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tehshadowman33

tehshadowman33

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tehshadowman33
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  • @Science_Guy said:

    Freddy's power actively prevents him from playing the game. No, that weakness is not

    offset by any "hidden strengths".

    People unironically call these buffs a "nerf' and then wonder by BHVR ignores this forum so much.

    I'm not even one of those amazing Freddy players that memorized the timing on dream transition flickering.

    Old Freddy was all about micromanaging survivors. It didn't matter that you couldn't interact with survivors if you had long range addons, or block addons. Hell, pill bottle and class photo makes things very interesting. New Freddy has to waste time on setup, either before or during chase (which causes good survivors to abandon loops), whereas Old Freddy you would just frequently hop from chase to chase, which was much more engaging for me.

    If you micromanaged successfully, the stall effect on Freddy was beyond amazing.

    You can't even teleport to completed generators for christ's sake. Who thought that was a good idea??! Good survivors always heal either in the basement or near a completed generator outside of killer's terror radius. This was just a moronic choice that ruined even New Freddy's map pressure.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/563555#Comment_563555

    Thing is that Ghost Face is still new and if DbD's history has shown anything, it's that Survivors are unwilling and slow to adapt to new stuff. It's been the same with Legion and Plague before, until Survivors started figuring out how to play against them. Legion and Plague have since become extremely rare occurrences in red ranks in comparison to Spirits, Nurses and Billies.

    I think the same will happen to Ghost Face, his kit does not contain the tools that make the aforementioned Killers viable on red ranks.

    I singlehandedly blame the poor design choices on Legion and Plague for the reason you see a general, noticeable increase in "git gudness" at all ranks of survivors except the bottom of the bottom (people with less than 48 hours of game play).

    The devs, by creating these two killers, basically taught survivors the most efficient way to do generators and avoid healing.

    You can thank the current state of the game due to Legion and Plague.

  • The only advantage new Freddy has over old Freddy is being slightly better on large maps.

    I can't really think of any scenarios where on small or medium maps that new Freddy will outperform old Freddy.

  • @NoShinyPony said:

    You don't really think Freddy will get weaker than he currently is?!

    He has a really high learning curve. But once you learn how to create builds with him, you can easily offset his massive weaknesses with his hidden strengths.

    This new Freddy lacks any of the tools necessary to play in Red Ranks. He's going to get genrushed like you won't believe.

  • @Andreyu44 said:

    Freddy can also be buffed if the devs want to,you know.

    That's a good one. You should do stand up routines. Hell, I'd pay.


    But in all seriousness, I'm severely disappointed by the stream. They don't know what they're doing. I won't be able to play Freddy in red ranks now.

  • @Shaped said:

    I think I got to rank 5 with Bubba but I don't have many hours with him. From what I have seen and experienced he is not red rank viable in my opinion unless you go full tryhard every game which will drain your soul. I don't see many streamers playing him either, if there is one playing him at red ranks I would love to see it.

    Myers is probably the best licensed killer atm and you can play him at red ranks. Some people call him unviable but I always manage to get to rank 1, so I disagree. And I am not even that good.

    Myers viability is solely dependent on his stealth. If you cannot maintain stealth, or SWF know your position, you are no better than a M1 aside from the fact that you can sometimes ignore BT.

  • It's just a really wonky perk.

    Wonky hit detection.

    Wonky area of effect.

    If we get dedicated servers, that will mitigate some of the times it doesn't go off.


    Overall, it's still not that decent of a perk.

  • @JawsIsTheNextKiller said:

    tehshadowman33 - Coincidentally I suggested the same in another thread. Ash was versing Skeletons in Army of Darkness and they were very cool. It's not too late to add an Evil Dead Skeleton Killer for Ash devs!

    Hearing the hollow sound of bones clacking together would freak the !@#% out of me.

  • ...this game is mental.


    Come to the Dark side. Learn how to play Freddy and you will have unlimited power.

    At least until the rework happens.

  • @newavitar said:

    Best addons for any killer? Tombstone Myers. Easily.

    That would be true if you could get the infinite T3 before 2 generators are left.

    Which, against good survivors, rarely happens.

    I suppose you'd HAVE to run Blood Warden if you wanted to do such a thing.

  • Clown's Solvent Jug. Turning off exhaustion-based perks buys you so much time it's ridiculous.

    Balanced Landing? Nope. You're going to just drop and run at regular speed.

    Dead Hard? Think again. I'm going to lunge at you like starving college kids on a free pizza.

    Lithe? Nuh-uh. I'm going around that Window and you're going to get Clown'd.

    Head On? Wait.. Why are you using Head On?


    Not to mention that Clown soft counters Decisive Strike by a tiny amount. Drop a bottle at your feet and pick someone up.

  • @Guertena said:

    if you are right behind crouching piggy and turn your camera back you can see her head inside the mask

    That's friggin' hilarious. I gotta try that.

  • Huntress makes an audible noise when she has a fully-charged hatchet throw ready.

    The survivor can hear this.

  • @Ember_Hunter said:

    Beartraps can be sabotaged with toolboxes and Sabotour and disables the beartrap for 3 minutes. But not worth it, it takes too much time XD

    Pretty much yeah.

    I heard someone once tell me this really memey SWF team composition with everyone running No Mither + Saboteur + Prove Thyself + Unbreakable with good toolboxes. Something about traveling as a 4 man-group, doing the same generator, and making the area around each generator deprived of hooks.

    Don't know if that could actually work, but it sounded funny. The amount of coordination it would take to pull that off sounded pretty crazy.

  • I don't know if this was patched, but it's kinda funny.

    Failing a Sabotage skill check doesn't wake you up.

  • If your chases last 40 seconds or under, PGTW is amazing.

  • At high ranks, it's mostly for denying those great skill check bonuses. Occasionally, you'll get like two missed skill checks.

  • There's a hole in the ground near the Temple of Purgation that lets a player take a shortcut to the temple basement.

  • I mean, I've played rank 1 games where 3 generators are done in under two minutes.

    Large maps make the game pretty much unbearable.

    Even playing as Nurse, downing people every 40 seconds after spotting them and entering a chase... Running Ruin, PGTW, BBQ, and Stridor.

    I shudder to think how utterly just wiped those matches would be if I was using Wraith, Trapper, or Leatherface.

    You just can't keep up. Survivors develop a good sense of where generators are and when to latch onto a generator.

    You just can't manage the time well enough unless you play Nurse, or use Hilllbilly on a map that's not full of debris.

  • @TAG said:

    I find myself quite likeing PGTW since the buff. As far as Ruin, every time I feel talked into equipping it on these forums, I end up taking it off again shortly after because it just gets knocked out relatively quickly more often than not. I recently played a few games where I had both equipped, and PGTW was putting in work while Ruin just gets knocked out pretty quickly.

    It's honestly just bad spawns in most cases.

    I'm sick and tired of hex totem spawns right next to trees with an exposed view on 3 sides, or worse, a hex totem spawning inside the killer shack.

  • @Dehitay said:

    The only real downside to PGTW is you need to know which generator has a lot of progress prior to the hook or luck out in running into one.

    Which is what gives it good synergy with Discordance perk. Of course, you'll need to memorize what generator turned yellow by the time you hooked your survivor.

  • @[Deleted User] said:

    Pop Goes The Weasel had to be buffed to be utilized properly by other killers not just Nurse, Billy or Spirit. It is a very good perk if you can get these downs easily. It is far better than ruin, but sadly Ruin is also required. You also can combine it with Overcharge to lock the gens down or create a typical antigen build: Ruin, Overcharge, PGTW and Corrupt Intervention. This will surely buy any killer enough time to make the map unsafe for survivors and enough time to kill all of them.

    Overcharge honestly is awful against experienced players who can land skillchecks. I think it only has its niche use with a Doctor running Unnerving Presence.

  • @TWiXT said:

    Although i like the idea of changing pigs dash attack to be instant, I feel like it wouldn't be worthy of filling in the Ultra-rare category. It would be great as an alternative to the Very Rare add-on "Amanda's Secret" as that add-on is just garbage the way it currently is. Your alternative for it is already nice though..

    Here's an alternative add-on idea I've had for a while to replace Rules Set No.2 If it were made part of the pigs base kit:

    Heart Monitor Trigger - Ultra Rare

    Reverse Bear Traps become active with no timer after a survivor with one attached is unhooked. Once a survivor with an Active RBT is killed or sacrificed, all other active RBT's Trigger.

    -Tremendously increases the time it takes a survivor to search Jigsaw Boxes.

    -Considerably increases skill check difficulty when a survivor searches a Jigsaw Box.

    "His heart stops, you die!" - Amanda Young

    This changes the power so that you can chain RBTs Triggering on survivors. They don't activate until a survivor is unhooked, which puts pressure on any survivors with an already active RBT to either risk having another survivor running around with another active one, or leave them on the hook. Since the RBT's have no timers, they are more difficult to remove at jigsaw boxes. It also focuses the killer on trying to trap everyone and then quickly kill one to cause all of the others RBT's to trigger. It may not slow down gen progress anymore, but its a major threat to everyone who has an active RBT and should encourage the team to help each other try and remove them. Overall its a different effect for the RBT mechanic from the standard one that will change the way the match plays. In all honesty though, I get the impression that if you pull off killing one with an Active RBT only 1 other survivor at most will fall victim to the chain reaction since trying to get all 4 at once will be unlikely with the current Jigsaw box RNG. What do you think of this alternative?

    That's way overpowered.

    Imagine combo'ing that with Make Your Choice, Dying Light, Haunted Grounds, NOED, etc.,

    The amount of hook camping that it would encourage would be legendary, rivaling that of Leatherface basement build.

    Pig can, much like Wraith, negate Borrowed Time, so hook camping is much more doable with Pig.

    Sure, you'll depip like Tombstone Myers, but...

    I mean...

    You can just get RBT on everyone, then just kill the unlucky dude and you'll have only one, maybe two survivors left. Throw in Dying Light to the mix and... Oof, jeez.

    At the VERY least, Mori can't cause the chain reaction deaths.

  • Am I on crazy pills, or is the chase music louder after the hot fix?

  • @Mew said:

    https://forum.deadbydaylight.com/en/discussion/comment/557697#Comment_557697

    Im pretty sure his hand is only open with Judiths Tombstone, not a tombstone piece

    Interesting. I'll have to test that!

  • 1) Wraith is 100% invisible equal to or past 32m from an observing survivor.

    2) Give back Wraith's Bloodhound effect (blood highlight) while in cloak form. Change his addon to something else.

    3) Decloaking removes Wraith's red stain for 6 seconds.


    There. Fixed.

    :)

  • @Kaalaxi said:

    I don't play pig but I've heard good things about this build:

    Monitor and Abuse, Whispers, Save The Best For Last, Ruin.

    You crouch when whispers activates because your terror radius is reduced then jump them. It helps you find which boxes people go to in the late game also. Once you stack STBFL hook saves become completely unsafe since you can negate borrow time with crouch and quickly down both survivors with reduced wipe animation.

    It's alright, but practically speaking, that build was MUCH better when Pig had a 28m terror radius.

    Back then compared to now, it gave you at least a little bit more leniency in timing when the Whispers perk icon lit up. Especially when survivors were moving about in Whispers area of detection.


    Back then, MoM gave pig a 20m terror radius.

    Now it's just 24m when using MoM.

  • Exhaustion was a mechanic literally added to the strongest perks, so that you couldn't just run them all together at once. A perk with exhaustion, therefore, does not need any buffs whatsoever.

    The sole exception to this is Head On, however. That perk has the distinct honor of not only being unreliable due to its wonky hitbox, but it's just overall not that great.

  • Not really a secret, but...

    A sizable amount of the Killer sounds are from BHVR employees.

    Notably, Pig's pallet stun noise. =)

  • @PigNRun said:

    A couple:

    - The Game map is full of easter eggs. You can see a spare of Pig's mask on top of a shelf near "her room", the bathroom has a heart drawn in one of the toilets, TVs showing static will sometimes briefly change to show the puppet's face.

    - Maybe it happens in Mother's Dwelling as well, but the Killer Shack in Temple of Purgation has a really soothing sound effect as rain drops crash against the metal/wooden walls.

    - As Huntress, you can aim your hatchet at the cow trees. Hitting one will produce a unique sound effect. (They will also behave hilariously glitchy sometimes)

    - Killers can hear a "sigh" randomly. Its like a David breathing out. Not sure if its intended or not, but it can really trip some Killers while looking for Survivors nearby.

    Yeah, I forgot that killers do sigh, or huff every now and then. I'm not sure if it's the same sound clip that plays that for all killers, but I'm tempted to say it's the same sound clip that plays across the board.

    Another fun fact for you! This one's actually helpful.

    If you hook a survivor, they start screaming loudly. If you hit them as soon as they are hooked, they will scream their usual scream, which sounds moderately less loud and therefore lets you hear if other survivors are creeping about nearby the hook! =)

  • @Rex_Huin said:

    https://forum.deadbydaylight.com/en/discussion/comment/557708#Comment_557708

    That's sounds like the noise the killer makes when moving after using Insidious....

    Indeed! Insidious perk uses that same sound clip. I think the timing's the same too for how long the killer has to remain stationary for the "stinger" to play for the survivor to hear it on their end.

  • Here are some more fun facts:

    1) There exists, or at one point existed, in the game's code fragments of two killers that for one reason or another were scrapped from the game and never released or even see a PTB. One was a killer that had a "Teacher" theme to them whose power revolved around survivor debuffs I think, and the other killer was apparently a HUGE killer whose power was the ability to destroy the actual environment of the map, but this latter idea and the killer itself was scrapped due to the notion that such an ability would be too overpowered.

    2) At one point in development, survivors could climb trees. If I remember correctly, this might explain why at one point Nurse could blink on top of the killer shack, but I'm not 100% sure of that.

    3) Over time, certain assets in Dead By Daylight have changed or replaced:

    ☼Hillbilly used to have a different audio clip play whenever he slammed into something like an object, which sounded like he was disappointed "Awhhhhh!".

    ☼When she was first released, Kate had a very different scream when she was hooked and after many complaints it was replaced with a different voice actor.


  • @GhostlyFoxx said:

    I wouldn't really call it much of a secret, but have you ever just stopped and looked at the paintings that are on some maps, specifically on Haddonfield? It's worth it if you haven't.

    Ah, yes! I remember that. It shows portraits of various other locations in Dead By Daylight such as the Farm Maps.

    Mother's Dwelling has a very interesting family portrait on one of the walls in the house itself. ;)

  • @s0cial_outc4st said:

    https://forum.deadbydaylight.com/en/discussion/comment/557686#Comment_557686

    I would love to hear it, do you know about any clips of the stinger?

    It kinda sounds like that loud string section during the shower scene from Psycho. But it's a single note. It's also only heard from the survivor's POV. The killer doesn't hear this note play.

  • If Michael Myers tiers up into Evil Within Tier III, look at his left hand (the hand not holding the knife).

    If his left hand is open, it means Myers is running a tombstone addon (Myers can insta-mori a survivor at full health).

    If his hand is clenched, it means the opposite.

  • Oh, I almost forgot this one.

    If a Killer stand still for a certain amount of time... If they start moving again, there's this specific audio soundclip that plays called the "stinger" if I remember correctly.


  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/557521#Comment_557521

    To be honest, i would say only 6 addons are useless on Nurse, all of them are rare/very rare, rest can be combine with comboses.

    I'd say most if not all of the increase chain blink window addons are pretty useless.

    I mean, the idea is that they allow you to have more freedom to react to a survivor actively juking your blinks, but the increased fatigue time is too much of a penalty for that to be worth anything... You're much better off relying on increased blink movement speed to screw up the juking survivor's mind games and jukes due to differences in timing.

    All of the very rare addons, aside from Campbell's Last Breath are pretty useless, well at least for me:

    1) Plaid Flannel is junk and shouldn't be a very rare addon to begin with (the green increased blink distance should take that honor instead).

    2) Kavanagh's Last Breath is hilarious in that it's 100% completely useless UNLESS you use another addon that gives you an extra blink.

    3) Jenner's and "Bad Man's" Last Breath have the potential to be good if stacked with their rare counterparts, but you'd have to be a near-amazing Nurse to play Red Rank games using only one blink, y'know?

    Even then, you're only benefiting from either a 26% faster charge speed and an extra 1.10 second fatigue on your one blink, or you're getting 33% faster blink movement speed with a 20% slower charge on your one blink, which severely limits your ability as Nurse to react to changing situations.

    I suppose you could use Pocket Watch and Jenner's Last Breath:

    1.72 fatigue between each blink and 9% faster blink movement, but you only get one blink AND get 10% slower charge speed on your one blink. Still kinda meh, really when compared to Pocket Watch and any other blink movement speed increasing addon.

  • @Boss said:

    Huntress hums her lullaby in different ways depending on how frequently you find Survivors.

    Very interesting! I could never figure out that pattern.

  • @Redd said:

    VIle purge doesn’t Count as an aggressive action.

    Nor does throwing Clown's bottle! That was semi-recently patched.

    You can also cancel an aggressive action, such as Hillbilly's Chainsaw or Leatherface's chainsaw and have it not count against you in terms of perks like Play With Your Food.

    I'm pretty sure Spirit's Phase Walk doesn't count as an aggressive action either.

    BONUS FUN FACT: Pulling/interupting someone isn't counted as an aggressive action! You won't lose a Play With Your Food token if you window grab, totem cleanse interrupt, generator grab, Billy box grab, or gate switch grab someone!

    Hatch interrupts are no longer a thing, however!

  • @Rizzo said:

    Still talking about nurse, she was able to blink on top of the shack on some maps, this thing changed when her blink mechanic was changed, if i recall correctly.

    Hahaha... I remember that.

    I don't miss old Nurse.

    Old Nurse was mechanically much harder to play because you had to 100% commit to your blink distance and could not compensate in any way, especially if you charged her first blink for too long.

    Old Nurse did have that autoaim hit box lunge though (I think it was like a 90 degree cone area?), but that was offset by the fact that if a survivor memorized old Nurse's charge time, the survivor could just walk right up to the Nurse.

    Old Nurse couldn't do anything about that and would blink WAY further than needed and end up overshooting by a large margin.

  • @Redd said:

    The effectiveness of treatment mode is based on proximIty.

    Yep! I wish someone could write up a stat block for the values. I imagine there's like 3 different circles that have different rates of % increases per second inside Doctor's terror radius, but I've never tested for it.

  • Oh, I almost forgot these gems.


    There's a small easter egg in Lery's.

    You can find a dead cow on one of the many patient stretchers located on the map!


    Another easter egg can be found on Yamaoka Estate...

    The katana that killed Rin is missing from the rack of weapons there!


    In a nod to the film, the 2010 Nightmare on Elm Street remake...

    There is a hidden crawl space in the lower floor of the school next to a mattress. Try crouching and look inside of it!

  • @Rizzo said:

    There was a moment when blinding the chainsaw rush would interrupt it, but it got changed long ago.

    Ahhhhh! Yeah, thanks. I forgot about that. :D

  • Oh, I almost forgot another one!

    Although incredibly difficult, it is possible to flashlight blind a Hillbilly during his chainsaw rush! It requires the flashlight blind to happen just as he's finished charging his bar and enters the chainsaw rush.

    I forget what happens though. I don't remember if that cancels the chainsaw rush.

  • @Rizzo said:

    Nurse can be burned by a flashlight if she gets hit while charging a blink.

    I remember reading that! Wraith and Nurse are the only ones who have the light burn mechanic. =)

    It works well on Wraith, but I find it way too risk to try that on a Nurse, lol.

    I forget. I forget if you can only light burn a Nurse who's clenching her fist (max charge on her first blink)?

  • @Redd said:

    Crouching makes your madness decrease faster.

    Really? That's fascinating. Huh...

  • Oh, I forgot another one.

    Most of you probably know this, but...

    There is an easter egg included in all maps in Dead By Daylight.

    Every map has a golden toolbox hidden somewhere in the map.

    Have you found them all? ;)

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/557373#Comment_557373

    Another good soul, welcome to the Nurse's Brotherhood, jk xD.

    Addons idk i just have thousands of them, and i rly like Pocket Watch for less fatigue.

    Pocket Watch is pretty amazing!

    Pocket Watch + White Nit Comb = Normal Nurse, but reduced fatigue

    Pocket Watch + Dull Bracelet = ZOOM Nurse with reduced fatigue time, but 8% slower charge rate. Probably best subtype for this.

    Pocket Watch + Anxious Gasp = ZOOOOM Nurse with reduced fatigue time, but 10% slower charge rate. Pretty conditional as the extra charge time hurts you on large maps, and you will be much slower to react to Survivors doing things.


  • @se05239 said:

    She holds the power to overcome ######### map design and mechanics by literally bypassing it.

    Of course she's really good. Even better since she scales with the player playing her, unlike the rest that can only react to what the survivors are doing.

    Her add-ons are definitely broken, though, but her power is fine.

    Not necessarily. She's probably had the most hot fixes to address places where her blinks don't work at all. Remember the hallways next to the Bathroom in The Game map? Just awful.

    Yesterday, I found out there is one specific spot in Ironworks of Misery where blinks are wonky at best and nonfunctional at worst. This Rank 2 dude abused the heck out of it and then gloated like he was the hottest thing ever post match. I just gave up on chasing him and went after his mates and ended that game with a 2k. =/

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