thesuicidefox
thesuicidefox
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I haven't fully tested it yet but...
I call it "Escort". Mettle of Man, Breakout, Small Game, Inner Strength.
For each totem you find you can take a hit. After 3 totems you have MOM. Breakout is to potentially get survivors to struggle free.
If you bring Styptic Agent you can take 2 hits on a single hook which with Breakout is pretty much a guarantee they will struggle free, and 2 stacks on MOM.
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@DBD_Pinhead said:
https://forum.deadbydaylight.com/en/discussion/comment/1099266#Comment_1099266
Wait...you punished YOURSELF for slugging? In a game that already punishes killers for doing their job? Do you also open the exit gates and let everyone else go free when you don't slug? Holy ######### that's funny.
No I knew the build was super OP and lame, I was just testing it to see exactly how OP it was. And one of the guys in the game was someone I see all the time that I'm not friends with but he is cool people so I felt bad. I did it just to show that I'm not trying to abuse an OP build, I'll depip with the rest of the players.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1099164#Comment_1099164
I mean, yeah. I don't endorse slugging at the beginning like that (unless it's a team full of people with keys or toolboxes. They can get the franklins and slug treatment so they don't walk out of that game with their item). But like, if there's 1 gen left and they are all in close proximity and they've been bullies all round, hell yeah. Slug them all and let them bleed out.
Letting people bleed out is pretty toxic though. I only did that once because I was doing an OP Huntress slug build with Iri Head, so I let them bleed out to purposely depip as punishment for using such a toxic build (I was just testing it out to see how strong it was BTW, it's stupidly strong).
Any other time someone bleeds out in my games its because I slugged them and lost them. It's never intentional.
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Yea I've been getting a lot of survivors lately that get mad I'm slugging them. It's like, would you rather I slug you and you stay in the game or I pick you up and kill you?
The only time slugging is lame is if the killer goes way out of their way to 4 man slug with 4/5 gens left. Beyond that, I have no problem with it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1097322#Comment_1097322
Could be using a controller with blue tooth and a bit of third party programming. Some mobile devices allow for that.
Or emulator, which would be probably easier.
Well it definitely looks like he is aiming with a touch screen. Controller aim is generally very twitchy and his is smooth.
Maybe he is just playing it normally and I just don't know the controls.
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How is your aim so smooth? I don't know what the controls are on mobile but it seems like you'd need an extra thumb to move, aim, and press buttons.
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The ones that can take an L and don't DC when the first gen pops before they catch someone.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1096761#Comment_1096761
your right he only places people in situations that will most likely kill them...what’s the survival rate of his games again? Oh yea most people die lol
I mean, that's a major point of the movie. He goes out of his way to NOT kill people, unlike pretty much all his followers that rigged the games so there was no escape. It's the people's own vices that actually ends up killing them.
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@GHOSTfaceP3 said:
https://us.v-cdn.net/6030815/uploads/343/L0VVEP9PDEKQ.jpeg
https://us.v-cdn.net/6030815/uploads/302/GQOQAKUFBSFP.jpeg
theres blood on the ends of the chain and this would go with the trailer why would they get this one instead of pinhead ? Why’d they get Amanda as jigsaw? I actually like the cenobite chatterer so I’d be happy
Amanda was picked as the killer because John is not a killer. He is a teacher.
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@MegaWaffle You need to give more details, this post is too short.
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1095163#Comment_1095163
But in contrast the time it gives exhaustion is balanced (15 seconds IIRC) I say give 20 seconds to green add-on on Huntress and just rework the brown one as it's not a necessary thing to have 2 exhaustion add-ons.
No it's still dumb that you get exhausted just from the gas. It's almost impossible to avoid the gas consistently. If he had to hit you with the bottle it would be balanced because then there is at least some skill-reward for the Clown.
Also Berus Toxin is just fine the way it is. Being a 110 killer it's the best counter to Dead Hard, and it's cheap. Venomous Concoction should be reworked because 90 seconds is just overkill. It should inflict Oblivious for like 30 seconds instead.
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The only exhaustion add-on that bothers me is Clown's. It's dumb that you get exhausted just running through the gas. Anyone with 2 brain cells to rub together can hit your with the gas. Huntress, at least, requires some skill to hit you. IMO Clown's exhaust add-ons should work like Pinky Finger, you should have to get direct bottle hits for it to work.
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@Purr said:
why does this surprise u? games have been doing this for years
u can google rage quit bans in video games and see TONS of articles and videos about it
persona 4: marks your account with a rage quitter mark that everyone can see and knows u DC when u get mad
animal crossing: has a mole who stops u on login after ur rage quit and proceeds to lecture u at GREAT legnth about it.. and it gets longer the more it happens and u cant skip or speed it up
rocket league: bans u for 15 mins at a time
Arms: counts ur DC as a loss
For Honor: Bans u for 10 mins from matchmaking
Overwatch: bans u from competitive for increasing amounts AND decreases exp gained by 75%
Pokkén Tournament: deducts 200,000 ingame currency for rage quitting
CSGO: bans u for increasing time lengths reports are between 30 mins to even an entire week
Smite: 2 to 30 min bans
Street Fighter V: brands your account with a sore loser mark and removed in game currency
halo 5 guardians: bans lasting between 1 day to a full week
LoL: 2 ban systems both work same way but require different amounts to start the ban process bans place u in a low priority matchmaking that can triple or even 4x the length of waiting before a match and u must play a specific amount of games via this to leave it rage quittin during this increases the required amount of games before u are removed from it to the normal que
Mortal Kombat X: your rage quit is counted as a loss
super smash bro's Wii U: 10 min bans
and my personal 2 favorites...
marvel vs capcom 3: marks your account for a set legnth of time and rage quitting with the mark enough perma puts u on a special server with other rage quitters... one on there its tied to ur account.. consol.. AND disc. would need to replace all 3 to leave it once you earn your way onto it
Paladins: puts you right back into the game u left
these are just a few examples personaly the private rage quitter server is what we need imo or the perma rage quitter marker or even the low priority que system
and saying its something only newer games are doing is false
animal crossing has been doing it since 2001 with Mr.Resseti lectures :D
Don't forget the guy that got banned for something like 650 days on Gears 5!
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What you mean? This forum is full of bots.
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It's also on Gas Heaven. The entire gas station is about 6 inches lower than the surrounding tiles and you will clip through the floor partially when walking around the bell ringer thingy. You can clearly see the gap where the tiles merge.
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Won't be necessary.
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If you down someone near a locker, check the locker before picking them up.
If you see a survivor use Head On, or get hit with Head On, be aware of lockers during a chase. If the survivor is taking an odd path so as to run in front of a locker there is a chance there is someone in the locker.
You can bait Head On by making it appear as if you are going to walk past the locker then stop abruptly. Majority of the time the survivor will try to use Head On and then you can smack them.
If you bait Head On be sure to wait for the entire animation to finish before attacking. You can still get hit at the end of the animation even when it looks like you can't.
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The Prisoner
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Just FYI, they changed my question. I was asking more specifically about Sloppy Butcher because it causes SERIOUS frame drops on console. Like yea, other notifications and effects do this but Sloppy is 100 times worse than all of them. I literally get hit, my screen freezes completely for a few seconds, then all of a sudden I'm running back to the killer despite not even touching my right control stick to turn my camera.
Their answer was OK, but I want them to specifically do something about Sloppy ASAP. Disable it if necessary, it's that bad.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1092303#Comment_1092303
it would help nurse massively aswell
No what would help Nurse massively is consistent 60 FPS. Turn speed is plenty, it's the frame drops that hurt her.
And before you say anything, like I said in your other thread I play Nurse at red ranks. I have a second account dedicated to Nurse and Huntress pretty much exclusively.
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Agree 100%. It grinds my gears when people refer to other survivors as "teammates". You are not a team. You are a group of survivors.
It's generally in your better interest to help others but your goal should ultimately be for YOU to escape. Whether other survivors escape or not has no impact on you. If you want to play selfishly that's your decision to make. 90% of the time whether you escape or not is dependent on your and you alone.
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@Temperance said:
https://forum.deadbydaylight.com/en/discussion/comment/1090546#Comment_1090546
My cursor does not have to be on the survivor to hit. There is a cone from my cursor out. If I don't have my cursor on the survivor, it moves me up to the width of the cone. This is not hacker auto-aim (which would make you hit as long as someone is in range) but is basically auto0aim in every appreciable way. I can still "miss" IE: not have my cursor on the survivor and hit.
Semantics aside, the real issue is your second line. It can make me miss, I would rather my actual hits look janky AF(implying the already don't kappa) than miss for no fault of my own.
The thing you're not understanding is that you miss either way. It's just the dressing makes it look like you could have hit. But if it wasn't there, you would have still missed.
People really REALLY need to listen to the stream and understand what is actually going on.
If you hit, the dressing makes sure it looks like a hit.
If you miss, the dressing might make it look like a hit but it is still a miss.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1088976#Comment_1088976
https://forum.deadbydaylight.com/en/discussion/comment/1089017#Comment_1089017
So your denying that sensitivity is bad on console? Ok lol play nurse or huntress or even oni ...then play them on pc and tell me that I’m over reacting or that we don’t need it lol many if not most people would disagree with you
I play Nurse and Huntress at rank 1 on Xbox (well I stopped playing Huntress mostly because of maps). Sensitivity is fine. Aim acceleration is what we need. And 60 FPS. I have no problem landing blinks except when sometimes the game lags really hard and my screen is locked to a single image for the entire blink. But when it comes to turning speed I have no issues tracking survivors as long as the frame rate is stable.
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For the last time it's not SENSITIVITY you should be asking for it's AIM ACCELERATION.
100 sensitivity is plenty high. We need sliders for aim acceleration and dead zones.
Also if they would optimize the game for a smooth 60 fps that would solve a lot of problems too.
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@Kebek said:
Downs a survivor almost every 30s for 10 minutes yet survivors still manage to do all gens and get 2 of them out even while beiing constantly outplayed.
Ofc let's call out those few possible mistakes killer did and completely ignore those 10 minutes of surviors constantly messing up in any kind of stealth or mindgaming during chases since surviors can do as many mistakes as they want yet still escape. Good thing that we measure survivor skill by the ability of holding M1 and not by beiing good at chases or anything.
Pity that DBD is still allows for coordinated M1 holders to end the games within 5 min unless killer is litterally mistakeless superbeiing while they struggle beating drooling gen jockeys who go down 30s after beiing found.
"Ofc let's call out those few possible mistakes killer did and completely ignore those 10 minutes of surviors constantly messing up in any kind of stealth or mindgaming during chases since surviors can do as many mistakes as they want yet still escape."
The David did Houdini him twice though, at very critical moments. That made a huge difference honestly.
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Sounds like free totem points.
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@Umbrae_pk said:
https://forum.deadbydaylight.com/en/discussion/comment/1085583#Comment_1085583
I'm not your guy, friend.
I'm not your friend, buddy.
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I'm not you're buddy, guy.
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I'm not through the entire video yet, but it looks like it first big mistake was over-committing to the 4 man slug at the start. Had he just took a hook immediately after the third slug I think the game would have played out better for him. But he tried to find the 4th guy and only took the hook after everyone else was up. He basically lost a lot of that pressure by being greedy there, and with no BBQ/Nurse's or something to find survivors with it meant he couldn't fully capitalize on the 3 man slug. If he saw the 4th guy then it would make sense to go for the win there, but I personally would have just immediately picked up the third guy.
And as someone else points out he just kind of let's the guy on death hook get away when he is right there. He didn't have to camp him, but he should have at least slugged him first.
Also the survivors did play well outside of chases by focusing on gens. Is it so hard to say "survivors played well too" in this situation? If the killer was the only one playing well then he should get the 4k. If everyone is playing well, then a 2-2 is a fair result. Playing well as killer shouldn't just guarantee a 4k regardless of how well/poorly the other side plays.
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@mmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1084615#Comment_1084615
Ok. I get that. You dodge certain people. You aren't dodging Claudettes or toolboxes. I can understand that. That's the best reason I've seen to say lobby dodging should be a thing. My question would be this though. What about the killers that I have good reason to not want to play against? I have no choice, but to play against them because I don't get to see who the killer is until after the match. In other words why should survivors be forced to play against killers they have good reason to not play against?
On Xbox we can see the name of the killer player by going to our recent players about 10-20 seconds into the lobby. And yes I dodge these same players when they are killer too. This is something the devs can't even stop, because it's part of the platform.
IMO the game should just show you the name of the killer you are up against in the lobby. No one should have to play against someone they don't like. This isn't Overwatch where your rank/MMR fluctuates based on other players. Therefore you should not be forced to play against anyone you don't want to. Doesn't matter the reason honestly.
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@Peanits said:
We aren't looking to punish leaving a lobby at this time. There are reasons why someone might have to leave a lobby (e.g. They forgot to select an archives challenge, they realized they aren't ready or have max BP, they see someone in the lobby that has caused issues in the past, etc.).
If someone does dodge a lobby, that lobby remains open on dedicated servers and is pushed to the front of the queue, so it should fill back up very quickly.
Yea I dodge specific players and for good reasons. I am NOT going to play with these people EVER and you can't force me to.
Lobby dodging is fine. Whenever the devs get around to updating the matchmaking it won't even be an issue, because you dodge only to have another killer come fill the slot right away.
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Spirit is just fine the way she is. She got a "rework" recently, no need to do a damn thing about her.
Ghostface is fine too. They just need to fix the buggy AF stalk break mechanic.
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Spirit because she is a strong killer, her power is fun to use, and she is sexy AF. Plus her whole kit fits with my preferred tactics (hit and run, mind games, high pressure/aggression).
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@Torchlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1082365#Comment_1082365
Im slowly learning, looking back on my last game I definetly chased the david too long at ate 3-4 pallets including shack, got to remind myself mindgames often wont work in shack because survivors can see through the cracks in the wood. Shack is by far my biggest weakness but I hear its rough on alot of killers without proper practice and pathing.
Just wish it didnt take so much blood points to get perks for killers or survivors, then losing wouldnt feel as bad.
Yea some loops like shack you just need to brute force, unless you have a perk like Bambo or are certain killers like Hag/Spirit.
If you can force shack pallet that's almost always a good thing unless it's late game. Most of the time I take that "trade", break the pallet and go off to find another survivor or protect a gen. Trying to mind game at un-mind-game-able pallets will cost you. And even ones where you CAN mind game the survivor, if it's clear they aren't falling for your tricks then you are often better off just brute forcing the loop.
By brute forcing a loop I mean you just follow the survivor until they drop the pallet. Hug the loop as tight as you can and just force it down. Disrespect the pallet if you have too, I see a lot of killers lose at loops like this because they respect the pallet when they could have just swung and forced the pallet down. If you get a hit that's great, but your goal should be to get rid of the pallet.
Also chasing a survivor while they drop pallets isn't always a bad thing. It depends on how efficient they are at looping. If they loop you like crazy, yea you don't want to chase them through many pallets. If they tend to camp pallets and drop them early sometimes you can use that survivor to create dead zones for the group. If you can create such a dead zone around a 3/4 gen, then you can easily win the game.
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Props for acknowledging you need to get better as killer and not blaming the game or the devs or other players for your faults.
Really the only way to become a better killer is through experience. You can watch people like Fungoose all day and learn some stuff, but you're only going to improve by playing. And losing.
When you win you don't learn anything. When you lose there is always something you can point to and be like "I could have done this better" or "I made a huge mistake here".
Pretty much every game I ever lose as killer I can look back and say "I messed up". Sometimes it's one big thing I did that cost me the game. Sometimes it's a lot of little things I did that cost me the game. Very very rarely is it a case of "well I was just screwed from the start with no hope to win". I could probably count on 1 hand the amount of games where this were actually the case.
You need to be unpredictable while predicting what survivors are going to do. You need to learn when to let a survivor go so you can do protect gens or chase another survivor. You also need to learn that sometimes you need to play dirty to win. It sucks but there are times when it's like "if I don't do this I definitely lose". Don't feel bad for the survivors, do what needs to be done.
You need to make decisions quickly. Sometimes making the wrong decision fast is better than making the right decision slow (or not at all). You need to act with urgency. Hesitation and indecisiveness can cost you more than anything else. You need to learn how to prioritize actions and always be thinking several steps ahead. "I'm going to hook this guy here, take this exact path to this gen, kick it with Pop, then return to this part of the map where I know they are most likely to be, spend 10 seconds searching, then return to the hook".
Spend some time watching killer/survivors videos to see some of the tricks survivors may pull. If you down someone at a pallet, don't just pick them up like a bot. Look around for someone that might want to drop the pallet on you. Better yet, bait them to get closer by standing over the survivor for a moment.
Killer is all about efficiency. Take the fastest path. Do things in the fastest order. Know when someone is just wasting your time and let them go. I've seen killers no joke chase 1 survivor all game and get 4e'd because they just have no concept of efficiency. Even when they have NOED.
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Pretty sure I would win.
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Just repeat the words "git gud" at them until they are gud.
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It's not bad for particular builds. Definitely not even close to how strong it used to be.
I've both played with it and against it. It does make things a bit confusing, but if you have Spine Chill it's completely countered (which it did before too).
If you have speed add-ons with it and a small map it can help. Otherwise it's kind of gimmicky.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1081814#Comment_1081814
Unless you're Oni with your power. Then definitely hit the guy.
Huntress and Bubba can do something about it too, but it's still better to just stand there and wait.
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I seriously can't believe people complain about this.
Just sit there and face camp the guy. You have 2 survivors not doing gens. You're not getting punished for sitting near the hook. Don't be a bot and try to hit the guy.
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Yes. It's actually a good perk, but people want to say it does nothing.
It slows down healing and gens. You just need to be injuring survivors. If you are the type to chase 1 player until you catch them like a bot, yea it won't be very good. If you spread the damage it's actually very good. It might only make a difference of a few seconds here and there, but that time adds up.
Combos very well with Sloppy, Dying Light, new Ruin, Knockout, Nurse's, Infectious, and Pop.
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I think you misunderstand what "quality of life" is supposed to mean.
These are all just flat out nerfs.
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I wanted some kind of devil skin for Spirit. Red skin, hooves, horns, a tail, maybe fangs (something like Oni). And of course, a pitchfork weapon.
Also I would like to see some sort of modern skin for Plague. IDK what it could be, but give her something from the now time.
Oh and of course, Hat Man Freddy.
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I'm gonna put my money on Freddy because he exists in the Dream World and therefore can't really be killed or anything. Plus he has full control of your dreams and is basically God there (going by films not the game).
The only ones that could contend with Freddy are Spirit, Nurse, and Demo. Spirit and Nurse are basically ghosts/undead so killing them may not even be possible. Most likely the 3 would stalemate. Demo is iffy. I don't watch ST but if Demo doesn't sleep then it's possible it would also be a sort of stalemate situation. Though I think Demo could be killed so he would be less likely to win than Spirit/Nurse.
But Freddy hands down has the biggest advantage here. He exists in another dimension where he is both unkillable and omnipotent. And if the other 3 were somehow able to fall asleep, he could keep them trapped there if not have the ability to outright kill them.
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@ScottJund said:
I mean kinda true, but you do need Ruin to not play like a dick, though.
I disagree. There are some builds that are way more effective than Ruin that allow you to play fair.
Forever Freddy is a good example. Sloppy, Thana, Dying Light, Pop, Chains, Rope. You can play as fair as you want with this build because the game will just go so incredibly slow for survivors. You could argue that the build itself is kind of dickish, but the point is that you don't have to play like one to win this game.
Likewise, use the MDR/Amulet combo on Spirit and you will have such insane map pressure you don't have to play like a dick here either.
Not all killers have such an option, but I just don't buy that a single perk would allow you to play fair. That comes more down to survivors and the events that unfold. Like if you have Ruin and 3 gens pop in your first chase anyway (something normal for rank 1 on Xbox because nearly every game is a 3/4 man SWF) then you're gonna have to play like a dick to compensate. Ruin did nothing here.
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Honestly just put the challenge on and if you see the opportunity to get it go for it. If you go out of your way for it you will just end up throwing a lot of games. Now that that Tome is over all you get from the challenge is BP so you shouldn't stress about it.
I got it as Huntress on Shelter Woods mostly by luck. I got 2 in the basement, caught the third going for the save, they all let go on the hook and I caught the last before they could hatch and I was just lucky they were near enough to the basement that I could get them there.
I also technically got it twice as Nurse now, and once as Spirit, but this was after I already got it.
Just be patient. Eventually you will get it.
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I use it. It's actually super effective.
The trick is to defend your totem and the 3/4 closest gens. If you can do this well you can secure 4k's pretty much every game because trying to finish the last 2 gens with new Ruin when the killer is CONSTANTLY interrupting you is actually very difficult.
Like seriously the amount of people that ######### on new Ruin astounds me. It's not a bad perk, you just have to actually DO stuff to get value out of it. It doesn't do the work for you. Too many killers are used to perks just doing the work for them, eg. Corrupt Intervention. Maybe learn how to pressure gens and scramble survivors instead of just chasing one guy until you catch them over and over like a bot.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1074406#Comment_1074406
When you kick a generator, what if Discordance revealed auras of the survivor who last interacted with that generator?
Just spitballing some ideas here. 😁
@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1074412#Comment_1074412
How about.. deafens the survivor for the duration of the highlighted time
The same way the Hag's Disfigured Ear deafens survivors.
I've always wanted more add-ons/perks with those kinds of effects.. disorienting ones.
Maybe it could inflict Oblivious for like 3/4/5 seconds after co-op repairing a gen. Similar to how Mindbreaker inflicts exhaustion, but it would only take effect after you stop repairing the gen.
IDK I think it would be best to give it some sort of non-effect for tiers, like BP bonuses of some kind. Discordance is already a good perk we don't need to make it stronger.
