after the first use of it
- Have a limited number of locations they can be set, with no way to get them back unless the survivors decide to destroy portals
Dredge?
- Teleport to any locker, any time (as long as power isn't on cooldown, which is only 12 seconds base)
- If you don't like what you see there, teleport up to two more times
- Survivors can only barely slow it down, once per locker per trial, while also removing their option to hide in that locker for perks or stealth reasons
There were already plenty of lockers on most maps, most especially near gens. But just in case, they went ahead and added lockers to dead zones. Because that's exactly the kind of defenses survivors want near gens, with a new killer who teleports through them (/s). And plenty of exit gates have lockers close enough by that it doesn't really matter.
I said it was an even give or take. Not that Demo was better flat out. Dredge doesn't need set up, but can only go to predetermined places, Demo needs setup, but can go where ever he wants, and you can make his exit from a portal silent with an add on, and he gets undetectable when emerging from them.
It takes a good while to disperse a Demo portal, and you're oblivious while you're doing it, and he can tell if you are trying. Dredge can be stalled on singular lockers once, and locker pairs twice. Give and take.
I don't think he's totally overpowered compared to Demo. Sure Dredge gets Nightfall to help his stealth and for faster teleports, but at heart he's just an m1 attacker, Demo gets Shred.
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@GoshJosh said:
His map pressure is over the top. That teleport is on steroids relative to other teleporting killers. Needs a nerf.
You can make the most direct comparison with his type to teleport to DG and its a pretty even give and take. Dredge doesn't need to "set up" his portals, but he also can't teleport anywhere he wants like DG can and is reliant on map layout.
No hiding portals beside every generator, hook, and exit gate for Dredge.
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@socalfusions said:
Noed is a outdated design that is knowingly abused by killers since it was added to the game. Ironically the killers abusing noed tend to have the same playstyles such as camping and tunneling, go figure.
That's because most people who use NOED don't have other perks to use instead and are new killer players. NOED is a general perk that sounds great at first so why wouldn't you use it when you've got nothing else, the killers that use it often do camp and tunnel because they're new to the game and don't yet know all the ways they're "not supposed" to play yet.
Behaviours MMR data on perk usage backs this up by showing as MMR goes up, NOED usage plummets.
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I love it when people go lock crazy at the beginning of the match. Because all I have to do is teleport to ideal areas and break the locks and then I'm lock free for the rest of the match and nothing has been done because survivors are too busy locking unnecessary lockers I'm never going to use.
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I have been loving it the few times that I'll hit someone, and Dissolution will light up, only to immediately go on cooldown because some survivor who is in my terror radius somewhere else, fast vaulted a dropped pallet for literally no reason and got it broken.
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It does. For paired locker sets if one of them has been locked, you'll go to that locked locker over the unlocked locker every time. The only thing that overrides this is if there's a survivor in a locker, then you'll go to the occupied locker over the locked locker.
So you don't need to lock both lockers when its a pair. That just lets the Dredge exit one of them, breaking that lock, and then attack the lock on the other one breaking it. Just lock them one at a time.
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If it weren't for the 3 second window this Perk would be fun on Legion.
Someone drops a pallet, you vault over it and Frenzy them, then 9 times out of 10 they'll just slide right back over the pallet to get away from you to keep you from cancelling and following up with a regular hit.
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@Pulsar said:
My man really forgot that Sadako (take a Tape to end my power) exists.
Now now, don't forget that she can get rid of per power all on her own just by teleporting to a tv and turning it off for a ridiculously stupid amount of time all on her own.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/2988625#Comment_2988625
I very much doubt you can grab anyone mid-lock. You lock extremely fast, even if you were in the locker right beside you defo don´t get out before the other guy has locked fully.
You must think that repairing a generator is 5 min of survivor time. 💯
Well for one, you can't lock a locker with the Dredge inside, trying to lock it will get you grabbed, and trying to lock it while he's on his way and just about there will also get you locked in and grabbed.
So yeah, if you're Gloaming and you see someone locking a locker you can target another nearby and chances are you'll get there in time to grab them.
I believe Dredge can be inside a locker for around 8 to 10 seconds before it starts to show that he's actually in there.
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Sometimes tunneling is just the best play and there's nothing wrong with that. At the end of the day, it's just being chased by the killer, and complaining that its not "fair" that the killer isn't forced to take turns and cycle through all survivors until everyone has had their first hook.
A lot of the time people only think they're getting tunneled when they actually are not. Were you unhooked safely and the killer wasn't around but you just happen to bump into them later, or they just happen to check the generator you're on and no one was downed between then and now? That's not being tunneled, that's just happenstance.
You're on a hook, not a cross. Stop assuming every instance is malice when most of the time it's just bad luck. Survivors do not need more second chance perks. They just need to accept that getting hooked is part of the game, and there's nothing wrong with it.
Killer players seem to be the only ones shouldering the blame for survivors unhooking too quickly, unhooking unsafely, and throwing their own teammates under the bus out of pure selfishness and a laser focus on their own survival rather than the health of the team as a whole.
I'm tired of hearing survivors complain that they need more second chances as if all other things are equal and there's literally nothing else they could have done or a better play they could have made to have changed the outcome outside of another second chance perk.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2988607#Comment_2988607
Why? 6% faster action speed while being looked at OP?
What? you said it yourself.
"It serves no purpose if it doesn't counter undetectable."
So if the killer you're up against, has no current means to be undetectable, then Spine Chill is a dead perk.
If its worth taking even if the killer can't be undetectable, then it DOES serve a purpose if it doesn't alert you to undetectable killers.
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@MikaelaWantsYourBoon said:
Lock lockers before you sit on gen and watch your back. You will be okey.
When you susp he will teleport to lockeri just shift w to different area.
Dredge has an add on that shows you the aura of survivors who lock a locker, So if the Dredge player catches you locking one locker, and you're in the shack or an area with multiple lockers, they can teleport to one you haven't gotten to and grab you mid lock.
@TheLastHook said:
Start match with Dredge, I think the first match. Teleport to a locker far away, get a survivor that was opening that locker.
I can´t but to assume the Survivor actually screamed.
This happened to me in one of my games. I just teleported to a random locker and it happened to have a Mikaela inside it.
After the match in the chat she said that almost made her pee herself, and that her friend who was playing a Dwight that match said he told her "Maybe don't bring Flash Bang, you probably don't want to be getting inside lockers." but noooo she was all "Oh what are the chances he's going to be in this one particular random locker."
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@GoshJosh said:
Spine Chill is fine as is. It serves no purpose if it doesn’t counter undetectable.
Okay, so it needs to be changed to only work on killers who are currently Undetectable.
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Get better at looping so if a killer is tunneling you then it works in your and your teams benefit.
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@Nameless said:
Dredge is a balanced killer but he's just a BHVR classic with kinda lame counterplay requirements, aka the one and only W key.
Idk maybe my opinion will change over time...
Not really.
When The Artists sets out a bird, you have to avoid it because running into it will Swarm you, and she can fire it in a line at you and will do damage over those first 7.5 meters.
Dredge's Remnant just tells you if he teleports where he's going to pop back to, he moves slower while it's up, and if you manage to run into it, you'll disperse it.
You can absolutely mind game your way around a Dredge at a loop, especially if they place it out of line of sight at a T an L tile.
Even at smaller loops where you probably should just leave, you can still play around a bit to make him drop his remnant and start moving slower and try to mind game him into wasting a teleport to put his power on cooldown.
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Just use the add on that causes healthy survivors injured during nightfall to get Blind, Mangled, and Hemorrhage.
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I haven’t laughed so hard in I don’t know how long. This killer is so fun as survivor. Darkness is great. The jump scares are hilarious.
Player this morning with two friends and we kept burning Mary’s Letters’ to go to Locker School.
Our first match against the dredge we got a good player who had us all dead before we could finish a gen.
Granted it is hard to loop when you’re laughing so hard you’re crying.
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@Aurelle said:
It can guarantee kills at the end game, even when the killer plays poorly. It rewards bad plays.
Well thank god no survivor perks do that.
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If a Nurse player can reliably down people to slug them, then she doesn't need to rely on immediately hooking to get kills.
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Sounds to me like that Nurse didn't need to run that setup, but just wanted to run that setup.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2980878#Comment_2980878
I mean, no? Then it is just 'can you hit a skill check while moving'. The point would be that stopping a regressing generator should require time and effort, not just a quick touch.
They'd have to design it to be one of the constant ones like Merciless Storm, that way if you leave the generator during, it fails and keeps regressing.
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@Marc_123 said:
One of my biggest was turning around from a gen and a silent Myers just lunged in my face... holy f
Myers is the best this way. Somehow its even worse when he's off at a distance just staring at you through a vault or over a mid level loop.
Ghost Face just isn't the same, when I see a Ghost Face I just think "Oh crap, it's Ghost Face."
When I see a Myers while panning the camera at that first generator I just think "OH F-...." and start running.
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Haha isn't it great?
I also got this after the Chapter had ended and the regular intro had taken its place back and I was like "uuuuhhh.........what?"
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@dugman said:
Dead Hard and NOED are two entirely different perks, I don’t know why people talk about them like they’re linked.
- Dead Hard is definitely seriously overpowered and almost certainly getting a nerf
- NOED doesn’t statistically seem to be that overpowered if it even is. I think the main reason survivors hate it is if they get downed by it they feel like they got “robbed” because “they already won since the gens were done”. It’s a thing where it hurts a lot more to lose at the last minute than to suffer damage early on and lose because of that. But in reality if NOED actually inflated kill rates as much as people claim it would have been nerfed a long time ago. It would also be more popular than it is at high MMR, especially considering it’s a generic perk available on all killers versus a teachable you have to unlock.
They are linked only by hypocrites who complain about NOED and don't like the answer that they can prevent it by cleansing totems.
They don't like that answer because that means that they have to enter every match with the assumption that the killer is going to use NOED, and go out of their way to make sure all of the totems are cleansed to prevent NOED.
They don't like NOED because it can turn the tide of a match at the moment they should feel victorious.
These feelings, feeling this way about having to deal with this mechanic. This is how killer players feel all the damn time about Dead Hard. They aren't truly comparable mechanically because one only happens at the end of the match and can be destroyed by cleansing its active totem and outright prevented by cleansing totems before it has a chance to activate and the other happens in every single chase, with every single survivor. It is constant.
NOED Is fine, because it can be mitigated and really only punishes altruism. Dead Hard is just a dumb thing all killers have to take into account no matter how they're playing or what they do.
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How? That literally solves your problem. If you're in the middle of the consecutive matches for the survey and a bug like that happens, just let it play out and let the match finish normally.
The point is the survey not how you maximize every one of these matches right? What does it matter?
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Don't DC and just let the survivors go.
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If you can't de-pip what's even the point of grades?
Not having your grade reduced when you're at 0 pips was already a huge buff to climbing to 1.
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I suggested this very thing in the last whiny thread about No Mither.
If you're just exposed the killer won't know until they hit you the first time, you don't automatically start the match punishing the rest of your party should the Killer bring Thanataphobia, and people could heal you to "healthy" after you've been unhooked to help avoid that penalty, but you still just go down in one hit no matter what.
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Leave Myers alone.
He's probably the most fun killer to go against for me. Because you just don't know.
That's part of the fun!
Working on a generator, looking around, and then OH #########! There he is! Standing off in the distance staring at you through a window vault or right outside the jungle gym your generator is in, close by.
Is he going to be a jumpscare Myers? Is he going to be an instant death Myers?
"What kind of Myers is this?" is a question you can ask about this killer that you don't really have an opportunity to ask about other killers.
While he's a standard M1 Killer at heart you still have to be careful because if it is an instant kill Myers you cannot get caught by him out in the open.
Hide in a locker.
Slow Vault a window or pallet.
Interact with a Generator or Totem.
You'll get grabbed and either dropped or hooked, but you won't be dead.
Myers potential to be as absolutely lethal as he can sometimes be is exactly what this game needs.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2979113#Comment_2979113
I think everyone would take that trade
Agreed.
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Haha the release of Evil Dead caused DBDs numbers to go up. Hilarious.
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You survivors who bemoan the idea that just cleansing totems is what you should do to stop NOED do see the hypocrisy going on when it comes to NOED vs Dead Hard?
You don't like the answer of "cleanse totems" because god forbid you have to go into a match with the basic assumption that every killer has NOED and you have to go out of your way (just bait out Dead Hard) to cleanse totems.
Do you not like it when you outplay a killer and they pull the rug out from under you at the end of the game with NOED that spawns on a well hidden Totem? And they're able to get kills they wouldn't have otherwise? Yeah, well that's literally what Dead Hard is for. You escape a hit that the killer earned by catching up to you or outplaying you.
So if you want NOED out of the game, it can take Dead Hard with it.
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Well for me.
BT - I don't have a problem with this. I don't care if people use it to bodyblock. If someone does an unhook right in my face, I always hit the person who was just unhooked to check for BT. If they have it then great, run off and mend. If they don't have it then great, lay on the ground slugged or waste your UB while I chase down the idiot who did an unhook right in front of me without having BT.
DS - This perk is mostly just annoying in the EGC on the last survivor. What else are you supposed to do at that point? But its also annoying when you don't tunnel people, but still get hit with it because people who have try to get you to activate it by trying to be decoys, bodyblocking, hopping in lockers, and so on. Some are less subtle than others about it, and that's fine, they can stay slugged or waste their UB. But when you've got multiples of the same survivor in the same outfit, or people hop into lockers out of line of sight and you have to decide whether to ignore it or to check because you don't know who's in there.
UB - I don't have a problem with this either. Its just once per match, so slug people early on and they can either waste their UB or lay on the ground slugged being bait to lure someone else out to try to heal them.
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So a lot of you are misunderstanding this.
Anyone on the challenge can interact with one, and you can have 6 out in the arena at once.
Whenever a generator is finished, a green glyph spawns.
Whenever someone is hooked, a green glyph spawns.
You don't have to be a killer to get a glyph that spawns from a hook event.
You don't have to be a survivor to get a glyph that spawns from a generator completion.
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BBQ and WGLF aside, I just had a match and used a Survivor Pudding.
Do I use the 30k from the match? or the 60k from the match+pudding?
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I dunno the convenience of being able to instantly cage survivors to bypass hook related perks, and instantly kill the ones on death hook is pretty nice.
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Most of the time, just to use Felix's perk to refill a Toolbox.
Occasionally I'll run Head On and Flash Bang for killer annoyance shenanigans. But other than that, never. I can't be bothered to hide in lockers from BBQ. I'd rather just use Distortion and keep working on a generator.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2977588#Comment_2977588
Not according to the official wiki. Like I said, if it’s currently directional that’s a bug, no lullabies are supposed to be directional.
Oh well damn, I thought hers was.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2977532#Comment_2977532
To be fair, Lullabies are at least non-directional, so unless there's a bug you can't tell what direction Sadako's lullaby is coming from.
But yeah, I'm not quite sure why they gave her a Lullaby to be honest, she's the only stealth killer that has one.
Sadako's is actually directional. The only one that is.
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If he tries to zone you just Dead Hard over it. :)
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@KurnDisciple said:
https://forum.deadbydaylight.com/en/discussion/comment/2977481#Comment_2977481
It might not be terrible on Onryo. I mean, it would be terrible, but not terrible for it's intended effect.
I assume the only killers worth using it on are stealth killers since then your location is both hidden in chase and outside of chase.
https://us.v-cdn.net/6030815/uploads/4D0FGHPBHQNF/capture-png.png
That's probably about the most useful build I could think of with it? With her stealth and some add-ons this build could keep her TR hidden pretty much the entire game, even when she is chasing people.
Maybe could get some blindness in there too, could be good for spooking baby survivors. Probably useless against SWFs or good ones.
Onryo has a lullaby, so it doesn't matter what's going on with her terror radius.
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Easily Survivor.
Even taking into consideration that you can be very good at the role and doing Solo Queue you can wind up with three potatoes that cost you the match no matter what you do, but even then you can get still get out by just hiding near one of the doors and waiting for the killer to close the hatch, come check the door you're at, and then go off to check the other one.
And if you've got even one friend to communicate with? Forget about it.
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@Tricksters_Wife said:
Don't really mind the existence of DS but I absolutely hate it when I get stabbed in the back when I didn't tunnel. I'll have some games where I simply hook another person in between their DS timer and I get punished for my fair efficiency.
Then maybe the Perk should de-activate with out consuming its use if the killer hooks another survivor while its active, because if someone else got downed and hooked, then you aren't being tunneled.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2958037#Comment_2958037
Ok you've just proven you either don't play enough killer or you're just lying. Using borrowed time offensively is a thing, stop trying to gaslight us into thinking it's not.
I don’t consider being able to take one protection hit for your unhooker or anyone else for 12 seconds “offensive” it’s a great way to use it.
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Do the grind that the upcoming patch is meant to alleviate? No.
That's madness.
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Nothing like having a rough game, seeing your only would be kill hop off the hook by sheer luck or Deliverance, and then you catch them, but get DS'd for "tunneling" the only survivor left.
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@DrBrain said:
Lol the fact that killers are forced to run pain/dms/corrupt on everything is what makes it hilarious. Its a joke. The devs hate killer imo.
But you're not. I play Legion and Nemesis without any of those perks and I get my Rank 1 every month. I switch things out for different builds.
The only one I've used is Pain Resonance, and only on Legion. Nemesis doesn't know it or Corrupt or Deadman's. I have used Pop Goes the Weasel on him occasionally.
But these perks aren't paired with Ruin, Pentimento or any other slowdown. They're the only slowdown in the loadout if they're used.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2975656#Comment_2975656
Under the miraculous chances that they do get done, NOED just takes it all away.
So what you're saying is you don't like this perk that lets someone just pull the rug out from underneath you at the last minute making a would be earned victory harder to actually achieve.
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We had a Myers once that took us to Haddonfield, and then never left his own house.