bkillerc
bkillerc
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@Entity_Hugs said:
I'm going to have to say no.
It's already a fight for Killers to get even a 2-3k in matches with middle-skill players. Allowing a Survivor even a temporary second life is just flat out unfair. Do Killers get a perk to force escaped Survivors back onto the map after they escape?
'Yes! One person left! Oh! The two I hooked at almost the same time just came back and powered a genny while I was chasing the final Survivor! Hooray for me losing to people who already lost!'
I agree it is powerful, maybe more requirements, more limitations or a shorter duration?
I’m trying to think of it as time to do one last action before you’re gone.
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@Respectfulnancymain said:
Why would you make a build to annoy survivors instead of a build you enjoy?
For some people, these two things are not mutually exclusive
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You have to slug with iron grasp and agitation, possibly deer stalker as well. One hit down or keeping them injured with sloppy helps and throw in a tracking perk or that great oni addon.
much easier to do with three people so focus on getting one dead in the basement first.
Basement parties are rare I’ve had a four man basement party about ten times at most with about 3K hours and it takes a lot of luck and real potatoes... don’t focus on this. Sacrifice everyone in the basement... not necessarily everyone in there at the same time.
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Another new class of killer idea...
117.5% move speed, but with a 40 meter terror radius (same idea as slower killers having a 24m radius.) I know, monitor OR distressing with terroir radius perks will be meta
power ideas: still thinking about this...
(has to be weaker, like slower killers with a stronger power than standard m1’s to make up for speed - usually)
perks:
hex haste: 1/1.5/2% move speed boost until totem is cleansed (maybe broken strong I dunno?)
Hex hindered: injured survivors suffer a 1/1.5/2% speed reduction for 15 seconds after being injured.
Not while you’re injured: after being injured, survivors cannot work on a gen, cleanse a totem or open an exit gate for 20/30/40 seconds. (Can still open a chest, heal themselves/other survivors and open a hatch with a key) effect ends before timer if healed.
The windows have ears: performing a slow vault on a window when within the terror radius gives a location notification to the killer
Don’t bother dropping: can break 2 standing pallets per match. Has a 120? second cool down and starts on cool down at the beginning of the game. (Shack pallet is immune?)
Where are your friends?: like infectious fright but when u injure a survivor, not down them.
Where are you going to go now?: hitting a survivor makes pallets outside of an 4m radius invisible to the survivor for 30 seconds. Countered by windows of opportunity.
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Another new class of killer idea...
117.5% move speed, but with a 40 meter terror radius (same idea as slower killers having a 24m radius.) I know, monitor OR distressing with terroir radius perks will be meta
power ideas: still thinking about this... (has to be weaker, like slower killers with a stronger power than standard m1’s to make up for speed - usually) maybe the move speed alone is the power?
perks:
hex haste: 1/1.5/2% move speed boost until totem is cleansed (maybe broken strong I dunno?)
Hex hindered: injured survivors suffer a 1/1.5/2% speed reduction for 15 seconds after being injured.
Not while you’re injured: after being injured, survivors cannot work on a gen, cleanse a totem or open an exit gate for 20/30/40 seconds. (Can still open a chest, heal themselves/other survivors and open a hatch with a key) effect ends before timer if healed.
The windows have ears: performing a slow vault on a window when within the terror radius gives a location notification to the killer
Don’t bother dropping: can break 2 standing pallets per match. Has a 120? second cool down and starts on cool down at the beginning of the game. (Shack pallet is immune?)
Where are your friends?: like infectious fright but when u injure a survivor, not down them.
Where are you going to go now?: hitting a survivor makes pallets outside of an 4m radius invisible to the survivor for 30 seconds. Countered by windows of opportunity.
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Freddy.
was an old Freddy main and now a new Freddy main.
occasionally Wraith and Pig if I have some decent addons.
Doc and legion if I’m point farming.
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@MadLordJack said:
Favourite build at the moment?
Alert (Actually pretty good info perk)
Kindred (THE info perk)
Urban Evasion (For that stealth)
Sprint Burst (I screwed up the stealth)
Seriously, I love Alert. So, so much. You can not only see the killer, you can find generators and player-created-deadzones all from the comfort of your own gen. And then have the warm fuzzy feeling ripped away when you see what your team is doing on Kindred.
And then the standard UE/SB combo. What can I say, I like stealth play as well as chases. At least I refuse to touch blendette/blend... Blendadam?
“Sprint burst (I screwed up the stealth)”
I lolled at this!
sometimes I’ll rely on fixated with spine and sprint burst for the exact same reason
😂
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I 4k’d constantly with old Freddy. At red ranks:
Blocks to speed transition to 4 seconds
ANY 4 of these perks: bbq, sloppy, thana, nurses, monitor, ruin, pop
hit and run, never chase... ever. (Until maybe last survivor or two) If no hit, at least clear a pallet. Never tunnel or you lose. Sleep, hit, move on. Brought game to a crawl.
could draw (2 kills 2 escape) with a seal team 6 swf... I did 2-3 times it was SWEATY. The big Rotten fields was the only map I’d get a loss on if survivors were decent.
I would love to have him as an option
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@WhTe_Tygre_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1208691#Comment_1208691
Kindred basekit?
Bbq basekit for killer then, that's fair if you get that
I was actually thinking that A little while after I posted... kindred in current state is pretty strong. (Old kindred would have been a little more fair to be base kit)
yes, that’s completely fair or kindred and bbq basekit BUT in a nerfed version and then u run the perks to buff it to where it is now.
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@[Deleted User] said:
I run a healing build. I call it my "super speedy healing" build.
- We'll Make It (for double the healing speed after an unhook)
- Botany Knowledge (for the 33% boost in healing speed)
- Streetwise (for getting more use out of my medkits, amazing when combined with charge-based add-ons)
- Iron Will (because I can't help my teammates if I can't help myself)
Definitely give it a try if you're looking to try some new builds. The only problem is that you'll occasionally run into people who'll aimlessly run all over the map after you unhook them. :/
I do something similar but it’s like a healing/unhook build. (Whenever that type of challenge or daily pops up)
We’ll make it, empathy (search and heal while I have those 90 seconds), borrowed time (you will get off that hook and get away), botany knowledge.
Amazed at how strong healing builds are to the team but rarely see them used
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The problem is it’s trying to balance this equation: (assumes equal skill of all 5 players with no potatoes or noobs)
solo q << killer < 4 person swf
(2-3 swf with solo is probably about equal to killer)
you can’t buff or nerf survivor or killer and make this entire equation equal out.
you also can’t nerf only swf without nerfing solo.
It stands to reason then, the only solution is that you have to buff solo and then killer.
you can only buff solo, and not swf, by giving them some or all of what swf already has.
kindred bass kit, totem counter, chase indicator for all survivors would just about do it.
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@Cheers said:
Know it all
Bond
Object of Obsession
Open Handed
Sole Survivor
Late game you constantly see the killer with no problem.
That’s good! I’m going to try that lol especially solo q for the extra early game object challenge
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One of my fav builds: The information/awareness build
(pick any, but listed in order of preference)
(1 of these): spine chill, premonition
(1 or 2 of these, but not empathy and bond together): bond, kindred, empathy,
open handed (Very strong with kindred on solo)
honorary mentions: alert, aftercare
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I’m thinking standard M1 killer, like a save the best for last type perk.
could be great on ghost face as well or any killer except huntress. It’s either compounding and extending 1 hit down mechanics or giving them when u don’t have them.
Legion would have to go back to having feral frenzy as a basic attack or those hits adding tokens.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1176018#Comment_1176018
Not gonna lie I totally abused this the first time I climbed to rank 1. The sheer amount of hits usually means your chaser and malicious are iridescent every single time, so safety pipping is quite easy, hell I remember getting pips on 1-2k's just due to the sheer amount of hits.
https://forum.deadbydaylight.com/en/discussion/139580/why-legion-is-either-amazing-or-bad
I won't throw a take in regarding Legion, I think he's a mediocre killer but I love him as both a Bloodpoints ######### and a guilty pleasure to play (who doesn't want to be an edgy teen with a knife once in a while).
The more interesting point you bring up is different survivor types at red ranks, and you are 100% correct. I tend to see three archetypes when I play killer at red ranks.
- The gen rusher - Usually a Claudette or Meg, has sprint burst, does not get in chases unless absolutely forced, looks to play immersed with stealth and just hold M1 until the game is over.
- The clicky - This is the designated distraction for SWF teams, or just a really strong looper in solo play, he plans to run the killer as long as possible and keep them distracted while counting on his looping ability to keep him safe. Will have dead hard 100% of the time and will usually bring a flashlight for blinding. Often will follow the killer around for flashlight saves if not being chased.
- The medic - Similar to the gen rusher, this is usually a Claudette with a Med kit who will be seen most often doing unhooking and healing of the team, particularly in SWF play. They may be competent loopers, but not always. May not bring an exhaustion perk.
I always find it fascinating how survivors can get to even Rank 1 without having to master the entire survivor kit, while killers have to master every aspect of killer to a certain degree to do the same.
This, exactly this! Very spot on.
I solo as survivor most of the time and have a build for each of these styles.
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@Dreamnomad said:
The range is too short. It's a bad idea in general as a survivor to hang out too close to other survivors. From that perspective alone it is a design fail. The other reason it is a design fail is that it does absolutely nothing on it's own. If someone were to run this perk there is no way to know if other survivors are running aura reading perks. The vast majority of the time you would get no value from it. No one would run this perk.
What range would you suggest?
maybe for a slight buff to the original idea you could give it it’s own (limited) aura read by itself.
I use a lot of aura perks so if I could share that info I would... definitely not a stand alone perk.
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@White_Owl said:
I think with the 3rd option it could be a very useful perk for solo survivors.
Agreed! I was thinking like a solo survivor as that’s how usually play (now) with a new love for kindred.
50/50 survivor/killer
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@Ghoste said:
No, just keep it uniform with 110 and 115. 2.5% MS wouldn't be enough of a buff for Deathslinger anyway imo.
But wouldn’t that just make him a worse huntress?
Give him 112 and he’s more her level imo.
Agree it might not be enough of a buff lol
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Simple, make feral frenzy lethal IF and only IF survivor is injured but not in deep wounds state.
OR
feral frenzy hit on injured player cause deep wounds to tick down
or maybe some penalty when you’re injured and get hit with feral frenzy beyond deep wounds.
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Simple, make feral frenzy lethal IF and only IF survivor is injured but not in deep wounds state.
OR
feral frenzy hit on injured player cause deep wounds to tick down
or maybe some penalty when you’re injured and get hit with feral frenzy beyond deep wounds.
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Make feral frenzy do something more than deep wounds if survivor is injured when hit with it.
down? Maybe a little too strong.
shorter timer? Maybe not strong enough.
make it so they can’t do anything else maybe.
just something more than only deep wounds and bring back feral frenzy hits as having basic attack effects (sloppy butcher)
make stun shorter and also add slight power drain on hits not full depletion.
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Terror radius and power together, like nurse has insane power (at least used to) so she had 100% speed. Spirit is really strong with phasing so 110%, ditto hag with teleport and huntress with hatchets.
bubba, clown, legion, eh... they need 115.
myers and ghost face are in their own category with stealth and one hit power.
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Hit and run is a very effective strategy on all stealth killers cause you get a “free” first hit if survivors are out of position.
That is how I played old Freddy and had many 3-4ks with no ruin. Only blocks to speed sleep to 3-4 seconds with thana, sloppy, bbq and nurses.
Rarely chased, just free first hits. Then when healing or back awake, the free first hit was when they were injured and went down with the constant injury and sleep slowing the game to a crawl without a way to hide and heal.
I love new Freddy but I miss the old one!
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Only one time I had 4 gens done when I ran that build...
Otherwise it was always 3 or less.
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Megawaffle has it right, and pips should reflect this.
killer win = more than two kills or more than 6 hooks (past halfway point)
survivor win is getting out alive
It’s that simple and rank should be based on that.
Throw in some rules to cover dc’s/Mori’s/etc.
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These are great I have been lol’ing all thread!! 🤣🤣🤣
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The full totem YASSSSS 🤣
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Imagine object of obsession with divine sight...
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Just buff him lol
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Don't forget, you have to look at the whole package. His traps alone won't be as good as clown bottles or trapper traps, but he also can teleport while they can't.
His fake pallets alone may not be as good as docs (not sure), but he has other powers.
I think they're really trying to emphasize map pressure and mind games with the new Freddy.
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Spirit takes Billy with the right addon's and perks.
I've seen many 4 man 5 gen, gen stopper spirit games.
Though bracelet is her best addon's IMHO, it is hard countered by spine chill or premonition.
Spirit can't one hit, but can mind game and grab.
Base no addon's, I've give Billy a decent lead
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Should buff QOL current Freddy and release another version
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Any chance we could have Freddy cube/QOL buffs as opposed to rework?
A couple ideas:
- Lullaby effected by monitor or distressing.
- 16 m terror radius. (This was the original)
- No self care skill check wake up.
- Sleeping interrupts actions.
Honestly I think that's all he needs.
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I play Freddy way different but 3-4 k most games (honestly).
Build: Bbq, sloppy, nurses, (Thana for extra stalling or monitor for extra tracking)
Add-ons: green and yellow block stacked.
Strategy: Find a survivor, sleep, hit (first hit is pretty easy with blocks) and DO NOT CHASE. Let me repeat DO NOT CHASE... Max chase time should be about 10 seconds to get first hit. If they get to a safe pallet and drop it, break it and drop chase. Patrol gens and repeat, sleeping and hitting as many survivors as possible.
After 2-3 injured, by now they are waking up and healing. Track with nurses. Get another easy on sleep hit and down. Hook, and BBQ to the next.
You actually want them to wake up so you can line up on sleep hits. Try to keep at least 2 injured at all times.
If they self care, they're sitting ducks for almost a whole minute after they wake up and can be found with nurses. Plus they waste a lot of time with sloppy.
If they team heal, you get two people asleep and a down or another injury.
If they don't heal, Thana stacks and you get one hit downs with the on sleep hits.
As gens get sparse, waking up becomes very difficult.
Even a no hit sleep buys a little time and I count that "chase" as a draw... Still decent if I knock out a safe pallet.
Usually there is one gen left, and 4 dead. Slug 3rd survivor and get fourth. If u get an early kill, slugging with 3 survivors is easy but you have to actually chase the last one.
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Would love to see this tested.
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Miss it... The instasaw and insta hatchets were real!
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FYI
Here's the link:
https://youtu.be/G1E9pl2WUoYHe says it at 8:30.
(I always heard "Camel's hand" too)
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Worked for Legion changes
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Lol! He just posted a compilation vid with him saying it slowly with no slur and his gf said it too
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Plague:
Buff: vile purge is 100% more effective.
Nerf: sickness will no longer causes broken effect, (or any other effects) but pools will still instaheal.
New item: baseball bat. Every 10 seconds, can hit killer to stun them 5 seconds. Not countered by enduring to give survivors more counter play.
Global buff: anytime a Dwight is in your match, iron maiden is automatically added to your perk loadout.
Iron Maiden balance change: Iron Maiden makes u unable to open lockers.
Object of obsession buff: all survivors see killers aura, but the killer does no see theirs because that wouldn't be fair.
Killer basement buff: basement now has a lockable door. Survivors can lock basement so killer cannot go in.
Do to killer perks being op, we have decided to limit killers to Max 1 perk per game. We have a great selection of 4 perks u may choose from: monstrous shrine, territorial imperative, beast of prey or overwhelming presence. (Your welcome)
We apologise in advance for any long killer que times since we know everyone will be playing killer now! Sorry!
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Here are some ideas:
I'm a 2,000 hour console player, and I was thinking how Legion's changes could work and came up with 4 ideas: Terror radius: 24 normal, 32-40 in frenzy. -
Agreed! Here are some ideas I was hoping for:
I'm a 2,000 hour console player, and I was thinking how Legion's changes could work and came up with 4 ideas: Terror radius: 24 normal, 32-40 in frenzy. -
Make sure to give feedback after the ptb officially... It's all that can be done
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Nice!
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I did a post with something similar:
I'm a 2,000 hour console player, and I was thinking how Legion's changes could work and came up with 4 ideas: Terror radius: 24 normal, 32-40 in frenzy. -
Here's a legion rework idea:
I'm a 2,000 hour console player, and I was thinking how Legion's changes could work and came up with 4 ideas: Terror radius: 24 normal, 32-40 in frenzy.(shameless self plug)
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Survivors have OP swf and perks, but (some) killers have way way OP addons with perk combos. (way stronger than nurse with no add-ons or perks) For example:
Omega blink nurse
Insta saw billy
Iridescent hatchets with utility belt and a full perk load out
prayer beads and father's glasses.
tombstone Myers.
Legion with Frank's and dirt, both cooldown add-ons, or Frank's and stab wound studies.
Hag with mint rag, shackles and make your choice.
Pill bottle and class photo Freddy (if u know what you're doing)
All very very strong with little counterplay... Not just legion's add-ons.
But a seal team 6 swf is equal to these.
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I've seen the question in the Legion Question forums also: can frenzy take down an injured person. Keeping fingers crossed.
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Can u make it so feral frenzy can down injured survivors who do not have deep wounds status?