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Zeidoktor

Zeidoktor

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Zeidoktor
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  • I thought a potential Ultra Rare could be breaking Generators by Rushing into them. If that were added on to the pallets and walls, could that make it UR worthy?

  • I've gone back and forth. I've kept Crossplay off for Killer for reasons already given. I don't mind the long wait times since I can just do whatever while I wait. Survivor I'll go back and forth since I'm semi-decent either way.

  • I generally reserve its use for DCers, since "rage-quitting" is one of the options for using the reports. I know it's said not to, but it's the choice is specifically there and they specifically did it, so...

    Mechanics like NOED, or strategies like camping and tunneling, while I personally dislike them, are still within the scope of normal play. Now if, say, a Killer tunneled one specific Survivor to death and then went AFK for the rest of the match, hindering no other Survivors in any way, that would consider reportable (specifically griefing) since the Killer went out of their way to do that.

  • If I had to guess, I'd assume it's because (I think) David came out first. If We're Gonna Live Forever was the first of the perks, it makes sense that it would be the most basic of the bunch.

  • For clarity's sake, I'm pretty sure we're talking killers that are children, not killers who target children.

  • @H3xB0rr0w3dT1m3 said:

    Did you just complain about jumpscares in a horror game?

    We can only hope they never encounter a Scratched Mirror Myers...

  • My main issue with Hag isn't Hag herself but the fact survivors rarely know how to face her.

    Many a time I've been on a hook and a rescuer just runs in rather than crouching through and setting off traps or, vice versa, I rescue someone and they don't crouch right away and/or run off triggering the traps I'd just avoided.

    One of Puppers recent videos has him expressing a similar sentiment only to immediately trigger a Phantasm Trap and realize the current Killer is Hag.

  • I've always understood that doing the center most gens first is usually good since it helps prevent most 3-gen situations.

    One tip I learned watching Puppers: Killers don't gain/build up bloodlust when you walk. Depending on the loop you can use this to delay bloodlust's kicking in, such as when you're on opposite ends of a loop and the killer is trying to mind game.

  • @InsidousEqualWin said:

    Its pretty obvious Nurse is the best killer in the game and has no counterplay. Alright so you know how Plaid Flanal ad on shows Nurse where her blink is going. I think that same animation should be on survivor point of view so they can see where her blink is going. I think this would give her actual counterplay Thoughts?

    I regard the Plaid Flannel as a "teaching addon", something that's there to help newbies to the Killer learn to use her power more effectively. The last thing such an Addon should do is also alert the Survivors to her directions.

  • Survivor: Babysitter - Tunneling is the one thing I hate running into Survivor, and so I like to use Babysitter to give anyone I rescue the best chance possible, even if it puts me in the line of fire (and for that reason I run the much more meta Decisive Strike)

    Killer: Surge. I leveled into it because a streamer who mains the Doctor, Archdruiddrey, used it in his build as a convenience perk and I've grown to really like using it myself after trying it out. Also, on the subject of convenience perks, I tried Bloodhound while running a couple of games on my underleveled Wraith and it was nice.

  • @Saucynuggets43 said:

    Recently I played around with a couple of perks and since I don’t really know much about them I just got a perk called NOED. My first match I got a 3/4 and was wondering if using it was toxic, since much of the community seems to think so. Then again survivor will be survivors.

    I feel it largely depends on how it's used. Most people regard NOED as a Crutch Perk bad players lean on because they can't win any other way.

    Which prompts the question to me of how many of those 3 kills were specifically because of NOED. But even if all three were, it's not an inherently toxic perk, nor are you toxic just for using it.

    If you did nothing the whole game and onlyb started attacking and downing people after NOED activated, or rage quit if the Survivors cleansed its Totem, that I might regard as toxic.

  • Yeah. At the very least, low playtime newbies should only be placed with other low playtime newbies, maybe raising the playtime max if the wait goes too long, but still keeping it to low playtime. Other than that, I can't think of a single good reason to do anything else. If their MMR skyrockets due to natural talent or being a player who was at for a while or something, then move them up into non-noob MMR.

    The big issue with the first attempt at MMR, as I've understood it, was that not only was it failing to do what it was meant to, it was doing exactly the opposite, creating mismatches that displeased newbies and veterans alike.

    Playtime, at least generally low playtime vs generally high, should be factored in to avoid this sort of thing as much as possible.

  • @thrawn3054 said:

    Simply change it to only active when both the killer and survivor look at one another. That might be enough to keep it from being obnoxious.

    I was thinking something like this, too. Seems the way to both provide both benefit and risk while still keeping to the theme of the perk.

  • Speaking for myself, I use DS because being tunneled is the one thing I hate running into as Survivor. Way I look at it, if the Killer isn't a tunneler, then the worst that happens is I'm at least one perk down for the game, and I'm okay with that. Worst case, the Killer is a tunneler and I can make them pay for it in some small way. For the same reason I run Borrowed Time, and sometimes even Babysitter, to give anyone I rescue the best chance possible.

  • ArchdruidDrey, a streamer that plays the Doctor exclusively, most often uses a build of Barbecue & Chili, Iron Maiden, Save the Best For Last, and Surge. Barbecue is obvious enough. Iron Maiden's usefulness to the Doctor has already been explained, too. STBFL is a generally useful perk. I think his choice of Surge is mostly so he doesn't have to go around and keep kicking gens. He uses it as a convenience perk so it's probably the most replaceable one in the bunch.

  • Upside, now Puppers has an excuse to play The Last Of Us tomorrow.

  • @Dwight_Fairfield said:

    Being a hex instantly makes it weak and likely taken out early in the match.

    Plus with lullaby the moment they get a skill check they know you have it and one of them at the least will go hunt for it. I never babysit totems. Can't afford to.

    Hence "Obviously this comes with the caveats of 'Get enough stacks early enough to be useful' and 'The Hex Totem doesn't get cleansed a minute in'"

    @Crowman said:

    Lullaby could work well with stealth killers as it would harder for survivors to pay attention to both their surroundings and skill checks. But getting 5 stacks before the hex is found and broken is tough.

    Plus Devour Hope exists which gets you instant downs at 3 stacks and works great with stealth killers as they are already strong at getting the first hit.

    Again, though, you don't necessarily need all five stacks. Just enough that any survivors not Totem-hunting need to split their attention between looking out for skill checks and looking out for you.

    Depending on the skill/confidence level of the Survivor, just one stack could be enough.

  • @DaKnight said:

    Let's see, I can use a super risky totem that makes skillchecks a little bit harder at 5 tokens.

    Or, I can use a totem that lets me 1 shot and mori everyone at 5 tokens.

    Hmmmmm......

    @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569934#Comment_1569934

    True!!! The fact that Devour result kicks in at 3 stacks is amazing, like you said one shot vs slightly harder skill checks okay...


    Keep in mind the idea is that you don't necessarily need all 5 tokens, though obviously that's ideal. You just need enough that the survivors start paying more attention for skill checks, which takes away from the attention they would use keeping an eye out for whichever stealth Killer might be nearby.

    At least that's how it works in theory. I haven't had enough opportunity to try it more seriously firsthand.

    The idea isn't "Lullaby is better than whatever", just that "Lullaby seems like it works really well with this type of Killer"

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569838#Comment_1569838

    And that is EXACTLY why they don't do it. They fear it would make those add-ons too strong.

    Yeah, I get it. It's not ideal, but it makes sense.

  • @AvisDeene said:

    I always try to play nice when I play Killer. I actually enjoy memeing around with Survivors more than I like actually playing the game. If it is super obvious that I’m a lot better than them, I’ll just 2 hook everyone and let them all escape.

    It’s different vs a Bully SWF squad. I will either do my best against them, if that means tunnel and camp, so be it, or if it’s obvious that they are far away above and beyond my level, I’ll hide in the basement.

    If they have OoO I don’t even try. I like playing trap Killers and that just ruins my match. Unless they fail to cleanse totems and risk coming to visit me in the basement after rushing all the gens......teehee.

    I'm much the same. I play Killer primarily for points, so I have no real incentive to be a jerk without provocation. If I can end a match fast I don't. I'll pay seriously long enough to get my Barbecue & Chili stacks then mess around to max out my non-Sacrifice points. If someone DCs or Suicides on hook, far as I'm concerned that's their problem.

    I remember one game I was doing a Ghost Face ritual and it was clear two people were very new. The other two dc'd or died on hook, I forget, but I contented myself with harassing them a bit for my own scores but otherwise letting them get the gens done and leave.

  • @PigMainClaudette said:

    Never considered it on Pig for several reasons. Need other perks, Huntress' perks are meme at best or trash at worst, never cared for Huntress, and of course the most important factor:

    It don't affect Jigsaw boxes.

    You know, I wondered about that. So Lullaby doesn't affect the sounds of Jigsaw Box skill checks?

    If so, that's too bad. Would have made those "skill checks happen more often addons" more help than what I'd think would be hindrance.

  • The one big objection I've seen is the Oni Minotaur skin, which is apparently $15 (i.e. 3/4 of the cost of the base game on PC) and they don't even change his Billy Club into something else. The next big one is that, if the sets are linked and can't be mix-and-matched, should they be lower cost in general, rather than the usual $10-ish for a full outfit that can be mixed or matched. Not sure on that one myself,

  • Part of me thinks it depends on whether you want to have your own perk or hope someone else has Borrowed Time equipped. use a situational perk that's all yours, or pray the other guy (assuming no SWF) brought the more reliable one.

  • As has been noted, Save the Best for Last is especially good on the Demogorgon, since he has a way to preserve stacks, provided you're good at Shred attacks.

  • @Tricks said:

    Because absolutely every generalization ever made in the history of time has always been 100% correct.

    Including this one :)

  • Unfortunately I've never made big use of the Cannibal, so I don't have anything to offer from firsthand experience. Though among the general I favor Spies From the Shadows for tracking.

  • Otz Darva had a video that might help. It offers builds based on the assumption you've unlocked no other teachable perks.

    https://youtu.be/7_yixIT0p58

    The build recommended for Leatherface are his three (Barbecue & Chili, Knock Out, Franklin's Demise) and Iron Grasp.

    The video is from before Bubba's rework though, so I cannot say how that'll affect things.

  • Is it really a win when all you did was mildly inconvenience tru's mods?

  • I imagine you're not saying who to avoid name and shame, but is there a way to identify them ahead of time and avoid them?

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1550675#Comment_1550675

    as in the first totem I find after tapping a gen is a hex totem? I'm supposed to leave the totem and run around for dull totems? Let's say I see a dull totem. I cleanse it. I run back to the hex. Lucky me, it finds one of the other totems on the map that I have no clue where they are, and it stays up the same amount of time if I'd cleansed the hex first.

    So, sure, I can prevent the transfer effect if I want to just leave the hex totem up.

    The design behind the perk is absolutely bonkers and assumes I'm meant to know where all the totems on the map are at all times. I'm not even a fan of totem RNG! I want place-able totems!

    https://forum.deadbydaylight.com/en/discussion/182997/place-able-totems-player-specific-totem-spawns

    It's stupid to tell survivors to do dull totems when the survivors are already doing dull totems and are then still pointing out flaws in design.

    On the flip side, if the first totem you come across is a dull totem there's even less reason not to cleanse it, besides easy bloodpoints and NOED prevention.

    I feel your reply misses my point though. I'm not saying ignore Hex totems in favor of dull, just that Undying's transfer effect can be negated/limited by doing dull totems as well as Hex. If the Killer's using Undying and Haunted Grounds, two dull totems is all is takes to prevent a respawn since if/when HG is cleansed it won't have enough dull totems to move to. Alternatively, if you can identify the non-Undying Hex, then you can decide if leaving it up actually is a good idea.

    Also, question I haven't seen come up, do Survivors get a notification if Undying is in effect? Survivors are usually notified which Hex is in play when its effects come up, but I haven't seen enough PTB games to tell if it comes up with this one after a non-Undying Hex is cleansed.

  • @Iconoclast_iv said:

    I'm confused. i thought tunneling was focusing a single survivor until he is dead, but i keep being told im a tunneler for hitting the survivor who was unhooked, even after downing the guy who rescued him (no camping, but rather people waiting near the hook)

    So i have to ignore the guy who was unhooked entirely?

    That's what Survivors would prefer, but your definition of tunneling is the correct one. If someone is dumb enough to unhook with you presumably right there without Borrowed Time, that's not on you. I slug off hook when I can to maintain pressure. Though I do refrain from re-hooking them. Decisive Strike aside, it's the kind of thing I personally hate running into when I play Survivor so I try not to inflict it myself.

    Alternatively, if you happen to run into the last guy unhooked while chasing someone else, which sounds like what happened in your post, that's just bad luck on their part.

    On the flip side, if you were actively chasing the recently unhooked Survivor to the exclusion of the rescuer or anyone and anything else, that would be tunneling and you'd deserve to be DS'ed in that scenario.

  • And if Survivors do dull totems it maskes it increasingly unlikely you'll get the transfer effect.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/183666/i-cant-see-cages

    That’s the point. It was an intentional change. You’re not meant to be travelling across the map for whoever you just caged. You’re meant to use the freed up time to resume gen pressure and fresh chases.

    That's my understanding. The change didn't affect anyone who played the Executioner as intended.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549789#Comment_1549789

    I... don't understand. Why would you do this instead of just hooking them and camping them right there? Sounds like a lot of extra steps to do the same thing you can already do.

    Pyramid Head's Cages of Atonement don't trigger hook-based perks, such as Borrowed Time and Decisive Strike, meaning someone freed from a cage has no defense against the Killer tunneling them immediately after being freed. That's what prompted PH players to run for the cage immediately to either camp it and/or tunnel whoever got saved/ came to save. Blinding PH to the cage's location helps mitigate that.

    A change not mentioned, but done for similar reasons, is if Pyramid Head lingers too close to a caged Survivor, the cage vanishes and respawns elsewhere.

  • @Weederick said:

    Dragons Grip combos well with Trail of Torment. Highlight the gen for survivors and oneshot them without Terror radius. Maybe decent on high mobility killers like Freddy, but more fun than meta.

    Blood Favour is useless, it runs out before you catch up

    Undying looks really fun in a full totem build. Sadly you lose all tokens, so Ruin is the best nontrap-totem to combo with. Haunted Grounds and Retribution with Undying is gonna be amazing though. If it glows, it goes.

    Undying needs a dull Totem for its transfer effect, so a full totem build wouldn't work for it.

  • @Boss said:

    I think i'm gonna have to reorganize my meme Hex: Devour Hope build.

    Undying doesn't preserve tokens, so I'm not sure how good it'll work with Devour.

  • Or give Third Seal's Blindness the same screen darkening effect as Knock Out does.

  • Pairing it with Botany Knowledge and/ or using it for Medkit efficiency, with Self-Care itself as a backup, can probably be useful, but on its own and overused not so much.

  • @sulaiman said:

    Explain how it wastes time plz, because that is nonsense.

    I think the idea is that (a) a Self-Care heal takes longer than a teammate or Medkit heal, and (b) people with Self-Care have a tendency to use it to heal before doing anything else. So if a Survivor with Self-Care is injured, rather than wait to heal and focus on objectives, safe hook saves, or what have you, they'll go off somewhere and waste 30+ seconds healing themselves.

  • @T2K said:

    Lmao. Dude if you remove the icon you can just figure out that they are from another platform by trying to open their profile xD One click m8.

    How many people would actually care enough to bother in that situation?

    @stargazer9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1542758#Comment_1542758

    Why does it matter that much though? Honestly having specific icons is pointless and may cause nothing but long queue times among other issues. If you’re killer and you see that you’ve been put in a lobby against 4 PC survivors will you stay or will you dodge? Be honest.

    Will you stay or will you dodge now?

    Will you stay or will you dodge now?

    If you stay you'll be in trouble!

    If you dodge your wait will double!

    Which complaint will you next lodge?

    Will you stay or will you dodge?

  • Fall Guys on Steam has to disable names entirely for exactly this reason, if I recall correctly.

  • @HollowsGrief said:

    They will never add a counter to DS, they don't want you to counter it.

    @Aneurysm said:

    They don't want DS to be counterable with perks. They increased the stun time because enduring countered it, then nerfed enduring to only work with pallet stuns while keeping the new stun duration. They even nerfed unnerving presence which used to make the skill check smaller.

    The thing, to my mind, is that Decisive Strike itself is a counter to Killer tunneling. Deactivating it when restarting objectives would probably help with the abuse of it. My own thought was make the timer go down faster when on an objective, so it still sees potential anti tunnel use without slowing the game (which, as a Survivor perk, or shouldn't do without good reason).

    @Orionbash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543024#Comment_1543024

    The devs have stated multiple times that DS isn't an anti-tunneling perk. Lol

    I thought the devs whole thing was that it was an anti tunneling perk post-rework?

  • Honestly it's occurred to me recently that Huntress' Lullaby is a nasty perk on a stealth Killer like Ghost Face. Get even a couple stacks on and Survivors are forced to pay more attention to skill checks, distracting them from you.

  • The simplest change I've seen suggested is make them not able to stack with add-ons like the Infantry Belt that grant additional hatchets. You get the one and that's it.

    I've also seen it suggested that it could be distance based, like Deathslinger's Ultra Rare. You get the insta-down on the far off shots.

  • @Valiant_Majesty said:

    Doc has never been OP. He just counters stealth gameplay and that annoys the ones who like stealth. Lockers are nice against him. Quick and Quiet with Head On, Iron Will and Inner Strength makes Doctor matches a... blast 😁

    ...I'll see myself out.

    At which point you pray to the Entity and its many clicky clacks that you don't run into a Doctor using Iron Maiden.

  • Rather than ban common perks, why not go the other way around and offer incentives towards equipping rarely used ones?

    For example, two perks for Killer and two for Survivor, each game you use one of the perks, gain an additional 10,000 bloodpoints or experience towards devotion levels. Do it enough games in a day or week and get a bigger bonus.

  • @BabyDweetMain said:

    I am mommy killer who has to feed baby survivors hefty amounts of bloodpoints.

    Honestly though it's really fun BSing around tbagging with survivors as Ghostface and giving them tons of bloodpoints. The "You made my day!" messages really make me happy as well.

    I once got called the nicest Ghost Face ever. With all the super sweaty killers out there, getting one who is fine with farming, or at least screwing around, is usually a nice change of pace I think.

  • @Hamster6041 said:

    I only got into the game around a month ago or so, and let me tell you, I have run into my fair share of those so-called "friendly killers". Either those that just let everyone escape, or those that are friendly to only the last survivor.

    My question to you friendly killers out there: Exactly how do you think when you are being a so-called "friendly killer"?

    Should it be a bannable offense?

    In my opinion, whenever I run into one of them, I cringe, because I know I have to complete the match because otherwise I'll get a matchmaking cooldown. And knowing that the killer is just making it too easy makes me feel... uncomfortable.

    So, what's the deal with being friendly? Is it better to be friendly, rather than actually playing the game? Is it fun? Is it... right?

    Speaking for myself, my mindset is that I play Killer primarily for points. So if there's a cake or Bloody Party Streamers offering extra points to everyone in the game, I'm happy to get my Barbecue stacks, Max out my non Sacrifice points, and let everyone escape since that's an extra 10k points for them. If someone D/Cs or kills themselves on hook, far as I'm concerned that's their problem. Likewise if someone proves a One Down Wuss and D/Cs off the bat, I'll go from serious mode to farm mode to give the rest something for their trouble and feel like I'm punishing the one who noped out.

    If I have the option to end a game early I typically won't. As I said, I'm in it for points and longer games favor that. If I'm up for a challenge or ritual, I'll sweat until I've got it then back off or at least play more relaxed. Unless the ritual is to get kills/ sacrifices. Then I'll go for the 4k since that's fairest to everyone.

    In general games, I'll play to win but I'm not super serious about it, since I'll get my points either way. I try not to play in a way I consider scummy, such as tunneling, because that's the kind of thing I hate when I play survivor and feel no interest in inflicting that on others. I usually compromise a bit though, so i don't just throw the game. For example, if given the opportunity I will slug off a hook, but I won't rehook nor impede the pickup. Basically the slug keeps pressure but rehooking immediately is just the kind of thing that would irritate me if i were in that position. The slug would too, but at least I'm not potentially taken full on out of the game.

    That's my mindset. I can't speak to anyone else.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537067#Comment_1537067

    I guess i just need to treat them as a point pinata with zero expectation to escape.

    Isn't that how you should treat random teammates regardless of platform?

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