Yung_Slug
Yung_Slug
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- Yung_Slug
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Tough choice.
I feel bad for Rin, but... I don't think I can deal with the fact that she's all cut up.
Amanda would probably smell really bad from wearing that pig mask all the time.
Sally, maybe, but I don't want Philip to use my spine as a weapon.
I think I'll stick with Susie. Susie/Julie are the most normal ones, though I'm pretty sure Julie's taken.
If I was into men it would be Myers all the way.
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For solo survivor: Open Handed, Bond, Kindred, and Spine Chill.
You can see your teammates from a ridiculous range and you can see the killer up to 24 meters away from any hooked survivor. Spine chill gives you faster vaulting, faster action speed, and stealth killer detection.
This build works best if you're good at looping as you won't have any perks to help you in chases other than spine chill.
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Brutal Strength is a must.
STBFL is nice on Clown. Low cooldown + slowness from gas = quick down.
PGTW is great for slowing the game down, and perks like BBQ or Thrilling Tremors can help you find the right gen to kick.
For add-ons, I'd recommend solvent jug and starling feather. Jug negates exhaustion perks (except Sprint Burst) and starling feather will let you attack sooner after throwing a bottle.
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@DocFabron said:
Enduring+Spirit Fury is a must. Probably NOED cause gens will get done quickly, and PGTW to at least help slow gens as much as possible.
@AhoyWolf said:
I tried STBFL, Enduring, Spirit Fury and BBQ, you can change BBQ for PGTW, I just need more bloodpoints.
Enduring + SF won't work well in red ranks because good survivors will drop pallets early against clown.
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Ps4 nurse after nerf? O o f.
Not a Nurse main, but I would normally recommend add-ons that make your blinks recharge faster. However, since you're on Ps4, you might be better off using Spasmodic Breath and/or Matchbox so you won't have to rely on blinks too much (but at that point you're not much more than an M1 killer).
Whether you want to hone your blinking skills until you can use them well or just rely on movement speed add-ons is up to you.
As for playstyle, I'd recommend keeping multiple survivors injured to make use of your perks, similar to wraith or ghostface. You might even do well with Fragile Wheeze and Bad Man's breath to make use of your Nurse's Calling (blink to hit someone, get Undetectable for 16 seconds, blink to where you think another survivor is healing to try and get a free hit), though 16 seconds isn't much time.
Other than that, you basically just hope you get a good map and bad survivors.
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Probably not the strongest, but it's very helpful for SoloQ:
Open Handed, Bond, Kindred, Spine Chill
This build is made to know what is happening at all times to make up for the information you'd lack by not playing SWF.
The only perk that helps in chase is spine chill (faster vault speed), so you'll have to rely on your skill in chases.
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@Almo said:
I like Alert, Urban Evasion, Kindred and... something else for your playstyle. Lately I've been using Balanced Landing in that slot.
So... be immersed and get hatch when your team dies?
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@TheBilldozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1060704#Comment_1060704
You mean trying hard to stay in the top ranks is now a "thing"?
When I was Grandmaster ranked in Starcraft, there was never a "casual stroll with my training wheels on" like the players in this game seem to think they're entitled to.
You want that red rank? Sweat for it.
I produce exactly 0 molecules of perspiration getting to rank 1 as Survivor. I think my skin actually dries up.
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@Tokkern said:
https://forum.deadbydaylight.com/en/discussion/comment/1056598#Comment_1056598
Every killer relies on their powers. Moving 110 doesn't make it so. Hag is pathetic against decent survivors for a reason. She can't chase. She has a lot of fun If you deny her power,110 speed chases rock.
A good hag doesn't have to chase.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1060434#Comment_1060434
Only killer that I know of that had a different base stats than any other Killer was old Pig, her terror radius was 28 meters and her carrying speed was faster than the normal 92%, But now she is the same as any other Killer. (Talking about base stats)
Myers has varying terror radius, movement speed, and lunge ranges.
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I brought a Red Forest offering and a Skeleton Key but then the killer camped me.
What did you expect?
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@LetsPlayTogether said:
Slugging isnt outplaying survivors. Its outdoing basic game mechanics and just scummy play as killer. The only thing that needs to be fixed is that slugging shouldnt be possible like it actually is. Its not fun to lay on the ground half the game til a sweaty killer got his "will".
Downing multiple survivors in quick succession isn't outplaying them
???
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@FSB75 said:
Stressful? Killer? How? Do you bet your mortgage on the outcome of the matches?
It's a game.....lighten up Francis.
Do you not find juggling four other players stressful?
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My Freddy build is pallet add-on with Enduring, SF, Fire Up, and Brutal Strength. I also change my name to "i hate pallets >:("
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@glitterboys666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1059754#Comment_1059754
i don’t play freddy why would i care what build it is just know it’s all the same thing
You apparently care enough to complain about it.
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Sans.
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@Rattman said:
There is a theory that Wraith using a bell to travel to another plane of existence called Spirit world. Survivors also travel there during sacrifice. Entity appears from there to take survivors. You can see special effect in all of those actions: black-orange sparkles.
I wouldn't consider it a theory if the game explicitly says it in the power description.
Nurse and Wraith both travel through the Spirit World with their powers, which is why they can both be burned out of their power using flash lights.
Note that Spirit does not enter the Spirit World, but instead the Ethereal Plane.
Nurse and Wraith enter the Spirit World. Spirit's World is not Spirit World. Make sense? Of course it doesn't.
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I think Hag is actually bad right now because of some other bug, though that's only what I've heard.
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I was gonna choose sole survivor because I thought "I don't want to be a toxic OoO survivor" and then I remembered Laurie has DS.
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Maps.
They too big.
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Huntress. Any game with Huntress involved sucks out any fun I might have had that game.
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I chose randomly.
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Open.
Handed.
Run it with Kindred, Bond, and Spine Chill. You know where everyone is at all times. You get to see the killer from 24 meters away from a hooked survivor, and it buffs everyone else's aura perks. Anyone who is also running Kindred also gets the 24m killer vision, anyone using Plunderer's gets more range, etc.
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My problem with BT is that deep wounds is getting constant nerfs and it's no longer punishing. When I first played the game, I had no problem with BT because the unhooked survivor could not stop the timer from going down. But since Legion was added, BT has seen nothing but buffs to the point where it's no longer an anti-tunneling perk and is good in any situation (much like DS). There is pretty much no chance of going down from Deep Wounds unless you actually just forget that you need to mend.
If they insist on keeping Deep Wounds on BT, I think you at least shouldn't be able to mend yourself so you'd have to find a teammate to heal you.
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Survivor: Don't bring a key and expect not to be tunneled.
Killer: Don't tunnel the No Mither guy (unless he has a key or is acting cocky).
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About a third of my games are Survivor so I'm not usually toxic. I just do what I can do survive.
I will teabag at the exit gate if the killer tried to facecamp or something, though.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1053414#Comment_1053414
It can also be used to stunlock the wraith with a flashlight as it doesn't decloak you.
Balanced.
Only killers that have that kind of annoying 'counter' are wraith and trapper that aren't that strong in a first place.
Nurse can be burned (though it's not nearly as easy), and Hag's traps get obliterated by flashlights while also being soft-countered by maps.
I do agree that these counters by items (or perks like slippery meat) are a thing of the past, though.
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DCs would ruin the entire match instead of just one trial like usual, and I feel like people would DC if they get No Mither, a killer they don't like, or some other reason.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1053406#Comment_1053406
So, the fact that gens are done early game still affects emblems but not as much as it did before? Or am I missunderstanding?
From my understanding, it doesn't affect the emblem as much now because you will continue to get points after the first 9 minutes.
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@EvilJoshy said:
When this perk came out I was thinking it would reveal someones location when they hide from bbq. Then I realized most survivors aren't smart enough to use lockers to hide from BBQ. They don't want to get off the gens unless they have too.
I was using it on my nurse before her nerf. Mainly for those smart ass survivors that try to jump in a locker while I swing. I rarely got any pay off out of it so I switched it out. If there was a rise in head on users I could see some value in it.
Doesn't help that gens often hide the survivor auras anyway.
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If I'm playing Survivor, it depends on what I feel like eating at the time.
If I'm playing Killer, I don't eat anything because I lose the game if I take my hands off the keyboard for 0.5 seconds.
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From the 3.5.0 patch notes:
- Gatekeeper Emblem: Flattened score value of all remaining generators so now all generators are worth the same amount (1 point per minute) regardless of the duration that they remain in the match. Also added an additional score for both gate remaining unopened at the end of the match.
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@ZoneDymo said:
yeah no, 1 it inspires just more boring builds where people have to combine perks to gain the most benefit making the entire customization system pretty much non existent.
and 2. honestly auto didact is fine, its another risk reward perk, if you dont want the risk, just run Botany Knowledge, simple set buff to healing, but if you want to run the risk, you could be rewarded with near insta healing upon a skill check and I personally love the option of both and run both on different survivors.
So perk synergy is boring to you?
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Use it to gain an advantage. For instance, if you use pantsless Myers the survivors will be too distracted to play the game normally.
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And to think I felt bad for trying to use a MoM build. At least I use BT when I want to play suicidally altruistic.
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...is no one else gonna say it? Okay, guess I will...
This is the ideal killer. You may not like it, but this is what peak performance looks like.
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@Mang_Anwar said:
https://forum.deadbydaylight.com/en/discussion/comment/1048424#Comment_1048424
That's it, Dead Hard doesn't regenerate while sprinting, either you lose the killer or getting slugged so Dead Hard can be used after 40 seconds of not sprinting. Bait is supposed to be like that, once you get into a chase the perk activates, the perk starts on cooldown when you escape a chase or put into dying state. The main reason is that so you can get into a chase again after 40 seconds elapsed and give other survivors information about the killer so they can do gens while you are being chased.
Yep, Careful Touch can actually be a useless perk if the Killer is good at keep tracking at everything.
So Bait is an exhaustion perk? I'm not sure if I'm reading this right. The description seems to say that you can regenerate Bait while running.
Also, Careful Touch only hinders you against a decent killer because you'd just be taking longer to unhook for no reason. The icon change isn't hard to notice.
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@Mang_Anwar said:
https://forum.deadbydaylight.com/en/discussion/comment/1047947#Comment_1047947
With Diversion you must stand within killer's terror radius and not in a chase for 45 seconds before you can throw a pebble, while Knock Knock can be used anytime as long as you are within the Killer's terror radius. This can be used to fool the killer like when you are running into jungle gym and stun them with pallet you can knock on a window to fake that you are fast vaulting over it but you are actually walking into the other side to hide.
As for Bait, almost the same as waiting for Exhaustion status effect from dead hard to deplete in 40 seconds, either you are put into dying state or losing the Killer in a chase, so you can start walking and the status effect starts cooling down.
Icon on the HUD would be the same, it's just the killer won't get any notification that someone was unhooked, that's all.
Dead Hard doesn't regenerate while sprinting though. You could get found again and the perk would continue to come back.
If the icon is the same, the perk's kinda useless since any good killer would notice the icon change.
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@Zensunim said:
https://forum.deadbydaylight.com/en/discussion/comment/1047609#Comment_1047609
...you do know to get Adept Oni, you can't use any of these perks, right? 😏
Oh right. Well, OP has it now anyway so I guess they get general Oni tips.
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The problem with that is 3-gen strats would be much more nasty. And while the devs apparently want the early game to go fast, they also don't want the late game to last too long.
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Knock Knock is a bit too similar to Pebble, I think.
The cooldown on Bait is pretty much meaningless. If you're put into the dying state, 40 seconds will almost certainly pass before you're able to be chased again. You'll probably also be able to last at least 40 seconds after losing the killer.
How would the icons work on the HUD when the survivor is unhooked?
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105% is Tier 1 Myers speed. Slower than Hag or Huntress.
It would take over 4 minutes to reach 1% debuff if the survivor is less than 12 meters away the entire time, and I highly doubt the power meter you mentioned would last that long. Heck, the game probably wouldn't last that long.
If he has a slowdown power, it definitely needs to be stronger and he'll certainly need a secondary power to help him in chase. Also he'd need 115% speed.
Faster bloodlust as a perk doesn't need a downside as long as it isn't too much.
Marked target encourages tunneling, which is why they changed Dying Light.
Last Stand's aura reading for 30 seconds is way too long, and would make it impossible for the last survivor to escape after you close hatch.
Smooth sailing's effect would be barely noticeable. 3% for 3 seconds is nothing. Not even enough to outspeed the Viking with his current speed. For reference, Hope gives 7% more speed and exhaustion perks give 50% more speed.
Magic box could be used on chest builds if it didn't take 3 minutes. Also, only once per Trial is pretty weak even without the long activation time.
Spite would be barely noticeable.
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PWYF+Nemesis+STBFL is pretty good on Wraith. Also works well on Legion since you can injure the obsession with your power and leave them for someone else.
STBFL is also nice on Pig since she can ambush the obsession to keep her stacks.
Could be good on Oni because his power insta-downs but he doesn't have it all the time. So you can normal hit survivors and insta-down the obsession to keep your stacks.
Trapper is also amazing for gaining and keeping stacks. If the obsession gets trapped, pick them up and keep your stacks. If another survivor gets trapped, slap them out of the trap for a free stack.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1047789#Comment_1047789
Why is it good on Demopuppy? It doesn't affect his charge up attack.
That's why it's good. You can gain stacks easily because you can charge attack the obsession and not lose your stacks. Then, you can hit someone with a short cooldown and then shred them before they have time to get away.
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I used it a few days ago with No Mither, Resilience, and Spine Chill. Felt bad because the Ghostface could never catch me.
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@DragonOfPain said:
https://forum.deadbydaylight.com/en/discussion/comment/1045441#Comment_1045441
Oh but with the Original Mori, I could get 4K always.. It doesn't matter back then since everyone was still starting the game.. If the Original Mori was still around, trust me, The Kill rate will be 100% all the time..
If the original tiles and god loops were still around, trust me, the kill rate will be 0% all the time.
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@Waffleyumboy said:
Survivors have other perks other than the meta, they like killers are just using what they have to increase their chances of winning. Killers also have perks other than ruin, as in a LOT of them.
Funny meme, but not very accurate to the general attitude of the more sensible community members.
We don't have enough of those sensible community members.
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@ppo8820 said:
https://forum.deadbydaylight.com/en/discussion/comment/1044827#Comment_1044827
I don’t know if Leatherface knows another way to play besides camping and tunneling. Lol
Well there's PWYF Nemesis, but he needs to be wearing Smartface or else he won't have enough brain cells to use those perks.
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I don't play FPS games.
