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musstang62

musstang62

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musstang62
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  • 100% this. I never knew how much I wanted to punch a survivor until I saw this fanmade version of Mr. X in DBD


    https://youtu.be/BjaKeGYNbas


  • I would kill for a good pennywise chapter but honestly, I am very happy with Demo, Pyramidhead, and now an RE chapter being in the game

    Also love the first 2 saw movies and even though I suck with Pig, it's really cool she's in the game too

  • They need to make it work how they initially said that it would: 1 hour/day in addition to finishing all the challenges = tier 70. Right now, it's 2 to 3 hours/day + finishing all challenges to hit tier 70

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091279#Comment_2091279

    i should have writted the option about safety pipping. Btw so in this case I should literally let the killer win? #########?

    No, what I'm trying to say is that you shouldn't use emblems for your win condition. In the scenario you described, the survivors clearly won, regardless of the pips you got. Rank does virtually nothing, so there's not really anything to prove with it after you've hit rank 1 for the first time.

    If you want emblem points for whatever reason, you can either engage the killer or do bones in addition to slamming gens. If you're not into that, just remember... usually the killer's only counter to hardcore gen rushing is to take advantage of the "gens before friends" mentality and 4 man slug the team. So if you're only aiming to end the match as quickly as possible, don't be upset if the killer reacts in kind

  • Doing nothing but slamming gens in under 5 minutes makes for a miserable experience for the killer, so the emblem system tries to discourage it (similarly to how it tries to discourage 1 hook killing and camping for killer). I would agree though that a safety pip makes more sense here

    The emblem system is way too messed up to use for a basis of winning though, imo. Seems like the general consensus otherwise is:

    • 3k or more = killer win
    • 2k = draw
    • 1k or less = survivor win
  • Feels like it's been 6 months since we had a real chapter. I'd be cool with that if we'd gotten massive game health improvements along the way...

    Anyways, this chapter feels as equally disappointing to me as the twins chapter, in that I have no interest in picking up killer or survivor, and I don't see the new killer being played much. Was much happier about wraith/blight/DS changes

  • I'd love to run literally anything else, but a fun build against a competent team usually means the gens are done in under 5 minutes, so 2-3 slowdown perks feel mandatory. BBQ is non-negotiable for me though because the grind is nuts

  • RE, but honestly I'd be pretty stoked for any one of those from the list

  • I think they're doing server maintenance right now. It's been holding fairly steady between 1-4k concurrent users when not under maintenance. It's early though. After 2 months, it should be more clear whether or not it'll keep going strong

  • I'm all about bloodpoints and totem hunting:

    WGLF, Borrowed Time, Inner Strength, and Small Game

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2079901#Comment_2079901

    Which is why I don’t want the penalty. I suggested maybe allowing the killer to surrender. Thus giving the survivors Bonus BP. Likewise if the survivors surrender Killers get bonus BP

    That'd be nice but I guess I just can't see bhvr ever doing that, unfortunately. DCing when the game is being held hostage shouldn't result in a penalty, but there's just no real way of them identifying that situation in real time. Or at least... I would be skeptical of whatever solution they would come up with

    9 times out of 10 though, the survivors will leave if you are having a staring contest with the exit gate switch. I have played enough nurse matches to confirm this. It's not perfect but it's probably the best we're gunna get

  • The closest thing to a surrender button is to just stand at an exit gate, open it once powered, and let endgame collapse do its thing. If survivors are being dicks and not doing gens after 5-10 minutes when it's obvious you've given up, I don't think you're being a dick by DCing, since they're pretty much holding the game hostage at that point. Although you're still going to get the penalty

  • I'd say this should be shocking but there is a long track record of bizarre decisions like this. I still don't know why gearhead got nerfed

    I can't wait to see the next round of stats that show trickster with a 30% kill rate. Maybe something will actually get done then and he'll get the buffs he desperately needs

  • Man, I have never uninstalled and reinstalled a game so many times... currently taking a break. I have more fun discussing the game or watching someone else play it than I do myself anymore. I have nearly all my favorite killers P3'd and with everything they need, all my favorite survivors with all perks unlocked, and the rift/new chapter doesn't interest me, so I'm just not seeing much of a point right now. I'll probably check back in a couple weeks or around the midchapter

    Really digging HSHS right now, so that's a good alternative asymmetrical multiplayer fix for me. It's a bit rough around the edges but still seems like the best dbd competitor since RE resistance came around. Hoping that continues to do well

  • I thought I was crazy when I tried blight again yesterday and I was countered all game long by a survivor taking 2 steps to the side... it straight up does feel like it caps at 45 degrees. Nurse can 360 spin on console, Oni can get his 90 degree turn on console, I don't see why they couldn't give blight the same, but he just feels utterly useless on console at the moment

    To answer your question though, I haven't heard anything about them even acknowledging the issue, let alone fixing it

  • @TreSen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062081#Comment_2062081

    That doesn't feel accurate. His buff was making Windstorm basekit, which is what you had to use to make him viable. Windstorm came with a decrease in uncloak time, so it transfered to basekit.

    True - but the windstorm slow down was never as bad as it is now. I was just using purple windstorm on wraith for a couple days before this patch and it feels noticeably worse today. Survivors get a good 10m of distance on you when you uncloak now. It's an additional slowdown on top of what was there from windstorm. Or else a bug. Who knows, it just feels a LOT worse.

  • Fully agreed, Scott's on point again (can't believe the Wraith buff had to include a nerf). I'm going to go a step further and say don't even waste your shards unless trickster gets a big ole buff. You could get a cosmetic for a better killer with those shards!

  • Billy nerf was a lot like the nurse nerf - the changes somehow managed to simultaneously not make them that much weaker, while also sucking every last ounce of fun out of playing them. Everyone agreed insta-saw needed to go, but that was about as far as the consensus went. Now, instead of being rewarded for high level play like feathering and curving, it's punished more harshly. And dumber play like backrevving becomes more of a necessity as a result. The FOV changes were just icing on the cake, and makes it even more obnoxious to play him

    I used to love playing Billy (for a very long time, he was easily the best killer on console) but I skip all his dailies anymore. I wish bhvr would come to their senses and undo the basekit changes completely. They took the killer that everyone agreed was the gold standard for balance, then nerfed him. It was a mistake then, it's still a mistake now

  • I feel like a one game win streak would be praiseworthy. Godspeed, good sir

  • That production value is way too high for DBD haha

    I'd love an RE chapter though. Like... even if the killer is Jack Baker and his only power is press M2 to yell "ETTHHAAAAAAAN" - I would still be pretty stoked

    Either way, that sounds more exciting than anything else added in the past year for me, tbh

  • The key nerf coming in 2025 should address this


    But yeah, nothing you could really do in the moment there. I think hatch grab was removed after they added the ability to close hatch so as to prevent hatch standoff moments

  • Yeah, I feel you. Highest I ever got was tier 55 on the first one and I've just ignored it since then. In the grindiest game I've ever seen, the rift still stands out as being preposterously grindy

    Would not be so bad if game performance had an impact on how fast you move through it. Emblems currently have almost zero impact on XP gains, so it's almost purely just time spent in games and challenges. If they actually changed it so that it only took an hour of play per day + challenges to finish it... like they originally said it would... then I'd be much more game for it

  • Should be this Tuesday the 23rd. 11 AM Eastern time roughly, I think

    If nothing else... should be a great time to get some survivor tome challenges done

  • I only played 2 matches so I couldn't really say. I did play a huntress match just to test if it did different MMR for each killer (I've played huntress roughly once or twice in the past year). I was a rank 4 against all rank 17-20 survivors. Did not even matter that it was on Lery's... soooo... I felt bad about that one since it was a 4k in under 5 minutes, but I can at least confirm that there's different MMR for different killers

  • @bm33 said:

    I wish they reverted the animation where survivors could spin on the ground. I can't give killers that give me hatch a proper spinning thank you anymore. 😔

    That's ok. Seeing the survivor slurp down the hatch face first is more than enough reward for giving hatch. Makes me laugh every time

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2026149#Comment_2026149

    that's why i said you need to be good at using shred, it can even be used on small loops you can just barely nick them with the edge of shred and i can do this around 50% of the time if i go for it but it is hard to recognize when you can land that. Even if you don't land it if they use the pallet you destroy the pallet very fast so you don't lose that much distance.

    I don't think PH is that much better than demo in terms of chases, sure it can hit a little more but demo saves a lot more distance then PH allowing you to follow you with another hit, demo is also better at any vault since you can go into your power so quickly and it's fast enough to react to vaults meaning he is better at zoning. Ending chases sure PH is better but in the long run demo is better since he deals with the loops, doesn't lose nearly as much distance, and is better at zoning vaults.

    Still demo isn't as strong as PH since he can tunnel and can land hits easier but in terms of zoning demo is better.

    edit: in terms of holding W demo doesn't suffer from it that much but PH definitely does since his power sucks in the open forgot to mention that.

    I will concede that you are a much better Demo player than I am if you can make those small loop hits roughly half the time. I can get those once in a blue moon but most of the time, I end up either missing by a hair or demo starts squeaking because I hit the tiniest edge of the wall. Car tech is really fun when you get it to work though

    Yeah, I might just have to agree to disagree about chase. I guess for me, I can do start to finish chases with PH in a fraction of the time and effort it would take for me to do the same with demo. I definitely agree demo is a bit better at zoning now since he can instantly stop faking a shred and get an M1 hit out of it, although you can still sometimes zone a bit with PH by just dragging the sword and body blocking pallets/windows. And I also agree shred is, in general, much better than PH's ranged attack out in the open. Demo definitely doesn't lose as much distance from a missed attack

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023699#Comment_2023699

    At least with demo he can shred pallets to quickly create deadzones, when i play him it's either you get hit, you use the pallet and get hit, or i shred the pallet and you better be at the next loop. An issue with clown is pallets just stop whatever he is trying to do most of the time while with demo he breaks them faster then most killers and in terms of catching up i would rate him highly but not as high as say blight, nurse, or spirit.

    Also unlike clown he has solid gen defense that functions as info/stalling/ and mobility, i never mind survivors destroying portals since they are so quick to replace. In early game you use them mainly as mobility then when 3-4 gens are left you just smack them on gens and play defensively. I wouldn't really use the portals to catch survivors by surprise hopefully that gets changed to do so but as said they are pretty decent for mobile/info.

    Lastly so many people underrate his shred, yes it's mediocre if you don't recognize/know when you can use it but if you can it's pretty good and it also makes T L walls and shack in favor of him since he can run it the survivors way and just hold shred and react to whatever they do. An important thing to learn as demo is recognizing spots in the open that makes shred unavoidable as well as the max distance you can shred to fully utilize those spots.

    Is he competitive? of course not only like 4 maybe 5 killers are but against good teams not insane ones he can still compete if you are good with his shred.

    Yeah, that's a failure of communication on my part - I didn't mean to say Demo is as weak as Clown, just that they can feel similar in how they tend to get gens hit harder than other killers. Plague also has this to a certain degree (survivors choosing not to cleanse and just hammering out gens)

    I'm not saying shred is useless. Like you said, it's great for eating pallets quickly without losing much distance, and if you run survivors around a loop the right way, you can get some sneaky hits. But I would argue a lot of the things you mentioned don't work against good survivors. On short loops, shred is borderline useless in that scenario, and survivors can a lot of times just continue to run the loop instead of dropping the pallet unless the timing works out just right for that scenario you described of them either dropping the pallet or taking a hit. Rat liver definitely reduces the weaknesses of it but demo is still gunna have a rough time against survivors that know what they're doing.

    Portals are another thing that seem better on paper than they actually are, imo. Like you said, portals getting destroyed eats up some of the survivors' time, so it's helpful in that way. You also get some tracking and mobility. But all the time you spend looking for the spot to place a portal because there's some weird pixel inexplicably blocking it, all the time to actually place, to get the right portal in view, to actually use it etc. It ends up taking A LOT of time over the course of a match, just a few seconds here and there.

    I don't know, we might just have to agree to disagree. If the only reason to use him was shred, then PH is better in virtually every way, since the power is very similar but much stronger. If the only reason to use him was portal mobility, there are other killers much better at that. If only for portal tracking, doctor is way better. I kind of agree with the idea that Demo is OK at a lot of things but not particularly good at any of them compared to other killers. Being OK at several things instead of being really good at one thing just doesn't seem to translate to success at high ranks. I feel like he could be really solid with some simple number buffs but imo, with his current state, there are roughly 15 other killers in the game already that are gunna have an easier time in red ranks than demo will

  • @[Deleted User] said:

    Are they even worth your shards though? I'm going to buy him just to use Starstruck on my Nurse, but otherwise he doesn't deserve my playtime. I still regret spending 9k shards on Twins as I hate playing them and I don't care about their perks.

    Was just thinking that too, not sure he's even worth the shards in his current state. 9k shards takes forever to grind out. I can definitely appreciate grabbing him just for some of the perks though, I did that with Blight and only played him for about 3 matches

  • Playing Demo can feel a lot like playing Clown. You FEEL like you're having a great game, making hardly any mistakes and making some really solid plays, but for some reason, the gens seem to get absolutely slammed in the background. He sounds like he would be great on paper, but it just never seems to work out that way. I think part of the reason is his fat feet clip clomping around and all his global noise sounds (just like Clown in chase). Demo gives away so many sounds that as survivor, you can usually feel pretty safe slamming gens because you very frequently know he's far away

    He's probably in the bottom 1/3 of the killer roster, unfortunately. Most tier lists put him in C or D tier, which I'd agree with. You can do well with him in the same way you can do well with other weaker killers if you're really really good at the game (and run rat liver every game). But he's never going to compete with better killers in his current state. And he'll get absolutely stomped by competent survivors. It's a shame too because he's otherwise a lot of fun to play

  • It's kind of comical that even PS5 has frame rate drops. They're nowhere near as frequent or severe as PS4 ones were but they do happen. Would drop to around 10 FPS every time you hooked someone on a lunar event hook, in particular. If they can't do a consistent 60 FPS for next gen consoles, where does that leave previous gen consoles?

  • I've run into more demos than billies the past couple months

  • Well... those clips are disgusting

  • Nope, that's totally justified. I dodge just about every blendette lobby I see

    I'm usually cool with map offerings, keys, items etc. I'm not cool with survivors bringing a ######### invisibility cloak. Especially on console where the brightness is way too low and can't be changed at all

  • Sorry, wasn't sure whether yes or no meant killer or survivor sided. It seems like the consensus is that it's more survivor sided now since the map is just drowning in pallets

  • Ghostface drives me crazy just because breaking him out of stealth seems to be constantly broken in some weird way. Would love playing against him otherwise

  • What killer(s) are you playing with? Either way, you'll probably need 2-3 perks minimum dedicated to slowdown at red ranks. Those will depend on the killer a bit but what everyone else has said here is really solid advice. Don't sleep on sloppy butcher either as another slowdown perk

  • Executioner and Oni are the strongest of the killers you listed. Clown probably has the best perks of the list, but is the weakest killer of the bunch

  • Just to cover some other ones that weren't mentioned:

    Pop Goes the Weasel: really good in a 3 gen situation. Still helps a bit in the mid game

    Sloppy Butcher: It does add up to a lot of extra time over the course of a game. Some killers also have add-ons that give the same effect (mangled) under certain conditions, so those can allow you to essentially have a 5th perk. Off the top of my head, I know Wraith and Clown have those add-ons. I'm sure there are some others I can't recall right now

    Hex: Devour Hope: Not directly a slowdown perk but it's really fun once it gets rolling and pretty much grinds gen progress to a halt once you reach 3 stacks. This'll be hit or miss though. Some times, it'll win you the game and you'll have a blast. Other times, you'll lose it in under a minute (even with a protection perk), and you'll be playing the rest of the game short a few perk slots

    Tinkerer: On certain killers (and combined with ruin or pop), this can help slow things down quite a bit, even though it just provides information. If you have a high mobility killer, you can make it really difficult for anyone to finish a gen. Pop and tinkerer on freddy feels a bit dirty. On other killers, the added stealth also can help you out

    Discordance: This is another one that doesn't provide any actual slowdown but gives you information instead. Being able to stop 2 people on a gen has so many benefits. Gen doesn't pop immediately, and you can pretty much pressure half the survivor team (in addition to ultimately having your choice of 2 survivors, so that you can pick on the one that seems like a less competent looper). This is just a great perk in general and it'll definitely help prolong your games

    I think those and the ones you and others mentioned are probably the only slowdown perks worth looking at, maybe with the exception of Oppression but I didn't get the twins, so I couldn't tell you. Hope that helps

  • For me personally, this feels like the most interesting original killer they've done in a year. I guess I was never sold on being a short orange goo man that bonks into walls, or sold by any part of the twins. And to me, nothing will ever stick out more in this game than a zombie cowboy with a gun. Seeing Michael Myers run around in a wild west saloon as well will always look comical

    There were already 22 killers before this. I can understand if it's not everyone's cup of tea, but if nothing else, it's absolutely something unique and different

  • @glitchboi said:

    Okay a 4.7m/s killer would be pretty damn cool tho.

    https://forum.deadbydaylight.com/en/discussion/comment/1971655#Comment_1971655

    Maybe Pig and Demogorgon (unsure about Demo) can use that as well?

    Yeah, excellent point, they would probably be a great fit for it too. Honestly, doing that for the bottom 10 killers would go a long way towards making them feel more viable at red ranks

  • Ruin is stronger in the early game, but is capable of being deactivated (and almost requires a protection perk). Pop isn't as good in the early game, but can be devastating in a 3 gen situation, and it also can't be deactivated.

    I guess I would recommend switching it up depending on the killer, but in general, if you have 2 perk slots available, ruin + a protection perk is most times going to be better. If you only have one slot, pop will generally be better, in my experience

  • It's not distractingly bad like the 4.5 one. I don't notice the new one at all, which is an upgrade. If they're adding in new features like solo queue survivor basic messages, then it'll be worth it in the end imo

    If they don't add anything really useful, then the old school HUD would be better in every way

  • Would be kind of cool if the killer is a robot, and for the creator (person in the image), it's their "magnum opus" creation. Having the creator as a survivor in the same chapter would be kind of interesting

    Anyways... there's not much to go on. Could be a ######### space viking for all we know. Teaser trailer might narrow things down a bit more but it seems like right now, seems like it could be virtually anything art or technology centered

    Edit: pictured - the new killer. Possibly

    Because+space+vikings+_4bcf162f81b6b0a5638908722fec5f23.png


  • Honestly, wraith/trapper/clown getting a buffed move speed of 4.7 or 4.8 m/s (instead of their usual 4.6 m/s) would help them out a lot, while still not making them anything close to top tier. I think it would be too much for most killers but it would be a great buff for weaker killers imo

  • Pyramid head is really strong and fun to play once you get the hang of him

    Demo is really fun to play right up until you go up against a good team and get absolutely demolished

  • Agreed. I was maining Clown for awhile but I'm really disappointed that they didn't buff him more. Can't believe they didn't even increase the antidote duration after PTB. Seems like he's not gunna get looked at for another 2 years now. I think BHVR for some reason had the impression that if they gave him anything more, he'd be a super nurse level killer or something

    Reload buff was the best part of his rework. Yellow + purple bottles combo-ed can be useful in some situations but smart survivors can still counterplay it. Insta-dropping pallets still works. I don't know if he's still the worst killer but it definitely feels like he's still down towards the bottom with trapper and wraith. You can get superior results with less effort from the other 90% of the killer roster

  • I do see the first chase DH being mentioned a lot, and that does have the potential to be really crippling in the early game for killer. Would that be too minor of a change to just make it so that DH can't be activated until at least 1 survivor has been hooked? Wouldn't be much of a nerf at that point but it would address one of the bigger criticisms of the perk

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/228325/performance-now-is-much-better-thanks

    Nope,it's still as bad as it always has been

    I still encounter big and small FPS drops every single game.

    https://youtu.be/0RNCIpaxCFQ

    Damn, that's rough. For the first time, I'm also getting FPS drops on PS5 with this update. Slows to a crawl any time I hook someone on the fireworks hooks. If it's not running fine on next gen, I can imagine it's been a nightmare on last gen lately

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950930#Comment_1950930

    I had something similar happen to me when I was doing the nurse' blink archive were I'd blink onto the right side of a pallet in front of a survivor pointblank and still somehow miss the survivor despite my weapon model physically going through them.

    It also happened as well as legion while in Feral frenzy where I'd have my knife go through a survivor to hit the object behind them which knocked me out of my frenzy.

    Damn, those both sound worse than what I got. Getting the punishment of missing an attack after aiming it right. I thought this was just a billy or oni thing but that sucks that it's happening on other killers too

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