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WaveyTrey

WaveyTrey

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WaveyTrey
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  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539980#Comment_3539980

    I am a killer main and I hate her with a passion. I have had the... Let's call it the "SM experience" 3 times so far. 2 wanted to play chess and 1 started more chase oriented (until we had finished 3 gens). Neither of them were enjoyable to play against. Playing: "Let's break a 3 gen" for 40 minutes is miserable and so is: "Run from loop to loop and go down no matter what, thanks to free haste."

    You can't break her 3 gen (in solo queue) and you can't loop either. For me it's not even fun to play as her. I feel like I'm not even playing against real players with her because you basically reduce the survivors to bots. She has no skill floor or skill ceiling and beating her takes immensely more skill than actually playing her.

    I would rather play against a gen hostage Doctor with 6.1.0's CoB, Overcharge, Eruption combo than Caitlyn 3Genner now. Hell, I'd take Forever Freddy over her. Freddy would at least chase you. She holds the game hostage by not even interacting with the survivors. This is not part of the killer's job. The killer should chase the survivors not wait until the game shuts down.

    After I made the Devour Hope build on her I don’t do anything else. I have to chase, and down players to get stacks. 2 drones for her totems. 1 for a gen. 1 for chases. Players still get to do gens. Players still get to engage in chase. It’s fun being able to Mori at the expense of some gen pressure sometimes. If you play her right it’s often that she gets 5 before all the gens are done.

    Complaining about her 3 gen lock is like complaining about tunneling/camp. It works. So that is what people will often do. Is it fun? Nope. I’m sorry most experiences with her is awful, but that is a player issue. It just proves how toxic the player base is. She can do all kinds of cool stuff, but people love to choose no brainer strategies in DBD.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539980#Comment_3539980

    Because I despise the fact that walking in a triangle can net you a win after forfeiting all other parts of the game that could be advantageous to you.

    Survivors could do that as well. How many times have you heard Hold-W. Even as a joke? Because survivors could run in a single direction, and still win. No thinking whatsoever.

    Killers that decide to play that way is their fault. Not the killer’s. You’re just admitting to a toxic play style that she can do, which by now you should understand if you play DBD. This game is incredibly toxic. People will exploit, and abuse nonstop until they win.

  • @Alice_pbg said:

    Is was always and shall forever be... the poster boy himself! Trapper! (Unless someone I enjoy more gets released of course XD)

    Because this...

    https://64.media.tumblr.com/3d8341bf9ff5074591342dace771a2d7/tumblr_pw5slo6KTr1xvn900o1_r1_1280.png

    Has always been my favorite thing about this game.

    That satisfying clamp noise, the "I won" walk pictured above, the satisfaction of knowing the survivors choose the path that was trapped, the absolute paranoia I know even experienced survivors feel when you are the killer... there's nothing else quite like it.

    Just wish trapper spawned some extra grass in the maps... he can take up gardening.

    Edit- forgot... he also has some amazing outfits! Just missing a pickaxe!

    Trappper should be buffed with a secondary power.

    Gain the ability to tie a X-Meter chain to an armed trap. Allowing Trapper to drag the trap behind him before releasing it. Trapper cannot arm any traps until the drag trap is released. The trap icon will glow to indicate that he can release it behind him. So he doesn’t always have to turn around per se.

    The big question is how many Meters would the chain be.

  • @James4125 said:

    Demogorgon lifeguard whistle. You're welcome.

    Demo Whistle is fun, but players can always destroy your portals if you’re forced to use it to reach the cleansing on time. Meaning you constantly have to walk over to place them again in case the totem is far from other objectives. In which survivors run away all the time. You also need the add on to make this build work.

    I main doctor before, but took a break because I used him so darn much. Impossible Doctor is hilarious, but again. Survivors can reset, and keep trying. It often takes 2 health states to down. Which requires some time to manage. Especially with MFT giving players haste. Doctor isn’t any faster, nor can apply pressure directly on generators while checking his totems.

    With Skull healthy players get exposed for standing in the drone too long. Exposed means they’re on the objective for 10 seconds minimum. It cuts chase time of a healthy player in half. If they hack your drone you’re faster. If they have MFT you’re evenly matched. Pallets they drop will break if they’re clawed. So they can’t even loop as long. If they’re doing a gen you simply place the third drone on it after you kick it. Constant pressure on the objectives, and any survivor that hacks her drones. All across the map. All of this is base kit. No special add ons required.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539975#Comment_3539975

    but you see... depending on the totem, you literally can't reach it without disarming the beartrap. or having to crouch over the hag trap, which I now realize that I don't know if it has a specific name, which wastes a lot of time they might not have.

    demogorgon can do it quite well too.

    you know... diferent degrees of base defense. to each their own

    Yeah, but how often does that happen with trapper? I used Hex Trapper. Most times the Hex sits out like a sore thumb. In the middle of the corn, or worse. Glowing on an a hill… WHY?!?! With Skull none of that matters. Totems have guaranteed protection. Players stop hacking after 3 stacks of devour because you’re essentially giving her haste while everyone is exposed.

    The icing on the cake is her Iri add on. You can deliberately activate a drone that protects devour if it’s scouting. If a survivor tries to cleanse while that TR is on the drone you can open a locker from across the map, and make that survivor scream off of it with Ultimate Weapon!

    Her ability to protect Devour is insane! It’s However, people hate Skull. They don’t try all the cool things she can do. As most people simply gen lock. That’s not her fault, but the way killers decide to play.

    Long story short. She’s actually pretty awesome, and she’s my new main killer. Lol

  • They should bring old hatch back; However, add a twist.

    1.) A Hatch spawns somewhere when survivors are “losing”, but the hatch only allows the one that opened it to escape. The hatch immediately closes behind the person using the key, and then the hatch vanishes. After so many minutes a new hatch will spawn somewhere else. So unless those survivors have additional keys they cannot escape this way anymore. Killer can find where the hatch spawned again. When one survivor remains any closed hatch on the map will open up. If a hatch has not spawned yet a hatch will spawn that’s wide open.

    2.) Buff Left Behind. If a survivor exists through the hatch it counts as an escape through EG.

    That way you can rank up through hatch escapes too. I hate that solo survivors can’t escape because their team sucked. Hatch was more of a solo thing. You’d bring a key in case everyone fails. Then escape anyway. Even with my solo build unless I open the door it won’t count. So what’s the point?

  • Why does everyone hate Skull? She’s my new favorite killer now. I don’t even have to 3 gen lock, and I still win. She’s the only defensive killer done correctly. I liked Knight, but he doesn’t even work anymore. Made For This lets players outrun all of his summons.

    I think only survivor mains hate Skull. If you’re a killer main, or in the middle (Me), you wouldn’t hate her. Unless you’re in solo queue (Also me). Skull in solo is a nightmare. As potatoes and lemming hide all day. For those complaining about holding the game hostage. That’s part of the killer’s job. To keep you locked inside the match until they get you.

  • @Alice_pbg said:

    much like trapper or hag. she is really good at base defense. which can be totems. the issue is that it can also be gens...

    But Trapper and Hag don’t get constant intel like Skull. If survivors hack your drone you can find them by looking at your radar. If Hag had a way to see where people were hiding under a certain circumstance then yeah. I tried this set up with other defense killers, but it just didn’t work as well.

  • Made For This should have 2 potential changes.

    1.) The main effect activates only while in a chase.

    2.) The perk activates once you been chased after so many seconds. In exchange you begin to run faster and faster over time.

    The first idea is to make sure survivors aren’t just zooming about the map. This perk also allows survivors to reach hooks a lot faster. Which is busted. Don’t argue this. Why? Imagine if killers got a perk where they’re X% faster for every generator completed, or for every dead survivor. Imagine if Devour Hope wasn’t a Totem. Heck, imagine Fired Up being base kit. It’s the same principle.

    The second idea is preferable imo, and makes most sense. Essentially every so many seconds in a chase a survivor gets a 3% Haste over time up to a maximum %. So if a killer decides to tunnel a player instead of leaving them be the killer will face the consequences of wasting their time.

  • The best match I had was Mini Mori Freddy on Meat Plant. This was years ago. Survivors were mega sweaty. Had a key. Flashlights. I had remember me so it took longer for them to leave. I downed the Kate at EG. Then Nea hit me with the pallet by the Van. Obsession changed. I ran over to down Nea. I hooked Kate, and I used Rancor to kill Nea with the key.

    Never had a match that satisfying before.

  • @Alice_pbg said:

    weird flex but ok...

    I was like “good riddance”. People out here really thinking The Clown is a good killer in the “right hands”. Anything The Clown can do another killer will outperform him in every way. Especially in the right hands. 💀

  • The more people complain about Skull Merchant the more I grew to like her. Lmso

  • Ruin Undying Penti is good for knight. I would win a lot doing that.

  • C.

    Because that’s the theme that plays when Bubba is coming. That, or when the killer is tunneling hard. It makes the chases more intense too.

  • Windows is for when you solo. Without it you often run to where you thought a pallet would be. Killer made someone else use it, and then pushed you there. It also shines mid-end game. You can find remaining pallets if you’re desperate.

    Windows doesn’t need to be nerfed at all. Most killers have add ons that apply blindness whenever they do something. So they don’t consume a perk slot... When I play pig I apply Blindness to her Reverse Traps. Trapped survivors can’t see downed/hooked players, loops via windows, teammates via bond, etc.

  • For killer I started running more totem builds. I win a lot. Especially with M1 killers. The moment I use other stuff I lose. Survivors bank on Haste to get to strong loop areas. All you need is Blood Favor, and Crowd Control to shut down loops quicker early game. Then use Penti for gen slowdown mid-late game.

  • The fact there was a whole argument about how busted Dark Theory would be if it was higher than 2%... MFT is a constant 3%. Where are the whistle blowers? Enjoying MFT… Haha.

    What I started doing? Play Knight and Skull Merchant. If players are abusing a busted Haste perk to win then just stop chasing them. Tunnel, Camp, and use killers that shut them down. You don’t get to play because you want to play with toxicity. Skull Merchant. Insta-DC. I love it. I might main her now.

    I’ve been running Blood Favor, Crowd Control, Pentimento, and Thrill on all my M1 killers. Surprised to say this works. Shut down their resources to get downs early. They take almost 30 seconds to cleanse. If they don’t cleanse Thrill relight the totems to keep Thrill strong. If they cleanse Thrill relight them mid game.

  • Add a new perk available to all survivors like Spine Chill. Which allows a player to open the hatch without a key. You have to pass very difficult skill checks for X amount of time before it successfully opens. Failing will notify the killer with a loud sound notification. Successfully doing so counts as if you exited through EG.

    That way a survivor could potentially get out of a situation where the exit gates are literally next to each other. Where the killer stands on a hill until you give yourself to them, or get impaled. Making it a perk slot instead of basekit is also very fair. You have to give up a useful power during the match for a EGC power that could become your ace in the hole. Even then the hatch could still spawn right next to the EGs. This would allow competent solo players to rank up.

    I usually run Wake Up, and Sole Survivor when I play solo. Then I use the hatch spawn add on as bait to lure the killer to the hatch. This gives me time to open it. If No Way Out triggers I have enough time to get away from that door, and hide. Ada’s move needs to be reworked to work indefinitely, or it activates when you’re the last survivor in the trial. What I noticed is her power activates when everyone else gets downed. I waste half the power while people struggle on the hook, or die.

  • I played last night on PS4. If it freezes at Initialization refresh the game. If it freezes after initialization loads let it sit there for a little while. The screen freezes because it’s trying to load Nick Cage’s cutscene. You’ll eventually hear Nick Cage talking, and then the game will start like normal.

  • Solo is misery because the game expects you to escape every single time to maintain the rank you need to stay around players that are actually your skill level. Meaning if you lose just because of a bad batch of players it’ll force you to play with more bad players. It’s huge flaw. After all Solo Q is really how the game is meant to be played. Low tier killers can never match up to player comms that allows insane coordination that renders them obsolete.

    They really need to bring hatch escapes back. Maybe make new offerings for hatch: “If there is less than X players remaining in the trial the hatch spawns.”

    Lastly allow hatch to count towards an escape. Since it does take effort, or some hatch build to even obtain the hatch. Survivors should always have this option. Usually as solo if I trick the killer by using blueprints to spawn the hatch farthest from the EG I’m next to. That way I can get EG instead of hatch, and get the escape. It shouldn’t be this way.

  • I felt like Oni is the best designed killer. He’s always fun to play as, and against. His powers are rather balanced. It gives him a form of survivor detection. His rage form grants mobility and OHKO. He has a good learning curve. If you get really good you can pull some insane plays in his rage mode. Lots of perks work with all aspects of his powers as well.

  • That’s because there’s 4 survivors and 1 killer… Why do people forget that DbD is asymmetrical? It’s never supposed to be balanced…

    It is a huge migraine to play as killer, and you don’t feel rewarded anymore. Just exhausted. I’ve stopped killer since BBQ BP feature was removed. I would only tunnel players I didn’t catch for BP. Same as Survivor with WGLF. I went for bold plays and flashlight saves. Now I run Hyperfocus builds on gens for the escape bonus.

    Instead of adding unstable perks like Eruption and Made For This… All these subpar, or trashy perks should be buffed. That, or grant huge BP gains to give players an incentive to use them over power. That’s what BBQ/WGLF did, and it was fine. Like Counterforce. For every totem you break you also get 20% stackable BP gains. This is Not Happening should also increase the odds of Skill Checks considerably while injured. No One Left Behind activates for 60 seconds when someone gets hooked, and stays in full effect after the gates are powered. Killers just need buffs to Distressing, and perks like Beast of Prey should allow 200% BP gains.

  • @Iron_Cutlass said:

    I call them Hux.

    Idk where the hell "Larry" came from?

    My friends were screaming “It’s Larry! It’s Larry!” I said “Who??” Oooh! Singularity! I was like I’ve been calling it Cloudy ever since I saw it’s biopod powers. 😂

  • I haven’t tried it yet BUT!

    Bloodlust takes 15 seconds to trigger, and if a killer hasn’t gotten the survivor by then… That means they’ll need even higher tiers…. Bloodlust simply means the survivor is outplaying the killer. The killer is losing time. So BL makes sense since DBD is based on horror films. Killers get angry when they can’t catch their prey. As any predator of any kind will arrogantly think that they should.

    Made For This is a perk that makes you faster the moment you get hurt FOR AS LONG AS YOU STAY HURT. It also stacks with Hope, Dark Theory, and other Haste perks. With Windows in a jungle gym or even worse (SWF) certain survivors are will become unable to be caught period. Survivors don’t lose anything for running this perk. They gain something insanely good just for being hit.

    That’s the issue. Multiple survivors coordinating while using this perk. SWFs will purposely take more protection hits knowing they get the speed bonus, and all manner of nonsense. In Solo I doubt it’ll do anything, but almost all players form groups to play with because they want to escape all the time.

  • Can you slap the EMP out of their hands with Franklin’s? How does the EMP work? I’ll have to play when I get home.

  • It’s because killers waste time hooking. With Eruption and Jolt you preferably want to slug.

  • @I_am_Negan said:

    Stop camping and tunneling for kills and you'll have fun matches.

    The way you're playing is to win so you'll be playing against others that are also playing to win. But if that's how you want to play by all means go right ahead.

    I did that last time as killer. Survivors bullied 3 matches straight. I started tunneling accordingly, and perimeter camping when needed. Actually got a GG from the survivors.

    Survivors understand VERY well that at some point a killer has to eliminate someone by the time 3 gens are done. The only way to do that is to engage a chase with each survivor early to see who the weak links are. Eliminate poor runners that sit on gens because they’re poor at chases.

    I use to complain about camping/tunneling when I only played Survivor. I started playing Killer consistently around Demo release. Then I began to understand WHY those methods must be done sometimes. Needless to say killers who face camp/tunnel before the first gen is done is something to complain about.

  • Wraith is only “good” when he comes right back to an unhook to punish the savior, or simply tunnel the unhooked. Especially when all the resources around the hooked person are gone. Which is what 90% of them will do.

    If a team can halfway loop they will definitely beat Wraith.

    in Wraith Comment by WaveyTrey
  • That new Toolbox perk is going to be nasty with Hyperfocus and Stakeout. You’re guaranteed 4 Great Checks depending how you play.

    I already run Built To Last with those 3 perks. So I use instruction manual to avoid unnecessary skill checks. When this perk launches it’ll allow me to recharge a toolbox again after Built To Last begins to be reduced. Nasty nasty nasty.

  • Trickster will always be worse off because the knives ricocheting should be base kit in exchange for less knives to throw. No arguing that. That way he requires a steeper learning curve as opposed to being reduced to Huntress with extra steps. All while adding encouragement for survivors to engage with him in different ways. Then make his add ons add ricochet to his Showstopper power, shatter after ricochet for splash, aura reveal during final hit for a ricochet hit, etc.

    He is incomplete without ricochet imo as there is nothing tricky about him. I stopped using him because his knives don’t bounce without his Purple add on. So you can’t even practice to play the way he should’ve been made. In theory his knives would ricochet up to 3 times with Trick Blades instead of just 1 via base kit.

  • @MikaelaWantsYourBoon said:

    Nerfing DS again? Is not the perk already dead?

    DS would work indefinitely as long as the gates aren’t powered, and you’re at death hook. The gen cooldown is to prevent survivors from abusing that ability to the fullest, which was the problem with DS. It wasn’t anti-tunnel since no one really used it to stop tunneling. They would work on gens, and body block. So how is that nerfing?

  • @jokere98 said:

    "Mettle of Man: After 3 Protection Hit events this perk activates. Taking protection hits while injured won’t cause you to go to down. The perk deactivates upon being fully healed. Upon being healed the killer can see your aura whenever you’re 16 Meters away."

    So, if 2 survivors managed to get this perk to work, they become literally unkillable?

    Imagine two survivors deliberately getting MoM to work... If two survivors are trying to get stacks they aren’t doing objectives. That’s why MoM sucks already. The only time you get MoM stacks is by dive bombing a hook. If 2 people managed to get MoM against you then you did something wrong.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418970#Comment_3418970

    3 is very nice and cannot be brush over at all. I Agree if it was any better it would be broken. I just think it not wroth the trouble. Much like devour hope it strong when obtain but still much on the gimmick side.

    I don’t have trouble getting stacks against stealth killers. Only Dredge because of Nightfall spam. If it’s a killer like Wraith I start going for rescues to place myself closer to them while their TR is up. If the survivor is running Kindred other survivors see me next to them. So they continue doing objectives.

    On a side note I feel like seeing everyone’s aura during hook should be basekit. That would help Solo a lot. Kindred would simply allow everyone to see the killer’s aura while hooked.

  • @Hex_Ignored said:

    IF you can stay on the gen uniterrupted, IF you get enough skill checks and IF you hit all great ones, then yes, the perk is good. But that's like saying fast track with 27 stacks is good.

    Yeah. The only time it sucks is when I’m fighting Dredge, or when a killer tunnels me out the match. Typically the later. I never get the time to use it along with any stacks.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418906#Comment_3418906

    if u can actually hit the max stack of 6 in row and keep hitting them u will destroy gens without a BNP.

    https://us.v-cdn.net/6030815/uploads/M2F7Y3E20UWA/20230504-005720.jpg

    I guarantee you nobody can hit that many in row without relying on the gimmick perk stake out.

    Making a specific build would have such a weakness. Like a full heal build would suck against Plague. Adrenaline builds suck against any killer who can exhaust effectively on top of using Fearmonger.

    Even with some practice I can typically get the first 3. The last are usually with Stake Out. Recently I hit 8 in a row, 5 of which was without Stake Out. It’s satisfying to pull off, and see.

    If it was any stronger, or somehow more consistent it would be absolutely broken.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418716#Comment_3418716

    It should work together with Skate Out, whats the point if skill check perks dont work with each other? Only toolbox need a rework. And perhaps Hyper focus should fixed with 2% on Great skill check instead. The perk is really bad for casual but insane for people who's good with skill check.

    I do use Hyperfocus with Stake Out. From what I’ve experienced to get good value from that combo you still have to land at least 3 great checks without using Stake Out. The idea is to maximize the progression bonuses. You aren’t really maximizing the bonus if you have to use all 4 tokens to get to maximum only to fail right after.

  • Strange enough my favorite perk is actually This is not Happening. I noticed when I’m injured my checks land on the edge of a would be failure whenever I use TISN. Sometimes I use Technician too in case the cursor lands before. As it stops the killer from being notified on a crucial gen that i’m trying to progress. Tbh I feel like more perks should operate this way. Like whenever you’re healthy, injured, or even lacerating.

  • Nope. Survivors sit there with Self Care and will heal for over a minute with Sloppy Butcher. It’s the worst thing ever. Could’ve had 3 gens done.

  • Killers simply need better perks that causes Exhaustion that are actually worth it.

    Make Blood Echo a Scourge hook. Then change it to “After hooking a survivor on a Scourge hook all other survivors are inflicted with exhaustion for 45 seconds. If the other survivors are injured they also suffer from hemorrhage for 45 seconds.”.

    Buff Septic Touch. “Whenever a survivor performs a healing action, or a cooperative action within your terror radius, sporadically hear The Entity as long as the actions persist. During that time the survivors suffer from blindness and exhaustion. The effect persists for up to 10 seconds after stopping the actions by any means”.

    Buff Fear Monger. “Whenever a survivor works on a gen they suffer from blindness and exhaustion. The effects persist for 5 seconds. If all generators are completed survivors that lose a health state suffer from blindness and exhaustion for 5 seconds”.

    Survivors can get around all that by avoiding downs by Scourge hooks, healing outside the TR, and using Vigil. Fear Monger for EGC allows killers to potentially deal with DH when it is abused most.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368768#Comment_3368768

    Is it fun to use Drones so that nobody can realistically touch a generator? -Maybe

    Is it fun to play as survivor and not be able to touch gens b/c there are drones? No

    what are you talking about. the drones do not apply incapacitated effect. weaker survivor player needs to learn something called yoyoing. You shift-W away from the killer when the killer approaches the generator to kick the generator.

    The drones are irrelevant. All they do is apply exposed. Exposed is irrelevant. Just take two furthest generator in 3 gen and shift-W 15-20 meters away. When the killer walks away, just hop on generator. you can entirely ignore drones and just rush generators. If the killer commits to you, just run as far away on generators and when you are on edge of the map, start pre-drop pallets. your team can just hard-commit to gens.

    skull merchant is a joke killer even for 3 gens. No clue why so many people have trouble playing vs non-existent killer power.

    They don’t have a hard time. They just don’t want to play any other way than to loop killers in strong areas and tbag. Adrenaline Junkies!

  • A Drone can scan multiple floors because it’s throwing off a signal. If a signal couldn’t do that then that wouldn’t make any sense. A cooldown wouldn’t stop anything. It would just make her camp that one area where there isn’t a drone until she can drop a new one.

    Against SM you have to go full gen rush. Doubling on gens all the time. Which sucks for Solo Q unless you have aura reading to find people. If 4 players are alive with a 3 gen lock SM should still lose. She can’t keep all 4 players off of 3 gens simultaneously. Even with drones that isn’t happening. Not every killer should be an adrenaline junkie where the survivors are in control because they’re kiting the killer. Sometimes the killer is in control, and you have to go to them.

  • @TigerSnake said:

    People need to stop complaining about 3 gens as there’s no way to eliminate them without severely tilting the game in the survivors’ favor. Even nerfing CoB and OC wouldn’t stop someone like Skully from doing it.

    That’s what survivors want. Don’t you know?? Haha

  • Sounds like you’re not prioritizing gens. I’ve seen players crack 3 gens in less than 30 seconds. They bring BNPs, and perks to smash the crucial gens. If you’re in pub matches not using items to escape then you’re handicapping yourself already.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367798#Comment_3367798

    Why do all that when they can just stand in one corner of the map and stall the game with significantly less effort?

    Because that’s boring. That’s why. It isn’t the killer. The player is the one deciding to play that way. People are always going to play foul by cheating. Use the most OP perks, or make the cheesiest plays to win. That will never go away.

  • Good thing about SM is she can also give players more things to do if she wanted. I’ve been using SM with totems, and it’s been fun. No DCs. She’s the only killer that can effectively run a full totem build, and everyone sleeps on that. By keeping a drone on Thrill you ensure that cleanse attempts consume survivors time. Combined with Oppression you make 3 gens regress if you see multiple players trying to cleanse. If they manage to break your totems have Pentimento on standby until after someone dies… To inflict gen penalties… Remaining survivors would have to break rekindled totems, which you would’ve placed drones around them to alert you if they try. All of that gives her the full ability to leave her 3-gens to chase players. It isn’t the killer. Players decide to play with her in an unsportsmanlike way. DBD pretty much encourages foul play from both sides.

  • @Chocolate_Cosmos said:

    So better base kit Whispers but with your terror radius music? Nope, that is not a good change Killers need. Also it could be confusing / annoying for someone to keep listening changing music since you will probably be within terror radius of someone most of the time.

    The music for killer wouldn’t change in response to the proximity to a survivor as it would for survivors up against a killer... That’s not what I suggested. I suggest the option to add a vibe to playing as your favorite killer by having their approach music play while playing. On top of that it’s an optional feature in which the volume can be adjusted. So if you don’t want it just disable the feature FOR YOU. Listen to whatever that normally plays as killer since the game’s inception.

    4 Survivors - 32M Theme

    3 Survivors - 16M Theme

    2 or less Survivors - 8M Theme

  • The only reason I like her is because her power offers so much information. Besides doctor she’s the only other killer that doesn’t truly need any aura detection. You can run all kinds of fun meme builds.

  • I’ve been using him since last night. I’ve been winning a lot. His power denies, and forces survivors away from key loops that would make most killers waste valuable time.

    What you want to do is force survivors to break pallets around key areas. Then when their options are limiting throw the henchmen at those. For example, you encourage survivors to break pallets all around killer shed. When survivors run around/in the shed you send henchmen inside to force them out into the open. You basically get a free hit, or down most times.

    Totems are incredibly powerful on Knight since you can potentially break from chase that would otherwise give survivors time to cleanse, and scare survivors off of them with his power. I see many streamers using Lethal Pursuer. Face the Darkness is almost integral to him, and maybe even most killers. You want a constant, consistent idea of where players are as killer when you make progress. Which is you hitting players. If they heal, or get downed the totem will “leave”. Protecting itself. Surprised FtD isn’t considered meta yet. It even counters Distortion.

    Knight isn’t a reflex, snap judgement killer like Nurse, or Blight. He’s more of a “big brain” killer that has to be many steps ahead. Which can be very very difficult in this game. That’s why players have a hard time using him. We’re use to killers that don’t require tact, and killer mains find such killers boring. Survivors especially since being a survivor is almost always about making snap judgement.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275480#Comment_3275480

    That's fair, but it also begs the question: why was this killer even made then? Nobody likes defensive killers. Nobody picks them (Hag and Twins have consistently lowest pick rates in the game), and survivors hate playing against them. Why make this killer at all? There are better defensive killers anyway (Twins).

    I think the criticism is fair. Players don't want to play the killer the way they're intended because it's an awful playstyle, and trying to play this killer in a remotely fun way renders them completely ineffective. I understand how to play defensive killers. I just A: don't want to, and B: will just play Hag or Twins on the off-chance I feel like doing that. Why turn the game into a 15-20 minute slog when I can just play Billy and have an interactive game?

    I know it sounds crazy, but some people enjoy playing as defensive killers. They’re the minority for sure, but that doesn’t mean they should be weeded from the game. It’s like MMOs. Healers are always short, but you need them around. Someone has to heal.

    Imagine if every killer was a hyper aggressive mobile types like Nurse, Blight, and Spirit. On console I would despise PC Hill Billy. Since their increased sensitivity allowed them to catch you almost all the time.

    I actually enjoy Knight so far despite his defensive play style. I run Face the Darkness, Haunted Grounds, Undying, and Pentimento. Mild detection that disappears when survivors heal. This makes it harder to remove. Expose when they totem cleanse. Repeated Totem effects. Debuffs when they break the totems. Works surprisingly well due to the fact you you can even hear the totems being worked on while summoning.

  • Sounds like people aren’t using the the killer right… Makes sense it’s only been less than a week…

    … His main power is to play defense. Knight isn’t aggressive despite his hulking size. To make him shine your builds have to stack more objectives on survivors. It’s obvious for Knight to be a totem oriented killer. Like Trapper, and Hag. More of what I call defense type killers. Without totems/basement to place their powers around you are begging to lose. As their chase game is dog water. They’re not offense, or hybrid type killers. Knight even has a totem power that gives away survivor locations almost indefinitely if done correctly. Slap on ToT, Ruin, Undying, Penti, Haunted Grounds, etc.

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