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cenoflame

cenoflame

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cenoflame
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  • I played as Trapper there, the best spot for traps is on the stairs between floors. Also, the exit gates have potential for good trap spots.

  • If I get the first hook and it's pyramid head, I'm out. 85% of the time my teammates are scrubs who can't handle him.

  • Let me add that this was in silent hill map and the hook was at the very end of the hallway. No chance of getting away.

  • I'm actually getting into lobbies faster as a survivor now. Used to be the opposite. Killer is definitely slower for me now, too.

  • If there's no update soon, I'll lose all hope in this game. I get the map several times in a row. They're really trying to shove this pos down our throats.

  • Just drop it early. His power is easy to dodge if you see it coming.

  • Every single PH I've played against has been a camper/tunneler. It's getting hard to rank past 5 now. Also, remember to crouch across his markings and they won't affect you.

  • People that don't heal up even when the killer is busy are garbage.

  • This chapter was one big money grab. Even more than usual.

  • It's like the laboratory, except more breakable doors and everything looks the same.

  • A lot of people already considered dbd a broken game. Introducing a map and killer that turned out to be a letdown didn't help.

  • It's right up there with the laboratory as my most hated map. Gonna have to sacrifice my offering spot every match to make sure I don't get it.

  • I got 50k. I think they're trying to start a war.

  • Stakeout. Not only gives you a warning when a killer is around, but gives you those great skill check bonuses.

  • I only use the mori I bring when gens start popping fast. If a killer uses mori and there's still at least 4 gens left, he's doing it wrong.

  • I would have liked Harry as a survivor. We're kind of due a male anyway.

  • At least now I can stop trying.

  • Well that answers my question. Feel free to silently judge me.

  • @PigMainClaudette said:

    Secondary attack methods have never worked with NoED. It just so happens that half of them are instant-downs.

    I must be crazy then. I could have sworn they used to 🤔

  • I wouldn't mind seeing the hooks light up when a survivor is downed, instead of picked up. Gives more time.

  • @BubbaMain64 said:

    Honestly I was really hyped up when I saw the reveal trailer and played the ptb, but now I feel disillusioned.

    Other than the Silent Hill name this chapter has really nothing to offer. The map is too closed up to legitimately navigate and we got more of those breakable walls that are absolutely necessary to break to play the game. Pyramid head is laughably bad as when going through the process of trying to get survivors tormented due to the fact that it not only gives survivors a free save most of the time; but also clears the torment of other survivors. Playing him feels more like playing Demogorgon but not being able to use the shred. It's just a fancy zoning tool at this point which basically makes him a M1 killer with flashy filler. The AOE attack is extremely easy to dodge and he has zero map pressure. The idea of the cages make sense because you'd think that "Hey now they have to go to the other side of the map to get the save" but most survivors are already far from the killer when doing gens and barely have to waste any time to save from cages. The only legitimately useful part of his kit is Final Judgement because of the time it saves. His AOE is stuck in one place so there's not a lot of skill you can use to land a hit. Prediction can only go so far, especially when survivors know you're going to be trying to land a hit. Some people may say that since it's able to go through walls that it can be used with skill but that is entirely guessing. Realistically, too, you'll miss a majority of those shots OR be on an open map where that opportunity isn't avaliable. On top of that the huge wind up gives survivors a lot of time to react. Missing the attack makes you lose so much distance it's not worth the risk of using and playing against him I was never hit unless I made a dumb mistake. So if the killers power is utterly useless and more of a gimmick than it is a threat, then what about the perks?

    I will be going over both Cheryl's perks and Pyramid head's perks here. I don't have anything to say about Heather mostly because survivors are just different skins.

    Pyramid Head Perks

    Forced Penance: Apply "Broken" to a survivor who takes a protection hit for 20/25/30 seconds.

    this perk is just pathetic as you will either chase the survivor and down them or they'll just do something else while waiting for the broken effect to go away. Also far too situational and underwhelming for said situation.

    Trail of Torment: Kick a gen and become undetectable for 15 seconds, the gen is highlighted yellow and has a 120/100/80 second cool down.

    This one must've not had more than 3 seconds of thought put into it. There's no point in being undetectable if you leave a giant sign saying "I'M OVER HERE BUT YOU CANT SEE ME :)". It's the same thing with Demogorgons portals and old Ghostface. The whole point of stealth is that people DON'T know where you are. Especially if you're a giant buff dude with a long pointy piece of metal on his head and dragging a large knife that people can hear. On top of this the cool down makes it only usable like 3 times a match. Adding a large cool-down to already terrible perks IS NOT balance. It's just lazy and hurts snowball potential which is what killers desperately need in order to have the match not end in 6 minutes.

    Death-Bound: Survivors who heal from 32 meters away or more will scream and the healer will become oblivious for 45 seconds when 16/12/8 meters away from the healed survivors.

    I like the idea of this one, it's probably the most creative and actually usable one in the bunch. It isn't strong but it's a fun perk to play around with. In practicality it's sort of trash but good enough. You probably wont find the survivors after they finish healing as you're probably doing something else in the moment like hooking, chasing or interrupting gens. I really enjoy perks that mess with survivors abilities to track the killer because the terror radius is such a huge mechanic in the game.

    Cheryl's Perks

    Soul Guard: When recovering from the dying state gain the endurance status effect for 8 seconds. While cursed with a hex you can full recover from the dying state.

    This is literally just a NOED counter. All it really does is punish killers for using hex perks, which are already weak considering they can be disabled at any time. In the current game state I can see this being a problematic perk. Personally I haven't tested to see if you can pick yourself up more than once but it means if you're still trying to use the new Hex: Ruin for some reason then you just lose pressure with a perk that encourages you to keep up pressure. I do really hope that Soul Guard is only a one time use because it would be worse than unbreakable since the only counter is for you to LOSE YOUR PERK. Second chance perks should not be in the game period. Many of the problems people have with the game come from these second chances. DS and Unbreakable are a prime example of survivors getting 4000 tries while killers have a noose around their neck that gets tighter every second. As someone who still uses hexes I am at an extreme disadvantage over something I cannot physically control. All this perk does is potentially remove desperately needed pressure and band-aid fix an already terrible but annoying perk.

    Blood-Pact: If you or the obsession are injured you see each others auras. Disables if you're the obsession.

    I genuinely thought this was a joke when I saw it. A perk that kills itself based on rng? You can get much better results and more information with Empathy. Your perk also wont choose to stop existing when using empathy.

    Repressed Alliance: After working on a gen for 80/70/60 seconds you can call the entity to block a gen for 30 seconds.

    It's just a Pop Goes the Weasel counter that can be used for memes and trolling. It's creative but that doesn't make it good. The only purpose it serves is to prevent gen progress loss which could be strong but we'll have to find out when it goes live.

    Overall the whole chapter is just a disaster. Sometimes it seems like we get 6 perks because BHVR feels like they have to crank out something. The only thing these perks are going to do is inflate the bloodweb even more. Sure you could say that it adds build variety but most people will just stick to the meta anyways. There's no point in running a different build if you're just putting yourself in a considerable disadvantage. Very disappointed in this one, especially since it's something as big as Silent Hill. Maybe these things will be changed but I honestly doubt it. We're just going to be stuck with another killer who looks cool but is really just frustrating to play as, along with perks that will just spend the rest of their days collecting dust.

    This is why I hate the idea of Jason as a killer. It's just a gimmick.

  • I've done the same thing as killer, but in a wall.

  • I love it. Fills up your great skill check bar pretty fast.

  • Bunch of us were in the exit gate and Ghostface just kept moonwalking in and out of view. I really should have gotten something.

  • I have a simple solution. Bring back OG Hex: Ruin.

  • If I take one in, I usually only use it if they start popping gens fast, or they're toxic.

  • I noticed this. Wasn't sure if it was a bug or I just wasn't familiar with Ghostface's power.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1316210#Comment_1316210

    I think spine chill does the job way better so I disagree.

    It tells you the killer is around even if he isn't looking in your direction. I run Spine Chill as well. Maybe not practical, but fills up the great skill checks pretty fast

  • I never hear anyone talk about stakeout. Even though they nerfed it a little, it's still a good indicator of when a killer is near.

  • @illusion said:

    Best strategy is to use lockers and distance to your benefit. Trying to loop and mind game him are just going to get you killed. Also, make sure to snap yourself out of it when you start hallucinating.

    Funny thing is, I play Doctor all the time and use Iron Maiden. Nobody ever thinks to use lockers.

  • People have to be my friend on ps4 to send messages. I get a lot of friend requests 😀

  • I remember when he could see the auras of survivors in the dream world. *sits in my rocking chair*

  • I like that you call it butt dancing instead of teabagging 😄. I'm gonna start calling it that.

  • @Rydog said:

    Some life advice, for going against Leatherface: If he stands there revving his chainsaw, or he hooks someone in the basement, don't go after them. They are dead, the end. Just go do gens. Your base assumption 100% of the time should be that a Leatherface player is a camper.

    It seems not everyone knows that, which is surprising.

  • Is the survivor at least Henry?

  • They might as well have gotten Jason. Just a big guy with a sword. Not even a classic horror icon.

    20200526_154908.jpg


  • @Hex_KillerMainBTW said:

    Where did you read that the new killer is anti loop? I'm curious on where you read this at. My problem with an anti loop killer is that most of them get nerfed eventually

    Leaksbydaylight

  • Definitely not Jason. They're not gonna bother when he's in the middle of a lawsuit.

    My serious guess is Pinhead. The creator has said before that he's a fan of the series. Also, the killer is supposedly anti-loop, so chains might work.

  • I prefer the idea of their skills to the killer. That's why I don't like the idea of Jason. What could he do? Another stalker?

  • @bigbucks76 said:

    Is dead by daylight

    I'll do you one better. WHO is Dead By Daylight?

    in Why Comment by cenoflame
  • Trapper. Walking on the ground makes me feel like I'm sticking my feet into shark infested waters.

  • It fits the theme of everything else in the game being bugged.

  • @Impermanent said:

    How can anyone act like Oni running infectious fright and BBQ isn’t OP af? As a red rank PS4 solo, every game is like this:

    1. Oni downs someone. Someone screams nearby from IF.
    2. Oni hooks the player, and rages after the survivors that screamed or a BBQ target.
    3. Oni downs 1 or 2 more because it’s fng impossible to avoid the Oni in rage.
    4. or... Oni rages back to hook ala Spirit and downs 1 or 2 during the save.

    It just goes on and on with Oni in near perpetual rage from all the hits. He is way too maneuverable and fast and can be in rage for way too much of the game. It’s not even worth playing most games. It’s a joke.

    and if you are going to reply with a “git gud” just please don’t bother. You probably killer main or play in SWF or are just trying to look good. Oni is OPAF.

    It's not impossible to dodge Oni rage. I'm getting better at each time I face him.

  • Survivor: Stakeout

    Killer: No One Escapes Death

  • He'd be a boring killer, tbh.

  • Styptic Agent, maybe? Did he have a med-pack?

    in Hacker Comment by cenoflame
  • @Actionjacksn said:

    I play solo survivor so swf que times don't affect me but i have to wait 2-3 mins to a lobby even this way. I was killer main but it was too frustrating so i switched but it is frustrating too that i have to wait a bunch of time for a lobby where i probably will be matched with potatoes, tunneled, moried and face only Spirit, Doctor, Freddy and sometimes Huntress.

    My wait time is more like 5-15 mins. Just remember, it can always be worse.

  • I unhook lots of people that go running straight in the direction the killer just went. Even if you weren't paying attention, it's still dumb.

  • Stakeout + Botany Knowledge + Med-Kit with Surgical Suture and Sponge add-ons = super fast healing. Also 150% bonus BP.

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