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Zeidoktor

Zeidoktor

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  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510564#Comment_3510564

    Oh this is said in ffxiv as well. It's said by a popular saying "you don't pay my sub!!" meaning, since you are the one paying for your subscription to the game, you can play however you like, even at the cost of ruining everyone's fun and not being a good team mate.

    What do you do when the party's full health?

    What do you do when the party's full health?

    Or even up and halfway standing?

    DPS THE BAD GUYS!

    No I don't pay your su~ub...

    But when the fight takes to long it starts to rub

    All up on everybody's nerves

    And when you hit endgame it serves you right

    When the boss will wipe the party

    'Cause you couldn't beat Enrage

    - A Crap Guide To Final Fantasy XIV - Healers

  • For what it's worth, I think another Xenomorph perk, Rapid Brutality, might make a nice choice for the Doctor in particular.

    You gain a haste buff for 10 seconds after a basic attack in exchange for no longer being able to get bloodlust.

    Doc is an M1 killer so every hit is a boost and if you make frequent use of Shock Therapy in chase not having bloodlust isn't really a loss.

    Alien Instinct may also offer value since Doctor can make unique use out of Oblivious effects (Static Blast hits Oblivious Survivors). Hook someone, go where Alien Instinct revealed a Survivor, use Static Blast to pinpoint their location and add Madness to them and anyone else nearby.

    Ultimate Weapon may be useful in Whispers kind of way (tells you if someone is within a certain range of you) but probably isn't a good fit for Doctor otherwise. I'm not sure how good it would be generally unless paired with things like Iron Maiden or Darkness Revealed, or used with a killer that regularly interacts with lockers anyway. And two of them (Huntress and Trickster) have lullabies and (I think?) smaller than normal terror radii while the third (Dredge) regularly makes itself Undetectable (though that might make a fun, nasty surprise to use activate in Nightfall and force a scream as you come out of it...)

  • My own rule is a slightly modified "I am not responsible for your fun, but I am mindful of it."

    Summed up - I'll play to win, or for whatever goal I'm after in a match, but I'm not going to go out of my way to my a dick about it, or do things I wouldn't want happening to me if I were on the other side. That usually keeps the bulk of the salt away, minus the people who'd complain whatever I do and can thus be ignored regardless.

  • Nerf or buff aside, I'm pleased that the rework addressed what I considered a major weakness: there was no way to force interaction with her power the way Pinhead, Pig, or Wesker could.

    Now you ignore Condemned/video tapes at your peril.

  • Honest question: How often does the Endurance actually come up in matches? I was always under the impression the constantly active haste was the big issue.

    My thoughts on that were:

    * you gain 3% Haste for the duration of the chase in which you were injured, at which point the perk deactivates and only becomes active again once you're healed

    * Made For This does not stack with other haste granting effects, so any other, stronger haste overrides it. This work since, other then Dark Theory, every other non Exhaustion haste is stronger but with limitations (reach endgame, stay by someone you healed, etc)

  • > So when are twins gonna be removed

    Never.

  • I started some time around Clown's/Spirit's release, so I think I'd qualify as a vet.

    I haven't played much of late but I hop in time to time as the mood takes me and I keep up to date

  • @Deathlymusic_ said:

    If you think made for this is ok, I'm sorry your objectively wrong. But that being said how would we fix it to balance it?

    I have 2 main ideas with how we can do this. This first one is take the dead hard approach, where you make the perk have some form of prior condition it needs in order to be able to be used. This could be, after healing a survivor, the next time you are injured made for this activates for 30 seconds.

    The other idea, is the timer in general. Where made for this only activates for 30 seconds after being hit.

    The major issue with the perk is the lack of skill required to use it, and the infinite amount of time you get while using it. You can't have a strong perk that has no barriers.

    We can all agree the second effect for made for this is basically irrelevant, it's not a game breaking mechanic. But if you haven't played deathslinger with 4 made for this, or any 110 killer (not spirit) please do against 4 made for this. You will understand that it is just not possible to have a perk exist in these conditions.

    On the subject of barriers to the perk, one idea I had was you only get Made For This' speed for the remainder of the chase in which you took damage (or first chase upon receiving damage if it occurs outside of chase). After that it deactivates until you're healed.

    My other main idea is "this effect does not stack with other haste sources" to break up combos like Hope. Most non-exhaustion Haste boosts are actually stronger than Made For This but have restrictions so anything else would override it anyway

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504194#Comment_3504194

    It was added in the patch that nerfed Overbrine and Circle of Healing which was in mid-April, so shortly before the time period of this data. So Spine Chill remained semi-popular during the entire data period with the visual terror radius already in the game.

    However, until the Nicolas Cage mid-chapter patch it still had its own terror radius gauge and still lit up anytime the killer was within 36 meters regardless of line of sight which hard countered stealth killers. Both of these are gone now, so next time BHVR releases stats it probably won’t be in the top 10 anymore.

    Thank you.

  • Question: When did the visual terror radius become active? I'm wondering if Spine Chill has the same issue as Made For This, where the factor that determined its pick rate occurred within the testing range. So Spine Chill might have dropped in use because of the visual TR, but not enough in the time available to knock it out of the top 10.

  • @KingDeathly said:

    I play wesker you all hate wesker cause of he played to much. You all hate legion cause of I have to mend. I play huntress you all dc when I down you in the beginning of the match with my hatchets. You survivors have a issue. Stop acting like you have some favorite killer you like going up against you treat every killer like weaker you find any excuse to hate going up against these killers. Except knight and skull merchant cause seriously they can just be deleted. So really who the hell would you like me to play as some fluffy bunny that hands you out candy? Will legion in a bunny costume with a knife satisfy you then???

    I have a few I like but every now and again I'll branch out and play Killers you see less often (Billy, Twins, Demo).

    Barring those who will whine whatever you do, I think people appreciate a match against a Killer you don't see as often, win or lose.

  • @sizzlingmario4 said:

    It was a bug.

    The perk does need a buff but that’s not how it should be buffed. Perks and killer powers should stay separate.

    My idea's always been flip the tokens and give it Thrill of the Hunt rules. Start with 5/silent skill checks and lose tokens for any other totems cleansed (while losing it entriely of the Hex is cleansed per usual).

    Gives it early game power and offers a way for newer players to counter it (in order to avoid the issues that got OG Ruin reworked)

  • @Gwinty said:

    Just what the titles say.

    I now played quit a few games with the new Sadako on both sides and I am quit impressed. The devs did a very good job with her and she now feels like that haunting videotape ghost that chases you and lets you feel the dread. This is the Sadako I loved since the movies and now I finally got her.

    From the survivor side it was a bit of a struggle to get used to her. Playing like I did against the old Sadako did not work and I got killed during my first match. However next match I grabbed myself a tape early and yes, it was a bit of a struggle. Getting hit while carrying a tape is punishing but only if you already have condemn on yourself. Getting hit when you grab a tape early just lifts a lot of pressure from you and makes the whole thing a lot easier.

    My friend and I (I mostly play duo survivor) had tons of fun managing our condemn, while trying to avoid getting caught. You need to watch this and handle it a bit like a Pig trap: Do not wait until it is too late, act early and avoid getting killed. Slugging Sadakos are a bit of an issue but we managed even that (I love running Exponential or Unbreakable).

    Overall we had a blast. She felt like a danger now but still is a M1 Killer that has to play by the rules. However you need to be aware of your surroundings to not get caught in the open by her. Good feeling, she is dangerous and this is how I want my Killers.

    I think many complains come because people are to bold against her and give her too much. This is the same as playing against Oni: When you give him an early hit the match goes downhill very quickly. Same for Sadako if you let her build up enough condemn, you will struggle to recover from this if you do not act early.

    The slowdown she now can present is quit nice and can keep the match going. When she has a 3gen it gets worse (but that is on 3gens and not on her) and she will probably win (as will every killer in a good 3gen).

    The best thing is that she feels different: The mini-quest to get rid of condemn while also restricting her movement is fun and makes for a welcome change to Blight or Nurse, at the same time it does not have the "Cenobite-issue" where one teammate can send the boat over the cliff, because you can manage your own condemn.

    Later I switched to Killer.

    I ran her with a bit of info, a slowdown, one of her perks and a random fun perk (BBQ, Eruption, No where to hide, Sloppy Butcher) with only brown add-ons to get a good feeling (just a bit more flickering and invisibility).

    My first game was 2 moris, one DC and one escape. The survivor just never took a tape, I ported to get pressure on the gens and did a few chases, boom, somebody was condemned and ran into me while injured. Of course I killed that survivor and another one alt+F4 the game. Not very representative.

    The other matches where pretty normal. Some survivors still played against me like the old Sadako and got killed, some tried weird flashlight saves and died, some just had overall problems (Self-care...) and a few where quit good.

    What I noticed: Once a survivor is condemned you are an unstoppable force. You can walk through survivors, you ignore stuns and the survivor is running for their life. This is great it feels like you play that Sadako from the movies where you can not escape her. Notice however they can prevent this with ease: Tapes are very strong. Just like EMPs against the Singularity they are not optional for the survivors, they are a must have for their dual purpose: They limit my mobility a lot and keep the survivor save.

    The matches where I did not get any kills where survivors who juggled their condemn very good. Most did this by just grabbing, then quickly returning to 0 condemn after I hooked them (tape delivery later) and grabbing a new tape asap (3 TVs down, I lost a lot of mobility here...). This is fine however because the passive slowdown feels great.

    My only suggestion would be that something should be done about Sadako slugging. But that is not an issue with here, that can be said for every Killer.

    I hope that the devs do not nerf her because I strongly believe that survivors will get better against her once they are used to her. I imagine her arising to the same "issue" as pig: New and bad survivors will get killed by her, some will get moried because they did not play against her for ages but the descent ones will be fine and have a good time and only see the condemn as a slowdown (a good one).

    Overall this is a big win.

    Thank you devs for making this Killer good and giving me the right feeling when playing as her and against her. You took your time and it was worth it. She is great now and I very much enjoy these changes. Please keep them.

    Question: Do you know if the slugging Sadakos you encountered were using Ring Drawing? I don't know if anything that would incentivize slugging as Sadako beyond the normal reasons (pressure, another Survivor close by), so I'm wondering if Sadako players don't realize Ring Drawing no longer procs on pickups.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495468#Comment_3495468

    Yeah, quite surprising that people jumped the gun on that one and called a Killer weak(er) after some changes.

    @Topic:

    I have not played against her that much, but my games were fine at the moment. Granted, if there is a build which is reliable to get Condemned Kills, this should be nerfed. I see Condemned the same as Pigs Traps - some Slowdown and a threat, but not a consistent one. You should die via Condemned if you dont do anything against it, but it should not be a common thing.

    So I guess there will be more work on Sadako to not have her getting Condemned Kills on such a reliable basis.

    This, to me, is the biggest thing Sadako got out of her update. Now, like Pig, Cenobite, and Mastermind, the Onryô can now force interaction with her power. Survivors more ignore Condemned at their peril.

  • @GHOSTfaceP3 said:

    Why doesn't this game have proxy chat?

    Because of what the Player Base would almost certainly do with it.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494095#Comment_3494095

    because you can acknowledge where you had been wrong or behaved wrongly.

    I appreciate you acknowledging this :) Admitting I'm wrong is something I used to be terrible at but I'm slowly working on being more open minded and accepting of criticism.

    I haven't gotten around to trying Sadako myself yet, but to me the rework had always fixed what I personally considered a big weakness to Sadako's: there was no way to force interaction with her power the way Pig, Cenobite, and Mastermind can.

    I hope you enjoy her when you get the time! I've been having a lot of fun matches lately. Survivors being able to ignore TVs was probably her biggest weakness before the update, so I'm really glad it has been addressed.

    Are there any perks you find worth better or worse for her compared to before?

    Glad to hear someone else enjoys Gearhead! It's an underrated favourite of mine. I don't think any perks have gotten significantly better or worse on her after the update but I do think she's less reliant on slowdown perks now. Before, I was running at least two slowdown perks in most of my Sadako builds (Corrupt Intervention and Deadlock mainly) but now that she has a lot of in-built slowdown I'm finding I can get away with just one and go for either a chase or information oriented build.

    It's not a really strong perk, but I've been having fun with the buffed Coup de Grâce. Because Onryō is short and she doesn't use a traditional weapon, I've found survivors often underestimate her lunge range. Add CdG into the mix and you can get a lot of hits survivors don't expect.

    A little self-awareness goes a long way in my opinion.

    Re: Gearhead, it occured to me after its last buff that Sadako (and Freddy for that matter) get good use out of it since their teleporting is gen based, either directly (Freddy) or because TVs tend to be close to gens.

  • > Still early, a lot of survivors where with Nic Cage achivement and perks for fun, but still, survivors cant really ignore tapes.

    This alone is a big thing to me. Whatever buffs or nerfs she's gotten, a big weakness of Sadako's in my mind was that there was no way to force interaction with her power the way Pinhead, Pig, and Wesker can.

  • I'm glad to hear that Sadako is turning out better than the "The Devs did a thing! WRYYYYYY!" crowd were screaming about.

    I'm much more willing to take your word on things, @OnryosTapeRentals , not just because you seem to know what you're talking about, but because you can acknowledge where you had been wrong or behaved wrongly.

    I haven't gotten around to trying Sadako myself yet, but to me the rework had always fixed what I personally considered a big weakness to Sadako's: there was no way to force interaction with her power the way Pig, Cenobite, and Mastermind can.

    Are there any perks you find worth better or worse for her compared to before? I'd always been fond of perks like Gearhead, Thrilling Tremors, and Hex: Face the Darkness to allow for accurate teleporting. I've seen people say you can just teleport mindlessly now but I disagree, since it's still to your benefit to teleport somewhere you can pressure Survivors.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493174#Comment_3493174

    Well, I'm not too worried. Deerstalker won't be an S-tier perk two weeks from now. With two Nichloas Cages in every lobby and all of them wanting to try out the new perks, though, it's a lot of fun today.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493176#Comment_3493176

    If they want to avoid my Deerstalker, they can run Distortion or hide in a corner of a map before healing (two Nichloases did this, and it worked for one of them) to waste my time or even avoid being found altogether.

    I don't think it's fair to remove the only counterplay that perk has (which also requires me to waste an entire perk slot in hopes that somebody's running it). Slugging yourself for a free heal is supposed to be risky, not a guaranteed thing. Survivors will eventually figure out how to use it efficiently.

    Distortion doesn't work in the dying state.

  • @bearr_trap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493152#Comment_3493152

    My last match was on the 14th, hadn't been on it since. 15 minutes is the last known penalty I recall all together, not starting the day of the 14th. Its simply the last one I remember having period.

    I stand by my statement. Your break wasn't even a full 2 weeks. Even assuming your last DC was within a week or two is that, it's still not even a month. That's the minimum amount of time I'd personally expect any kind of decay to occur, so I don't think it's outside expectation that your 15 minute penalties would hit the lowest minimum possible (unless 5 min is that minimum)

  • @bearr_trap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492809#Comment_3492809

    1. I didn't have penalties to the extreme to come back to a 5 minute starting penalty..... 15 minutes at most before I took my break (that started on the 14th of this month and didnt log in until today.) How SLOW is this decay?
    2. I guess bugs will be bugs.

    So, just to be clear, your break was less than 2 weeks long? And, when you left, your penalties were at 15 minutes.

    I'm with Peanits on this. What did you expect to happen? Even if the decay were a minute that would put you at about a 4 minute penalty (I know that isn't how it works, the point is the break isn't really long enough to expect sufficient decay)

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492611#Comment_3492611

    Yeah but they can just hop in a locker if they're about to be downed and since it isn't a basic attack, they don't get any stacks

    Yeah. They can do the same thing vs Tombstone Myers. How often does that actually happen, though?

    Plus it's a hook either way long as you catch them at it and you're quick enough to avoid Head On if they have it.

  • @Seraphor said:

    If you don't want to use your mori power, it technically is a buff, you get to teleport more.

    But the mori is unique to her, without it she's just a weaker Freddy.

    It would be nice if her mori was more like Pyramids, in that it was more reliable to use instead of a third hook.

    Maybe each hook should 'lock in' 2-3 stacks of Condemned or something.

    I've always viewed getting the mori as a bonus rather than the end goal, similar to Pig's Reverse Bear Traps. Being able to pile on Condemned more easily can also create pressure* in forcing Survivors to leave gens to deal with Tapes. Makes me lament the loss of spreading Condemned when you hook someone with a tape.

    I do wonder if being able to put Tapes in any TV shouldn't be changed to "you can put Tapes in any powered TV" and trade off teleporting with making dealing with Condemned that little bit harder.

    *I tend to define pressure as anything and everything that keeps Survivors off generators for any length of time.

    @dbdcolonsteamer said:

    The rework will allow the videotape to protect the survivors. it is not cursed.

    One of the changes going into live is that getting hit with a tape gives you 2 stacks is corruption (up from 1) and destroys the tape. So it becomes more risk vs reward and also possibly removes inserting a tape between hits.

  • One idea I'd had for a Self-Care buff was "your self-healing speed can never be dropped below Self-Care's base 35%".

    While this wouldn't help with OP's issue, I thought it could give SC an interesting niche against anti-heal builds. The killer may be able to negate your boosts from perks like Desperate Measures with Mangled, Coulrophobia, Leverage, what have you, but you'll always have that base 35% speed even in the worst case.

    Another alternative might be have Self-Care remove the self-healing efficiency penalty from medkits, which I think restores an effect it once had in a prior version.

  • Very least I'd allow the aura reading to persist while the Survivor is hooked, though maybe not on the hook the survivor is on, so as to discourage stayingbe that hook. Incentivizes saving on the survivor side and gives a more persistent effect for the killer.

  • @CrusaderNella said:

    Yeah, I have no interest in Skull Merchant, but I got a daily challenge to play so I went and played her for the first time.

    While I didn't employ that strategy, I could immediately feel how it is possible. She is also just not fun to play as.

    Speaking for myself I've enjoyed her. I employ a Thrill of the Hunt/Devour Hope combo and focus drones on totem defense to make getting the totems as difficult as possible between Thrill's slowdown and the drones. Don't always win, I've had times survivors for the totems despite my best efforts/because of my mistakes, and games average about 15 minutes, which I consider normal for most games.

    Re: the thread topic, also going to add to the chorus that "I don't like this killer and what they can do" is not a valid reason to kill switch.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491067#Comment_3491067

    Most the time they do make changes from ptb to live. The thing that has me worried is the fact we haven't seen what these changes are yet. Usually they release a dev update a week before the live update telling us all the things they made changes to and what feedback they listen to. We haven't seen that with this ptb. It making me believe they not changing anything and going to release everything as is from the ptb this week. We just have to see tho but I am worried.

    Dev update is here:

    It’s been a little over a week since our star-studded Public Test Build (PTB). It’s been delightful to see so many Nicolas Cages running through The Entity’s Realm, screaming at the sight of the Killer and getting befuddled by Flashlights. As we get ready for the premier, we have been working on a few adjustments based on…


  • Simplest thing might just add "Made For This doesn't stack with other haste granting effects/ is overridden by stronger haste effects". They nixes the combo, but leaves them viable to use together, and there isn't much else haste wise that doesn't also give Exhaustion. The ones that do grant more haste in exchange for other requirements, which would override MFT's 3%.

  • @DudelPuma said:

    nah, a second objectiv for the survivor next to the gens is being created here and that's good! Nemesis's infaction should also do more so that survivor are forced to use them (only they should be usable again and again like in Singu) also in Wesker's infaction is fine if the sprays were unlimited

    Agreed. I've always thought that one of Sadako's weaknesses was there was no way to really force interaction with her power the way Pig, Pinhead, or Wesker could. Where you ignored her power at your peril.

    Now there is and it's further incentivized by the changes to cooldown if Survivors shut down TVs now being longer vs when a TV is teleported to, when before it was the reverse.

    One thing I'm unclear on, can Survivors deposit tapes in any TV or is it strictly active TVs?

  • @LiveBritishReaction said:

    For those unaware, Hangman's Trick was stated in the dev update to receive a small overhaul. It is set to become a scourge hook perk that reveals the auras of survivors within 10 meters of scourge hooks while carrying someone.

    To cut to the chase, there are two worrying things I noticed about new Hangman's Trick straight away.

    1. The activation condition is very strict. 10 meters around only 4 hooks with RNG-based spawns and only while carrying another survivor is very, very specific for something as plain as aura reading.
    2. This would make Hangman's Trick the only scourge hook perk whose benefit in no way involves actually USING the scourge hooks. The perk grants no rewards for hooking a survivor on a scourge hook. To me, this screams that it is meant to be used in conjunction with other scourge hook perks.

    With these two things in mind, I would like to propose a simple change, that would make Hangman's Trick's actual effect more consistent while also greatly improving its synergy with other scourge hook perks: If you equip Hangman's Trick, five hooks will be converted to scourge hooks instead of four. This will give Hangman's Trick more chances for its aura reading to take effect, as well as give other scourge hook perks a chance to use the scourge hooks in question.

    Thoughts?

    My own idea was enable the hook-proximity aura reading for as long as a Survivor was on a Hangman's Trick hook.

    Way I could picture it:

    1. While carrying a Survivor, the auras of Survivors by scourge hooks is visible.
    2. While a Survivor is hooked on a scourge hook, the auras of Survivors by the other Scourge Hooks is visible

    I do also like the idea of Scourge Hooks not being able to be broken just like old Hangman's Trick, or reducing the speed of Sabotaging a Scourge Hook (especially in light of the change to Saboteur).

  • @SpiritsHusk said:

    Do you mean if the generator were to get regressed to 0 when 4 BNPS have been used on it it would take only 50 charges to finish the gen?

    Basically. The way I"m understanding it, normally a generator takes 90 charges to complete. Using a Brand New Part changes that to requiring 80 charges. So that get got regressed to zero, it would still take less time than it would if you were starting from scratch normally.

  • SINGULARITY IS THE WORST KILLER IN DBD

    Don't worry, he'll only be the worst until the next one's released.

  • Since nobody's posted it, here's Puppers's memorial, streamed last week

    https://youtu.be/6epjwohvms0


  • @CrimsonMothKing said:

    I can't remember the last time I saw someone use Face the Darkness (other than me on Dredge) or Thrill of the Hunt since the nerf. As much as I like it as a perk, Face the Darkness is really awful as far as hexes go. IMO it shouldn't be a hex.

    Speaking for myself I've made good use of both. Thrill on Skull Merchant (w/ a Devour Hope) and Face the Darkness on Sadako. I've actually gotten pretty good value with FtD. Along with Gearhead it helps with accurate teleporting.

  • I can't figure out if this thread is forgetting that Made For This doesn't work when Exhausted. While this doesn't remove combo potential, it is, at least, a trade-off.

    Re: Made For This, my own ideas were either "Made For This activates when injured and stays active for the remainder of the chase in which they were injured, and can't activate again until healed", which offers counterplay (break chase to disable it) or to give it a "Bloodlust" mechanic, where it starts low but ramps up as the chase gets longer, turning it into a tool to punish tunneling rather than "get hit, go zoom", which, if I'm understanding correctly, is part of the issue people have with the perk.

    I also thought of adding "provide the boost of injured and w/ endurance" but that might exacerbate issues with Dead Hard, OTR, and possibly Mettle of Man.

    @EmmaFrostyEyes said:

    All made for this needs is to not stack with hope

    Agreed. I've wondered if there shouldn't be a cap on how much you can stack certain effects.

  • Tome or no Tome is entirely the Killer's choice to give or deny hatch.

  • @Alen_Starkly said:

    Thanks guys, those seem like builds, I'm definitely gonna try them out 😁

    The Sadako build is pretty solid. I don't always win but I get pretty consistent value out each of the perks.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464605#Comment_3464605

    Those builds seem fun, thanks for the recommendations! :D

    Also I didn't know that about the mixtape, I appreciate it!

    You're welcome. Used it in a Stealth Legion build recently (full build, Susie's+Fuming Mix Tapes, Machine Learning, Tinkerer, Dark Devotion, Monitor & Abuse) and got a 5-hit Frenzy and a gen grab on Coldwind.

  • @Alen_Starkly said:

    I love using this perk, and make fun builds around it (not even on stealth killers xD). It is definitely not a strong perk, in my opinion. But it is fun.

    The only thing that sucks is that the person who is "carrying" the effect of the perk doesn't scream. If they would scream and that would help the killer to track them and down them, then the perk would deactivate. It's not really in killer's interest to specifically pursue this person, but rather leave them be, so other people would scream and reveal their locations.

    Please make this perk make everyone scream. I really see no downsides to it.

    @DaddyMyers_Mori said:

    What's your build with this perk?

    It might be fun on skully...

    For myself I've been loving it on Onryô. My build is FtD, Sloppy, Nurse's, and Gearhead. In experimenting with it on Freddy, too.

    Tried it on a 'trap totem' build on Skull Merchant (Haunted, Undying, Retribution, + one they'll want/need to cleanse). Handy but I've been looking at other picks for that one (Blood Favor or Devour).

    @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464399#Comment_3464399

    I usually run Face the Darkness with Plaything. Sometimes I even throw in the undetectable addons on Nemesis or Legion. It can be used with other perks that grant the undetectable status.

    Random fun Fact if you didn't already know it: The extra Feral Frenzy detection given by Susie's Mix Tape works even when Undetectable, though still won't find Oblivious Survivors.

  • The occasional farming killer is a nice change of pace so I don't mind them.

    When I'm the killer I don't usually go out of my way to farm unless someone D/Cs immediately or is otherwise a one-hook wuss. Then I'll set least to easy so this week stay have something for their trouble.

    Rather than obviously farm I'll try to pay until I'm at 8-ish hooks then mess around without interfering with gens too much.

  • @HugTheHag said:

    I like Blast Mine ! I'm always like "Damn, they got me!" when I get blinded with it.

    There's no perk I think that's actively fun to go against as killer, as the perks you will notice will generally make the survivor stronger.

    The niche things though are fun, like Deception. I like Flashbang because I know it's hard to place without it being obvious !

    Nothing else comes to mind at the moment !

    Yeah. Noticing the niche perks being used tends to prompt an "oh neat" reaction vs a "oh dammit!" reaction.

  • @Iron_Cutlass said:

    My DBD Anniversary matches so far, all of these are me playing Survivor, they are all listed in order from top being the first and bottom being the most recent (any durations of time mentioned are rough estimations, I dont use a stop watch).

    • Wesker; tunneled and camped me to death at 5 Generators remaining, the hook was in a complete deadzone and I couldnt reach anywhere with the Endurance and Haste.
    • Skull Merchant; camps a 3-gen the entire match, the match lasted 35+ minutes.
    • Skull Merchant; camps a 3-gen the entire match, the match lasted 20+ minutes, random teammate DCed early on.
    • Ghostface; fun match, really good Killer, they got a 2K, and nearly got us with Blood Warden.
    • Knight; camps a 3-gen the entire match, the match lasts 40+ minutes, and we all bleed out because the Knight refuses to hook any of us and just kicked Generators.
    • Nurse; tunneled out a teammate at 5 Generators remaining, BMed everyone single person, bleed out everyone for the full bleedout timer, Killer harassed us in post-game chat.
    • Skull Merchant; camps a 3-gen the entire match, the match lasted 20+ minutes, they refused to hook anyone so half of our team just DCed because they decided it wasnt worth dealing with.
    • Knight; camps a 3-gen the entire match, the match lasts 30+ minutes and they get 2-man outed still, Killer harassed us in post-game chat for breaking their 3-gen.
    • Demogorgan; tunneled at 5 Generators remaining, Killer harassed us in the post-game chat.

    I hope people have been getting better matches than I have. I was playing with friends but some left because they had better things to do or were just getting too frustrated with the game.

    NGL, this sort of thing is why I play Killer during events. I can at least ensure my Survivors won't get a tunnel camper...

    ETA: I've also been actively cutting back on gen defense to practice other kinds of pressure (ex: my skull merchant is totem defense with Thrill and Devour guarded by drones)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461579#Comment_3461579

    Rickety pinwheel only works when a TV is currently on. At the start of the trial, all TV are turned off for first 30 seconds. When Sadako is in manifest, she emits a lullaby effect that is not affected by the oblivious status effect. It is ok. DBD is balanced around that level of play. I can completely understand 63% kill-rate of the killer. I mean you getting free mori's. Everything make sense.

    I thought you were referring to something that occurred further in than the very start, like right after a teleport or something. I know I managed a few hits on teleports, like the interrupted heal by the log pile or (I think) Zarina's first down.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461542#Comment_3461542

    The Dwight in the video got fully condemn from start to finish without you doing anything. Maybe that explains extremely high kill-rate. I wish i could just walk to people as manifested and get free hits on gens and TP to TV where survivor sits on gens. Almost nobody runs to any of pallet loops until like 8:30. Bill is only survivor on that team that semi-knows what he is doing. All the other survivor should be equipping window of opportunity. DBD is very different game depends how skilled survivor is.

    ---

    After looking at post patch screen. it makes a lot of sense when two of survivor have no perks.

    It wasn't no perks, but was still yellow and green and only 1 or 2, so your point stands

    I think the Dwight was on tape duty and Face the Darkness helped me interrupt him when I finally got him. I honestly got pretty consistent value out of each perk. (Also did you notice Face the Darkness made him scream even after I'd killed him?)

    Being able to approach while manifested may have been Rickety Pinwheel value, as well, though I mostly brought it to complement Face the Darkness and maybe prompt some survivors to go for TVs.

    My next time using that build was a 2k on Midwich. I put that more on me than anything else, since I know that's considered a good Sadako map.

  • @Reinami

    For what it's worth I've got a vid featuring a 3k w/ hatch escape, one of which was a Condemned kill, without using Iri Tape/Ring Drawing.

    I don't claim to be anything like an Onryô main or high MMR player, but you asked for a video and I can provide, so here ya go.

    My build was A Nurse's Calling, Gearhead, Hex: Face the Darkness, and Sloppy Butcher with the add-ons that make Survivors hear TVs Oblivious and Blind.

    https://youtu.be/qPfApIIvM6s


  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460358#Comment_3460358

    That sounds so evil I don't think I've ever played vs a Doctor with that build.

    Enjoy a few clips of the kinds of nonsense that you can pull with this build.


    Once I thought about it the very last build I played was the one in this video

    https://youtu.be/urCc9wpF9Qk


  • I forget my last survivor loadoit but for Killer, not my most recent loadout but the most recent that immediately came to mind is

    The Doctor:

    Hexes Pentimento, Plaything, and Retribution with Hysteria.

    Reasoning: Static Blast Hits Oblivious Survivors

  • @kcbjordan said:

    https://us.v-cdn.net/6030815/uploads/115ECQDYRZCR/cenobite-jpg.jpg

    Did missing something in the patch notes? I main Cenobite, I use Franklin's and it no longer works.

    One of the major benefits of Franklin's was that it allowed Cenobite to knock the box out of survivor's hands regardless of health state. Now it doesn't.

    I can't seem to find anything in the patch notes or anywhere else that mentions this change. I'm curious as to when and why?

    It was more a general change than a Pinhead specific change, reworking how items are categorized and having Franklin's Demise only affect Survivor items.

    Question: Does Hoarder still work with the Box?

  • @GJesus said:

    In Tome 2, Page 1 there's a challenge based around the original DH to "avoid a basic hit by a nearby Killer". However, with Dead Hard's latest reworks it's near impossible to do this as

    A: You gain no distance from using Dead Hard unless being hit.

    B: Being hit does not count as 'avoiding a basic hit'.

    The challenge seems incredibly RNG-based on the killer accidentally missing hitting the survivor because of Dead Hard's reworks.

    Does the challenge specify you have to dodge the hit with Dead Hard or simply have Dead Hard equipped?

    A lot of these you just need to have the perk on, you don't need to actually use it (I think a challenge with Hex: Face The Darkness) is the only real exception I know of)

    That said, like you say yourself this being Tome 2, I think it was made when Dead Harding for Distance a still a Thing, and I don't know if Tanking a hit asked Dead Hard in its current form would count as avoiding an attack.

    What I'm getting at is the you must likely just need to dodge an attack while Dead Hard is equipped. How you dodge it is irrelevant.

  • End of transmission worst chapter ever made

    Only until the next chapter

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