Avatar

bkillerc

bkillerc

About

Username
bkillerc
Joined
Visits
827
Last Active

Comments

  • @BillyMain77 said:

    https://forum.deadbydaylight.com/en/discussion/155237/dead-hard-vs-sprint-burst

    Dead Hard all day, in my opinion it just comes in clutch so much more than SB.

    Granted that is when it works, but theres just so much you can do with it.

    DH for a window or pallet saved

    DH to go through a trap

    DH to just almost always have a get out of jail free card when running to the exit gate

    DH to make a save then get out of the way

    DH under the hook while your running break out so the killer misses and your team mate gets off

    DH for distance when the killer trys to look the other way to avoid my flashlight save

    DH to get out of basement

    DH just to save your butt in so many situations.

    Sprint burst is a good perk and is definitely my second choice for an exhaustion perk.

    With that being said theres only so much you can do with SB even when your really good and can have it 99d

    Each perk plays to different play styles. I feel like people use SB as a perk to deny the killer the first hit, and usually are the more stealthy gamers. They'll want to heal before doing gens while people who use DH tend to play the game more injured and on the risky side i feel.

    These are just my opinions, but i am for sure a dead head all day.

    This is where dead hard is better, you can make incredible plays.

    BUT

    you have to consider the build, map and play style.

    strong plays and extended chases? With it easily available when injured? Dead Hard

    You’re gonna take serious time to catch me in the first place? You might even drop the chase cause committing could cost you the game? Sprint Burst

    For me, using sprint burst requires a build around it:

    Fixated and/or vigil is a must. Either walk fast or recover fast (or both)

    Dead hard doesn’t need a second perk to be viable Sprint Burst does (to minimise availability, mobility and cool down drawbacks. )

    With a secondary perk to back it up, I would say SB better, but 2-3 slots are needed for synergy parks. Do I still have D strike or BT or Unbreakable? I can have all three and still have DH.

    two examples:

    1. SB, Spine Chill, Fixated, DS: if you can even find me, catch me if you can it will be a large time commitment and I can’t be tunnelled. I still get around decently with fixated, SB is always available when I’m found but I walk away if Spine chill lights up leaving no tracks. Usually need a medkit in case I get hit to get fixated back asap as The build is compromised if I’m injured.
    2. DS, BT, UB, DH: Meta build that counters most killer tactics, (tunnelling, camping, slugging and I can extend chase and make crazy plays).
  • I’ll test it out thank you! Running a loop tight isn’t tight enough over all.

    @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/178221/tier-for-new-bubba

    Scott is right, you cant tier killers in this game. Idk why people try lol. Ive always thought this but it seems to be the norm to try to fit things into places. Depends on the map, survivors skill level, perks used, number of safe loops, gen spread... too many factors to consider how strong a killer is

    i would say a tier list can’t predict every game, but in general some killers are obviously stronger than others. Inexact science sure, but general guide yes.

    Compare what spirit can do vs clown or what Freddy can do vs trapper. Could you really say “I’m not sure who’s a higher tier?”

    Now, who’s stronger: Nurse Spirit or Freddy? With all things being equal, high skilled players who know how to use the killer, a good or ideal perk loadout and say average addons? That’s a good debate... but obviously these three are high tier.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1501122#Comment_1501122

    Nah I think shes still s. Shes just a lot harder. And also I play against bubba the same as before and win. Idk hes just a bit stronger now but still the same counter. Ive just always been good at bubba.

    What’s your strat for counters?

    I know double window setups are pretty strong, but anything else?

  • When I’m killer there are 100 pallets everywhere

    when I’m survivor there are no pallets anywhere

    Btw love that 😂

  • It does need to be fixed I’ve had a lot of games with new people on the other team... it’s not fun when everyone you’re playing against is significantly newer than you.

    if I’m killer I try to lay off a bit and let them get some points and play around a bit.

    if survivor, let them get some hits and points

  • I like it,

    woulda been better if he had gotten a hit lmao

  • Buff solos (where it doesn’t buff swf) like more info -totem count, chase indicators, quick chat, etc.

    then buff killers - more info, faster bloodlust, qol and power # buffs, etc.


    balanced game for all

  • @AceInTheKate said:

    I agree with all of your points. Billys add ons need to be redone and the auras are trash. Im also having 30 min waiting time for killer. Yesterday I got games in 3 or 5 minutes now I can heat up some mac and cheese and eat it before I find a game. This update sucks. Also add me on Xbox my gamer tag is my name.

    I just added you lol

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/175940/freddy-bbq-auras-pretty-dark

    It's not just Freddy. It's all killers and survivors aura reading.

    Also, of course you 4k'd. It's Freddy.

    If you're not 4king with Freddy, the next game you should play is called "How to uninstall".

    ;)

    Lol!!!

    Yeah you’re right 😂

  • Try bbq aura in dreamworld (Freddy)


    non-existent they are so dark

  • Good stuff, killer having the same totem and chase info I didn’t t think of that but def

  • @SammehStormborn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479420#Comment_1479420

    Legion is strong *now* with thana & pop. And then discordance with 4th perk slot being a flex spot.

    Oh agreed! He certainly is, but I think when frenzy triggered sloppy it was a better slow (if survivors healed)

  • @Ivaldi said:

    Ultimate Slowdown - Freddy

    Swing Chains, Jump Rope

    Thana/Sloppy/Dying Light/Pop or Ruin

    This!

    superior to a good rng pig, but extra box extra trap with good rng pig using sloppy thana pop is a strong slow.

    legion before the nerf with extra mend time and thana sloppy pop was really good

  • Meta perks primary purpose is to counter the killers strongest tactics. The tactics that win games actually.

    tunneled? DS

    slugged? Unbreakable

    camped? Borrowed Time

    good loop play (or you messed up) Dead Hard

    bonus: Stealth killer? Spine chill


    Thats why they’re meta, that’s why they work.

  • I think the system is building up ratings on players. I’m learning spirit, and downed everyone so fast that I let them reset to keep playing for a while. (Dropped a Claudette next to a hook until she wiggles free and then walked off so they could heal up and unhook)

    pretty fun game actually lol

  • When I’m killer, everyone always finds a pallet and there’s soooo many

    when I’m a survivor, there are no pallets anywhere and they’ve all been broken when I run into one


    well that’s not true exactly of course but it feels that way!

  • Most broken: Legion and spirit/nurse/oni


    worst case? Legion injures all 8 people in the first minute and spirit or nurse one shots everyone.

    close second is oni in permanent rage

  • @IceCreamPrincess said:

    If you're building a proper meta build, then i think Deadhard over spinechill. A stealth killer is only stealthy for that first hit, so DH is alot better as most killers still need to get a second hit. And only 5 killers are stealthkillers, whilst Dead hard is good against almost every killer. Spinechill is still a damn good perk tho, and my own choice is to use it before any other perk

    However, i would also swap out your Borrowed time for kindred. Its better to get natural safe unhooks than forcing them with BT, since BT also usually results in hook trades instead. Kindred also lets you stay productive, no point in going for a save if someone else is closer and moving for the save

    Of course that suggestion is pointless if you play with friends, so ignore that second point if you do

    Thanks this is very helpful, never thought about how stealth killers really get the one up with the first hit mainly... that’s a good point.

    of course spine chill can prevent that too or extend the time it takes to get it.

    But in raw numbers, 5 total... true, but it can be so good against them though, like stupid good.


    Kindred is staple in solo build def! This is more a team build.

    @thrawn3054 said:

    I much prefer Spine Chill. It helps to counter stealth killers and Spirit. It help you determine if the killer is coming to you or is just in the area. Also the small bonuses can come in clutch.

    In general, same for sure, especially solo play, but I notice I actually play different with swf then solo...

  • Gonna get hate but I’ll be honest lol

    This is for my “meta perk” basic build

    ds, bt, unbreakable

    I know, second chance scummy survivor lol but I use it to counter any tunnelling, camping or slugging mainly.

    I have many other builds depending on the challenge or mood of course! I don’t always run this.

  • Gonna make a separate post...

    Fastest swf escape is 3:36

    Fastest solo is 4:24

    check out speed run website

  • I’ll be honest, I do like monitor on spirit, but it encourages a slightly different play style.

    it basically gives you an easier first hit since you can get close initially before chase begins. Don’t phase for the first hit, just walk up. This is more difficult if a survivor is in a strong position. Pallet/window close. You can usually get a pallet drop and build that dead zone at least. (This is a little less needed for her as it’s not a straight up chase)

    after first hit, phase quickly and let the sound give you the down.

    goes great with nurses and sloppy combo.

  • Leave gen grabs... I’ve countered an ebony mori spirit that way. (Been hooked once, acted like she wasn’t there, let her grab off gen, DS, gone.... killed about 2 min later though lol)

  • I had an idea like that for a perk (sharing aura reading) so YES lol.

    really like the range in some builds though, don’t want to loose that (kindred and bond)

  • Spirit

    a bad spirit: 1-2 hooks and gates are open

    a good spirit: 1-2 gens and everyone’s dead. There is just no good counter play when a spirit knows what they’re doing. It’s usually a 50/50 mind game... a good spirit makes it a 90/10 mind game in her favour. Sometimes a good spirit gets unlucky with these, but that is rare.

  • I prefer bond... compare what each tells you.

    Bond gives you location of any survivors in your area. Empathy is pretty much most useful when a chase is initiated: you know exactly where survivor and killer is during chase. If they’re across map you know you’re safe true... but if no heart beat and someone just got injured you know that they’re not in your area as well without a perk.



    Run bond, open handed, kindred and spine chill. Can maybe swap something for aftercare or alert.

    You will pretty much always know where everyone (including killer) is. At least in general.

    See someone injured but not “being chased (running, vaulting, dropping pallets, looping)” then you might not know exactly where they are BUT you know they are not in your general location/area.

    Open handed with kindred is almost busted. A killer cannot proxy camp at all without it being known to you. Plus you have aura on them for almost 10 seconds as the leave hook.

  • I wrote a post on it:

    @bkillerc said:

    long post...

    I believe I have figured out exactly what the ranking system in dead by daylight represents, and subsequently the win condition.

    Rank represents how good you are at scoring blood points overall. That is it, nothing more.

    Emblems are meant to limit how many points in each category, so you can’t simple farm one category. 

    If you score in the expected range of points for your rank, you safety pip and make no progress.

    If you do better than expected, you pip up and progress towards a higher rank. The reverse is true with lower points.

    As you rank up, you have to do better in more categories to continue progressing. On top of this you have to do better in more categories consistently: every game on average. Red rank must average a gold emblem (3 points) in all categories to pip up, where as green rank only requires a 2.5 emblem point average to do the same.

    This establishes a win condition of maximising points... you increase rank when maximising points. Increasing rank/piping means you won. 

    Whether you survive or die (though a factor in points), whether you kill or let escape (though again a factor in points), this is only somewhat relevant. In and of itself these do not mean you won.

    This is why you tend to rank down if you kill everyone too fast or escape too fast. You didn’t maximise points, therefore u lost. 

    In general (I believe) there are more red rank players since losing rank is more difficult than gaining. This is assuming you play the game as normal and do at least “a little of everything.”

    Sorry if this was obvious, but I see a lot of “rank doesn’t mean anything” and while it’s true in the sense it doesn’t directly translate to chase skill or game sense etc, it IS in fact your “skill” at getting blood points across all categories. I would say it can and does somewhat correlate with skill as rank comes with time and skill does the same (to a point).

    i should add rank is more closely tied to killer skill based on the way their points correlate with basic killer skill (in general) vs survivor rank.

    my thoughts...

  • Addon rework won’t be done in isolation. They will change him in some way as well.

    likely give him the nurse treatment, some kind of cool down.

    They’d probably slightly nerf billy and slightly buff bubba.


  • @Peanits @MandyTalk


    Hello Mandy/Peanits,

    Can you give your thoughts on this discussion? (Lowering Legion’s cooldown, missed Feral Frenzy attack penalties, etc.)

    We’ve had this version of Legion for a while and there’s a lot of feedback and statistics available now I’m sure.

    Thank you as always!

  • It is hard mode difficulty as it stand now, you’re totally right.

    How about instead of a hard mode perk you see once every 250-300 games, you make it an interesting trade off/utility perk to help counter the slugging meta, where more people might use it to shake up said meta?

  • @SniperBoii said:

    I think 1/2 speed is top OP

    Better give 25% chance to escape on the Hook and maybe bonus bloodpoints

    I would agree with blood point bonus for sure!

  • If I’m on death hook, as a solo, (usually after being tunnelled) with bond? you better believe it!

    In swf agro is requested and volunteered. Difference between a 3/4 escape and 1/2 escape.

    In solo... you’re drafted.

  • Some periods on their own do little to nothing with no real point in ever running them...

    Then you figure how they can fit in a build and make an incredible combo.

    Distressing is a good old perk example. Why would you ever want a larger terror radius? Well, obviously there’s perks and addons that work depending on your terror radius so in the case it makes sense.

    But I agree, many perks that can’t hold up by themselves don’t seem to even fit this category. If you make too many perks like this, you could end up with broken/painful/annoying combos as they start stacking together. (Forever Freddy anyone?)

  • I think I have to agree with all these... definitely.

  • Bubba is crazy strong with the right build... I dunno are all these survivors potatoes? (Maybe they are, not being sarcastic.)

    Play with your food with obsession control and good addons and he’s a one hit down machine.



    https://youtu.be/7kP1wD7UXN4


    https://youtu.be/XJfYRRREooc https://youtu.be/zc09OEt6578 https://youtu.be/3FiqWTi-Bd4


  • Open handed with kindred or bond

  • My thoughts on the win condition of dbd

    @bkillerc said:

    long post...

    I believe I have figured out exactly what the ranking system in dead by daylight represents, and subsequently the win condition.

    Rank represents how good you are at scoring blood points overall. That is it, nothing more.

    Emblems are meant to limit how many points in each category, so you can’t simple farm one category. 

    If you score in the expected range of points for your rank, you safety pip and make no progress.

    If you do better than expected, you pip up and progress towards a higher rank. The reverse is true with lower points.

    As you rank up, you have to do better in more categories to continue progressing. On top of this you have to do better in more categories consistently: every game on average. Red rank must average a gold emblem (3 points) in all categories to pip up, where as green rank only requires a 2.5 emblem point average to do the same.

    This establishes a win condition of maximising points... you increase rank when maximising points. Increasing rank/piping means you won. 

    Whether you survive or die (though a factor in points), whether you kill or let escape (though again a factor in points), this is only somewhat relevant. In and of itself these do not mean you won.

    This is why you tend to rank down if you kill everyone too fast or escape too fast. You didn’t maximise points, therefore u lost. 

    In general (I believe) there are more red rank players since losing rank is more difficult than gaining. This is assuming you play the game as normal and do at least “a little of everything.”

    Sorry if this was obvious, but I see a lot of “rank doesn’t mean anything” and while it’s true in the sense it doesn’t directly translate to chase skill or game sense etc, it IS in fact your “skill” at getting blood points across all categories. I would say it can and does somewhat correlate with skill as rank comes with time and skill does the same (to a point).

    i should add rank is more closely tied to killer skill based on the way their points correlate with basic killer skill (in general) vs survivor rank.


  • Open handed

    try it with kindred or bond trust me

    if u get a 4 swf team, everyone run bond and open handed, you’ll be able to see everyone on half the map. Or everyone run kindred and open handed, after a hook you have aura reading of the killer on about 1/3 of the map.

    kindred: 16 + (4*8) = 48m

    bond: 36 + (4*8) = 68m

  • Go for general area and have about 50:50 chance of either getting great or good.

    even after playing for thousands of hours I still miss skill checks sometimes lol

    especially when there’s that sudden lag, killer is walking up or I happen to stop repair the instant one is popping up

  • open handed

    the amount of info boost when paired with kindred or bond is worth the perk slot and your team benefits. Try it and thank me when you see the killer 24m away from the hook.

    with swf and 4 open handed’s??? Half map bond and half map killer aura after a hook.


    Fixated

    with spine chill u can walk away to juke easily leaving no tracks. Immersion level 1000


    Killer I’m usually meta or specific builds

  • OMG this is great hahahaha

  • Combine with plunder... yes... every item is juiced up

  • Could do increasing chances of removal for every box. 1: 0%, 2: 50%, 3: 80% etc.

    you always have to do at least two boxes but highly unlikely More than 3

    technically, the chances do already go up because... math... if there’s four boxes, and yours is randomly chosen, it’s:

    first: 25%, (1 out of 4)

    second 33%, (1 out of 3 Total, you already searched one box)

    third: 50%, (1 out of 2)

    fourth 100% (if there are 4 boxes)

    Ok math lesson over


    tldr: make it so it’ll probably be your second or third box. Never first and probably very very rarely the fourth. Unless an extra box is added.

  • @EvilJoshy said:

    Don't know how long it lasted but mine was against old freddy. We gave him a 3 gen and he would injure us but not commit. He patrolled the 3 gens and it took us forever to get one done.

    I had a game like that as old Freddy! Was this ormond on x box?? It was 3 survivors left but gens spread out. Stalemate for about 45 minutes. Another one was a 40 min 3 gen with doc. Then the hatch standoff for 25 minutes, just the standoff

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1257817#Comment_1257817

    That would work, the duration should also be shortened to something like 20/25/30 seconds imo.

    I can agree with that... you get that one chance to do one last thing only.

  • @Waffleyumboy said:

    Ghosts shouldn't be able to do gens or unhook

    So just exit gates, healing and chests?

‹ 1 2