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blue4zion

blue4zion

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blue4zion
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  • @YaiPa said:

    eh, let's wait on this one, also the downed teleport is still in the game.

    plus they removed the """""gesture tech""""" in order not to spawn crows, which I thought was intended.

    The downed teleport means there is lag and latency issues. Where they landed, was actually where they were on their side when they were hit.

    When you see them teleport, they prob saw a bullcrap hit.

  • Really, you shouldn't always focus on using whats considered the best perks, but bring perks to cover your personal weaknesses, so this is not a terrible idea.

    Btw, this perk trips me up as killer when the survivors run around me after getting hit, confuses the hell outta me when I can't hear the direction they're going. But this could just be me and not actually help you out.

  • I feel if they were to touch Bubba, this would also something they could likely get done. If the license holders would allow it, why not? Would be awesome to least give us more faces of original survivors.

  • @bm33 said:

    There are plenty playing him on PS4. I've had him nearly every match today.

    I was getting more, but it's still not as often as I'd hope.

    Now I'm just playing him so I can git gud

  • @Demogordon_Ramsay said:

    It's because he's difficult. Quite difficult. I won't hesitate to say I struggle to hit Punishments more than I struggle to hit Deathslinger shots, Demo shreds, Pig dashes, Nurse blinks, or even Huntress hatchets. And that's when I have line of sight on my enemy; adding another layer of prediction through walls literally destroys my brain. And THAT'S just the first part of his power; resourcing your trails well and knowing when to cage is even more stuff to learn.

    And because he's actually difficult to learn to play, people would rather just call him bad than actually put in the effort towards playing a fully capable Killer when he gets completely overshadowed by Killers like Billy and Spirit who are so much better and so much easier.

    This is what I'm hoping for, he's actually really good but it takes a lot of practice.

    So I'm going to exclusively play him like I did Spirit on release and see what progress I can make, not gonna fail a few times and ask for buffs.

  • Whats crippling is when the survivors keeping getting downed, allowing them to use pop.

    Best counter is to take as long as possible to get downed, so really this perk is muuch stronger on less skilled survivors.


    But it also relies on the killer's ability to down the survivors, so the perk does almost nothing on less skilled killers.

  • @Chewy102 said:

    I honestly think it is the same old problem of people failing to learn how to play as something new.

    In what gameplay Iv seen so far it feels like most are attempting far too many ranged hits. Out in the open, going for blind guesses, or in loops too easy to juke in. They are also still breaking every pallet they see assuming them to be too safe to leave. For most Killers leaving a pallet on the map is a bad idea. But PH is able to hit Survivors at those pallets and can use them as perfect bait. So leaving several pallets on the map is in fact a good thing.

    That's just one thing I noticed. Other points Iv seen are people spending time digging trenches where they don't need to. Or being too hasty with sending people to cages instead of hooking them. That spends time a Killer can't afford and wasting Torment.

    This is the same things that happens with anything new. First thing is that several people wont want to pay for DLC. Reducing the odds of seeing a new Killer to start with. The other thing is people either failing or refusing to learn how to play as the new Killer. They stick to what works for OTHER Killers and not what could work for the new Killer. They can't get out of the meta in other words. Reducing odds of seeing new Killers even more when old strats and builds don't work with the new Killer.

    After watching the PTB it was easy to realize you shouldn't just be going for ranged, try for it at pallets and windows similar to huntress, but it's truly better used to fake and normal M1.

    For the trenches, I'll use it in tight areas or hide it in grass. No reason to keep using right out in the open where its easy to avoid. Not to mention it will vanish quickly around various objects like hooks and generators, which I 100% understand for Lethal Traps, but this just applies Torment.

    Maybe they don't want it right under an object so if they're working on it it'll apply and can't be countered with crouching. Still, no reason for it to be so freaking wide especially around gates.

  • @KingFrost said:

    I think Pyramid Head is pretty strong, but I imagine people want to earn those bloodpoints because he's probably fairly perk dependent. And those perks aren't things like "Pop Goes The Weasel". Also PH doesn't get a stack for BBQ with his cages.

    Personally, I find Nurses really good on him. Not sure what else I'll use, but I've got to unlock more perks first. Also, the new tome came out today, and I imagine people want those bloodpoints. He's got a decent tracking ability build in to him. It's not Doctor-Tier, but used right it can find survivors unaware.

    Yes, so far Nurses with M&A has been a staple for me, that's been the most reliable way for me to get a hit apart from predictions.

  • Playing a bit more and got a couple. However on survivor side it was becoming stupid easy to dodge, just keep an eye on him.

    As killer, any survivor who is looking at me has dodged a majority of hits. Only like through walls with aura reading have I really gotten hits.

  • Keeping the yellow aura on Trail of Torment was a bad move.

    Only one other instance does it turn yellow for survivors, and that's with Better Together. With that though, its a limited range aura so when you see it appear far away, its obvious.

    Also I'd like to state how it gives a similar safety feeling like Alert, and allowed me to finish a gen when I was actually about to hide, thinking he was on his way.

  • Don't think it works on console right now, been trying it for like 10 minutes with no success.

  • Honestly garbage if they're not running a hex.


    Great counter to Noed in slugging situations though.

  • Hopefully this is just a problem with the license, and they don't start making this a regular thing.

  • Absolute joke.

    Get ready for a lot of cosmetics to be set pieces, even if it makes no sense.

    Awesome way to make us pay full price!


    KEEP IT ON THE LEGENDARY

  • Just came back because I've noticed that Pyramid Head's cosmetic is fixed too.

    Was checking it out, due to my balance I was about to buy the body, till I clicked on the Body filter and it wasn't there.

    Why? Why is this a set? Seriously the sets should've JUST been for stuff like changing who the person is.

  • I fear they are now going to make way too many outfits a set. Especially unnecessary ones that could easily fit with others, already the variations of Cheryl are a prime example. Can totally understand the Legendary one though.

  • The wooshing sound on her end used to be much louder on her PTB, I think this should be brought back and then some, just make it a bit harder to use and track with sounds. Complete deafening might be brutal for her, but I have been phasing without a headset lately on a low tv and it's not so bad if you actually phase mostly based on predictions anyways.

    Omni-directional sounds good too, but I feel in practice it might make it more confusing to track and just create unnecessary problems for The Spirit. Still something I really want to test though, I could be completely wrong.


    The ability to be able to activate the passive phasing would be cool, not so much passive anymore though.

    I mean when you even click the phase button currently, it'll set back your power bar a little bit, and that would be the perfect way to activate it. While looping, just a quick click (they might have to adjust it though so it doesn't stop you for a split second) and mindgame with the passive phase. More dynamic to her power you can actually utilize and more fun :D


    Absolutely love The Spirit otherwise, my #1 main for sure.

  • The passive phasing has minimal effect to decent survivors, and can't really be utilized like old freddy with timing because it's an odd random chance. (Like every 1-3 sec it'll happen)

    Addons can make it 0-4, meaning if the random gods let it, she could passive phase back to back to back. If that's really how it works.

  • This might be old but like


    I love it for saving time, especially since I'll break a lot of pallets and often use pop/overcharge.


    For a buff, I don't think they should change the numbers but add another effect. Something like kicking gens will be instantly regressed an extra 2/3/4% before starting normal regression.

  • Pretty sure the recording is old, they even said ToT applies the Oblivious Status, not broken.

  • I pretty much exclusively spend my Shards on Perks for bloodpoints xD

  • It's definitely how you WONT get better against her and the people like this are what makes her strong. If one out of four survivors dc against every spirit match, yeah, shes going to seem op.

  • This looks awesome, can't wait to see it!

  • As a lot of people have already talked about sound i'll share a few things that I do as a Spirit main.

    When possible, especially when just catching up, phase behind cover. Can be as simple as when the survivor turns a corner with a wall, or when a rock come between you. If you just stand out in the open and begin phasing, that can give them a head start to trying to juke you. Phase out of view and they might still just be running, helping you in locating them.

    When trying to fake phase, it's best to stand in an area that corners the survivor or will push them towards unsafe areas. This way if they do run you can either chase normally and they can't get to a pallet or window, or you can phase and hopefully catch them out in the open.

    If you're in chase and you see a survivor hiding or hear a gen being worked on, it's almost always better to swap targets by phasing (again, don't make it obvious you're switching targets; hide before phasing or phase and just face the survivor you're chasing) Almost always free hits on survivors hiding nearby and good for getting grabs on gens. M&A is a big help in this, fantastic perk for her.


    Also, I phase the second a game starts to an area I feel a survivor is at or till Whispers goes off. Fantastic for early pressure especially since survivors usually start near each other and you might be able to get at least two survivors injured quickly.

  • To me it's really just escaping without getting downed, not so much if it's a really short chase.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324124#Comment_1324124

    Dodging billy saw from a distance is easy but oni is so much harder yet somehow I get juked but when I do a turn on a corner regardless of angle when they hug a wall I cant hit them I always fail a 90 degree and its literally a no skill move just flick your analog but for some reason it wont hit 90

    Can you record yourself just attempting to do flicks?

  • Personally love the idea, pretty similar to looking down at a pallet but this'd be more reliable. Personally as survivor I immediately make distance as soon as i'm sure they're breaking a pallet or wall.

  • For either side it's when I see survivors stand and wait at pallets. It hurts me physically to see it, wasting a pallet and the opportunity to make distance.

  • You can get the 90 degree turn on controller, I play almost exclusively PS4 and Oni is one of my mains. I'm not sure where your issue is coming from but this sounds like me as Billy. Can't land a single chainsaw but I also can't dodge them xD

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323064#Comment_1323064

    Would this work like you would in Warzone? Where you hold down the armor and it does it's animation to be put on you and you would hold the button after the animation to put the rest of the armor on faster than normal since you did the animation?

    Get what I mean?

    Not familiar with that game, but no it'd be more like you only reload one bottle at a time, but it's muuch faster. This would allow Clowns to quickly make 1 bottle to use at a loop instead of taking awhile to make all the bottles at once.

  • Self-care by itself in general is bad, but when it comes to killers who can easily injure or keep you injured, it seems much worse.


    When I face Legions tho, it's always good to heal up to 99%, in case they're the type to not Frenzy injured. Keep em busy for a sec, pop the heal and make them decide if they want to leave you using Frenzy after wasting time or continue chasing you. (Even better if they do Frenzy and you make them miss) If you can loop, this is great against Legion imo.

    However, if you're healed the Legion might just Frenzy you and leave, keeping you safe from getting downed.

    It's really up to you if you want to spend the time Selfcaring against a killer who can easily injure, and either way can make the killer play less effectively if you are skilled enough.

  • This slowdown negated bad bottle throws on survivors, like if they didn't run through the whole cloud staying slow for longer, but this alone isint enough.

    I still like the suggestion of reloading one bottle to be able to quickly make one for a chase, as apposed to being forced to wait 5 seconds (at base) to reload and use bottles. That gives survivors plenty of time to make distance which is a great thing; don't stand and wait at pallets, kids.

  • I ran Urban and went to the Yamaoka Estate, and just followed the killer for a bit. It's easy to get when they're focusing on another survivor.

  • Make Your Choice was mentioned a lot so I'll say why I love it.

    Even if I don't get the down, 9/10 that survivor is playing much more immersive, wasting time and possibly not even doing gens.

    It very well can be a game slowing perk and a chase cutting perk.

  • There's that word again. "Boring"

    Freddy is one of the most fun killer mechanic wise, its not just someone sneaking around or a killer right up your back with a chainsaw. Lot more interactions with freddy.

    Now strength and frequency wise I can see why he might start feeling stale, but cmon. Enough with the calling strong killers boring just because the devs said they're balancing to make things fun.

  • @Epicu2 said:

    If you hear his loud stomping when running, just hide behind something, and make sure you are not seen (he can't track you like Legion)

    But if you are his 'obsession', you can't hide so you're basically screwed, sorry.

    Overall, hide, and don't become the obsession.

    (I actually have Oni, and it's hard to find people if they are not the obsesion, so just hide as well as you can).

    The Oni can see scratch marks while dashing, and obsession means a lot of things, are you talking specifically with Nemesis and PWYF?

    You can still hide as obsession, but theres a perk that lets you and the killer see each other when you look their way.

  • On killer side made no difference to me. I don't like situational or negate-able perks.


    As survivor, I like it a lot more. It still is stupid brutal when you have to leave a nearly finished gen to regress, but feels a lot more fun to play against as old ruin was too boring for me. It also made way too many people waste time just searching for totems or gen tapping instead of working through it.

  • @DeadByMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/1310951#Comment_1310951

    His reload speed should be 2 seconds! Also, that's a horrible idea...imagine having to reload each individual bottle in 7.5 seconds over all bottles in 5 seconds. Plus his power doesn't even do damage.

    Reloading them each at a time doesn't have to be the numbers I gave it, but it is a muuch better idea to be able to quickly make 1 at a time for chases as apposed to making all of them, giving the survivor 5 seconds to make distance (without addons). Any time a survivor makes distance can be brutal for non mobile killers. Clown does not need this.

    Second I see a clown reload I dip.

  • Yes please.

    Also, he should be able to reload bottles one at a time, each one being about 1.5 seconds to make.

    This way if you need just one bottle, you don't have to slowdown and reload for 5 seconds; its a super easy opportunity for survivors to make distance.

  • Playing any killer and the game isint flying by in 5 minutes. When I'm doing really well I don't like to just kill people as fast as possible, I want points and want to give everyone a chance at more points, so I'll start slugging on death hook or just injuring and leaving survivors.

  • Yup. Just as annoying as skillchecks the second you leave a gen

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309603#Comment_1309603

    https://forum.deadbydaylight.com/en/discussion/comment/1309604#Comment_1309604

    If you read the entire post, I said that Kate can be purchased with shards, but her perks aren't useful, and I have no intention on playing her.

    Just because you have no intention of buying her, doesn't mean they're locked behind a paywall, which is all they were saying.

  • As soon as I heard of em, I wanted them to bring all l4d characters over.


    Or just Zoey or something xD

  • I don't see what people dislike, it is great against gen kicking perks and Freddy. It is situational due to this, but I don't think people would disagree if I said gen kicking perks are really common.

  • I've only seen like one that is a little odd, but I love how they're currently implemented.


    Lets survivors have strong loops that killers can optionally remove.

    Let's just not overdo it again like in the Saloon xD

  • Really disappointed with 2 of them, I think Deathbound is alright as is, would be good paired with Nurses calling to make sure they're not nearby.


    Forced Penance- This one is honestly a joke to experienced players, as it's very common for survivors to not heal anyways. It is a situational perk, however survivors are going for protection hits quite often now. If I get hit by this, I'll gladly wait it out before healing; maybe not even then. At least increase the duration of it, like by a LOT to actually mean something or add more effects like Exhaustion.

    Trail of Torment- Really going to need to test this out more, but for now this perk seems seriously useless. Not only does it tell the survivors you used it right away, the duration is so short you barely get a chance to move from that spot to actually catch survivors off guard. It miiight work okay in maps with limited view, but even then 15 seconds will be over quick. There's very few times a survivor will see a gen yellow, like Better Together. Maybe if a survivor thinks it's Better Together it'll work, but if they have half a brain cell i doubt they'd fall for it again. Not even gonna comment on the completely ludicrous cool-down.

  • THANK YOU.

    I've found this map to be super confusing, same as other indoors for me at first.


    But I absolutely love the map.

  • Was testing him out today, and while getting Torment applied can sometimes prove to be difficult, if you're good at predicting his ranged is pretty deadly.

  • How is it a BUG when there's text explaining that's what its supposed to do?

    What did the bug appear and they're like eyyy we'll add text for it till it's fixed.

    Wack.

  • Recently it's been Persona 5 Royal.

    Other than that, it's usually some chill game like minecraft xD

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