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lagosta

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  • When you find yourself in a lobby with 3 Flashlight warriors and you want the killer to bring Franklin's and teach them how to do gens instead of following chases.

  • "In today's story Ace got in trouble. Moved by greediness, he looted and plundered the basement's chest only to find an Insiduous Leatherface hiding around the corner. Adam was ingenious and managed to help him get out while serving as bait, only to Deliver himself from the hook when Bubba turned away. So don't forget kids, if you're diving into the basement, equip your deliverance. Until next time, bye."

    1vpxqb.jpg
  • @Leachy_Jr said:

    Getting better mainly in the "doing gens" department, I notice my games are going faster now. Hell even my soloQ teammates seem a bit better, and while they still can't hold a chase for long they do know when to get on gens.

    Not really an issue, it's just that I'm having to play a lot sweatier recently on killer, I'm tunneling more and camping more to win. It's working and that's pretty cool, but ya know it's not that fun for me unless I hit some fancy shots which are all being patched on the map reworks and not that fun for the survivors.

    So yea, title. I have been getting horrible map RNG so it could be that but even games on balanced maps feel faster and more intense.

    I play SQ and for me it's kinda of a hit or miss on a 20 to 80 ratio to be honest. If the killer has commitment issues (as every competent killer should) then the gen jokeys you're describing have less of a change. If the killer tunnels the guy that's good at looping than it's easier to pick up the slack of other teammates.

    I've grown to despise people hookbombing tho, and those seem to be a constant.

  • Corrupt is too good to pass on prep killers.

  • The day they nerfed PH's fine looking ass a piece of me died, now stop arguing and make of me one of those mannequins.

  • Out of the killers you listed Nurse and Blight have a huge skill ceiling, Nurse on a more extreme case as she cannot work without her power and not every player wants to dedicate the hours it takes to master them.

    Most of the first list are middle of the pack with the exception of Wraith, that has an easy to use kit more fit to new killers. More experienced players tend to transition to other killers that allow for more mechanical skill expression or to killers like Freddy that are low risk high reward and have a nice time.

    Deathslinger is a peculiar case as people with previous experience in FPS can easily make use of his kit.

    Spirit? ######### Spirit.

  • 69k points for the luls

  • @Saltjar34 said:

    Here's the thing, failing skill checks actually wakes survivors up. That's why you'll never see an impossible skill check Freddy. Instead, they should reduce the chances of getting skill checks. I once wrote this change in another thread.

    Jump Rope

    Moderately (20%) reduces the chances of survivors triggering healing and repair skill check in the dream world

    Swing Chains

    Slightly (10%) reduces the chances of survivors of survivors triggering healing and repair skill checks in the dream world. This penalty is increased for every survivor in the dream world.

    Basically they become budget Red Paint Brush which I think should also be changed.

    Freddy is one of the few killers with innate slow down and it was one of the aspects that they kept during the rework and reducing the chances of skillchecks does little in that aspect. What I had in mind by proposing that change was to have something that actively impacted survivors instead of a generic penalty to actions. The advantage of having difficult skill checks is that if you're good at landing them, you can work without giving him notifications. On the other side waking up on a failed difficult skill check is also good bc it applies the regression, notifies the killer, and serves as a safety net to inexperienced survivors to prevent scenarios like pre-nerf ruin.

  • @SnakeSound222 said:

    So turn the add-ons into a worse version of Unnerving, which is already a bad perk? That's what it sounds like you want to do.

    Right now Outdoor Rope and Jump Rope apply 2% and 4% penalties respectively and Swing Chains values are 2% per survivor in the Dream World, varying between 0 and 8%. The best set up you can get is 12% with everyone in the dream world and the 2 best addons. A full stacked Thanatophobia grants 20% repair speed penalty, and Thana is considered niche. A single failed skill check regresses a gen 10%, that is almost equivalent to using current Jump Rope+Swing Chains with 3 survivors in the dream world. Compare that to pop that has activation requirement, regresses by 25% and requires you to waste time going to and kicking the gen.

  • IMO, keep no mither as is but with the following changes:

    • you start the match healthy, but cannot be healed beyond injured by any means for the remainder of the match.
    • do not display the broken status HUD.
  • @TheStabbiNAngeL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1833993#Comment_1833993

    Nope I refuse to believe Killer is easy maybe alot of the toxic mechanics we're removed yes ,but you have people who know how to exploit the killer's weakness to full advantage, survivor's who are pretty much unstoppable when paired together, the killer can be overwhelming at times but what about the 90% of killer's who just play the game for fun and get destroyed in 3 minutes,survivor's never consider those guy's only their entertainment that means turning any killer into an aperture a play thing.

    https://forum.deadbydaylight.com/en/discussion/comment/1834002#Comment_1834002

    Yeah, I hated that part of the game to but I've been dealing with it for four year's so it is more common then anything. There has to be a solution were both killer and survivor can have fun at the same time.

    On a personal note, I find myself getting somewhat frustrated while playing SQ until one day when I had to play an underleveled character with almost no perks available for a challenge. I had loads of fun, more than what I was used to. That raised the question of how did that happen and then I got to the answer: I came without expectations. I was not frustrated for being hit during Dead Hard bc I had no exhaustion perk. I was not frustrated with my teammates bc I had no aura reading to see someone self caring in the corner. I looped better bc there was no exhaustion perks to bail me out of my greediness. And even when I died, I was happy while looking back at my performance.

    Ask yourself what provides you fun. Is it piping, farming BPs, catching that elusive guy that gave you a hard time the whole match, 4k? Whatever is the answer, just focus on that but know that if your expectations are too high, also will be the frustration when you cannot achieve that.

  • @TheStabbiNAngeL said:

    With the change of mori's that's the final tool that killer's could use to utilize in a match.Now the game is even more competitive,I Moried on the first hook when I'm loosing but usually even on the second, even against scum. Why do you keep nerfing killer's and their perks ,which its making it more competitive for one side than the other,I've heard people say this a casual game ,but it's not with all the second chance perks survivor's have ,it's just strenuous work for killers now. If you're playing for fun why are you mad about being moried, why are you mad about how keys work,because you're not playing just for fun,if that's the mentality of survivor's then the game should be balanced for both sides right now depending what team you get you can be made to look incompetent or completely skilled. There should be any lead way just middle ground if we're playing a competitive game please stop nerfing killer's.

    Oh yes, I play to have fun. That includes interacting with the killer, doing gens, looking for totems, you know playing the game. Being removed from the game after the killer proxy camped on the first hook bc they brought an offering is not that. Your argument could be applied to pre-nerf Moris as well, when one could execute the other player without even hooking.

    Moris are in better spot now, and keys are being looked at.

  • The issue with Second Wind is that it's too underwhelming for what it does. Adrenaline, by comparison, does something much better triggering only once per match. It needs to do something more powerful (IDK maybe giving endurance to yourself after being unhook for a small duration) or have its activation requirement changes so that might trigger more than 2 times in a match.

  • Not all spawns can be good, but at least they are not in the open Field like the Asylum one. Anyway, your Undying will make sure survivors will have to cleanse 2 to 5 totems and cover most of the map searching for them.

  • @dspaceman20 said:

    Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.

    After being unhooked or unhooking yourself decisive Strike will become active and usable for 20/25/30 seconds. Decisive Strikes timer is paused when chased by the killer.

    When Decisive Strike is active, when grabbed by the killer you will automatically escape the killers grasp and stun them for 5 seconds. During that time you will leave no scratch marks or blood trail.

    Decisive Strike deactivates when another survivor is hooked.

    Stunning the killer will result in you becoming the obsession.

    Increase the odds of you becoming the obsession, the killer can only be obsessed with one survivor at a time

    (This is my idea for a rework of Decisive Strike. I feel this is fair for both sides as its not as strong as before but its still usable to the survivor and make it a true anti-tunnel perk. if you disagree with any changes feel free to tell me and give your thoughts)

    this doesn't solve the DS+Unbreakable issue.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1833866#Comment_1833866

    If Victor can vault, how are survivors supposed to counter him? He already has no TR, a relatively small "growl radius", extremely short height, and extremely fast movement speed, so stealth and running away are both usually bad options. Victor not being able to vault or break walls is the only thing that allows survivors to counter him currently. Otherwise you just need to hope he misses, which is no fun a la Deathslinger.

    What? You can definitely watch the stairs while working on gens on top of Haddonfield houses if you really think that there should be safe spots in any trail, then you're playing the wrong game. Those houses were a huge oversight by the devs, just like the lockers.

    My advice for you when playing against Victor is to treat him like a billy that only uses chainsaw. He needs to charge before pounce, so you can just keep running around small to medium sized objects and he will never land a safe hit.

  • @Salty_Pearl said:

    I feel like the locker change and the ability to recall Victor were good buffs but they still feel weak to me. Mainly, their addons really aren't that good and I think that there power still needs more buffs. Here are some ideas that I came up with. (Note that I don't want ALL these changes to be added at once, these are just ideas.)

    • Make Victor more dangerous. Maybe make it so that if Victor is on a Survivor for a certain amount of time, they get downed.
    • When Victor is on a Survivor, you can see the aura of Victor and the Survivor (instead of having to wait for him to be able to be recalled in order to see his aura)
    • Decrease movement penalty when Charlotte wakes up from the dormant state.
    • Revert Spinning Top's nerf.
    • Rework Rusted Needle and Baby Teeth since Hemorrhage and Blindness are useless status effects.
    • This is just a personal preference but I'd rather see auras then Killer Instinct when Survivors are near Victor.

    Let me know your thoughts and other ideas.

    More like in desperate need of some QoL changes, allowing Victor to vault windows so he is not helpless in Haddonfield

  • @Klakky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1833746#Comment_1833746

    It was the new autohaven wreckers so dumb a map negates hitboxes

    Yeah, check you this part of the video in the new maps:

    https://youtu.be/9tff-sDToUs?t=2079


  • Quick facts:

    1- With self care the time investment for healing 1 health state is 32 seconds, total team time used is the same.

    2- With a brown medkit that goes to 16 seconds, total team time used is the same. <=Net gain here

    3- Another team member healing you without modifiers takes 16sec, but a total of 32 seconds were wasted by the team (16 for you, 16 for them). As bad as self care, but do not require a perk slot.

    4- 2 people can heal you in 8 seconds, with a total team time investment of 8x3=24 seconds. <=Net gain here

    5- The team time wasted by self caring or healing another survivor alone 2.5 times could be used to have a gen fully completed. Assess the situation wisely before performing heals.

  • @Klakky said:

    I only played her a few times but had a daily so used her and one of the survivors took around 9 hatchets all went trough him and only 1 hatchet actually landed a hit... now I'm preety horrible with her but I'm also not blind I can see the hatchet going trough his body...

    Never had this happen out of maybe 6-7 matches with huntress in total, when the hachet was on someone it landed the hit but now apparently doesnt work that way, 2nd match same problem(but 2nd match was against nancy who made 0 sound the whole game even when injured no iron will) I dunno what it is but currently she's a horrible killer to use when you can only M1

    The no sound bug has been reported before. Regarding the hits, I've played a few games of Funtress due to challenges and rituals and didn't experience that, but heard reports of weird collisions in the new reworked maps.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832695#Comment_1832695

    https://forum.deadbydaylight.com/en/discussion/comment/1832707#Comment_1832707

    I've never really found any of this with a game against freddy, yes you are listing some of his powers but you split up, you get a notification when he's porting to a gen, his hit box is just like any other killer's hit box as is his lunge, a lot of that appears to be imagined.

    Be a little more observant with a fake pallet freddy. Wake up, don't stay asleep. Yeah he has a bit of tool box so the game seasaws a bit but that's not a bad thing and often you've waited in 10min queue but then complain about a 10-15 mintue game? I want to queue for longer than I play #########.

    Its kinda like just as killers have to switch up their game play because killer powers vary, survivors have to switch up their gameplay in response to which killer it is. But no people want a one shoe fits all kind of game.

    I have one thing I can do and that's loop but any killer that can shut down loops is annoying and boring. I like stealth but any killer who can track easily is annoying and boring. This killer shuts down gen progression well and now I can't just crush out gens and move on its boring.

    That's the lamest argument around when the solution is just switch up your gameplay, stealth out once in a while like its huntress whom anounces her arival, or split up like its bubba or doc that both love a group of four in a bunch. Nah I want to gen rush and run around the same rock 9 times or its boring.

    Switch it up depending on which killer and you'll find the game gets better no matter what.

    I am not against your points here, but will expand on specific points you noted.

    1-The issue with his teleport is that its readily available. Demo has to lay portals that can be undone after being used at least once, Hag has to prep her traps, Freddy has it whenever needs and to the most important objectives of the game. It's also bad for the killer bc once the last gen is done, he basically loses a huge part of his power. That along with small PP build (Ruin+Undying+Tinkerer) makes it so unless your team is very well coordinated (quite uncommon in SQ) the game is gonna last up to 20 minutes.

    2-His hitbox is aggravating bc he shares it with the other killers while having the smallest killer model in game. The issue here is his animation, which could be fixed by extending his arms in lunges, just like he does in the movies, to give a visual clue as to why you were hit.

    3-Fake pallet is more of a downgrade compared to dream snares, any killer who uses them are intentionally crippling themselves.

    4-People don't want a one solution for every killer. I am excited versing Huntress, Nurse, Bubba, Billy, and most killers in fact and they all require adptation. The ones that are not in that least are either lead to boring games (Freddy) or lack counter play (Spirit and to a lesser extent Slinger).

    5-Freddy is boring bc of the way his execution. His addons slow the progress of objectives, most players i've been against use the same core of perks to slow it even more (Ruin+Undying+Tinkerer) and he chases you by, guess what, slowing your movement. You know one slow down mechanic that was beautifully done? Pig's traps! They give you a side objective that has no escape and lead to exciting moments, not a lazy "Jump Rope: Applies a moderate Action Speed penalty to Repair, Healing, and Sabotage actions".

    Finally, you may not think so and, from the bottom of my heart, that's good for you. But when most of the community has a different opinion on a subjective topic (X killer is boring) there might be in fact some truth in there.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832579#Comment_1832579

    I'll be damned I didn't know that! I thought by not screaming your location wouldn't be revealed. That kind of defeats the purpose of calm spirit when facing the doctor.

    The better docs will use iron maiden to keep track of absolutely everyone in their static blast radius. Your best defence against him is not hiding but rather using unique pathing and breaking away instead of looping the same tile. Uncharted has some good content on versing doc.

  • @lucid4444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832735#Comment_1832735

    If anyone followed that advise then there'd be no sequels at all lol. Imagine telling Valve to not develop CS:GO because there's already CS:S.

    Sure the graphics of this game are alright, nothing worth ditching and making DBD2 for - but the bigger issue is the engine. It needs to be rewritten from scratch to avoid these constant bugs. Balance needs sweeping changes that making a new game would allow.

    Considering the grind though, a lot of players would be pissed if progression doesn't transfer over.

    I understand what you're saying, but not all games need sequels or are intended to have one. The FPS genre have a well established seasonality that is widely accepted their community just like sports games. On the other hand, MMORPGs are know for steadily upgrading and iterating over the same product, keeping content locked through expansion packs.

    DBD is unique in this sense bc other product in their genre has managed to go so far. The business model of BHVR is more akin to Riot Games and LOL and this is one of the reasons I play this game, I wouldn't like to attach myself financially to a game that is relaunched periodically like FIFA or any EA-esque bullshit.

  • Bruh, see what Blizz did with Warcraft:Reforged and the backlash of killing the previous active game.

  • @TheClownIsKing said:

    You can puke on and infect everything that is interactable by a survivor (except the actual fountains)

    • gens
    • totems
    • items
    • chest
    • lockers
    • vaults
    • pallets
    • exit gate switches

    Complementing the list:

    • Survivors.
  • @TheClownIsKing said:

    Lol.

    Like seriously.

    I’ll stress for part of the match when I Occasionally use Undying by thinking “oh man, THREE OoO USERS!!!”

    Takes me a while to remember “Oh yeah, that’s just what Undying does”.

    Confess, you killed that poor nancy that kept going for inner strength on dull totems only to find out post match she had no OoO XD

  • DBD 2 would be an unwise decision. They'll be effectively splitting the player base in two.

  • @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832703#Comment_1832703

    Nurse has slow movement, slow charge, and slow cooldown.

    PH has full movement, and a ranged attack to cut off loops.

    They are not the same.

    PH can tunnel without ds strikes, PH can zone, PH can locate.

    Thus PH>Nurse and requires less skill.

    Any full speed killer SHOULD NOT have a ranged attack.

    @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832716#Comment_1832716

    Any chainsaw killer is simply broken.

    I stopped trying against Billy and Bubba long ago.

    Bruh, it sounds like the problem is less with the killers and more with the way you're playing.

  • @iRoy said:

    So I just want to say that making Survivor Adept is super easy because the only thing you have to do is escape with 3 unique survivor's perks but as a Killers you have to take 3 unique perks AND MAKE 4 RED EMBLEMS.

    This is freaking ridiculous because this is ######### hard to make 4 red emblems by using 3 ######### perks and there is a huge chance that your last emblem will be Gold but not Red because you stand nearby the hook even when it wasn't your fault.

    This is freaking stupid

    Yeah, some achievements didn't age well. Check Left for Dead: as the last survivor alive, manage to repair the last generator and escape through the exit gates.

  • @Mister_xD said:

    yep, thats a known fact for years now.

    BHVR even acknowledged it, yet never really did anything about it...

    just shows that they dont view this as an actual problem that needed some attention, but as a "yeah we'll get to it when we have time" type of problem, which means we probaply wont see an improvement for the next couple of years...

    btw, if you're a PC player i can only advise you to change the struggle jey from space to mousewheel up or down. it makes it so much better, trust me (given you have a mouse where you can freely spin the weel without it stopping immediately).

    I believe there was a survey after Pyramid Head's Launch where they inquired about the possibility of changing struggle, so there might be hope.

  • @keygun said:

    If a killer has full movement speed, they should have slower movement.

    Nurse, huntress, slinger. They go slow.

    Pyramid head, plague, demo. They go fast?

    Doctor, clown, also fast.

    Twins maybe?

    Either speed up nurse or slow down pyramid head.

    Pyramid head can hit through walls, tunnel all he wants, and move fast.

    I've decided to only give 5% effort for any killer that can move at full speed even tho they have ranged attacks.

    What? Nurse can charge to blink up to 20 meters + 12 meters on second blink, PH has an 8 meters range and he slows down when reading his power.

  • @pseudechis said:

    I never understood why he's not that fun to play against. He's just an M1 killer with some mobility shenanigans.

    Freddy slows down gen progression with addons, reduces mobility, usually brings games to screeching halt, has several nuances that change normal mechanics (OoO, BT for ex.), and his hitbox is aggravating. When paired with Tinkerer/Ruin/Undying he becomes a stalling machine and games that take forever are boring, much like a hag with 3 gen.

  • He probably had Agitation and Mad Grit. You need to learn to identify killer perks in match to know how to play against them. On tips vs legion specifically:

    1-Avoid healing vs a good legion as they can easily put several people in the injured state again. Many survivors repeatedly waste time healing and healing only for legion to stab and run away.

    2-Watch out for Discordance, Mad Grit and Iron Maiden on lower ranks. The latter 2 are not commonly used by legions, but the first is good on any killer.

    3-Don't go into lockers during feral frenzy, it's useless.

    4-After ending the feral frenzy, Legion goes into a 4 sec CD. Use it for distance or to reach a safe tile instead of camping pallets.

    5-During Feral Frenzy, Legion players tend to respect pallets a lot but that doesn't mean you will be able to make another loop.

    6- Legion cannot see pools of blood or scratch marks during frenzy. This is quite aggravating before they land the first hit as they don't have access to killer instinct too. A good legion will make sure they start their power when they can hit you, but avoiding Line of Sight is strong in the first few seconds of activation.

  • She could use some QoL changes along with addons rework that affect her other mechanics, you know? stealth, dash, and not only traps. I doubt she needs a full rework as her slowdown is quite dynamic and exciting.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831698#Comment_1831698

    What led to so much de-pipping were having teammates that let me get to death hook repeatedly upon my first hook, and sweaty killers that preferred to camp and tunnel.

    I get that rank doesn't always equal skill (as evidenced by the "rank 20" Pyramid Head), but matchmaking needs to go back to setting up matches based on killer ranks again because rank 15 and 16 survivors with nothing more than a couple of rank one perks to their name, don't deserve to go against a rank five killer.

    Then I suggest you equip Kindred instead of Calm Spirit/Resilience. If your intention with Calm Spirit is specific counters (Doc/IF) you avoid screaming but the bubble still shows. I had the same issues with being 1 hooked and kindred coordinates your SQ team to better perform, no matter if by rescuing you or slam gens avoid completely (camping bubba ex.).

  • I see no problem with that poor thing being happy with his diet

  • I gotta say that the matchmaking can only do so much with the players it has available. I believe that currently it relaxes rank requirement the longer people have been on queue. The matches may not be perfect, but of the games you've shown 2 killers had excellent addons and the last one smells like a survivor main.

    If piping is your focus, bring perks that compensate for areas you're lacking and play for pips, not escapes:

    1- medkits+deliverance/DS for survival

    2-BT or WMI/PT for altruism

    3-detective's hunch for totem cleansing or PT for coop objectives

    4-Saboteur for boldness without looping

  • @HollowsGrief said:

    Did they turn this busted trash back on without saying something? Because I keep getting rainbow ranks and I'm gonna be honest it's pissing me off. I'm a rank 1 killer and a damn good one at that, I find nothing fun about stomping on yellow, grey and green ranks in a prime time que (early evening PST.) I don't find it fun to stomp people who are newer and I find it extremely frustrating that newer players like that have to vs me in the first place, it's bs in more ways than one. I want people to keep playing this game, not quit because matchmaking cucked them.

    -sorry for the rant, just had to get that off my chest.

    No, mmr is not active.

    in MMR Comment by lagosta
  • @TheClownIsKing said:

    I’m really sick of the lack of grey matter between survivors heads since the introduction of Undying.

    Here’s a typical summary of how dumbly frustrating a lot of my matches are since Undying:

    • Test first gen to see if Ruin is in play. See how I and the other survivors go in doing repairs, and how well the killer can pressure gens before determining if Ruin is too much of a nuisance, and needs to be deliberately searched for.
    • Expect that Undying is most likely being used, cleanse dull totems as I go until finding a hex to reduce number of hex transfers.
    • Cleanse first hex I see. Yep, Ruin is still up, most likely because of Undying.
    • Continue to search and cleanse until I know from the count in my head that we are down to only 1 (or 2 totems left).
    • FIND A HEXED TOTEM IN PLAIN SIGHT, RIGHT NEXT TO/NEAR A COMPLETED GENERATOR!!!

    So this was a dull totem the other survivors totally ignored, thus allowed an additional transfer of a hex because of Undying, thus contributing overall to additional wasted time.

    Please, Zombie Jesus, stop ignoring dull totems when a hex is up!!! Until a hex is found cleanse the damn dull totems. That way at the very LEAST, if Undying isn’t found first, hex transfers are either LIMITED or DON’T OCCUR AT ALL!!!

    Well, there is another strategy that involves leaving totems up and goes as follow:

    1-test Ruin.

    2-Finish 1st gen and activate Detective's Hunch. Now you have a general location of all totems.

    3-Go check the totem locations and activity until you found your second hex totem.

    4-If Ruin (tested before) + another totem are lit, cleanse one.

    5-Check dull totems + remaining totems and if any converted to a hex you cleansed ruin, else you cleansed undying.

    6-Now you know the correct location For Ruin and Undying (if it still remains)

    The main advantage of this strategy is that you cleanse at most 3 hex totems. and saved 28-42 seconds in cleansing time. It is decent even without detective's hunch bc some maps have amazing totem spawns and it is not possible to always find all 5 totem spawns.

  • I think it's fine the way it is. It serves it's purpose and not all perks can be good.

  • I have loads of fun playing against plague, the only problem I have is with teammates contaminating the pools in the beginning of the game. In a way, she is much more forgiving than huntress when playing against high latency killer IMO.

    Not really sure if the levelling issue you're reporting is a problem of the killer or the emblem system tho.

  • @bubbabrotha said:

    Clown is probably one of the best killers in the game. Discuss.

    I think when the community says clown is bad is more related to his lack of map control/mobility other than his chase potential.

    Compare him to PH, both are same speed and very good in chases as they can finish the job quickly. PH control areas with goo, discouraging routes survivors will take, and also choose between hooking or sending someone to the other side of the map. So he can redirect the rescue to areas of his interest and move at least half of the team in that direction.

    What does clown's power grant in that aspect? he can throw a flask and leave the area hoping he will hear someone screams before the clouds fade away in a few seconds.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830723#Comment_1830723

    It doesn’t sound like that. It sounds like the OP is unable to move at all because the game prioritizing Snap Out of It over moving. They are a sitting duck.

    @GoshJosh I’m not sure why this is happening, but I’m going to say it’s not common otherwise the devs would have either disabled Doctor or released a quick update to fix him. That sounds like a pretty gamebreaking bug, being unable to run or even walk because the game is forcing you to Snap Out of It.

    Oh, my mistake. I never encountered this issue before.

  • @Dimek said:

    new code - TEPLO

    Ty kind stranger

  • I believe that what stops the deep wound counter is holding Shift, not moving. Also, while holding Shift you cannot snap out of it so your best bet if your counter is really low is to find a teammate to mend you.

  • Also, longer queue times relax the matchmaking ranks.

  • I think her phasing sound used to work inside her terror radius in the ptb but killers cried and they removed it making the stand still a thing. Also, her vaulting had no animation and ppl would stand still for that too.

  • @vbarraganj14 said:

    If one person is hooked, another is downed, and the 3rd is being chased get off your gen and unhook or heal the downed person, so many games have been lost due to selfish players only wanting to get points, or to scared to try to help.

    What? you've been getting ppl on gens? I only see them crouching outside of the terror radius doing nothing

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