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dugman

dugman

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  • I honestly think most killers are relatively ok. There are some some things here and there I wouldn't mind but nothing major at this point.

    Some minor things I can think of

    Pig - Survivors should be able to use the Jigsaw boxes from the sides to prevent the afk Pig blocking them exploit. Also a slight speed boost while crouched wouldn't be bad. And maybe if her Ambush didn't make noise until right as it actually started it would make it slightly better.

    Clown - Make his yellow and pink bottle have independent inventories, so using a yellow bottle doesn't use up a pink one.

    Nightmare(Freddy) - Make fake pallets part of his base ability, and allow him to switch between fake pallets and snares by tapping the Ability button (similar to how Clown switches between yellow and pink bottles). Then also tweak all the add-ons that grant fake pallets to instead boost the fake pallets somehow. This would give him a good amount of extra flexibility in putting down obstacles around the map, doing pallets out of chase and snares in chase for example.

    Deathslinger - His turning speed feels very slow while aiming, like walking through mud. I think he's the only ranged attacker whose turning speed goes to a crawl while aiming. Allow him to turn normally while aiming just like all the other ranged killers.

    Ghost Face - His buff is still new so hard to say, but it's possible they may need to very slightly slow down how quickly survivors break him out of stealth

    Doctor - Maybe replace those green add-ons that change the shape of his Shock to something else. Does anybody ever actually use those add-ons and enjoy it?

    Cannibal - I know the devs have said they've been experimenting with ways to steer killers away from face camping, if that ever goes through that's probably the main change Bubba would need. (Not that I think face camping is a good strategy normally, but that perception, right or wrong, that people have that it's a good strategy on Bubba is problematic.)

    Hillbilly - I've never liked Hillbilly much. He's like if you took Blight and Bubba but made them each slightly worse and mashed them into a single character. Hitting with his chainsaw just feels really awkward, and steering with his chainsaw can be slightly dicey sometimes too. I'm not sure what change I'd want on him specifically, but something to make him feel a little more fluid to play would be good.

    Artist - She probably should have a range limit on doing damage with the crows of, say, 40 meters, mainly to mitigate her somewhat problematic combo with Dead Man's Switch. She'd still be a formidable anti-loop killer with long range tracking ability even if she couldn't directly damage someone beyond 40 meters.

    Trickster - He's one of the few ranged killers I think could really benefit from having a tiny dot as a crosshair.

    Nemesis - His zombie pathing could use some tuning

    Trapper - Make him start with all his traps in hand at the beginning of the match, much like that purple add-on he has. Then replace that purple add-on with something else. (You could even make that purple add-on base kit and it would be a nice improvement for him in the early game.)

    Sadako - I actually think she's not too bad, on par with Wraith. But if statistically she needs a slight boost one thing that would help would be making any survivor who is currently cursed passively gain stacks over time regardless of whether or not they have a video tape.

    Nurse - I hate playing Nurse, staring at the ground 1/2 the match is the most annoying killer mechanic in the game. If they tweaked it so she kept her head up during blink stun I'd consider playing her again. (And if that somehow was too powerful just slow down her blink refresh very slightly to compensate)

    Plague - Lower the volume on the voices in her head when she's powered up

    Cenobite - Maybe let him see the aura of the person who opened the box for three seconds after he teleports to them. It would make opening the box even riskier than it is currently.

    Spirit - Not so much a Spirit change, but I do think Iron Will should probably be a 90% sound reduction instead of 100%

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952397#Comment_2952397

    You can remove the aura reading of b&c and many killers would use it anyway. You can remove the higher speed of noed and killer will use it anyway. There are other perks that have 2 effects

    But not two effects that are each independently something people would use all on its own. If B&C had no aura at all it's unlikely it would see much use. If all NOED gave was a 5% speed boost it would never get used. But if you split Dead Hard up into both a lunge for distance and a second perk that allows you to be instantly invulnerable for a short time then both those perks would see use.

  • @Name_Unavailable said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952356#Comment_2952356

    It does. DH is only overpowered against M1 killers. But against Anti-loop killers is not. So deleting the perk without doing something about those killers in chase IS unfair.

    https://forum.deadbydaylight.com/en/discussion/comment/2952362#Comment_2952362

    To make everyone happy not just one side.

    https://forum.deadbydaylight.com/en/discussion/comment/2952393#Comment_2952393

    You also can win against 4 DHs. But still people wanted to be nerf because it is not fun/skillful perk to face. The same feeling to survivors when they play against those type of killers.

    https://forum.deadbydaylight.com/en/discussion/comment/2952400#Comment_2952400

    It is not about the strength of the perks. But this is the players natural in this fourms. Nerf something and they will go hunt the next.

    That's definitely not true about Dead Hard "only being useful against basic attack killers".

  • Dead Hard is overpowered and the devs have already said they weren’t happy with its numbers so a nerf is kind of likely.

    Decisive Strike is fine as is. (And I say that as a killer main.)

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952356#Comment_2952356

    Nailed it in one

    Anyone who argues that DH is fine where it's at has clearly never played against survivors who actually know how to use it because the survivors who use it to "dodge" getting hit or DH themselves into a wall because they're not paying any attention to what they're doing are not the problem. May God have mercy on their soul the first time they run into a 4 man bully squad all running DH...

    Now granted I do think the devs have put themselves in a horrible spot here. Finding a way to nerf DH so it's not incredibly frustrating and stupidly overpowered isn't going to be easy and they've left it alone for so long that survivors are going to be pissed no matter how little the change is (at least with something like Boil Over, they kept it being stupidly OP for only a month before they cut it down). Take away the distance and I feel like DH becomes one of the worst Exhaustion perks to have but the distance is what makes it so stupidly overpowered.

    Just take away the invulnerability. The distance is still useful obviously but losing the invulnerability during the lunge eliminates that whole “I’m close enough to hit but I need to wait a few seconds to bait out a Dead Hard“ thing that often happens. (And as a side benefit it eliminates those annoying hacks which auto-Dead Hard on a swing).

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952356#Comment_2952356

    It's not even overpowered people just suck and can't accept it

    It actually statistically does appear to be overpowered. Per datasets players have posted there is a much higher than normal correlation between the number of survivors who use Dead Hard in a match and escape rates. And the devs have also directly commented that they saw something similar in their data and weren’t happy with it which is why it’s expected the perk will probably see a nerf soon. It’s also the reason it’s apparently the most popular survivor perk by a fair margin (something like 40-50% of survivors use it).

    The reason it’s overpowered is pretty simple - it’s actually two effects in a single perk both of which are strong enough to be decent perks all on their own. You could have a perk that just lunges for distance with no invulnerability and a lot of survivors would still use it just for that, and likewise because hit validation has made it so you can 100% reliably dodge attacks based on animations the dodge itself could be a perk at this point in its own right. (And anybody who says the dodge never comes into play at high level are wrong, lunging for distance is more common but dodging to evade hits also comes up at least a couple of times a match from what I can tell. Plus the threat alone of dodging a swing often extends chases a few more seconds as killers try to bait or wait it out.)

  • Nerfing something that’s overpowered doesn’t require changing anything else to be “fair”.

  • P.S. I got curious so I checked out the trivia numbers

    • Maps have one hook per three tiles. A typical map has about 155 tiles so that’s about 50 hooks, so you end up with very roughly a 7x7 grid of hooks scattered across the map.
    • A single level map is normally about 100x100 meters more or less. So if you lay down a grid of hooks as above on that the average distance between them is about 12.5 meters.
    • The Purple survivor hook offerings increase the minimum distance between hooks by 1 meter (effectively spreading that grid out into a larger portion of the overall map.) So the hooks are something like 8% farther apart per survivor offering (and those offerings do stack, you can definitely notice it when all four survivors use them!) On the slip side the killer’s offering decreases the minimum distance by 3.5 meters so that’s also pretty noticeable.
  • Regarding the hook distance offerings, I do kind of notice them a bit as a killer, especially if the survivors bring more than one.

  • @Masterninja said:

    The chase music is so loud that I can't hear footsteps

    Come to think of it, the music doesn’t distract me usually but boy are the voices in Plague’s head when she’s powered up obnoxious! 🗯😖🗯

  • @I_CAME said:

    I take it you've never played him against high MMR survivors. You'll quickly see his weaknesses come out. They'll hug every loop so tightly and time every pallet throw perfectly. They'll abuse windows so much that bamboozle is basically a requirement.

    On the flip side high skill Bubbas can handle tight loops and probably also have Bamboozle in their loadout for exactly that reason. So that balances out.

    Bubba’s main weakness isn’t trees and windows, it’s lack of map mobility. The only thing keeping him out of the top three killers in my book is he has to walk everywhere. But outside of that he’s not just good at face camping, he’s also a solid slugging machine since his chases and downs are shorter than usual and he can wreck pallets very quickly to weaken the map for the long haul. So you can do quite well with Bubba without face camping if you liberally slug and force pallet drops constantly to keep pressure going as much as possible throughout the match. Eventually you’ll have hooked a lone survivor three times that way, slugging others, and then the snowball can get you over the top to a win. It’s just that early game macro you have to watch out for because of the low mobility,

  • I'm a killer and I hate that black hole bubble around gens when they finish too. I can't see jack near them.

  • Nurse is the only killer I actively never play. I can't stand looking at the ground half the match.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951223#Comment_2951223

    It's not a whitelisted 3rd party service and it gives them an advantage.

    What makes you think Behaviour hasn't whitelisted using VPN? They even recommended it a while back to protect your connection.

    Also what exactly about using a VPN "gives someone an advantage"?

  • You should still hide the name, people can change their display names.

  • I put her at or slightly above Wraith in terms of effectiveness. I think people who say she's significantly worse than Wraith are simply playing her poorly. Her teleportation alone gives her significant map pressure, even without related add-ons. Her stealth is decent, in part because her shortness helps block lines of sight on her approach when she walks up, although her lullaby does mitigate her stealth a bit too. The Condemned ability isn't too likely to get a kill, but it's main purpose is to get survivors to periodically stop doing gens to go turn in a tape across the map and at that it's somewhat ok. (And if she specifically uses the green add-on which makes survivors who heal each other gain stacks of Condemned, then that combined with some slugging makes Condemned build up significantly more quickly!)

    She isn't strong at looping, so people who don't take advantage of the stealth and teleports and just do extended chases are not going to do well. Her on and off invisibility does help slightly if you time it right at a loop where you Manifest when just out of sight so the survivor doesn't know for sure which directly you ran around an obstacle, but it's obviously not a real "anti-loop" ability. It's more like something that somewhat enhances her mindgame a bit.

    In particular, I find she's good at slugging because she has the ability to instantly get from where she downs a survivor to pretty much anywhere on the map where she thinks other survivors are if nobody is near the slugged target. The main advantage of slugging in the first place is it saves you about 10 seconds between a down and a new chase, so additionally shaving off 5-10 seconds of travel time to get where you want to go is just that much better. (I'm not saying you need to literally go all-in on doing a 4-person slug, I'm just saying that if you, say, hook one specific survivor until they're eliminated and slug the rest or just hook when you have only two active survivors at the moment it works well.)


    All that being said, I certainly wouldn't turn down a modest buff for her when they eventually do a full balance pass on her in a few months. But the doom and gloom crowd that says she's "literally the worst killer in the game" just don't play her well.

  • @Tsukah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2950969#Comment_2950969

    I mean when a killer or survivor intentionally body blocks a person preventing them from doing anything at all

    Right, and if they lose collision while afk like that then the person they're blocking can eventually get out of that spot.

  • @Valik said:

    After playing for over 1,500 hours I can count on one hand how many times this would have effected me, and I can't even remember if it's that many.

    It would, however, be easily exploited and potentially ruin the game.

    I think the idea he’s saying is if a player is afk too long they should lose collision. I don’t see how that would be exploited provided a killer can still hit an afk survivor.

  • I like Twins well enough but hitting Victor can be tricky sometimes.

    • I like the map reworks, I think the new versions look much better than the old ones, plus they got rid of a lot of old infinite loops. And more recently the new version of Haddenfield is mechanically improved as well.
    • Clown’s buff wasn’t “meaningless”, he’s objectively more powerful than he was before the buff.
    • MMR is actually better than the old matchmaking system
    • I couldn’t care less about NFTs either way
    • The only Boon that was problematic was Circle of Healing, the others are fine. And Circle of Healing has been nerfed twice now and seems like it might be in a more reasonable range.
    • Sadako is not a “female version of Wraith”, anybody saying that is just playing her wrong.
    • They’ve had big balance changes most of the recent mid chapters, including big changes just recently to both Legion and Ghost Face. Saying “they don’t care about balance because they made David gay“ is utter nonsense.

    Yeah, whoever posted this is an idiot.

  • Crouching behind a window or pallet to avoid a hit is intentional, and it’s possible due to hit validation for it to appear to be a hit briefly on the killer side but then have the final result be a miss.

    What shouldn’t happen (and if it ever does it’s a bug) is if a survivor crouches behind a pallet, and Nemesis is stage 2 or 3, then if the whip doesn’t hit the survivor the pallet should be broken. There should never be a case where both the survivor AND the pallet are unaffected. I don’t play Nemesis enough to have any idea if this is a bug that even exists or not but if it does then that’s something that would have to be fixed.

  • @ShinobuSK said:

    Who cares, its in the game so use it

    To be fair, I think they’re more asking if people think this combo should be nerfed as being overpowered. I don’t think it necessarily is personally for reasons other people mentioned above, just my opinion though.

  • I'm a little curious to know roughly what bracket I'm in which various killers but that's about it honestly, it's not that big a deal to me.

    What I would like to see them add on the endgame score screen though is the character icons so I can actually tell at a glance who played what survivor.

  • @amazing_grace said:

    All killers have an individual MMR, but you will be matched based on an average of them sort of. They basically have a cap for killer MMR, so even if you just purchase a new killer, your MMR will be based on your current MMR for all your other killers. In theory, if you lower your mmr across the board, then yes, on a new killer you haven't played before, it will probably be a little lower, but not by much. Your killer MMR most likely will stay relatively the same among all your killers sadly, so it's just an illusion that they have different MMR for each killer.

    Actually that's not quite right, the devs did specify recently that killer characters do in fact have individual MMRs. The first time you play a killer character their initial MMR is set to something like the average of your existing killer character MMRs, but after that your MMR on that killer goes up or down independently of your other killers.

  • Yes, it's cheating. Fortunately though the DC penalty is automatic so at least if someone is doing it frequently they're getting temporarily suspended for it.

  • @GoodBoyKaru said:

    I guess you'd have to measure it yourself. Survivors run at 4m/s, how many seconds does it take to get across

    Yeah, that's a way to do it I suppose? 🤷‍♂️ I was kind of hoping someone had already done it a bit more systematically though.

  • I don’t play survivor but I do think it’s fun to fit my killer charms and outfits to the current event or tome or whatever. 🙂

  • @tippy2k2 said:

    There probably is a way to make this not happen (or at least make it so it isn't a constant thing happening) but that would cost time and money soooooo.....

    Unfortunately Mandy confirmed a couple months ago that the devs determined it’s not feasible to develop an internal system to automatically generate and attach recordings of games to ingame tickets, so it’s still necessary to record games on your own using third party software if you want to be able to have anything happen with a ticket about cheating. It’s kind of a bummer.

    That’s not to say they aren’t probably already working on the bot problem, or that things can’t change down the line on how ticketing works.

    in Really? Comment by dugman
  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2944764#Comment_2944764

    There's nothing wrong with brown meme add-ons that award extra BP.

    If you don't want to use it then don't.

    Or they could replace it with an add-on that a lot more people would be inclined to use.

  • Dead Hard is the most powerful of the perks on that list. I don't have any problems with Borrowed Time or Decisive Strike personally. Iron Will I think could stand to be at 90% sound reduction instead of 100% because of how its formula works but that's a minor thing.

  • On the flip side at least twice I’ve managed to close a hatch on a survivor doing something stupid like that. The most recent one was I was Doctor and hit them with a Shock before they could jump down. In chat they said they didn’t realize Shock could keep them from using hatch. 😀

  • As a killer I’m never all that “bored”. Outside of the very endgame where either the survivors have opened the gates and I can’t stop them from getting out or where the last remaining survivor is just hiding hoping I don’t find them I’m always doing something the entire match.

    I’m definitely better at some killers and worse at others, and I don’t like playing some killers as much as others, but I can’t think of any I think are “boring”.

  • If the Evil Dead license holders wanted DbD to lose the Ash license over the Evil Dead video game they probably would have yanked it a while ago like Netflix did with Stranger Things.

    • Running into small looking reeds on Yamaoka and getting stuck like they're made of adamantium
    • Victor dying because he leaps and ends up standing on top of a dropped pallet. I guess he's allergic to plywood?
    • My favorite way to play Meyers is using Scratched Mirror (which makes Meyers permanently Evil 1 but with aura reading), but if I do I can't complete his daily mission so I have to do other add-ons first if I want to get the mission done. 😕 Likewise when I want to play Hag using Waterlogged Shoe (the red add-on that makes Hag a 4.6 m/s killer with traps that Hinder survivors -9%, but she can't teleport), I can't do her daily mission because it requires hitting after a teleport. (Waterlogged Shoe is actually surprisingly fun to use, it's not the best add-on obviously but survivors never expect it so it ends up working ok. 😄)


  • @JaviiMii said:

    Depends. Slugging people is about as exciting for me as it is for them. Since I don't care very much for BP or pips with killer I either play along and don't get anywhere (which in principle is fine - though the inevitable 'gg ez' does tick me off - as if you in the killer role don't see what's going on) - or I don't, just go somewhere and leave them all alone. Seems to be the quickest way to end the match without feeding into whatever is going on with them. What I deliberately don't do is to just focus on whoever doesn't seem to be in on it and is playing normally. While I would probably be able to get the kills I know all to well what it's like to be on the receiving end of that and am not a fan.

    I don’t get what you mean about slugging being less exciting? If anything slugging someone to immediately chase someone else is more exciting than spending 10 seconds carrying a person to a hook, not less. And a slugged survivor can actually move around so there’s slightly more for them to do too.

  • Sadako isn’t as bad as some people claim, she’s actually a decent slugger because of her ability to quickly get around the map after a down combined with her Undetectability helping her start chases closer to survivors.

    That said the devs haven’t done their full balance pass on her yet. Odds are we’ll see a balance pass for Sadako either next full patch or the patch after that. (I think they typically do balance passes on midchapter releases since the full chapter is focussed more on a new killer entirely.)

  • A random selection button on the character screen. Also a randomize loadout button on the loadout tab. There’s a website or two out there that generate randomized loadouts but having it in game would mean it would be automatically filtered to just the characters and things you actually have in your inventory.

  • @TWiXT said:

    Here's my original redisign for the perk and a decent enough explanation:

    Monstrous Shrine:

    Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.

    Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.

    Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.

    Making it a Scourge hook, even with my change would be good, however... only 4 scourge hooks can spawn in a map, meaning that if you ever took this, along with any other Scourge hook perks, you'd have to make the rest of your build entirely centered around "Basement Builds" in order to gain the maximum potential of your other scourge hook perks, and to me, that just makes it far worse.

    However, if it had a caveat that the Basement hooks only counted for 1 scourge hook, then you'd basically get a net gain of 3 scourge hooks possible on the map, bringing your total to 7 (4 in the basement + 3 decided by RNG across the map) with only the basement ones taking advantage of the new Monstrous Shrine's effect.

    That, honestly, would make it pretty worth it tbh.

    A quick suggestion - have Monstrous Shrine make the basement hooks count as additional Scourge Hooks on top of the 4 that are present on the main map. (So basically the basement is a 5th Scourge Hook site.). That makes that feature an actual benefit versus just a sidestep.

    15 seconds less per hook stage is probably ok. It might be verging on being slightly too fast, especially considering the basement itself is already intentionally designed to be a dangerous spot to be hooked because of its lone narrow entrance, but I agree that the current version of Monstrous Shrine is way too weak.

    Honestly I'd just as soon see the whole "self-escape" feature be replaced by something else entirely. Pulling yourself off a hook is already a terrible idea most of the time so discouraging it just makes the survivor play smarter. I'd rather see something else like a condition inflicted on survivors who are pulled off the basement hooks or combine Territorial Imperiative's aura reading into Monstrous Shrine as a single basement build perk.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947277#Comment_2947277

    Improved for who?

    Adjusting for a build improves the chances of the killer. It also gives more variations of gameplay and tactics.

    A few perks would never be used anymore if the lobby wasn't visible for the killer.

    You mean you wouldn't use certain perks any more (I'm assuming you mean Lightborn mostly). Other people would still use them sometimes.

    And I mean improved overall on average. The "strategic benefit" of seeing the survivors isn't worth the hassle of survivors running out the timer all the time and all the lobby dodging that goes on.

  • Of the things we've heard about previously, I'm looking forward to probably seeing details on the bloodweb revamp they've been working on the last six months. I'm curious what direction they go with it.

    They did mention "quality of life" as well, which I'm guessing includes things other than just the bloodweb. I certainly wouldn't mind seeing the daily missions getting a bit of a revamp. For instance, it would be nice to had a mission tracker on the HUD during the match, and also to have either separate mission logs for killer and survivor or have the missions be dual-purposes ones that either a killer or a survivor can complete (like the dual missions on the Rift.)

  • I've posted it before but I'd love to see a Medusa whose ability set includes that survivors who look at her suffer increasingly negative conditions. Basically it would be a token counter, and as you have Medusa in view the counter grows and adds tokens and you suffer conditions based on how many tokens you've accumulated. So maybe 1 token is Blindness and Incapacitation, 2 tokens are Exhausted and Hindered, 3 tokens is Exposed, etc. (The exact effects and how long it takes for the tokens to build up are where the balancing would come in but that's the general idea.) I think a killer that survivors actually are actively trying to avoid looking at while running away from them or while doing gens could be kind of tense in a fun way. 🙂

    She'd also need an active ability of some sort, just to make playing her be a little be more active than just being a basic killer that passively hinders opponents in chase. It could be something like a venom attack somewhat skin to Plague's infections, or something where she can actively try and sense people affected by her gaze, or maybe she has an inherent bonus to breaking things. Or you could even go all in on the basic attack thing and make her the first 120% base movement speed killer, which by itself is probably a decent secondary ability!

    Her map could be a cave or garden maze littered with the stone statues of prior victims. And the survivor in her chapter would probably be Perseus.

  • @Mat_Sella said:

    Plants Vs. Zombies Chapter with Crazy Dave as the survivor, also includes a Resident Evil Tie-In with Carlos Oliviera as a survivor.

    All kidding aside, I would buy that dlc. 😀

  • Honestly I think the game would be improved if you simply didn’t see the other team in the lobby at all. No more item swapping or stalling, no lobby dodging because you don’t like the look of the survivor skins, etc.

  • When I saw the subject line I thought you meant that when a survivor touches a gen under Dragon's Grip they get blinded for five seconds.

    ... Which I'd be ok with. 😄

  • This is definitely looking like an original killer for the chapter.

  • What is this thread even trying to say? That survivors should be aware that killers run perks? I don’t get it.

  • In addition to a lot of comments above, most of the advice also applies to any other perk or add-on that applies Oblivious or Undetectable. Basically anyone that can capitalize on ambushing survivors who don’t hear them coming benefits from those.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946874#Comment_2946874

    It is tbh. If I play twins now. I run undying, 3rd seal, knockout for back up, and deer stalker. Everyone is slugged before I hook. Obviously this is a pub stomper build. Since a SWF can call it out.

    But it's fun, and I'm on a 8-9 win streak that way. Ever since I changed how I play them.

    Right, I’m more of a half slug and half hook type player versus try for the four slug (I’ll hook when I think I have enough pressure to do it and slug if I think I need to get more survivors off gens in the short term, and will try and hook one specific survivor three times versus spread the hooks.) But yeah, slugging just means more chases in the same amount of time so it’s just more fun all around.

  • Except, like I said, it’s actually less boring than hooking in my opinion.

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