Witchubtet
Witchubtet
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- Witchubtet
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Tunneling is a weird concept due to how some players are. Like I still have an old hatred for Claud’s from the 2017 insta-heal era of DBD. So I’ll almost subconsciously target them if I see two people.
Or it’s some detective work on my part to figure out who running the annoying build that will mess with me. Then I want them gone no ifs, ands, or buts.
My current targets are flashlight guys camping pallets. It’s all mood stuff usually. Heck I sometimes tunnel because someone tried to screw over a teammate.
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@Rizzo said:
The Technical Issues section has been removed when we switched to this new forum and Khaine stepped down from his role months ago.
The Ask the Community section is the correct one for this kind of threads.
You know for how we met you’d think I would be mad but you’ve been the most helpful Wächter I’ve seen on here. I’m sure this will work itself out after a fresh install and a reset.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338815#Comment_3338815
I cant find it either right now.
bHVR why? did you kill off Khaine too?
Well I’m just redownloading the game itself. Hopefully that works. I kinda wanted to bot test my aiming with huntress
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@Emeal said:
Wait why did bHVR remove the technical difficulties sub forum?
Tried to look for it but the scroll wheel didn’t move. So I posted here.
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@Canas said:
######### like this is why I'm unironically bringing Brutal Strength these days, the average amount of pallets is far too high on maps. They need to halve their count at least otherwise survivors will keep abusing them until all gens are done and you're left with doing nothing but camping that one persky survivor who threw down every single one of them.
Before anyone bothers to say: why not switch targets then? Guess what, they ALL know about the pallets and abuse them equally efficient. I suppose it's due to Windows of Opportunity being a meta perk these days.
Also the old system of pallet spawns was better. No guaranteed pallets besides shack, main building, and side structure. Made survivors look around to see if a pallet in near.
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@burt0r said:
Well we are now in the "monitoring phase" were the devs have to "observe" the influence their qol change has on the game and only then make further adjustments.
The problem, in the past this phase could be anything from 2 to 12+ months.
Or 6 years
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/362498/onryo-s-add-on-and-power-problem
How come she doesn’t have the ability once gates are powered everyone is condemned?
Lmao combine it with NOED and you have OP build
I mean there are plenty of builds that can do the same thing. Plus that could score you one or two kills
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@Chordyceps said:
You really want to have another thing to have to split your attention between? That's what choosing where your hexes go would result in.
I want hexes to get some love too, but not with the downside of having to add another thing to the list of things I need to keep track of as killer. Kinda wish hexes would just not appear in the map at all until something that would trigger their effect happens. Except for the obvious exceptions where that wouldnt work, like Haunted Grounds.
You already do when bringing a hex you got to protect anyway, but instead of being someplace you put it now it can be in the middle of a field with signs pointing at it.
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I don’t have the message but I had a survivor a month or so tell me that my Knight build was whack but the best one he has seen. Then proceeded to give me advice on how to build a chase Bubba.
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Killers also can’t change their Selected Killer. While a Survivor can change almost everything about what they run. It’s not like it’s a huge advantage.
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Back in the old days you had to have 1 Gen left for the hatch to open. Still don’t know why they changed it to any amount. I had a five Gen game earlier and it spawned under the survivor I was chasing. Stupid RNG seems to do that often.
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@l33t said:
https://forum.deadbydaylight.com/en/discussion/comment/3281468#Comment_3281468
If it works on everyone inside your terror radius than in this case size is definitely important
Exactly what I was going to say.
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Starstruck is a good Backpack or Hook Walker perk. If you took away the oppression from it then it will be useless on everyone just to nerf it used on Nurse.
That’s not a good way to nerf perks because it’s op on a single killer. It’s like saying using Spirit Furry on Billy is op because he can build his stacks quickly. It’s not the same for everyone.
Hell Starstruck is useless on Myers because he doesn’t have a big Terror radius (0-12 meters), while on Wesker it’s amazing since his is the biggest in the game (40 meters).
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The best way to deal with it is to turn with the hit. When I attack I almost do a 360 so I don’t fall for the nuke and it resets my camera.
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Thank you. I don’t use Blight often so his perks allude me.
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Killers do have a perk to use against this but it’s very picky and has a long cooldown. Was was it called? Dragons something?
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@Wewantjason said:
The amount of survivors that claimed I tunneled when they each got two hooked, or when I ran devour or make your choice and literally had to not camp/tunnel, is insane.
Every survivor who loses bitches about any excuse they can find despite the game being entirely in their favor.
“I’m sorry I tunneled you but you see… you are wearing a brink pink jacket with yellow pants on the game. I CAN SEE YOU” was one of my favorite responses I gave to someone accusing me of tunneling.
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I’m a killer main and I played like 100 matches as survivor for the Halloween event. Hell I got to iridescent three as a survivor, but I only ever saw two camping situations. One was a Oni who was bad and face camped. The second was a Clown using a glitch.
I face camped once the last six months and it was on a cheater using speed hacks. (That don’t work if you’re trapped in my bear trap) so I think it’s over exaggerated. A killer patrolling past a survivor on a hook isn’t camping if he just so happens to pass by. Hell, Ghostface and Myers are good at catching saviors with one shot hits if they are smart.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3276329#Comment_3276329
he is weak though. artist gameplay is not effective vs fast gens. you can do same thing with brutal strength perk on the corner of maps. he is super fun to 1vs1 as survivor, but is completely pointless to play as the killer himself. you get to bully the m1 killer in chase and win every game without much effort. I think this is how every survivor main would design killers powers. The power only works in very very niche situations and does nothing/misses for 90% of the match regardless for how good the killer is at using the ability.
This is why I do not agree with Artist being 4th best killer in the game(Otz tier-list). Knight by this logic would be 5th best....
I Like a way my brother put it. “Knight feels like playing Dredge if he couldn’t teleport” sitting still isn’t a good thing for killers in general. All the Face camping bubbas and Shack Trappers shouldn’t stifle making killer powers fun to use.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3276370#Comment_3276370
When I said the guards would get more hits I didn't mean that the guard would hit more than once. What I meant was guards would get that 1 hit they can get more often.
I thought it was obvious and I didn't need to spell it out for you.
“3 seconds is not a long time for a survivor to react and get moving. Guards would get double, triple or more hits and the Assassin would always get a hit.”
That Sounds like You’re saying in rapid succession. Not that they can get more hits throughout the match. That’s why I was confused. No need to be condescending.
In that case isn’t that better than not getting any hits? Survivors still get the speed boost and the power is on a cool down. I’m not saying a hit should be guaranteed but it should be at least a 50/50 most of the time. With Survivors getting an edge if they are smart and the Guards getting an edge if they aren’t.
I’m not saying you’re wrong about those issues, I do agree that you can’t just give him everything to be amazing, but he does need work and without changing him entirely the most common way would be information denial.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3276269#Comment_3276269
3 seconds is not a long time for a survivor to react and get moving. Guards would get double, triple or more hits and the Assassin would always get a hit. If the survivor is unlucky enough to be running towards the Knight then it turns into an easy intercept and a fast down on a survivor who started healthy.
I'm willing to bet that when the Knight's power was first conceived they did it without the orb (they are lazy after all) and after some testing they realized they had to put something in.
Nurse gives lots of information on where and when she is blinking, if you find yourself "getting no information" you are not paying enough attention.
Guards can only hit once before disappearing. They are not a pop up legion. More like a pop up Trapper with lower speeds. They also scream as the start the hunt and don’t have proper area awareness so they will run though walls slowing them down. Not to mention they have music playing for the Hunt and a horn sound when they start the chase. That’s what four bits of information outside the orb itself? I’m not advocating for its removal but I can see why other are. It’s the same reason Well Ghost and Freddy are not as good as they could be. They have way too many hints to their power being used. The only one I think who doesn’t is Wrath and that’s with a iri-add on.
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The perk itself is a problem if more than one person runs it. Especially if you use things like Prove Thyself that builds up your tokens faster. If let’s say 3 people run the perk it becomes a SWF goldmine. Especially if you have Stakeout and Hyperfocus. Add in a New Part and you could finish a Gen by yourself in almost half the time.
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@ByeByeQ said:
Many people are suggesting the orb should be invisible to survivors but haven't seemed to think it through. If the killer manages to put the guard right on top of a survivor and the survivor doesn't have a chance to react it would turn it into an automatic hit, which would be overpowered and certainly not fun to play against.
He could certainly have an addon that makes the orb and the patrol "ribbon" invisible beyond a certain rage from a survivor. A yellow addon for 16m and a green for 12m maybe and they can't stack.
The issue with that argument is the fact it takes 3 seconds for the guard to start the Hunt. So even if he is dropped onto you you’ll have three seconds to skedaddle. It’s not like nurse where you get no information and can be hit almost instantly. It also depends on the Guard, the assassin would be an easy hit sure, but the other two? They don’t have speed bonuses at all.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3275628#Comment_3275628
Who isn't, aside from Nurse and Blight? I'll pick 3.
Twins before their nerf weren't even that good. Not only is the transition time terrible between attacking/downing with Victor, switching back to Charlotte, picking up, then finally switching back to Victor, making it to where hooking is basically an unviable playstyle for them, but the nerf messed up some of their best add-ons and put even more cooldowns on their power. Not accounting for misses or anything, btw, which can very easily happen because Victor's hitbox is razor thin when his pounce actually would hit a survivor, but big as a truck when any little obstacle is nearby. Couple that with him being taken hostage and countered at lockers, it's just a terrible killer.
Nemesis basically only has fast pallet breaks going for him, and sometimes that doesn't even matter. Also was nerfed btw, his best add-ons. He gives survivors a sprint burst from simply infecting them with the tentacle attack, assuming you ever land it because it has a microscopic hitbox most of the time, and now they've removed drag tech so it's gonna be even harder. His zombies make Knight's AI look good, because they never do anything half the time, they sandbag you, or they get trapped in a corner. They can also be killed and blinded. Survivors are given 4 or 5 cures to his power, meaning you have to tentacle them again (free sprint burst) just so you can use his tentacle attack for anti-loop again. He's also huge and loud, meaning no stealth or mindgames around loops. Survivors can simply crouch at a loop and the tentacle attack will always miss, because of the wonky hitbox. Again, he gets called OP for breaking pallets quick, but that's all he's got.
Pinhead, yet another nerfed killer that didn't need it, had his best add-ons ruined, and had the most unique and fun strategy in the game (Hoarder/box defender) taken from him. You couldn't really defend the box in the first place a lot of the time because of BS circumstances that are constant in the match. You have to be in range, have the right angle, not miss once, not spawn the possessed chain view behind a rock or wall, and the survivor can't solve it before you can interrupt them again. Any one of those steps fails, you lose the box and all your pressure with it. They can also simply hold the box and the chain hunt will deactivate for everyone else. Teleporting to the box, rather than giving you a chance to save the chain hunt, resets it anyway, so what's the point? The chain spawns are also awful and delayed a lot of the time, so it barely affects them. Your possessed chain, even if you do manage to hit it with lightning reactions, will not guarantee a thing, because you can hit someone with it like 8 times and maybe that gets you A hit. Since the chains instantly break on obstacles, and yourself, that can totally happen. The cherry on top is that once it gets down to 2 survivors left, the chain hunt can be active but it won't spawn ANY additional chains to go after them. Massively overrated killer as well.
It's not just you. These killers are hard to play because they have nothing going for them. And then you have people like me who play on console when these killers' control schemes and precision/reaction requirements on controller, which makes it twice as hard to play them. But regardless, I don't think I can pick up a mouse and keyboard and suddenly go from getting 0ks with Nemesis to getting 4ks. These killers are bad.
I too play on console. I main Doctor and Huntress, but use Pyramid Head during events.
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@danielmaster87 said:
Every bad killer since Deathslinger, if people don't feel confident they can win through chasing, they just camp and tunnel. It means the killer needs a buff.
Who would you consider bad? Not poking fun, just would like to see. I personally Just find The Twins and Cenobite to be hard for me to use.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/355899/the-knight-terrible-killer-behaviour
Killers are not here to entertain you.
Murder doesn't come with integrity.
And camping isn't illegal.
I Like This. I Personally don’t camp with Knight but I do respect someone reminding Survivors we killer mains aren’t npcs. We do things based out of emotion and reasoning.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3274620#Comment_3274620
"And killers are being sent to this map a lot because the chapter just came out."
It's been confirmed that this has been reverted and the map will spawn as usual until the issue is fixed.
"I think a map that's giving auto wins against M1 killers is a pretty big issue"
So let's kill switch Mother's Dwelling and The Game while we're at it.
Oh wait, it doesn't literally break the game.
I thought the Game was great for Trapper? Or did I misread the situation?
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I dont believe so. The Entity Space Program was suspended due to lack of BP.
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It does feel like it. I wonder if it’s a bug or something because sometimes I had some last up to ten seconds randomly
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@Sonzaishinai said:
So i haven't been able to play much and when i played it was mostly killer
I did not face a facecamping knight
Can somebody explain me just how he is good at facecamping? Cause i don't really see it.
His guard dissapear when you touch a hooked survivor. Seems to me that all you need to do is touch the hooked survivor and then he's just a m1 killer camping that you can easilly trade hooks with.
What am i missing that makes him that much more effective at camping?
So it depends on who is guarding him. The Jailer has a huge area around him so if a survivor steps in you now have a chance of getting hit AND The Knight knows You’re there. But as a knight player I don’t see how it’s different from using hags traps or Freddy’s Snares.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3275551#Comment_3275551
Hmm indeed, this could be a cool secondary ability or passive.
Would give him pressure. I also like the idea of him being able to tell his guards to do things when he is within a certain range. Like looking at a Gen 15 meters away and saying “kick that”
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3275494#Comment_3275494
I think the way to save the knight and to make him viable is to do away with the orb entirely. With my proposed change he had 4 ways to activate the power:
1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack
2) highlight a gen or breakable object to summon a Guard and kick/break it
3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it
4) highlight nothing and just plonk down a standard and have the guard patrol around it.
This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.
His perks are mostly ok, but Hubris really needs to be buffed to at least 30s. 20s is barely enough to close to a survivor if you are running Spirit Fury and they get to a vault, without it you got no chance to use it at all besides a once in a blue moon missplay on the survivors side.
I think it’d be cool if he can “mark” survivors with a basic attack that makes it so his guards hunt them longer.
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I mean, Ive played like 70 matches as Knight got him Prestige 5 Level 30 and the main issues I saw are his guards not wanting to follow survivors immediately and that he doesn’t have a secondary power. If he had one he’d be way better.
Give him a cleave that can hit multiple survivors and has a slightly longer reprieve animation. Maybe even let him use it to break (Only) breakable walls.
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@Grigerbest said:
https://us.v-cdn.net/6030815/uploads/SO3WKHHLENGF/1.png
So I was in the game... The match was pretty on my side... Suddenly I've noticed a weird thing...
Something about this screenshot is not right...
I'd let you guys to find out. xD
I have a video of an air swimming dead Dwight. Sometimes the realms are…. Disconnected.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3275102#Comment_3275102
Yeah, not much Unity in people who gave up. Sorry to say that.
We are a divided fan base after all. That’s what happens around here. I do wish we agreed on things but alas most changes tip the balance nowadays. Nothing comes out equal. It’s either an overpowered killer or Survivor perks that fundamentally change the game.
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@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3275083#Comment_3275083
I wouldn’t equate the Unhook notification to survivors getting notifications of teammates status. The Killer isn’t really on the same team after all, lol.
You can kinda do that with Furtive + Nemesis + MYC, but that’s does take three Perk slots (and the aura is blocked by the bubble too). There probably is room for an Unhooker Aura read Perk, as A Nurse’s Calling technically already allows for reading survivors Auras if they’re sitting under hook when you return. But not sure if reading from a greater distance is a good idea or not.
Agreed on that perk set up, but it could discourage camping if it is has a range determination. Like “if the Unhook is 25 meters from the Killer the Survivor who did the save is revealed through Killer instinct for six/eight/ten seconds.” Of course if the killer is camping it’s hard to deal with. Especially one shots like bubba.
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Removing Information would be a bad thing right? Like Survivors get information when a teammate is hurt, downed, hooked, infected, bear trapped, on death hook, and deep wounded. Removing any of these from Survivor is unnecessary, so removing the one extra information tool from killers is also unnecessary.
That being said I do wish that the loud noise notification wasn’t blocking my view of the survivors. If I’m hoofing it back there because I saw someone heading to the hook, I’d like to see the two survivors healing at the base of it, not the black void of a notification. Or maybe a perk that puts killer instinct on the unhooker? Could play Will with Make Your Choice. Kinda like how Spirit Fury Enduring got snuff with Hubris?
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@BringShaggytoDBD said:
Unfortunately not. I remember a few years back one of the Dev's said if they did stats it would have to start from the time it was implemented as that data isn't currently saved. It would be pointless because ot wouldn't be accurate for those who have been playing for a long time.
Very sad.
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I haven’t had much issues besides his guards acting like potato’s and Survivors being jerks. My Knight is Prestige 5 Level 17 Right now.
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Found another one on Family Resistance Yamaoka Estate. This time the rock was huge and a Survivor was tuning between it. Making it impossible to hit her.
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@[Deleted User] said:
Full rework. There's no way an AI power is both strong and fun. A strong version of this power will just lead to an awful playstyle (omega 3 gen and camp).
The entire way his power is used needs to change for him to viable. He can't come to a complete stop and also draw a path. It's an absurd amount of wasted time for the payoff. It's not responsive at all either. The power doesn't even activate half the time when I click M2 because I haven't been stopped long enough or I'm too close to something. It just feels awful. I'm sorry. I'm trying to be constructive. Give players the ability to channel and set a guard while moving with the CTRL button like a Freddy snare. I don't always want to draw a path and it absolutely kills what little chase ability he has when you have to come to a dead stop at a tile and briefly draw a path to deploy a guard.
The killer essentially has no power currently. Let's use Oni, just as an example. I collect blood orbs and then I gain the ability to traverse the map at high speeds and 1 hit down the survivors. The Knight comes to a complete stop, draws a telegraphed path, spawns a guard that might-but-maybe-doesn't yell "ARGGGGGGHHH" and trots slowly in the direction of a survivor. 2 of the 3 guards are literally incapable of catching up to the survivor before the power runs out if the survivor simply runs in a straight line. Again, just as an example, the Oni downs survivors in 1 hit with direct control over the power. The Knight spends a lot of time to summon guards that yell at the survivors and usually do nothing to injure them.
Should the guards be faster? Probably. Should everything the Knight does with his power be faster and more fluid? Probably. Will it even matter? Probably not. I just don't think this power will ever work. I think it's already in rework territory.
I feel like if it worked kinda like the Twins it’d feel better. The Knight stops to use his power but he has a different vision and gets a few seconds of Killer Instinct when drawing his path. The guards should also be a more persistent threat. Like a mix of Hag and Nemies zombies, give them Lightborn but have the current patrolling guard stay there until he is taken away in a hunt or flash lighted.
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I’d like him to have a secondary attack. Like Demi.
edit: I actually change my answer. I’d like him to tell guards to break things with his LT or LB so he doesn’t have to go into his stance for something like that. I’d also give one of his guards a faster moving through objects speed.
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@dbd900bach said:
I know everyone is having fun saying how weak the new killer is, and all the bugs he's released with, but I actually want to know what's been working so far.
Add-ons, perks, tactics, the works. What's been working for everyone playing The Knight?
I use Spirit Fury, Enduring, Brutal Strength, and Hubris. Also good side the hunt time increase add-on with the Assassin x2 add on. Got Knight Prestige 4 Level 30 with that build.
A good thing to do is controlling the Maps he is sent too. He isn’t that good on his own map due to its size or on the Artists map, but on the Game or Red Woods (specifically the Mothers dwelling) he can force survivors into situations where the must choose to either get hit by the guard or get hit by him.
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@Stormtytan said:
Ohhh, you want to shut down pallet loopers? Go with the Doctor, with one of the fake pallet addons. Then just destroy every pallet they're stupid enough to throw. They won't know which ones to trust and which ones not to. And then there's the shock to prevent them from throwing it in the first place. <insert evil grin here>
My friends hate it when I play the Doctor.
And the screams. Soooo many screams...
Hit them with the Merciless Storm too. Ruin their Gen monkey builds.
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@Buffy101 said:
What killer is best for handling annoying loopers and pallets? I do like Clown, Artist and Freddy but you can only use his in the dream world. Any other recommendations?
Right now? Knight with Spirit Fury, Enduring, and Hubris.
His guards chase while you attack from a different angle and the perks will let you eat pallets
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I think he needs some sort of movement add-on. Like “If the survivors escape the Hunt he gains Haste for 15 seconds” since the jailer one does give him a 10% boost but also doesn’t feel like he is moving faster.
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@[Deleted User] said:
Opposite for me. I only had time to play one killer game. Thought I would try for the adept. Got a 4k but two of the survivors were left to die on second hook and another died on the second hook so I assume the tried to unhook themself. So of course I didn't get enough hooks. The couple of survivor games I played weren't much better...
I had the same thing happen to me. I did thankfully get it and met the coolest Ash player ever.
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@Aurelle said:
Yeah it definitely does feel huge. Even as survivor it feels like you have to run a marathon to get anywhere.
Pallet placements are strange too, found one where it was three within a 15 meter radius. Good thing I’m running Spirit Furry Enduring Hubris.
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@Aven_Fallen said:
Prestige does not matter. Just ignore it.
Even if you see a Prestige 1 Vittorio, this does not mean that the same player does not have a Prestige 100-Meg. So guessing how experienced people are based on prestige does not work.
Furthermore, it is way more likely to encounter high Prestige-Survivors, because all Survivors play the same so many players only have one Main Survivor and dont play the other ones. Killers on the other hand play mutliple characters, meaning that their prestige Levels are increasing less per character, but more overall.
It matters if I can tell what they are running based off of items and clothing. In my experience the flashier they are the more BMing they’ll do. So a level 60 Survivor dressed up like a circus? I know they are going to be a problem. I’m just wanting to get used to this new guy without having some Ming finish a generator with 30 seconds because of new part a d hyper focus.
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@ColonGlock said:
DBD is an old game. Not many new people compared to the invested player base. The new prestige just makes them more obvious.
I’ve been playing since 2017, just seemed odd that a few days ago I got 1-12’s now I’m mainly getting 20’s-50’s. My rank 1 knight isn’t really up to scratch when I’m trying to adept. Especially when you get a 4K and it doesn’t give you full devout.