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Zeidoktor

Zeidoktor

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Zeidoktor
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  • @Maperson said:

    Can anyone send me patch notes please?

    This article was created from a community discussion. The Tools of Torment Mid-Chapter Update is quickly approaching, so that can only mean one thing: It’s time for another Developer Update! In this series of posts, we cover some of the biggest changes and additions making their way to the game. In this edition, we’ll dive…

    For Billy in particular:

    Less overheat while revving, more while sprinting. Nerf to Engravings addons.

    @BlueHorkew said:

    Yep, nerfed Billy and buffed nurse.

    Bhvr's evil knows no bounds

    Honest question: how often did Lightburn come up with Nurse? This is more a buff to Wraith, minus losing unique use of Hubris

  • I wonder if there shouldn't be some way to regain tokens, like start with 4 and gain one for each unique survivor hooked for a total of 8 potentially.

  • @stvnhthr said:

    When you play do you care about other player's experience or do you just go for yourself? I'm amazed at the number of players who play in a truly selfish manner. Am I the oddball for trying to make sure others have fun? Does dbd breed selfish players?

    I try to be mindful of other players. When I play Killer I don't tunnel as it's the one thing I hate encountering as Survivor. I try not to use builds I know cause a lot of complaining, most recently favoring totem defense over 3-gen defense on Skull Merchant.

    I tend to treat Survivor games more seriously than Killer, I think because I don't wanna be the one who screws it up for the team. I'm not much of a flashlight user outside of rift challenges or occasional whims, I don't teabag, and I don't go out of my way to harass a Killer unless they're being a tunnelboi or I have a reason such as distracting from a death hook teammate.

    Nontheless,I do play the game with intent to win. I'm not going to throw the game because killing a survivor might upset them. At most I might let survivors go if there's an immediate hook suicide or DC, or if there's party streamers or equivalent in play, or give a killer who got completely rolled a kill. Basically try and make sure they get something for their time and trouble.

    My general mindset is "I am not responsible for other players' fun, but I'm also not going to intentionally ruin it."

  • @LePipes said:

    She is still atrocious to play against if the killer is smart and again she can still plop down a 3 gen or guard a hex totem quiet easily with it. If there is no 3 gen involved then yeah still a quite weak M1 killer.

    It feels like her "buff" was more of a bandaid that did not help the gaping wound it so desperatly tries to cover.

    The changes possibly synergize quite nicely for totem defense, especially if you toss in Thrill of the Hunt. Guard totems with drones drone goes down that's your signal to defend it and the haste+Thrill make you better able to stop the cleanse

  • @Davenport916 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377689#Comment_3377689

    Terminus gives way more value than you'd think. Try it before you knock it

    No knocking intended. I'm not one for endgame perks so I haven't tried it myself, but I can see where it's got potential.

  • Terminus seems redundant but I do like that idea if the Gotcha moment.

    I can't recall the full build offhand (I'll see if I can check my game once I'm home) but one I've tried revolves around Scourge Hook Gift of Pain. It occured to me Plague gets unique use out of this one by adding to the catch 22 of facing her. If they don't cleanse they bleed more making fire slightly easier tracking. They do cleanse, they get smacked with Gift of Pain's slowdown. I recall thinking of it as an alternative to Thanatophobia. I think I also used the Black Incense/Lethal combo, as well.

    ETA: I'm not 100% but I think the build was

    Lethal Pursuer, Floods of Rage, Gift of Pain, and Devour Hope w/ Black Incense

    Devour was mostly flex perk while Floods was there to work with the aura reading and Scourge hooks already in play. The idea was slowdown while healthy, increased danger while sick, and Devour as my own little Gotcha.

    If not yet tried a build with it but I've thought Dying Light might also be uniquely useful for Plague since her power negates one of the perk's downsides (faster healing by the Obsession)

  • @PrincessCalla said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372515#Comment_3372515

    I was downed and then they hooked me. btw thanks for the replies guys! I didn't realize they could kill us in frenzy, they were doing it right off the bat though, they hit me once, and only me, put me in deep wound, then killed me (as in picked me up for the hook) after not switching modes if that makes sense :O

    If you're the only one Legion hit during that Frenzy they should not have downed you. If you were the fourth person hit they could down you on hit 5. This was part of Legion's last big update.

    The Legion can pickup and, I think, grab while in Frenzy, though doing so ends Frenzy.

  • @Gamedozer7 said:

    I've been playing a good amount of the Skull Merchant and having some serious fun with some non 3 gens builds from mrgimms and spookyloopz. I wouldn't say she's super strong but I'm winning around 50% of my games but been having fun in almost most of them. Wonder if anyone has any other builds to try out.

    MrGimms: https://youtu.be/GjHprpLvPaM

    SpookyLoopz:

    https://youtu.be/MaPx7IpOfl4

    Hexes Thrill of the Hunt and Devour Hope, Iron Grasp, Flex Perk (I use Deadlock). Can swap out Iron Grasp if you prefer but I like to use it so I can hook away from drones.

    Rather than gen defense, dedicate a couple drones to totem defense. A drone goes down you know the totem is in danger and Thrill buys you time to save it, which is why I pick it over Undying.

    I've used it a couple times to decent effect. Got 4/5 stacks each time, reasonable length games (~15 minutes), and 3Ks both times (one person I gave Hatch, second legit beat me to it)

    Addons I was using lower cooldown to reactivate drones and increased active time. Though I realized Claw addons like Powdered Glass might be better since you're Incentivized to go after survivors who disable your drones.

    For that same reason the upcoming Skull Merchant changes should synergize well with this build.

    A variation I have not yet tried myself, guard the totems but they're all traps like Haunted Ground or Retribution

  • My issue with Hubris is that, to get value you need to be stunned by a healthy Survivor, when most stuns are performed by injured survivors

    That's why the only killer I've tried Hubris on is Wraith, because Lightburns count and are one form of stun as likely to be done be healthy survivors as injured. Even then, though, the one time I really got value out of it was stopping a key escape after a pallet stun.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374980#Comment_3374980

    The other problem is that survivors have no reason to mess with tapes.

    Her TP cooldowns is bigger than the survivors removing tapes. She also has all the info if a survivor takes a tape.

    So basically, right now survivors removing tapes is only to stop her from TP in the end game, because otherwise is a death sentence.

    My guess is that the condemned mechanic was supposed to be a slowdown similar to pig traps. But right now the balance of condemned is all out of wack. Its hard to create pressure with condmned without using the slugging condmned build and survivors are heavily punished for interacting with that mechanic. So what would be a nice slowdown is just an afterthought.

    It would be nice seeing a slight rework to make the mechanic more interesting, but she is functional and not problematic. Which really shouldn't be something to praise, but someone at bhvr thought people would react positively to Skull Merchant

    Hence forcing more Condemned interaction. That in turn will force interaction with the tapes.

  • I tend to agree the the key to buffing Sadako is forcing more Condemned interaction.

    One idea I had recently is something akin to original Doctor: Survivors in range of her terror radius when she's Demanifested gradually build up Condemned (much like old Doctor had a stance that made Survivors in his TR build up Madness). Demanifest hits can also grant some. The key point is tying buildup of Condemed to use of the Onryô's power.

    You'd probably have to tone down the effects of full Condemnation for this, since it could result in high Condemned more often. There you could maybe mix Skull Merchant and Pyramid Head. Something like fully Condemned survivors become exposed, or some other negative effect, and can only be insta-killed on death hook.

  • @Xendritch said:

    I think it depends on the killer your playing and tailoring the killer you play and your perks to your playstyle. A lot of people will run 3 or 4 slowdowns but personally struggle a lot more when I run builds like that and not to mention find them dull to play. If you're struggling in chase more slowdowns arn't going to make you better in chase. I find myself running brutal strength, bamboozle, and STBFL a lot because I play a lot of m1 killers and often need the help in chase and once I get a few quick downs that momentum usually helps me more than any regression perk does most of the time. When I do want slowdown I'll use Brine a lot sure but honestly Plaything/Pentimento is my favorite slowdown combination because it wastes so much time and gives you time to breath while they look for totems.

    Ultimately it's up to you to find the answer for yourself. The best advice I can give is just experiment a bunch with different killers and perks and really think about what your playstyle is and what is the most fun for you when you play killer because you're much more likely to succeed if you enjoy what the gameplay loop you're engaging in. If you want more help you can give a rough idea of what your playstyle is and I can give suggestions off that.

    This. Using the most meta build in the game doesn't mean jack if it clashes with your playstyle or otherwise can't make good use of it. For myself I've gotten value from STBFL but don't really like managing the attacks too much for M1 Killers. Alternatively, look at any OhTofu video where he tries to highlight a gen kicking perk. He loves chases and doesn't typically kick gens, so he tends to forget to use those kick perks.

    My own niche where I have fun is unconventional stealth builds. I've had decent success in matches where I'm mostly loaded with stealth perks and addons more than any slowdown besides maybe Deadlock, my own slowdown of choice. Few things put the pressure on like wondering if Wesker, of all people, is about to sneak up on you.

  • @TheWheelOfCheese said:

    As others have said, Lethal Pursuer is good at the start. You want to look for a group of survivors who all run to the same gen and head there -- pushing 2-3 survivors off of a gen at the same time is efficient. If you can hit one pretty quickly, head back to the gen because the odds are someone else jumped back on it. If you hit them, too, now you're keeping multiple people busy at the same time.

    Discordance can also help with this. You should almost always prioritize gens with multiple survivors on it for the above reason. Pushing 2 survivors off of a gen in one trip is better than pushing one survivor off in one trip.

    Slowdown doesn't have to be gen regression. Every second you keep a survivor from being on a generator is just as good as a second of regressing a generator. As an example, consider running A Nurse's Calling with Sloppy Butcher. Not only do heals take longer, if you can catch someone healing and interrupt them, the mangled effect from Sloppy will waste all the time they put into that heal, even if you don't ultimately down them. That's time they have to spend healing again, which is time spent not doing gens.

    I feel this is a very good lesson for Killer players. Gen pressure is anything that keeps Survivors off gens. When I play Demogorgon I use the addons that make dealing portals take longer and put one or two in plain view. When I play Pig I ignore head-trapped survivors except possibly to keep them injured because at that moment they're the ones I least have to worry about. Likewise if I'm Twins and someone tries to hang on to Victor; be my guest, I can recall him whenever and I'm the meantime they can't do gens. Survivors realizing I'm on stack 3 is Devour Hope will send them hunting for totems and keeping them off gens.

    That's why pre-basekit BT, while I avoided tunneling off hook because I hate when that's done to me, I'm not above slugging off hook if the opportunity arises, or giving them a smack to force the mend. That delays their reentry in the game by ever so much.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374214#Comment_3374214

    I thought the scourge one seemed too weak before I even got to the part of it deactivating another scourge hook when it creates one, which made it even worse. Seems ways too weak, I couldn’t ever see running that.

    Lullaby also seems too weak. I get we don’t want it to be too strong against bad players but that seems useless against most everyone else that’s decent. I feel like any skill check perk is doomed to be too good against bad players or too bad against good players. Skill checks are so easy that you’d have to make them ridiculously hard to have any value against good players. Good example of this is merciless storm. It’s made to not be too hard for bad players which is why it’s useless against anyone even decent.

    That beast of prey idea seems okay I guess for helping new players that are bad at chasing but overall useless to everyone else. It’s there to help people that are playing bad.

    Overall none of these are good enough that I could see any time I would want to run them.

    Re: Scourge Hooks, Monstrous Shrine aside you only ever get 4 Scourge Hooks. From that angle it makes perfect sense to lose one to get one. The trade-off is you get to place a Scourge Hook in a location of your choosing. Given the common issue I see noted with Scourges is the Hooks' placement, it's quite easy to see someone choose this perk. The aura reading is mostly to extend its existing effect beyond the basement, again like Monstrous Shrine. I used Hangman's Trick's numbers for convenience so don't take them too seriously.

    Re: Hex, in exchange for a Hex that might get destroyed before it has a chance to ramp up, you get one that potentially offers immediate value if you don't face someone that's decent and likely even if you do. It also buffs impossible skillcheck builds, a niche Lullaby already sees frequent use in.

    Also worth noting is that Huntress is a base game killer, meaning these are perks everyone can get access to. That likely gives starting players a wider range of viable perks to choose from, where otherwise the main reason to level Huntress is enjoying Huntress.

  • @Gamedozer7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374016#Comment_3374016

    I've stopped playing her because if you don't 3 gen you pretty much lose. Even playing chase builds or gen defence but not going for a 3 gen right away I end up having to go into a 3 gen to win around 1-2 gens or I'll end the game with 2-3 hooks. Atm she has pretty much nothing but hold 3-4 gens and then see which side is more stubborn.

    I honestly can't stand 3 gening and end up just giving up and letting the survivors finish because I'm bored.

    If it helps I've had some luck with a totem defense build w/ Thrill of the Hunt that the coming changes to SM will synergize well with (Thrill, Devour, Iron Grasp [to hook away from drones), Flex Perk [been using Deadlock but might try Face the Darkness next time]).

    It's similar to Demo's Devour build, Pop a drone to guard totems. It goes down, book it to the totem to interrupt the cleanse, counting on Thrill to buy you the time to get there.

    @EmpireCity830 said:

    I think the reason is that survivors have been using the "solo gen" strat a lot more often. I use it in survivor games even without a gen rush build. Basically for those who don't know, if survivors work on a gens individually meaning 4 survivors each work on one gen by themselves at the same time gens will fly. By the time the killer finds, downs and hooks 1 survivor 2-3 gens should be done or really close to done.

    It's really annoying to deal with as killer and very boring as survivor. They need to give survivors something else to do.

    I know deadlock and corrupt exist but there are times where these perks do basically nothing.

    Something has to change soon cause survivor is boring af at the moment and killer is really stressful.

    Being honest stuff like this is exactly why Deadlock is my crutch perk of choice.

  • I tend to go Blast Mine for stun challenges, myself.

    They're could also be an element of goading the killer into a chase.

  • @hermitkermit said:

    I understand the intent behind “You’re not responsible for making the game fun for the other side.” But if everyone has the same mentality of “My fun is the only one that matters.” How will things ever get better?

    Speaking for myself I take the view of "I'm not responsible for other peoples', but I am mindful of it." Meaning I won't go out of my way to ruin other folks' games if I can help it.

    I try to pay attention to what people like/dislike going against and try to play accordingly. Example, rather than 3-gen w/ Skull Merchant I go with totem defense.

    I think about what I hate running into on one side and don't do it when I play the other. I hate running into a tunneling Killer so I avoid it when I'm killer (though I'm not above slugging off hook or immediately slapping someone into Deep Wounds for the sake of pressure)

    If I'm killer and a Survivor quits or DCs early, I'll get everyone to 2-hook if I can and otherwise farm/let them go. I'll do the same if more than one BPS or equivalent is in play. Let folks get their points.

    Even if I play nice and still win, I'll get people being salty. I won't worry about them because nothing I could do besides let myself lose would please them, so screw 'em. But I've had plenty of nice post-game chats with people even after I've won.

  • A thought occurs, would Face the Darkness be an option in this build given it also benefits from TotH's slowdown, preventing it being cleansed before a scream hits?

    On the other hand it stops being as useful once Devour hits the one-shot stage, since it can't really be activated anymore, so maybe no?

  • Part of what can be done will depend on which killer you're playing and what's at your disposal. A video I like (see below) offers a general build of one early game perk (Corrupt Intervention, Lethal Pursuer, or Deadlock), one power optimizing perk (varies by Killer) and two slowdowns. I'd recommend Corrupt and/or Deadlock if you have access to either. They'll keep gens from getting done too early or in quick succession. If/when you're able to get early game downs more reliably you can swap out Corrupt.

    For M1 Killers like Ghost Face, Clown, Wraith, etc, this slowdowns are Pop Goes the Weasel and Jolt. Jolt so you don't necessarily have to kick gens, Pop so if you do, you get at much for it as possible.

    Killers that down with their powers (chainsaw bros, Huntress, Blight, etc) have Call of Brine and Eruption. The vid was made pre-Eruption nerf, but its inclusion is because it does for these killers what Jolt does for M1s: Turn your downs into regression.

    Killers that force alternate objectives on Survivors (Pig, Cenobite) have Hexes Plaything and Pentimento.

    https://youtu.be/i9q8eKYNdY4

    In general tips one issue I sometimes see is Killers overcommitting to a difficult chase. If a chase is taking to long don't be afraid to break it off and seek easier prey. A good survivor will do anything in their power to waste your time. Don't let them.

    Also one tip that I feel has helped me is to remember that gen pressure isn't just slowdown. It's anything that keeps survivors off of gens. Sloppy Butcher is pressure because it makes taking take that much longer. Hooking or slugging a survivor is pressure because it potentially forces someone to leave a gen and go for the rescue. Having two survivors in chase at once is pressure because that's two survivors not on gens.

    When I play Demogorgon I'll occasionally put portals in plain view because Survivors will stop to break them. When I'm Pig I'll leave head-trapped Survivors alone because they're the ones I least have to worry about. Likewise survivors in tier 3 madness as Doctor, I'll get them if I can but won't go out of my way if there's a less mad survivor available, because that one can do gens if I leave them while the other one at least has to Snap Out of It first.

  • @Blueberry said:

    -Killer edition-

    There will be a survivor version to follow.

    Disclaimers:

    1. These are not necessarily the "best" changes possible, but simply the best changes for the least amount of developer time invested. Trying to get more perks into the viable category, ie buffing/reworking weak perks that are barely used. This isn't a post for nerfing any overperforming perks nor is it implying perks don't need nerfs. We're just focusing on weak ones here and diversifying the meta by giving more perk options.
    2. I will be constantly updating/changing/adding to the list as I have more time and as feedback is received. Please stick to constructive criticism for changes. IE, this is good or bad and why.
    3. Keep in mind that even though some of these may seem heavy handed that they are competing with regression perks for a perk slot. They need to be close in terms of the amount of time saved to compete with those.

    Nurses Calling: 28 meter range ----> Now 32

    Not a bad perk, but still rarely seen. Not a significant buff, but a little. I also think with how good Distortion is it's very hard for aura perks to ever get too out of control as if they ever got meta Distortion can completely shut them down. For this reason I'll be a little more giving in terms of buffing aura perks in general going forward.

    Awakened Awareness: Return the few seconds of aura reading extension after carrying a survivor.

    This was originally removed because of Nurse. However, we shouldn't be building/nerfing an entire game around 1 single killer, that isn't good design. Nurse needs changes separately.

    BBQ: 4 sec aura reading ----> Additional effect: the minimum range for the aura reading will shrink slightly for each unique survivor hook.

    Since the removal of the BP bonus this perk has basically disappeared. This further encourages "fair" game play. It's also competing against gen regression perks for a slot.

    Beast of Prey: In addition to its current effect, gain Undetectable for 10 seconds after dropping a chase.

    Triggers very often but for a very short duration. Gives some potential target swapping mind games.

    Blood Echo: 45 sec duration ----> 60 sec duration. Removal of the cooldown.

    This rewards a killer for applying split pressure instead of tunneling people out, this is the kind of game play we want to encourage. Also has the counter play of simply healing.

    Blood Warden: Should be active as soon as the gates are powered, not open, but doesn't start the 60 second block until the gate is opened. In addition there will be a gate block of 15 seconds added for any future hooks. If it's currently blocked this adds to the timer and if it's open it just blocks for those 15 seconds.

    Punishes them for 99'ing the gates and encourages them to open immediately.

    Bloodhound: In addition to its current effect it now gives blood aura reading at a very short range, something like 10 meters.

    This perk is basically non existent and this might give it some actually tracking use for people that stay injured or mind games at loops. It also makes blood last significantly longer so the blood auras aren't going to be super accurate all the time. This ideally isn't helping you mind game at loops because of how lingered the blood is, it's more of a way of knowing where injured survivors are that are near you but further than hearing range.

    Brutal Strength: 20% increased break speed ---> 30% break speed and ups the base gen kick regression to 5%

    Pretty underwhelming perk and still not used enough. Little umph.

    Claustrophobia: Instead of vault locations being blocked around the completed gen they will now be blocked for the duration around the killer.

    Give it more use since you rarely need vault locations blocked around a gen already completed.

    Coulrophobia: Effect will linger for 10 seconds after leaving the killers TR.

    A lingering effect like this needs to honestly be applied to almost all aura effecting perks to make them more consistent. People don't heal in a killers TR.

    Coup De Grace: Now gives tokens per gen and hook.

    Just a terrible perk. Giving it a little more consistency. Everyone hates the current token system.

    Dark Devotion: Undetectable on Obsession hit is currently 30 seconds -----> 60 second duration

    Not rewarding enough for the inconsistency of the perk.

    Deathbound: Remove the range requirement.

    It still has the counter play of staying near the person you healed to prevent it from triggering.

    Deerstalker: 36 meter range ---> No range limit and slows slugged crawl speed by 20%

    Dissolution: Remove the 3 second delay on hit for the perk to activate.

    Needs more consistency, you're rarely getting value.

    Dragon's Grip: Cooldown of 80 seconds ---> 40 seconds

    Dying Light: Remove the healing and unhooking bonus to the Obsession and the perk no longer deactivates when the Obsession dies, the perk simply freezes wherever it was at with tokens and you can't gain any more.

    The perk isn't good enough to warrant all the downsides it has. It needs to be a perk with very little effect early on and only becomes noticeable if you can keep the game going long enough.

    Fearmonger: Duration of 5 seconds ---> 10 seconds

    5 seconds of Exhausted is basically worthless as you can easily lose this mid chase.

    Enduring: 50% stun reduction ---> 70% stun reduction and is now active even while carrying a survivor.

    Fire Up: Just upping the numbers to actually matter. 4% ----> 8%

    This now makes the percentage actually relevant and moves its strength from late game to early game.

    Forced Penance: Increase the consistency of what is considered a "protection hit".

    This is an extremely inconsistent perk with protection hits very rarely happening. Make it so hits would be considered "protection hits" if another survivor was within like 10m of that survivor in that last 10 seconds or so. This would have it activate more often to be worth running.

    Furtive Chase: The TR reduction is now outside of chase as well as in chase.

    This makes it irrelevant early game but the longer the game lasts the more effective it becomes. Yes this can stack with Monitor and that can get their TR quite low, but remember this takes a while to stack up and he's getting up 2 perk slots to do this. If he doesn't get a lot of hooks it's doing nothing. Rewards playing well.

    Gearhead: Remove the stipulation of requiring an injured survivor to activate it, it's just always active. However, it now only activates on great skill checks instead of good ones.

    This makes it very good against good survivors and bad against bad survivors, just the kind of design we're looking for. It also means the perk is active way more often, but now triggering less often.

    Grim Embrace: On top of its current effect it now also blocks all gens for 15 seconds for each first hook on a new survivor.

    This gives it the same blocking power of Corrupt and Deadlock but unlike those you're only getting that effect by playing in an extremely fair way and splitting hooks instead of tunneling 1 person. This encourages fun game play and rewards the killer for doing it.

    Hangmans Trick: 6 meters around a hook ---> 10 meters

    Needs more consistency.

    Hex Crowd Control: Now blocks windows for any type of vault, not just fast ones and duration is raised to 30 seconds instead of 20. All vaulting speeds for survivors are lowered by 20 percent as well.

    This is a hex perk, it needs to be significant in effect for how fast it can be gone.

    Hex Face the Darkness: Screams trigger every 25 seconds with auras shown for 2 seconds ---> Every 15 seconds auras are shown for 3 seconds.

    Not good enough for being a hex that can be removed immediately. We improved the proc rate and aura reading but removed the scream to prevent it from preventing itself from being cleansed. Removing the scream also prevents the survivor from knowing you see them.

    Hex Huntress Lullaby: 6% regression ---> 10% regression, also has no token build up and just has the 5 token effect by default.

    Not good enough for being a hex.

    Hex Retribution: Oblivious when interacting with a dull totem for 45 seconds ---> Oblivious when interacting with any totem period and Oblivious effect is now 60 seconds. Hex Retribution is no longer a hex perk itself.

    This gives the perk more umph and consistency with the perk itself not being removable too early.

    Hex Ruin: 100% regression ---> 200% regression

    The perk wasn't over tuned and only rewarded players who were good at pressuring multiple survivors. Just tunneling one person out makes you get very little effect out of this perk. We are also leaving the additional new effect on, so if anyone is killed it cleanses itself.

    Hex Third Seal: No longer requires a hit and is active on all survivors from the start of the match. The blindness effect also hides survivor huds and the ping effect survivors see when a survivor is hooked.

    This makes the perk more consistent by getting value out of it immediately and the blindness now actually adds more confusion than previously as they can't tell who's injured or on the ground.

    Hex Thrill of the Hunt: Same effect, but is no longer a hex itself.

    This makes it more consistent in protecting your other totems as the perk itself will give you its full value.

    Hoarder: Additionally interacting with any chest or item on the ground will trigger Hoarder and injure the survivor as a trap. Cannot down any survivor however, only healthy to injured status.

    Hubris: 20 second duration ---> 40 second duration and no cooldown

    Sounds extreme but once they know you have this perk they just pre drop everything and you get zero value.

    Hysteria: Lasts 30 seconds with a 30 second cooldown ---> Lasts 30 seconds, no cooldown

    Easily countered by healing.

    I'm All Ears: Cooldown of 40 seconds ----> Cooldown of 20 seconds

    More consistent value. It's competing against gen slow down perks.

    Iron Maiden: Survivors leaving lockers are Exposed for 30 seconds ----> Exposed effect removed, instead the killer is granted Undetectable for 60 seconds and the survivors aura is shown for 8 seconds.

    Once they see the Exposed or how fast you open lockers they know you have this perk and won't use lockers again heavily limiting your value. 30 seconds of Exposed is also rarely ever enough to do anything. This allows you to get value from it without that survivor knowing immediately that you have it further increasing your chance of continuously getting value from it. Still will be very easy for the survivors to see you have it with how fast you open lockers and survivors in general don't use lockers too often.

    Lethal Pursuer: Small wording change. Instead of aura timed durations increased by 2 seconds, it will now just make aura effects linger for 2 seconds longer.

    Seems minor but actually creates more synergy with other perks and addons. Now it's not just working with timed aura durations but also makes aura effects linger. For example, things like Nurses Calling aren't timed aura durations so they wouldn't have been effected, but now with this change after they stop healing in your TR the auras would still linger for 2 seconds longer.

    Lightborn: It now shows the survivors that they have blinded you just like it would have appeared normally if you weren't running the perk. This allows you to get more consistent value from the perk because when the survivor tries to blind you they won't immediately know that you're running the perk. Also when they try to blind you, gain a 5% speed increase for 8 seconds.

    Mad Grit: Additional effect. While carrying a survivor your hits will also cause Deep Wounds.

    Still an extremely nitch perk but there for the people that never want to get body blocked. Also the entire team will know you have it after getting its effect even once meaning you'll never see it again.

    Oppression: Cooldown of 80 seconds ---> 30 seconds

    One of the weaker slow down perks and would still be one of the weaker ones after this. Giving it a little more umph.

    Overwhelming Presence: Survivors in your TR are effected ---> map wide

    Honestly not good enough for such a limitation. Still very niche even with this.

    Predator: Additional effect. Now also increases the sound of running and walking footsteps.

    Remember Me: Each Obsession hit increases gate opening time by 4 seconds up to a maximum of 16 seconds ---> Gates take 12 seconds longer to open and you gain 12 additional seconds per Obsession hit up to a maximum of 48 seconds added. Gates now also regress at 25% of the normal rate if not opened.

    Not adding as much as No Way Out does, but giving it the added bonus of gate regression to play around. Note that the regression rate is very, very slow.

    Scourge Hook Gift of Pain: The survivor suffers a 16% penalty to healing and repairing actions each time they are unhooked until healed, not just the first time they are healed until injured as it currently is.

    Perk needs more consistency, it's currently just not good enough to warrant the slow down only happening once. This lasting until healed now punishes gen rushing and makes them take the time to heal.

    Septic Touch: These effects linger for 10 seconds after a healing action is interrupted by any means ---> These effects linger for 30 seconds after a healing action is interrupted by any means or completed. This aura effect lingers on survivors for 10 seconds after leaving the killers TR.

    Still probably bad, trying to give it something.

    Shattered Hope: Whenever you snuff a boon, all survivor auras are shown to you for 8 seconds, not just those in the totems radius. Also allows the killer to break dull totems.

    Needed more. Current iteration is too situational and even in its good situation underwhelming.

    Spies from the Shadows: 36 meter range for a visual queue and a 5 second cooldown ---> Map wide, aura reveal of that survivor for 2 seconds and no cooldown.

    Was too situation for a weak effect. Now it's more consistent and an effect you can capitalize on more. The no cooldown won't spam you either as it's now an aura reading instead of noise notification.

    Surveillance: Doesn't deactivate on gens that reach 0% regression. Essentially the effect lasts until touched.

    Just some more consistency, rarely is it used.

    Terminus: The broken status will last the rest of the match instead of just 30 seconds after gates are opened. Additionally any survivor injured while this perk is active will be broken for 30 seconds.

    No one uses this. You need lots of people broken when the last gen pops to even see value out of this period. It needed a lot more consistency.

    Territorial Imperative: New Effect to replace the old. While a survivor is hooked in the basement and you are at least 32 meters away you gain Undetectable. Deactivates if you return within 32 meters of the hooked survivor.

    This rewards you for basement hooking and not camping. Good design.

    Thanatophobia: Revert the last nerf.

    Even in its last form and on the best killers for it (plague and legion) it wasn't overpowered. Even our current gen regression perks are better than that old combo. No one uses this perk anymore, it's just bad.

    Thrilling Tremors: Blocks gens not being repaired for 16 seconds, cooldown of 60 seconds ---> Blocks gen not being repaired for 25 seconds, no cooldown, but can only be triggered once per survivor per down.

    Removed the cooldown and increases the duration for more consistency but with a stipulation to prevent abuse.

    Trail of Torment: No longer shows the gen highlighted in yellow to the survivors. Cooldown of 60 sec ---> 45 sec

    Showing the survivors you're running the perk and when it's active defeats the entire point.

    Unnerving Presence: 10% greater chance of triggering skill checks ---> 20% chance. Aura effect of this also now lingers for 10 seconds after survivors leave the killers TR.

    Needed more consistency. Also still has the downside of actually helping survivors if they're good at skill checks.

    Unrelenting: 30% reduced cd on missed swings ---> 40%

    Merciless Storm: Remove the skill check component. It just blocks gens for 20 seconds when they reach 90%.

    This wouldn't be that crazy, it's just comparable to other gen blocking perks.

    Regarding the Huntress perks in particular I'd started my own thread on them and came up with the following:


    Scourge Hook: Territorial Imperative

    * The Aura of a Survivor entering the Basement or moving within 2/4/6 meters of any Scourge Hook when you are at least 32 meters away is revealed to you for 3 seconds.

    * Hooking 2 different Survivors on a Scourge Hook gains 1 token

    ** At any normal hook, consume 1 token to convert it into a Scourge Hook, deactivating an already active Scourge Hook elsewhere in the Trial, chosen at random.

    Basically adds a touch of Hangman's Trick while offering a way to deal with one of Scourge Hooks' biggest weaknesses, RNG of placement.

    Hex: Huntress Lullaby

    Start with 5 Tokens, 1 for each Totem remaining in the environment. While Hex: Huntress Lullaby is active the time between the warning sound and any healing and repair skill checks is shortened, depending on the number of tokens.

    ** 5 Tokens: disables the Warning sound.

    ** 4 Tokens: shortens the time between the Warning sound and the Skill check by -56 %.

    ** 3 Tokens: shortens the time between the Warning sound and the Skill check by -42 %.

    ** 2 Tokens: shortens the time between the Warning sound and the Skill check by -28 %.

    ** 1 Token: shortens the time between the Warning sound and the Skill check by -14 %.

    Survivors receive a 2/4/6% Regression penalty on Failed Skill Checks for Repair and Healing actions.

    The Hex effects persist until its Hex Totem is cleansed.

    Basically flip the token system and give us Thrill of the Hunt rules so it doesn't fall into the "too hard for beginners to cope with" issue that got OG Ruin reworked

    One for Beast of Prey suggested in the thread, but credit belongs to @FFirebrandd

    After being in chase for 20s, Beast of Prey activates.

    Beast of Prey grants undetectable until a survivor is damaged by any means.

    Beast of Prey has a cool down of 50/40/30 seconds.

  • I'll say it again for the sake of the new page. What the OP describes is textbook holding the game hostage.

    It is literally the example most often used to differentiate between what is holding the game hostage and what is not.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373743#Comment_3373743

    It's not 3% per, it's 3% then 5% then 6% then 7%, a gradual progression. But yes, survivors in active drone zones make Skully faster too.

    Ah, my bad. Either way a stacking bonus per Survivor tracked.

  • @Phasmamain said:

    As someone who’s mained merchant since her release I felt like I should post my thoughts about her changes

    Firstly is the Claw traps. This change is pretty good overall and gives some actually threat in disarming a drone. Extra haste per claw trap is going to be very strong in a chase especially combined with the pallet add-on becoming base kit. Merchant will now have decent chase potential and a way to somewhat mitigate holding W if enough traps are active

    Her drones being disabled until claw traps run out is another good change. It nerfs her 3 gen potential while leaving her chase since you’ll be recalling the same 1-2 drones during chase each time they leave a loop. Never liked her 3 gen ability and this will allow survivors breathing room when they hack drones

    My only complaint is that her stealth is still pretty weak. The lingering undetectable should be buffed a bit more I’d say. Otherwise these are great changes that’ll make her much more fun to play as

    If I understood correctly, it's not 3% Haste per Claw Trap but 3% Haste per tracked Survivor, meaning Survivors in active zones also count

  • @Marc_123 said:

    Don´t know if you are super high MMR. My build might not work there.

    But my go to build for Doctor is Distressing (increase TR), Lethal Pursuer, All Ears (or Call of Brine), Deadlock and one fake Pallet Addon and one Show Auras when they Scream of Madness.

    You can use Static Blast and you will almost constantly see the survs. Works pretty well.

    Fun Doctor Fact: Static Blast can hit Oblivious survivors.

    He's also a good choice if tracking is an issue, since it's hard to hide from him.

  • @Jurizaurz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373698#Comment_3373698

    Getting banned for being stealthy? It's killer's fault since he couldn't find any survivor and didn't make it possible for survivors to not hide.

    Once again - we should've put us into danger only to satisfy a killer just because we didn't manage to normally repair a generator?

    Yes.

    You lost. Take the L and move on.

  • New Dev Update: https://forums.bhvr.com/dead-by-daylight/kb/articles/380

    @AnchorTea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373506#Comment_3373506

    I main Adriana and these new changes compliment her decently. The haste effect will be legit insane to take advantage of.

    I'm excited to see how well it synergizes with a Thrill of the Hunt totem defense build I've been using

  • @Jurizaurz said:

    1 person disconnected, one died, then we, 2 survivors, were hiding for 20 minutes but it was a streamer, who then threatened we would get banned for "holding game hostage" only because we weren't caught the whole time and how it "affected" his streaming process.

    That is textbook holding the game hostage. As in that's the example everyone uses when describing holding the game hostage.

  • Here's that killer build video if you're interested. Builds follow general pattern with a bit of variation in picking a perk that complements a killers power

    https://youtu.be/i9q8eKYNdY4

    Here's the video I learned that 3 tile rule from

    https://youtu.be/pi4dHC_IP08


  • One bit of early game knowledge you can utilize, with or without lethal, is that survivors don't spawn into a match within a 3 tile radius of you. Combine that with some map knowledge and you can find folks fairly quick at the start.

    A killer build video I like has as its recommendation Deadlock, Nowhere to Hide, Call of Brine and Eruption

    While the vid was made pre-Eruption nerf, the idea behind its use remains valid: it does for Bubba's chainsaw what Jolt does for M1s: turns any down into regression. With CoB and NtH in the mix, you should get your money's worth from any gen kicking you do.

  • @HoodedWildKard said:

    My first game against skull merchant they were playing build like this. But I think they used hex undying, I crunched that one early on. Was a good game. We got to 2 gens before the exposed popped and we realised she was using devour. She mori'd two survs and I managed to crunch the hex before she could get back to me. And I got sacrificed for my trouble, but at leastvI wasn't mori'd 🤣

    Last guy got out through hatch so at least my sacrifice wasn't in vain

    I think people tend to think of Undying first for totem builds. The reason why is obvious but in this case I think Thrill is better, if riskier.

    I've considered Undying as a third, for times when a hex spawns too far away to get to. I can guard two and leave the third alone.

  • Agreed. My build of choice was totem defense over gen defense and the haste buff combined with Thrill of the Hunt's slowdown sounds promising for interrupting cleanses.

  • Following the new Developer Update, I wonder if this build might not be seeing a buff. Specifically the haste buff for every tracked Survivor synergizing with Thrill of the Hunt to stop cleanses and Ultrasonic Trap Speaker becoming basekit which will help in chase and free up an addon slot.

  • @VoidOfMe said:

    We always had these "the devs don't care about the game" stuff around here, but since the last chapter, this has become a fever all around. The apocalypse horsemen went out of their way to say the game was over, that the devs don't care about feedback, and that they would never again play this game because of the 3 gen and the boring killer situation.

    And we had the "scream" change that destroyed the gameplay (as some people were saying):

    https://us.v-cdn.net/6030815/uploads/YCSIWXHIRZ4B/captura-de-tela-2023-03-17-124548.jpg

    https://us.v-cdn.net/6030815/uploads/W9L4V8UBU3AF/captura-de-tela-2023-03-17-124649.jpg

    Now that the devs actually took in the feedback (even tho they always have) will the apocalypse horsemen create threads apologizing for the hysteria? Maybe a "thank you devs for listening to our feedback"? Or even a simple: "oh, they really care after all"? Or will they pretend nothing happened?

    What do you guys think? Have we finally overcome "the end of the world" for now? 🤐

    Creating threads apologizing for the hysteria would first require them to acknowledge they might have been wrong. So I don't see it happening.

  • @Remedicist said:

    The appeal is I don't play her for the 3 gen strat. I play her for the tracking she gives as I always wanted a pure tracking power killer, and the stealth playstyle I use on her that combines well with her power. It's been pretty fun for me and I've had enjoyable matches.

    Also true. I consider tracking a personal weakness of mine so a tracking power is good for me. I'm also very fond of stealth builds.

  • @LittleBigSunset said:

    Throwing my proverbial hat in the ring here. I've seen many arguments state that the only way to play SM optimally is to prioritise 3 genning - essentially picking three gens that are close together and patrolling those three while planting drones on them consistently - this is from the very beginning of the match.

    I do not blame SM players for playing this way if they want to WIN. It seems fundamentally her kit is designed for her to excel in this and almost nothing else, so of course you need to appeal to her only strength.

    But what is so appealing about this playstyle to begin with? You do not commit to chases. You are not really having to make any decisions or adapt your strategy as the game progresses. You are repeating the same action over and over again while slowly building up hooks (I emphasise, SLOWLY, games of this nature will take 20+ minutes). It's going to a gen, placing a drone, kicking it, then repeating this on the other two gens until you get a lucky down within the 3 gen or the survivors just give up out of boredom.

    So I ask, where is the appeal? What draws people to this particular killer when you are essentially forced into playing her one very specific, repetitive and ultimately boring way in order to win? Why wouldn't you play say Wesker or Blight? Or if you enjoy the 3 gen aspect Knight? (He's more interesting than SM in every way and still appeals to the same strengths). There are many killers that you can play to win that do not force you into one very restrictive playstyle. I am honestly scratching my head here as to why this killer is seemingly so popular (given the level of complaints against her on this forum).

    Precisely for this reason I've actually been tinkering with a totem defense build rather than a 3-gen build. Currently Thrill of the Hunt, Devour Hope, Iron Grasp, and Deadlock.

    Guard totems with drones, if one goes down you rely on Thrill to buy time to interrupt the cleanse (hence its use over Undying). Iron Grasp is for hooking away from your drones if needed, Deadlock is a flex perk I use as my crutch of choice. You can add other things there. Corrupt for setup time, Jolt for regression, Undying for additional totem protection (or if RNG screws you by putting one totem far away you can abandon it).

    I've been using High-Current Upgrade (drone activation cooldown) and Low Power Node (increased drone active time) as addons, but I recently realized I would probably be better served with addons that exploit Survivors having claw traps like the Ultrasonic Trap Speaker or Powdered Glass, since the Survivors I'll most immediately target are those going for my drones to get my totems.

    It's worked well in both bot games and live matches. Both live matches I got to try it in were ~15 minutes long (so not too long or short, worth mentioning given the extending nature of the 3-gen strat) and I got 3ks in both (one I let have Hatch, one legit beat me to it)

    Another alternate build is this jumpscare build that was used during the PTB. I haven't had a chance to try it firsthand though.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/SQ5GVAFQP506/image.png

    It's not that bad at all. Maybe if it would give you audio notification then it would be even more usefull.

    My main issue with Gearhead is mostly a me-issue: a tendency to miss its activation and not realize there's an aura to see.

    Though if I can get better about that it may earn a spot in my long-range regression Artist build (Currently Surveillance, Ruin, Pain Res, Oppression). Maybe slot it in place of Oppression and see if I can't take people on gens by surprise.

  • @dweetmain said:

    When you lose whether be killer or survivor who do you blame most for the loss? I'm not saying the game doesn't have problems but I feel a lot of the time problems posed as game flaws are put on the game unnecessarily.

    The recent 3 gen debate has been a great example of this.

    It has caused a huge debate on the game forcing 3 gens cause how weak sm is but 3 gens have always been a problem it's just been exacerbated more

    But you know what also gets pointed as immensely overpowered and nearly unbeatable? Swf

    Both sides can get screwed in scenarios but sometimes it's just a simple case of someone messed up someone capitalized and then someone complained on the forum.

    My main point of writing this is really look at losers in this game realize there is sometimes bad luck bad plays and bad games but at the end of the you can come back. You can get smoked as wraith one game and 4k next.this is bullshit but it's also pretty damn fun.

    And I don't wanna sound holier then thou because I deal with the same inner struggle,just wanted to pose a question and maybe get some minds jogging

    It depends but I try to be willing to cop to my own mistakes. Most recently I think a screw up on my part, leaving before a heal was 100% complete and failing to notice, tanked a game as I got re-downed soon after all went downhill from there

  • @Skill_issue

    Here's a version of the Hex Defender build I was able to use in a couple live matches:

    Hex: Thrill of the Hunt, Hex: Devour Hope, Iron Grasp, Flex Perk (I'm currently using my crutch perk of choice, Deadlock)

    Addons: High Current Upgrade (brown, reduces cooldown to reactivate drones by 10%), Low-Power Mode (yellow, increases active mode duration by 10%)

    As previously described, the idea is set drones to guard your totems. If a drone goes down, rely on Thrill to buy you time to interrupt the cleanse. It's not perfect, in 2 live matches Survivors did get cleanses off, one got Thrill first, the other got Devour first, so I didn't worry about Thrill after that.

    In the two matches I played, first was Gas Haven, got 5 stacks of Devour, managed a 3k and let the last one have hatch since someone brought Streamers (the one who escaped was even the one who brought them). Second was Lery's, that's the one where they cleansed Devour, but I got 4 stacks before it happened. That game ended in a 3k with a Kate finding the Hatch before I could get her.

    Also both games lasted ~15 minutes which, given the issues w/ Skull Merchants and 3 gens, I imagine would get some appreciation.

  • I've personally wondered if Skull Merchant's lore isn't a deliberate reference to Mark Twitchell, a.k.a. the Dexter killer, a serial killer wannabe out of Edmonton who was big in the cosplay scene and was as wannabe a filmmaker as he was a serial killer.

    He decided he wanted to be a serial killer like the title character of Dexter but, where Dexter would go after criminals who slipped through the cracks, Twitchell seduced men by posing as a woman on a dating site and luring him to the warehouse he was using as horror film set he'd made to be where he'd kill his victims. He only got one, two if you count the one he attacked but who got away, and was very swiftly caught afterward.

  • One question that's been on my mind since Vittorio's introduction has been "Is time linear in the Entity's realm?" Could it could that, even though characters like Plague, Twins, Knight, and Vittorio are all from medieval eras or earlier, they actually haven't been there as long as folks like Trapper, Dwight, and so on.

  • If it helps, a solid build I've seen recommended for him, assuming you have the perks, is: Lethal Pursuer, Trail of Torment, Nowhere to Hide, and Eruption.

    To start with, the video I'm taking this build from was made prior to Eruption's nerf. That said, the reason for Eruption's inclusion is because what it does is make downs with your Kanabo into potential regression, incentivizing downing with your power when possible.

    Lethal is obvious since getting damage in early is critical for an Oni. Trail of Torment and Nowhere to Hide are included to make as much out of his power as possible. Nowhere to Hide gives you a chance to catch out Survivors after kicking a gen, Trail of Torment enables you to do so with a little less warning than they might have otherwise.

  • @Devilishly_Rowdy said:

    Everytime survivors start rage quitting or dcing, behavior has always rewarded them by nerfing the killer or killer perks. So why shouldn't they act entitled and dc over anything they don't like right? They are literally rewarded for acting this way. If the killer rage quits it doesn't matter because it's just one player, compared to FOUR players, so survivors rage quitting matters more and is always rewarded. As killer i get plenty of reasons to rage quit, for example, 2 gens popping right at the start because i didn't bring corrupt, DEAD HARDS, highly coordinated swfs, loading into badly designed maps like Gideon, Garden Of Joy, Coldwind etc. But you just gotta suck it up buttercup and play the game instead of quitting.

    The situation is less "rewarding the rage quitters' behavior" and more "trying to address why they're ragequitting in the first place".

    If the Killer/build/etc is legitimately oppressive to the point that is causing these issues, shouldn't it be looked at and, if needed, changed?

  • @Chocolate_Cosmos said:

    Why is it so hard to see the difference.

    Audio bug VS being fully invisible.

    Also audio bugs are very common in this game, on both sides. Should we killswitch Survivor(s) too, because Killer can't hear the injure sounds? etc.

    "Why is it so hard to see the difference.

    Audio bug VS being fully invisible."

    I feel this is a case of answering your own question.

    Serious answer, it's not hard to see the issue. Spirit, for all her audio bugginess, is still functional and beatable. Dredge, however, is not, because it's never supposed to be completely invisible. It's why it's lit up during Nightfall.

  • @Emeal said:

    Face the Darkness is good for a stealth Killer, Knight is not a stealth Killer.

    Wraith, Skull merchant, Pig, Ghostface and Myers will do.

    bHVR has a big problem of giving Perks to a Killer that are bad on said Killer. There is nothing about face the darkness that is Knight.

    I think it's less stealth Killer and more hit-and-run Killer, since the whole premise of the perk is "activate it by injuring someone and not downing them"

    This does tend to be stealth killers, such as Wraith and Onryô. Can also by usable by Hag, since she's hit and run and, if not stealth, then has a smaller than normal terror radius.

    I honestly consider the off and on nature of it a point in its favor, since it reappears at a random dull when it reactivates. Don't leave it up too long and it becomes a Hex shell game.

  • @Sonzaishinai said:

    Played a couple of games with Coup de Graçe on Skull Merchant to try stuff out.

    And while i think most would agree that Coup is a sub par perk, when it works its so satisfying

    A lot of the survivors i face know at what range you can lunge and if you lunge early on pallets they don't bother throwing it down or dead harding cause they know you normally won't hit them.

    Getting a hit or down anyway in that situation is so damn satisfying. Not many perks make me as excitted as hitting a lunge i wouldn't have otherwise with coup

    Do you good people have some guilty pleasures in bad perks that just hit that sweet spot when they do work?

    Mettle of Man, baby! Used it while doing some BP grinding as it was the only "become the Obsession" perk I had in hand on that character at the time and went on to get it to work in the match. It's been a favorite ever since.

    Also, more recently, Smash Hit. I used it when I had a "snack Killer with pallets" challenge and it's definitely a fun one to make work.

  • @BlueHorkew said:

    So, Twin's mains or more survivors, does anyone know of any tips to loop Victor or not go down so quick?

    I really just don't understand what i am supposed to do against Victor, there aren't many Twins players, but when they come, i never have a good time.

    And its not because of the slugging or camping. I just feel powerless against Victor and even if i manage to not get hit and kick him, well it feels like he just comes back immediately.

    Honestly, its kinda weird that in the lore Charlotte is supposed to care a lot for her brother and want to protect him. But in game feels like she doesn't care about him, she just keeps sending him to get kicked by survivors and then he comes back in 5 seconds, so i guess no wonder she doesn't care.

    So, any tips pls?

    One thing that might help is that Victor's eyes glow red when he's got a pounce ready to go. Can give you an idea of when to be most wary.

  • Why Knightss guards are so dumb?

    So the Knight himself could be the brains of the outfit.

    Do all guards go through pallets? I thought it was only the Jailer (the one that chases longest)

  • @Remedicist said:

    Been using Brutal Strength, STBFL, Hex: Plaything, and Jolt with Brown Noise Generator and Adaptive Lighting add-ons. Has been workin pretty well for me

    Video of a guy using those same addons for a full on jumpscare build

    https://youtu.be/Nb40aIDfflg

    This was made during PTB, in case that matters.

  • It's a running joke between my roommate and I that I have an almost uncanny ability to do this when we play together regardless of any intent on my part.

    I've taken to running Quick Gambit when we play together.

  • That's been my understanding of the drones' modes as well.

    On a related note, do addons that cause effects within the drone's area require the drone to be active, or does it vary? Some specify being in an active drone's area, some don't.

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