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sleepywynd

sleepywynd

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sleepywynd
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  • If I'm being honest, I'd just stick to a desktop. Laptops are more expensive and rarely can match a desktop in power. Desktops are much more cost-effective for their utility and highly customizable. However, if you're dead set on a laptop though check out the Alienware m15 R3, Razer Blade 15, or ASUS Rog Zephyrus Duo (all very expensive, but very high-end).

    As I said, the desktop is gonna run you 600-1200 and a laptop probably 1k-5k so it really is better to just stick to desktop (maybe just leave it somewhere or buy a console)

    Xbox Series S or X will run dbd beautifully and is significantly cheaper.

  • Dowsey plays spirit amazingly well. His channel shows casual, competitive, and fun gameplay for I believe every killer in the game at this point. xDowsey is his old channel, Dowsey is his new one, he streams on Twitch and uploads to Youtube. Honestly the most well-rounded and fun streamer I've found to watch (a few people don't like him though because he actually plays the game right lol).

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069495#Comment_2069495

    If you're being a 110 M1 Killer as Hag, you're playing Hag wrong.

    Just saying.

    I definitely don't as I don't use her like that, she just IS a 110

  • @AlmosCumDaddy said:

    https://forum.deadbydaylight.com/en/discussion/239144/youre-probably-playing-trickster-wrong

    It's not so much that he shouldn't have recoil at all, it's that his recoil shouldn't be random.

    It bugs me that not a lot of people have brought this up. You may have noticed, when he recoils, he doesn't just recoil up, he recoils left and right, too.

    But the left and right is completely random. It's a coin flip. You can go right, right, right, left, right right, left, left, left left

    There's no pattern or rhythm to learn. Common sense would make you assume that when he throws a knife from his left hand, the recoil goes left, and vice versa. But nope.

    You can't "git gud" at RNG. Aiming will always be a huge pain in the ass if they decide to keep it that way.

    This is an undeniably true point^^ it needs to be patterned if at all.

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069289#Comment_2069289

    "The point is to m1 before they reach the loop"

    Good luck doing that as a 110 Killer.

    You're right, lets through hit knives off into an open field XD he's a bad killer. Yes, this is true and undisputed. However, it is still extremely viable to get a hit off if you play things well (I main hag, I know the pain of being 110).

  • @TheArbiter said:

    I think playing as him in the first place is probably playing him wrong.

    XD right now? Yep. Outside of customs, he's not the best choice--but having a bad killer in the game isn't a terrible thing.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/239144/youre-probably-playing-trickster-wrong

    While he could use some help with his kit, what you've said is right. The most optimal way to play is always go for regular hits first and then throw knives. It's the same people that always throw hatches or always use billy's chainsaw and never go for m1's that say he's bad. He requires a different pace than other killers but people don't want to play like that.

    I appreciate this understanding, many thanks kind stranger!

  • @TheWarNung said:

    https://forum.deadbydaylight.com/en/discussion/239144/youre-probably-playing-trickster-wrong

    OMG, I totally want to see a throwdown between shirtless David and Trickster now.

    I haven't bought the chapter yet, because the only killers I straight up never play are the ranged attackers (Huntress, Slinger, and now Trickster). I still enjoy playing against them though, and I figure if Trickster doesn't vanish into obscurity people will be figuring out how to use him.

    I'm also weirded out that so many people on these forums are enraged by this chapter for the exclusive reason that the killer is weak. IMO it's okay for BHVR to not make every killer S tier. Especially coming off the heels of PH, Blight, and Twins, I'm absolutely fine with being given a killer who's weaker than the average. He still seems fun to me, even if I won't be playing him.

    Yeah haha, I think people are just really annoyed. At the very least they need to lose recoil

  • You make a good point, although keys are still a very annoying thing. Plus, this allows players to locate the hatch--perhaps make it so it only is openable by keys at 1 gen but findable at 2.

  • @skylerbound said:

    I still think playing him effectively is not using his power or using it very rarely. I’ve seen ppl use it to down after hitting m1... but I also saw at several points where another m1 would have ended the chase much faster.

    I want to play this character but he needs some work

    Yep exactly, his power is only really useful for getting people out of loops and gyms. Outside of that, strafing works quite well so m1 is more effective (try strafing his AWFUL hit registration, I've been hit like actually through walls several times now).

  • @ManWithALemon said:

    I'd agree with you if he weren't 110.

    But he's 110, so... good luck pulling off M1 hits at any loops.

    The point is to m1 before they reach the loop and to only use knives to pressure out of loops as in an open field they are effectively useless.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069247#Comment_2069247

    You realize how hard it is to get a M1 hit with a 4.4 killer? You have to rely on survivors giving you free hits for this to happen.

    110% or lower killers have this speed because they either have a teleport (Hag, Nurse, Spirit) or a strong ranged (Huntress, Desthslinger, Pyramid on Torment mode, Plague holding her purge). Trickster ranged (which is barely a ranged considering the recoil) simply doesn't compensate the speed that he has. He barely counters holding W.

    XD Yep. I really want him to be good but y'know. Anyways, this is still the best way I've personally seen to play him as I find strafing left to right while standing still at a medium distance (on console) makes one virtually unhittable. But you'd be surprised about how many free hits you can get from walking backwards and whatnot.

  • Yeah, I think I've seen this issue half a dozen or more times (making it stupidly common). It's not bannable as it's not a direct exploit and they haven't released anything saying otherwise. And like another guy said, it more of has to do with lunging into pallets

  • @BubbaDredge said:

    Thanks for this post. I want this killer to be good, but it looks like a killer that's geared toward players that are way better than I am. I don't have to do great with him, I rarely win with Legion but I like playing Legion, but I don't enjoy starting the match expecting to lose.

    You opened my mind a little, so thanks.

    But David King ain't #########, I'm way more scared of Nea.

    We all know she's "secretly" the entity XD I will say though, keep trying (maybe check some videos on youtube, Dowsey really helped me figure a lot of gameplay out).

  • @Seraphor said:

    You're right. This would make him play more like Doctor, Pyramid Head or Plague.

    And guess what? They're all 115%.

    Exactly, he's kind of like a way worse pyramid head.

  • @[Deleted User] said:

    So I should play him as a M1 4.4 killer that only baits his power?

    m1 early, pressure out of loops and gyms with power (yes he is slow, no don't play him as m1, just use his power correctly). 110 killers can't commit to chases well.

  • @Moxie said:

    I think that is the main point people are making: His power has so many drawbacks using M1 is superior.

    To even get into a position to M1 with a 110% Killer means the survivor messed up or is not looping properly.

    This is unfortunately true. Ideally, though you m1 the survivor off a gen or start of chase. Otherwise it's hardly worthwhile to keep going as him.

  • This game is one large bug

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068336#Comment_2068336

    She would need an activatable power that has a start up, stuns her and puts her hatchets on cooldown too though.

    While we're at it, we should also limit the field of view for her a lot as seeing through that mask must be difficult, oh and in case her legs get tired she needs the opposite of blood lust where she just loses speed, that'll balance her.

  • It'll take a bit to get used to--especially if you're experienced with him--but it nonetheless is a nice boost to him (even if he isn't the best still).

  • All information should be in the patch notes. Also, some killers are just faster than others.

  • Also, tunneling just means you focus on one survivor intentionally. If the same survivor just keeps getting unlucky or runs into the killer a lot, that's not tunneling, that's bad luck or poor gameplay.

  • @CustomerService said:

    Whether or not you used DS before, the fact someone in your team was carrying it put some pressure on the killer, with the idea that maybe someone had it slotted. Now, with the perk being completely pointless and useless, there's nothing standing in the way especially for higher tier killers. You will get tunneled out of the game within 1 minute of the match. I'm already seeing it happen.

    Four matches in a row, 2 Tricksters, 1 Spirit and 1 Nurse, somebody was tunneled out of the game with 5-4 generators left.

    And no, Borrowed Time doesn't fix this. Having to rely on other people carrying a perk just so you can play the game, when people literally farmed each other without anything even when the DS anihilation hadn't gone through, that's not going to help in the slightest.

    So, the question is now, what are you going to do to allow people to play the game?

    Unfortunately, nothing can be done about tunneling (that wouldn't be blatantly abusable) besides a perk like BT being present. BT gives a survivor a chance to gain enough distance from the killer that if they're actually skilled enough to use it well and mend in time (perhaps use iron will to mend and whatnot then hide), the tunneled survivor can last long enough for 2ish more gens to get done. Yes, this is difficult, but you can't prevent tunneling in any reasonable way as it is a choice made specifically by the killer. My recommendation then is to gen rush HARD, break 3-gens, and other dangerous generators while the killer is doing this. It forces them to either 1. lose the match when 2-3 of the survivors escape or 2. actually start playing the game.

    Do please understand this game isn't meant to ALWAYS have the survivors win. Plus, tunneling might just be to get the low-skilled players out of the lobby for the convenience of the killer. It is preventable by gen rushing this time, taking protection hits, and dividing the weight as a team (part of why SWFs are so popular).

  • @TheArbiter said:

    Now the real question is, does the take the crown from trapper for being worst killer?

    Trapper isn't the worst killer though lol, that's all clown. But nonetheless, definitely. Nobody can commit this long to an M1 when the survivor can just walk behind a wall XD not sure what the devs were thinking.

  • @gatsby said:

    Would it be a bad idea if the most used Killer and Survivor perk was banned from play for a week every Tuesday when the Shrine reset?

    It would encourage new builds. Discourage stale meta builds. And give the Devs a fire under their butt to balance problem perks either by giving them competition by buffing alternatives or nerfing them

    Nobody would support this outright. What this could be though... is a really fun game mode. Potentially random load-outs as an event or X perks were banned while Y perks were still available.

  • Ehh still not a great perk over others.

  • @Red_Beard said:

    Just tell yourself hatch escape count as kills. Problem solved.

    I mean I don't even consider hatch escape a "real" escape usually lol. It's virtually 100% luck-based and is unpreventable on both sides if the other knows where it is.

  • @gazzy_g said:

    If someone wants to sacrifice their points with a DC to give someone a hatch then they can have at it. Hatch is fine.

    It's only like 20k BP. I understand what you're saying but this strategy is just a really cheap way around that and there are ways to balance it. Like someone said, when a player disconnects just have that be an entity spike kill and with that you could have a crucial few seconds to overtake a few trolls.

  • @Hex_Llama said:

    I don't think the hatch can tell if it's spawning because somebody DC'd. If it could tell, and DCing at two survivors meant the hatch couldn't spawn, then DCing would become a way to grief your teammates.

    DCing is already just that though right? I mean a 3v1 is so much more difficult than a 4v1 because now you've lost 3 potential hooks, minutes of possible chase, and tons of juggle/rescue power.

  • @Volfgang57 said:

    That's normal and intended. You were locked in an animation so the pallet stun didn't work. Stuns only work if you're in control of your character

    Oh awesome thanks!

  • @TheArbiter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2043008#Comment_2043008

    Walking over everyone three minutes after we were slugged is not waiting for DS

    That's true, but sometimes it is still hard to find people who just crawl away, and the killer will just walk off and go do something instead of wasting their time trying to find the first person they slugged who crawled 3 miles. It's not like you and I can just sit on our phones, and if its THAT bad, dc.

  • @TheArbiter said:

    The only time I get annoyed by slugging is when the killer slugs everyone and then waits for everyone to bleed out instead of hooking, which just wastes everyone's time.

    Yeah, but if you got a 4k slug against a strong survivor team after hooking some people once or twice... they're gonna have DS and just go revive everyone resetting the whole process.

  • @NoodleWithAMustache said:

    As a killer main thank you for this, however you forgot to mention that if you are injured and run in front of the killer's face it's your fault if you get downed

    THIS XDD I'm dying. "You were literally tunneling just me!!" "You also took a protection hit while M1ed twice"

  • Prepare for rage comments lol. This does make a lot of sense^^ I think another thing that drives camping is survivors being a significantly higher level than the killer (e.g. rank 16 v rank 2/4) and as such just being better/more experienced at the game. So the lower-level killer tries to salvage something (and while I'm new we all know how bad matchmaking is XD).

  • @Jack_TheJolteon said:

    https://forum.deadbydaylight.com/en/discussion/236632/how-long-to-get-a-character

    It depends really how often you play. if you play consistently then it should take a few hours to get 9k shards

    I make about 25k bp a match and 200 shards which leaves me a bit confused. I'm level 31 on doctor and 32 on hag so I've definitely played enough according to people? Is my account syncing wrong or something?

  • @Mooks said:

    I mean.. after those hours you did play, how many shards did you earn?

    9K are needed for one character.

    i think someone stated just today it should be around 35-40 h of gameplay to get those shards. I never really paid attention to that..

    @Lx_malice said:

    A quick Google search tells me that you should have 9k shards (assuming you haven't spent any yet) when you hit level 46 which is enough to buy your first free character.

    Was I supposed to start with shards or something then..? For instance, my friend said he started with 1m bp but I started at 0. I'm at about 5k shards right now.

  • @Yords said:

    I'm sure any person who plays a healthy (maybe even an unhealthy) amount of Oni knows that there is one thing you can do that just completely screws him over. That weakness is delaying the first hit by playing really safe i.e dropping pallets early.

    It can be pretty lame to go against as Oni because there is quite literally, NOTHING you can do but mindgame if you are even able to before they just run away.

    It doesn't always happen, but it is definitely a problem because it just makes the Oni look like a joke.

    But of course making it easier to get blood fury would buff the Oni when he is already strong enough most of the time. So, should it be fixed or just left alone?

    It’s not like they can play around that pallet forever. Oni can 4k slug a team in literally a minute and survivors can’t play around pallets forever, I think this is a really simple “balance” to him.

  • Genuinely this varies a lot from killer-to-killer and from game-to-game. With SWF groups I prefer when they start separately. However, if it's a random queue and they start as a group I like being able to quickly get a few injuries in (maybe force a mend too).

    Medkits can be annoying for the self heal factor and most people don't actually use their toolboxes, so for the most part I'd say medkits are more annoying--unless it's a purple toolbox.

    If no one has been hooked, the survivor I chase will be based on positioning and character more than their item (although medkit primarily due to the capability to counter snowballing). If I can get an injure off I heavily consider rotating quickly to either make survivors reset or play safe for a while.

    It isn't actually too difficult to beat a dead hard if you play around it right, I think it's a pretty balanced perk. Sprint burst on the other hand typically extends chases in a really annoying way for me, but once again it isn't exactly overpowered. I like to control as many gens as I can in the game because that's ultimately the objective and you can always chase a survivor later, but you can't recover from finished gens.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2040031#Comment_2040031

    I agree, for the second perk I wanted an extremely strong gen perk that rewards you pressuring and keeping survivors off that gen, but also the way it works is since it lasts 45 seconds, if someone touches it at 40 seconds, it's 80 seconds of regression, but if they tap the gen right after you kick it, it basically turns off the perk. So survivors have to either let it go for 45 seconds till the perk goes off, or click it as early as possible to reduce the damage and put the perk on cooldown.

    I get the idea and I like the desire for identity under this killer, but I'm still not sure how I feel about what this would do for gen camping. Especially since you could combine it with doctor's perk and make it so if they didn't instantly hit that skill check while being camped they'd lose even more progress as well as combining it with pop just dropping a generator like there's no tomorrow.

  • The second perk should probably be a hex considering the implications it has--if you kept people off the gen for only about a minute then it's double the power of pop goes the weasel without any of the requirements. Now imagine that with a gen 3-stack, survivors just couldn't compete with it. The third perk is also too overpowered for destroying the shack pallet allowing for basement camping too easily. I am a killer main btw, just saying this for survivor's sake.

  • It's not necessarily better or worse killers, just ones with more potential. Hypothetically with huntress, you could virtually cross-map snipe constantly--though this is not generally the case. If you go onto YouTube, Dowsey has made a very in-depth killer tier list that I almost whole-heartedly agree with. Every killer is viable, some just have better map control, more lethality, or an overall higher skill cap.

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