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savevatznick

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  • I don't get my devout emblem points and I hate even the possibility of being rank 2.

  • They finally adjusted some of the most abusable perks on the survivor side after years. Color me impressed.

  • Make Furtive Chase not deactivate when the Obsession dies. Make it apply to Terror Radius reduction all the time. Increase amount of tokens to 6 (8 meter Terror Radius).

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915088#Comment_1915088

    There seems to be a fine line between creating more pressure efficiently and cucking yourself by being greedy, how do I make the right decision between taking the hook state or greeding it?

    I tend to play a bit more conservatively than what is recommended. To me, keeping someone slugged is only more valuable than having them hooked when healing them takes more time than unhooking them.

    You might hear the phrase "One hook one slug" as a guideline, as in you only need to have one survivor on the hook at any given time to keep good pressure. While this is a great guideline, I find that especially early-game, taking hook states away from survivors makes them much more fearful, and frequently "cash out" if I get 2+ early downs right away regardless of whether they are being unhooked immediately in front of my face. I want people on death hook asap, basically. If I defend a 3 or 4 gen correctly, the game is generally over when the first survivor is sacrificed - from there it should be much easier to sacrifice the second survivor and the rest of the game is a formality at that point.

    More specific good tactics could be like, say you down 2 people close to each other. You can hook one then proxy the hook and the slug. If they send one survivor, you get a free hit on the unhooker then immediately hook your slug. If the recently unhooked survivor goes for a DS-protected unhook, you slug them and go chase any of the nearby survivors while they try to heal or get healed by a teammate. If they send 2 people, one to unhook and one to heal the slug? You get a free hit and all survivors are in one place for you to pressure - none are on gens.

    Just try to weigh the permanent pressure of removing a hook state from a survivor against the immediate pressure of being able to immediately find a new chase without wasting 20s hooking. If you don't think there is a chase nearby, just keep hooking.

  • Hit rank 1 as trapper. Did it again as Ghostface and playing strong there for a few weeks.

    Honestly most survivor teams are super scrubby. The problem is the people who know what they are doing will always win, or when the map screws you over as an m1 killer by spawning a ton of safe loops where there is no interaction. The ones that are actually good, you are never getting a 4k.

  • On the Survivor side? "Slugging is toxic/boring." How is it more boring than being on the hook? You don't lose a hook state and can pick yourself up with some perks, plus you can crawl around. I didn't know slamming space bar to struggle was so entertaining. The whole complaint just reeks of salty losers perpetuating this attitude that anything that makes them lose is toxic.

    On the Killer side? "Gen-Rushing" as a term and the view that it is "toxic". What else are survivors supposed to do? Cleanse every dull totem, loot every chest, be immersed a bit for roleplay's sake and sabotage every hook once? They're doing their objective by pumping gens just like you try to down people as fast as possible. It's not a toxicity issue that they can pound gens out faster than you can get two downs, it's a game design issue - gen times vs chase times are ridiculous, but don't whine about survivors being "toxic" for literally just playing the game.

    These are both opinions that only stupid or bad players have, and I'm amazed so many people believe them.

  • Always ask yourself if an action is efficiently preventing survivors from doing generators. The worst scenario a killer can be in is all 4 survivors uninjured, spread out on different gens. You'll notice that at the beginning of the game, you start at the worst possible scenario.Survivors group up to unhook each other and to heal. Survivors are not doing gens when they are healing or when they are in chase.

    Don't try to mindgame strong pallets because it's going to waste more of your time than it does of the survivors'. Seriously, there are zero mind games at a lot of the pallets in this game. You want to kick them so they are gone the rest of the match.

    Consider a situation where you find 2 survivors on a gen, both injured, and you instantly down one of them. You generally should keep chasing the other survivor who is fleeing instead of picking up and hooking the first survivor unless they are on death hook, because you are now pressuring 3 survivors at once - one is down, the other is in chase, and another needs to come pick up the dead one. Hooking someone is basically stunning yourself for 15 seconds so they lose a total hook state- not very time efficient. This is also why Unbreakable and Soul Guard are such powerful perks - they destroy killer pressure.

    If you recognize a 3 gen position and you hook a survivor in that area, it's probably best to proxy the hook from there on to waste pallets in the area. In the late game with one gen left, survivors will have to come to a small area of the map with the 3gen to finish the match unless they have a Key, in which case they just find hatch and you lose.

    On Wraith specifically, I think it is best to keep everyone injured and play the "Hit and Run" playstyle with Nurse's + Sloppy Butcher. Wraith excels when he can catch out or surprise mispositioned survivors with free hits from his uncloaking dash, but is terrible(IMO) in 2-hit chases. Injure everyone, then catch them while they are healing with Nurse's. Medkits are your worst enemy.

  • When the survivor runs to another safe loop.

  • @[Deleted User] said:

    Because he isn't that strong. There's not really a simple answer with him.

    It's not so much a power strength issue as it is a power synergy issue against average to below average survivors. His power synergizes incredibly well with passive slowdowns, and his add ons stack as additional passive slowdown. He's completely carried by this aspect. Otherwise he's Clown with a teleport on a cooldown. Freddy is arguably not even top 5 in a competitive environment. He struggles to down good players.

    I'd argue that his perceived strength is more a symptom of the extreme inefficiency of most solo survivors. Gen speeds are ridiculously slow for the most part even at red ranks. Freddy just turns that up to the Nth degree.

    Just to show the actual values here.

    Swing Chains plus Jump Rope end up being a 12% maximum slowdown if everyone is asleep. That adds around 10 seconds to generators, making it 90 seconds to complete a generator. I don't think that is really daunting at all. Mostly placebo.

    I doubt people run Thanatophobia on Freddy since there are much better perks, but if he gets everyone injured with thana, that is another 20% slowdown (16 seconds on a gen). Combined with the slowdown addons, he ends up adding 26 seconds to gens, 106 seconds total. This could be oppressive if he runs Pop as well.

    However, you could counter this build by waking up to suffer no slowdown from his addons, and not getting injured / taking healing perks to deny thanatophobia.

    EDIT: fixed values.

  • The bonus to staying injured is that you aren't wasting 16 seconds of 2 survivor's time (that means 32 seconds) healing. 2 survivors on the same gen can do half of the gen in that time.

  • @Casanova09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912842#Comment_1912842

    I mean if I down a survivor and go to the other side of the map and keep slugging for no reason it's okay. And speaking from experience I had a wraith do this to me in a match and we still got all 5 gens done but it took longer than it should have. Also if the killer is slugging I will keep doing gens lmao

    If he goes across the map from his slug then someone will go pick the slug up. He should have hooked the one he downed because if someone picks up a slug he effectively just injured the person and they are no closer to death.

  • If all four survivors go down without picking anybody up then you all made pretty big mistakes and deserve to get slapped for it. The first chase in the game should technically be the longest because survivors have literally every pallet on the map up. If you get slugged at 5 gens, you either weren't doing gens or are bad at chasing.

  • I never understand what the whole gripe about "slugging" being toxic is. I'm assuming only low rank survivors believe this.

    When you are slugged, you don't lose a hook state. You can move around. How is this worse than being on a hook?

    The Killer slugs tactically - it is a choice. They gain a lot of short-term pressure in exchange for not taking one of your finite health states. It is better sometimes to leave you on the ground than stun themselves for about 20 seconds putting someone on a Hook. Most Second-Chance perks, especially the DS/UB combo basically guarantee a free slug recovery from a survivor, which in is a down from a killer that could be a hook. Basically, second chance perks make survivors have to be downed 16 times instead of 12 total.

  • He was next on the list after Billy, Moris, and then Undying.

  • A killer who can make gravity super strong, so when survivors teabag they get stuck crouching and can't run away.

  • Ghostface : Mindbreaker / Pop Goes the Weasel / Surveillance / Haunted Ground

    The build lets you stalk and down survivors off of gens no problem. You might want to swap to Spirit Fury because I've seen an uptick in survivors burning Badham offerings, and those maps are literally nothing but safe non mindgame loops - doesn't matter if they are Exposed if you can't hit them in the first place.

    Survivor : Babysitter / Distortion / Unyielding / For the People

    Been taking a break from Killer and kinda just playing Survivor as a funrun. This build let me cruise all the way up to Rank 8 in like, two days, even with queue times being silly. Babysitter / Distortion give both you and your unhook no scratchmarks and aura invisibility, while letting you read the Killer's aura. For the People is strangely good, and Unyielding is for covering while you're broken.

  • DS / UB carry survivors to red rank, because bad survivors don't run them and low rank killers don't need to respect them.

    If I play against survivors, I always respect DS unless the survivor is exceptionally potato. More often than not, I find they aren't running it.

    Come the end of the match, I generally see green ranks never run DS. Purples are a mixed bag, but always meta perks. Red ranks always DS, UB, or both - never neither.

    The perks literally will carry survivors up to those ranks because they destroy the ridiculous momentum most Killers can generate vs the majority of potato survivors.

  • It makes sense at a base level. Sitting near a hooked survivors means you will always be there to punish the unhookers. Hitting an injured person is better than hitting a healthy person. Survivors get three hooks. it's pretty simple.

  • I don't like when killers run Thanatophobia because all of the sudden my teammates think healing is more important than doing generators.

    "OH NO, NOT ANOTHER EIGHT SECONDS ON A GEN!"

  • Learn to play against him. It may seem as if he can hit you whenever he likes, but once you realize that each once of his "bounces" is a step in a series of moves to even get close to hitting you, you'll realize most of the flashy stuff he does it setup.

  • Pop Goes the Weasel lets me hang in matches too much for me to let it go at this point. Part of the Ghostface playstyle is literally watching survivors work on gens and I need to be able to undo that.

  • Get rid of map offerings entirely. I hate having to spend points in the bloodweb.

  • Tip for "The Game" as a map : The large, tile-sized, grey metal sliding doors that open when a generator is completed is an indicator of the gen being there in the first place. If you're running around on The Game and you see one of those giant tile-blocking doors, you know that a generator is nearby to open it.

  • Camping penalties matter at high rank. Pipping is already hard as Killer- you need to be efficient enough to pip, but allow survivors to unhook in order to get full devout emblems WITHOUT losing Chaser points from proximity to hooked survivor or dropping survivors (yes, intentionally dropping survivors loses you points, so if you get bodyblocked enjoy your black pip). Rankwise, you are covered.

    Also, I must repeat in unison with other people, just do gens. Generator speeds are absolutely ridiculous, maps often spawn multiple safe structures an pallets. Either you're able to harass a camper off hook long enough to get a save while gen rushing them, or you can straight gen rush them and win. It's up to you to make it not worth for the killer to camp, just like it is up to the killer to make you wary and vulnerable while unhooking

  • Bond / We'll Make It / Iron Will / Dead Hard

  • Hex perks realistically are going to be up for about 1/2 to 1/3 of the match, and thus give huge value to compensate for not only being unreliable but for being able to be completely destroyed. The two hex perks actually worth running give enough of a payoff to be worth using despite the fact that they can disappear anytime during the match. Devour Hope and Ruin.

    Other hex perks just aren't worth running. Thrill of the Hunt on its own does literally nothing but help a killer farm. Third Seal is nullified by SWF, needs to be built up, and barely matters because survivors still get a big alert when someone is hooked. Blood Favor is countered by survivors moving to a different loop because its range is small. Retribution is unreliable and uncontrollable, often working as a worse Bitter Murmur. Huntress' Lullaby is... lol. bad.

  • He punishes survivors who are out of position or survivors who misjudge their distance to windows.

  • You know what makes flashlighters even more mad? Faking pickups to get free downs. It works every time and they succumb to their greed.

  • I think Dead Hard is actually a really cool perk that adds interesting mindgame potential to chases, and I wouldn't want that to go away. It's a playmaking tool that allows satisfyng and clutch moments for Survivors and makes the Killer more wary.

    However, it is also extremely, extremely powerful when used by a competent survivor. If used to dash for extra distance on a loop, it can mean the difference between a chase ending in 15 seconds or the survivor dashing to a pallet, dropping it, then making it to the next one, extending the chase for an indefinite amount of time depending on the survivor. I don't know how justified any sort of nerf or buff to it will be. I think if other abusive survivor perks are brought in line (DS/Unbreakable/ BT combo, etc) Dead Hard will seem less daunting to play against.

  • Leatherface punishes survivors mispositioning or not understanding distance and thus is really good against survivors who don't think about it. The key to him, like Hillbilly, is to always be near something that will break his chainsaw dash before it goes off. He can't m1 you while he's revving it, and if he does M1 you, you're wasting his time because he didn't instadown you. Meanwhile, while he has to go on a 2hit chase instead of a 1hit chase, your team is on the generators.

  • I have no idea. Loops like that are basically nurse+spirit only loops. Even with the pallet down it is a ridiculous structure.

    It seems that their map spawning / pallet weighting system is really, really off. Sometimes I'll get a map spawn that is OK, but other times I'll get a spawn of a map where it is entirely safe loops. It really feels like at times I am at the mercy of map RNG because there are enough safe loops at any part of the map that I cannot complete a chase in a timely manner no matter what I do.

    There is literally no killer /survivor interaction at non-mindgameable safe loops, just looping until the pallet drops and kicking it. Trying to mindgame it only wastes more.of the killer's time. I don't know why having so many of them is healthy for the game in any way.

  • I hate Claudette. Losing her in a chase is too easy and searching for her while she is hiding is useless. The maps are so dark that she turns into a vaguely human silhouette.

  • The problem with "Anti-Item" perks is that they will always be situational. If you're tired of medkits, you go anti-healing perks. If you don't like toolboxes, you go generator defense perks. If you don't like flashlights, you play around them and fake pickups. If you don't like maps nor keys, well, get stuffed.

    There's no reason to go Overwhelming Presence because the durability drain doesn't really affect Keys, and maps aren't common nor worrying enough to matter.

  • Ah yes, the house of pain. It also spawns on Badham, but with breakable walls. That gen in the basement is basically undefendable anyways - survivors have plenty of time to hear your terror radius ans get a head start on you. If they run, well, the house is ridiculously strong and has a god pallet to reset bloodlust, sometimes two. If they walk and hide you don't have time to check all those lockers.

  • It's hard to tell what we're actually supposed to be able to hear, now with killers getting different chase music of varying volumes and sound quality, the constant sound bugs with survivor sounds, and just the contradiction of being told to listen closely and then having music blasted in our ears.

  • If there are no gens there, just use less traps and put them in the paths survivors would run to get to that area, so you can get a free hit and then leave +reset trap.

    Sometimes maps are super safe and let survivors be invincible. Just be glad Hag can deal with it way better than an m1 killer.

  • You need a trapper bag. You need to know where to set traps where out of chase survivors won't check.

    I played him at rank 1 last reset, and I found the most success with Save the Best for Last/ Pop Goes the Weasel / Corrupt Intervention / Deerstalker or I'm All Ears.

    For the second addon, I actually use setting tool addons, the yellow "Trap Setters" at minimum. The setting speed is probably the best feature an addon can offer trapper for a few reasons.

    Firstly, I think it is important at the start of the map to bring as many of your traps in play as possible. Setting speed saves a ton of time in the early game, and lets you set traps on your first chase as a "touring chase" as you pressure a survivor and scope out the strongest loops.

    Secondly, trap setting speed lets you MOVE and RESET your traps. Survivors have a hard time telling if you're setting or picking up traps when you have setting speed addons. I caught a ton of people by moving traps around after I snapped up a couple of people - not many groups are coordinated to keep track of them all.

    Thirdly, setting tools make it time-inefficient for survivors to disarm your traps. If it takes you one second to set a trap, and they spend five or however long disarming it only to take a free hit and have the trap reset, you are winning. If the survivors are truly clamoring to disarm all your traps, these addons will save you and keep them busy, giving you more time to destroy their resources on the map and make it actually dangerous for them to bully you.

  • Holding W in a chase is already super powerful and in some situations is arguably more of a time-waster for the killer than playing a pallet badly. Giving survivors another whopping 5% movement speed would make holding W on some maps absolutely overwhelming for killers without a dash, and would make some loops into pseudo-infinites or at least ridiculously more valuable on their own, never mind chained. Absolutely not.

  • Just got to Rank 1 Ghostface after the reset after learning to play him + finding a good perk build. I think it's underrated.

    Pop goes the weasel / surveillance / mindbreaker / Nurse's calling.

    PGTW to kick gens big. Surveillance to find survivors on gens early and stalk them, and to give info when I kick gens with PGTW. Mindbreaker so when I chase a survivor off of a generator, they cannot sprintburst or deadhard unless they stop running - oftentimes they run off a gen after I expose them. Then Nurse's gives me information if I ever have to m1 somebody, because they eventually heal. I might drop Nurse's for something else like Haunted Ground.

  • What does the shackle actually take away from the survivors? Either you step on a trap and get hit or not, it barely matters if a phantasm appears - in most situations you are taking the hit anyways. I can see maybe it deceiving a survivor mindgaming a pallet at a loop ONCE, but then you know she has the shackle.

    Maybe the Hag is wasting traps for some bigbrain aura reading addon combos? I don't know why you think it is an unbalanced addon.

  • I don't have borrowed time on my survivor yet and the Killer is rage-facecamping.I don't want to hook trade and be the one left behind.

  • You played pretty correctly. If you're losing and you are blessed with having a hooked survivor inside your 3gen, there is literally no gameplay reason why you would not play to guard your area.

  • She feels awful to play. She has a big terror radius, but is also tall and very visible. Her break animation is slightly longer than others killers. All this makes her M1 game very weak.

    Then you factor in that her ranged attack has very buggy/ "dedicated" hitboxes. It feels worse than getting gengrabs on survivors, that they can just cancel/avoid your power because dedicated servers don't want you to hit them.

    Playing her is also hard, because she is a Trapper-tier logistical nightmare of having to go across the map to pick up her own power. She has a global sound cue that tells survivors when she is deadly and when she is not. Cleansing from her fountains heals the survivor, even if she got you half-sick, m1'd you, then you reached full infection - this can result in an unwinnable endgame scenario if survivors all cleanse at the same time, leaving Plague with absolutely no pressure unless she can get to a fountain and then actually use her purge to get more value than having 4 survivors broken before it expires.

    I think she is more of a visual/technical marvel than she is an actual viable killer worth playing. The rewards of either of her modes aren't worth the cost, and on top of all that, she feels pretty add-on dependent.

  • For the post-game lobby, drop a GG in it and hide it. There is no point in letting them tilt you after you just got your @$$ beat. Just appear a good sportsman and let it go.

    In the end, good survivors will make a monkey out of a killer. You can watch the jokes of tournaments that have been hosted for DBD to know that. Let defeat be your default condition you're happy with, and savor the wins. You aren't supposed to win in the first place.

    Keep your mental clean. Most survivors who go out of their way to be toxic are revealing a weakness of some kind. Clicky flashlight people who want to make you chase them will follow you and do no gens. If you kill their team instead, they're only wasting their own time. If you take a chase in a super strong part of the map and only realize it when the damage has been done, don't kick yourself over it. Take the lesson that "Hey, this game has a broken spawn here, next time I need to know that Suffocation Pit spawning alternating TL and long wall window gyms is stupid broken and not chase here ever!".

    For flashlight saves, always make sure you face a wall straight-on in order to deny most saves. BHVR did something weird to flashlights recently - sometimes you get blinded through a wall or at a 180degree angle, but for the most part facing a wall helps. If you know you have someone hovering around you and waiting to try a save, you can stand still over a downed survivor and look down to fake the pickup, luring the savior out of hiding and maybe even getting a free hit on them. From there you can just chase the savior and leave the first survivor slugged, generating double the pressure for the price of one.

    Bodyblocking can be nasty, but map permitting I will spin on my heel and go to a different hook. If you really aren't going to make it to a hook, just take the free protection hits they give you, drop your survivor as a slug and then begin chase anew. You're gaining more pressure than you are losing in most cases.

    For Keys, there is very little counterplay. 1 gen left is the part of the game where the killer should be strongest via a 3gen strat, as survivors have the least resources and need to play in a more concentrated area of the map. Keys allow them to completely avoid the killer's strongest point in the game. I personally think that Keys and the Hatch in general are just terrible gameplay mechanics, and I can't really tell you much except either tunnel whoever is holding the key down first, and get used to losing anyways. You can't fight the game, only play within its constraints. This game has a free RNG escape for survivors.

  • Basekit let him carry two traps.

    Implement some kind of penalty - hindered or deepwound (everyone hates deepwound) for injured survivors who step in traps.

    Boom. Trapper fixed.

  • It is because the degree of how blind and deaf you are is part of balancing.

    FOV cannot be a setting because we have Monitor and Abuse + Shadowborn which increase the Killer's FOV and take up a perk slot. They also affect the Flashlight blind angle, supposedly.

    We can't have music settings because apparently sound is very important to this game. Killers are supposed to be able to hear survivor breathing and pain noises, which is then countered by Iron Will and Calm Spirit, influenced by Stridor, etc....but then there is loud blaring chase music we cannot turn down which makes hearing survivors hard anyways. Oh, but there are constant sound bugs which make survivors make no noise at all, or make the chase music too loud or quiet so it's "unbalanced" when Killers are completely deafened by it/ not deafened enough by the music so they can actually hear survivors. So no music or audio settings.

    We can't have a brightness slider because..... ??? Survivors are supposed to camoflage? Not "hide" as in breaking line of sight and keeping a low profile, but camoflage as in, Claudette is a matte-black skin that, on darker maps, appears as a literal black void only recognizeable by silhouette. Maps are constantly too dark to see survivors if they just stand still right in front of your face, but it would be unbalanced if killers could crank brightness up enough to see blendette.

    People already turn down the graphics settings for less immersive lighting, etc. Just to see things with more clarity. Implementing even more advanced features like a basic brightness or FoV slider is impossible because they are by design tied to this game's balance for some ungodly reason.

  • Trapper is hands down the most fun because your "range" of harm isn't just within your arms reach. What I mean is that if a survivor sees you and calls you out as most M1 killers, you can't really down a survivor without a huge time investment. Trapper circumvents the weakness of being pure M1 by sabotaging the map. Very satisfying.

    I'm been on a Ghostface kick lately, grinding him up to rank 1 again after the reset. I really love his ability to drop his terror radius, as well as sort of use his stalk as a ranged chase mechanic.

  • @RamblinRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893583#Comment_1893583

    Yeah 100% though it won't be worth it much longer with the Ruin/Undying nerf, I'll use use those 3 perk slots for a whole new build I guess

    Good build you got, you should see how you feel about putting Oppression somewhere in there, that's the only perk I can imagine making surveillance truly useful after the ruin nerf

    I don't have Oppression :\ Don't want to spend money on Twins chapter. I run Surveillance / Pop / Nurse's and am currently flexing the fourth perk into Devour. I'm almost wondering if something like Dark Devotion is better on Ghostface since his power is on such a long cooldown and does not refresh on Marked kills.

  • @RamblinRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1893564#Comment_1893564

    No, surveillance shows all regressing gens no kick needed. I've used this combo plenty

    Oh, it works with Ruin? I haven't been using Ruin/Undying since I don't have Undying. I've been using Surveillance on Ghostface combined with Pop Goes the Weasel as a weird middle-ground between Whispers being able to find people at the start of the game and Discordance for mid-round knowledge. It lets me hear survivors at the beginning of the match to stalk them, and then also lets me have intel on gens I'm going to be kicking anyways.

  • @DeceptivePastry said:

    Weirdly I didn't even think of trying to force a good 3 gen because I normally don't have to with Billy like I do other killers lol. I can be all over the map and still do great. But yea I think that would have helped a bunch and I will probably have to more even with Billy now that I'm into red ranks.

    Well, I'd argue that Billy can take chases outside of his 3-Gen zone and be able to get back to it before a gen is completed. That combined with Pop means you can probably take chases a good distance away from your 3-gen, get back there, and erase survivor progress if they managed to work on one of your favored gens.

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