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thesuicidefox

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  • They should just put them in the store for purchase. All the Blight cosmetics can be bought I don't see why these can't be bought.

  • Cool now I can flex on the nublets.

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  • *takes a deep breathe*

    REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017110#Comment_1017110

    I know, we are gonna requeue anyway, but at least it may make killers reconsider dodging the next time :/

    Killer shouldn't be forced to take matches they don't want to take.

    From what I understand, dodging isn't even an issue with dedi's because the survivors stay in the lobby while it finds a new killer. You don't need to reset the search or anything.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017024#Comment_1017024

    I meant the Killers, like the literal Killer they're playing, not the player themselves.

    I'm aware of that too on xbox surprisingly, if there's someone that a player or players does not like, than they can do that to actively avoid them all together. That's kind of a grey area on if that's ok or not, but I don't really want to open another conversation on that.

    I know people that DC certain killers, but that's not really the issue. The PLAYER is the issue because there are some real ######### heads on Xbox.

    I personally think the game itself should just show you the name of the person you are playing. If it's someone you don't want to play with your shouldn't have to play against them. IDC what the reason is, some people are just toxic and spiteful. If you find yourself getting dodge a lot as killer maybe consider the idea you are an #########. It's not like this game has a competitive ELO system like Overwatch where dodging would screw rankings.

    Also survivors dodge other survivors, and bad pings. There are reasons to leave the lobby as survivor.

  • @OmegaXII said:

    It's good they reduced the 3 sec cooldown and shocking delay.

    But i think the base shocking range is still not enough. They should increase it more imo.

    Btw, did they change the width of his shock? It seem like it's narrower compared to before (base kit)

    And one last thing, survivors are still able to vault when shocked. At one moment i clearly shocked the survivors, he screams, and vault. That is not normal, right?

    "And one last thing, survivors are still able to vault when shocked. At one moment i clearly shocked the survivors, he screams, and vault. That is not normal, right?"

    Good, I hope it stays this way. This mechanic is complete BS. Have it force a slow vault if anything.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016078#Comment_1016078

    I don't see why you would dodge as a Survivor, you can't see who the Killer is... unless you just don't want to play with that team.

    But yeah, you can if you want I guess...

    On Xbox you can see who the killer is in the lobby by checking "recent players". Sometimes it will appear right when you enter the lobby other times you have to wait about 20 seconds for it to refresh.

    Survivors on Xbox will dodge killers they don't like. I have a list of about 4 killers I dodge because they will mori spam me. There is also a group of players on Xbox that have a (private) collective hit list where they target specific survivors with face camps or mori spams.

  • Stridor is the perk with the most synergy with her power. Some people hate it. Others love it. I'm among those that love using it because it counters Iron Will, which itself is a counter to her power. After Stridor, pretty much any perks in the current meta are good for her. Exceptions being chase perks like Enduring/Spirit Fury or the new Nemesis/PWYF combos as she is purely a chase machine and these types of perks are redundant for her. You won't get much benefit from them.

    All her green add-ons are great. Use any combination you wish, however the best combo IMO would be Dirty Shoes (speed) and Talisman (duration). This gives you both an increase in map pressure and chase potential. Brooch (charge speed) is also very very good as you can be more offensive with your power. Tsuba is good for ensuring you get those hits out of phase, however it is outclassed by Saya (purple add-on) which is IMO her best single add-on. Finally Flute (recharge speed) is good if you like to use your power in short bursts or find yourself needing it more in a chase.

    Mother Daughter Ring is insanely powerful, one of the best add-ons in the game, but since it removes scratch marks this can backfire if you don't have the tracking skills to compensate. I recommend avoiding this one until you learn how to track during phase.

    You will need a good headset to play Spirit most effectively. You have to imagine yourself like Kenshi from Mortal Kombat... you are effectively blind when phasing and sound is your biggest ally.

    Though you are not exactly completely blind. You will still see scratch marks, crows flying, and grass/corn moving. Pay attention to these subtle things as they will help you track survivors when you can't hear them.

    Spirit is also a lot of prediction. "Will they vault the window? Will they go left or right out this door?" Being fast when phasing means you can circle around and cut off survivors. Do this well enough and a lot just kind of give up because they feel like you know what they are going to do before they do it. But of course you could just follow them too but that's more predictable.

    One last thing, keep in mind that the woosh sound of her phase is only heard if you are outside the terror radius of her husk (or the initial point where you started to phase). Her TR is 24m by default, so you can use this to your advantage for free grabs off gens if you are close enough for them to hear the heartbeat.

  • PS4 no sorry.

    If you were on Xbox I would recommend getting the Batman Telltale series. It's G4G right now, first 5 episodes are free. If you like Telltale games this one is really good, AND it's Batman.

  • The only thing about gates that should be changed is that if the third light is lit the killer should be able to damage the switch and cause it to regress to 75%.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011803#Comment_1011803

    I usually stick with brown, yellow, and green add-ons. Sometimes I use no add-ons.

    Saya and the Katana Tsuba are very powerful. I call it “Fruit Ninja Spirit”. I love the Saya...ya know if she had a lunge :(

    I never use pink add-ons. They’re not great IMO.

    The Amulet is still powerful. Pair it with green duration and you can phase for an extremely long time

    MDR is insanely strong but only really necessary on larger maps.

    Father's Glasses is a good anti-stealth add-on. It's very hard to hide from a Spirit with this add-on.

    I'm still not sold on Amulet. I'd rather get around faster than have more phase.

    Cherry Blossom is low key OP against good loopers. You won't even need to use your power, just do a little shimmy and go for a swing. They won't be able to track you very well.

    Her yellow/brown add-ons are good too yes. I tend to go with green just because I play without Ruin or aura perks, so I need the extra power. If I switch to a basic build with like BBQ and Ruin or something I'll use brown add-ons.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011807#Comment_1011807

    They didn't say they needed them. He said he wanted them. To have fun. Fun is important! :)

    Sorry but I find it way more fun to win without mori. And NOED isn't fun at high ranks because survivors do totems. It's not at all effective against them, and you won't have fun when the last gen pops and you have no NOED (or worse it pops 10 seconds after the last gen pops and you never even got a hit).

  • The game would be way more balanced if maps were smaller.

    Maps like Coal Tower are a perfect example of what maps should be. Small enough for killer to pressure everywhere pretty easily. Enough pallets/windows for survivors to run from a killer.

    That's all that really needs to happen. Maps like Mother's Dwelling/Temple are MASSIVE and thus the only killers that even stand a chance are ones with insanely high map pressure like Billy or Freddy. If you play Huntress and get these maps it's basically GG from the start because there is no way to even get across the map before a gen is almost done.

    Similarly, maps like Pale Rose need more pallets/windows. This map is a complete dead zone for survivors. The only places you can run from the killer are the boat, shack, and the dock. Everything else is just empty space basically, which is certain death for survivors if the killer is good.

    Ward is another example of a piss poor map. It's way too big and the main structure has way too much safety around it. Heck even as Spirit I have trouble on this map. All a survivor needs to do is run here, drop a pallet or vault a window and you don't have enough phase to get around it unless you bring MDR or something.

    Wretched Shop is another example of a (mostly) fair map. It's small enough that the killer can pressure everywhere quickly, but has enough pallets/windows for survivors to run. The only issue on this map is the main building has a double window setup that is really hard to deal with on most killers. But rework this structure and the map would be very well balanced.

  • You don't need mori or NOED on Spirit to body survivors.

    Try this... Sloppy, Thana, Dying Light, Stridor, and combination of green add-ons you wish. Once you get 4 stacks of Dying Light the game is effectively over because survivors will always be injured and thus get a massive debuff to repair speed.

  • @MegMain98 said:

    She heavily relies on sound which is bugged and broken. I run Stridor on Spirit and sometimes survivors randomly gain Iron Will and I hear nothing. No injured moans. No footsteps. Nothing.

    She also has no post phase lunge (which I believe is getting reverted back to normal next patch). She’s still a very good killer, easily top tier. She’s just not as viable as she can be with sounds being broken and her power not working properly.

    Her add-ons are the least of any good Spirit’s concern. If you relied on double purple add-ons every match then you weren’t good at Spirit. The Amulet now still is pretty strong. That duration is SUPER long.

    Spirit has some of the best add-ons. Literally any combination of her green add-ons are amazing. You don't need any purple or pink add-ons except for specific builds (with the exception of Saya which is probably her absolute best add-on right now).

  • Her lunge is bugged. Sounds are bugged. Both of these hurt her WAY more than the actual changes to her kit.

    Trust me, she is still easily one of the top 3 killers. I've been bodying survivors with her, but it's frustrating to deal with the bugs so I don't play her as often.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006494#Comment_1006494

    I'd say 4 sacrifices, moris shouldn't count. To make it fair, DCs should count toward the achievement.

    What about Devour Hope or Rancor? If you get those mori's should it not count? And if we make exceptions for those two perks, we should extend that exception to mori offerings as well.

    Thing is, if you play at high ranks with adept perks only you will NEED a mori to get all 4 survivors. You are probably not going to sacrifice all 4.

    Mori's should be allowed. If you get the 4k but depip because of the mori, I think that's a fair trade to get an achievement.

  • The problem with adept achievements currently is that, for killer, it's based on getting a MERCILESS VICTORY. That means you need to get enough emblem points, which means it gets more and more difficult the higher your rank. Trying to get adept killer at red ranks is damn near impossible except for maybe Spirit and Nurse, and even then you are likely to miss out on iri Gatekeeper since you have nothing to slow the game.

    For survivor it's easy, just escape using that character's 3 perks. No need to pip at all.

    I would like to see the requirements for adept killer go back to killing all 4 survivors. That makes it more fair across all ranks, as you can focus on a 4k and don't need to worry about pips. It will still be harder at high ranks, but not impossible. In fact just equip an ebony mori and you should be able to get it.

  • The whole map needs a rework, the main building especially. I loathe this map as killer. More than any other map.

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008862#Comment_1008862

    I'm super excited to spend the first two minutes of every match looking for survivors who are just crouching in some random corner, waiting for CI to wear off.

    No survivor that understands how to play the game is going to do this. They will run out and find other gens. Maybe a rank 20 will do this.

    @Hunkulese said:

    You just need to accept that you're not as good at killer as you think you are and focus on getting better.

    As a rank 1 killer, you run into this mythical optimal tryhard survivor team maybe 1 in 20 matches, you stomp the survivors in 15 of those 20 games, and then actually have a decent competitive game in the other 4. Killer choice doesn't really matter unless you get a bad map for like a Huntress.

    Tunneling and camping aren't going to make you more successful and won't help you improve.

    I agree with your points about skill.

    However the "mythical optimal tryhard survivor team" is actually really common at red ranks on Xbox. This platform is made to play with friends, and the players at red ranks (as in the best players on the platform that have been red ranks for a long time, not the "new blood" red ranks that are showing up now that rank reset was changed) all know each other. We all watch each other stream, everyone knows everyone, there is drama. Some people are friends, some are enemies, some friends are enemies with friends. Some enemies are friends with enemies. It's literally high school LOL.

    But yea, majority of these people play SWF almost exclusively. It's not as mythical as it might be on PC where most players are loners.

    EDIT: I've been asking all my friends that play killer at red ranks and so far everyone has said "50% or more" are 3 or 4 man SWF. So literally every other game.

  • Did it now?

    Because I've met PLENTY of killers that had Ruin and did not play fair.

  • If you ask survivors in my recent Spirit games I doubt they would say the same thing. I don't use Ruin. I use Sloppy/Thana/Dying Light. I've been called a try hard and got hate mail from multiple survivors already. Guess they don't like getting bodied by a killer with no Ruin.

  • @EZ5k said:

    The problem is twofold, A) ranking is absolutely terrible and completely unintuitive right now, and will actually punish you for playing at your most efficient. B) This problem goes both ways, I came back fairly recently after a lengthy hiatus, and was going against greens and purples at rank 17, no real way to fix this other than a matchmaking overhaul

    Again this is a separate issue. The MM currently hurts everyone, high ranks included.

    This thread is SPECIFICALLY about new players against new players. When the MM works properly, there are still issues that need to be addressed in order to prevent players from just walking away after a series of early bad experiences.

  • @Horror_Gaming said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007815#Comment_1007815

    Nevermind the fact that the clock you need to wake up is across the map while you need to do the objective

    "It should be you can use any clock but your only allowed to use that one once."

    I could support this idea with a few tweaks. The farthest clock is always available, but the only option when you first fall asleep and the other ones unlock after a certain amount of time. Once you used every clock your only option is the farthest one.

  • @illusion said:

    Very few killers face camp like that. It is a tremendous waste of time, and just an asinine thing to do. It's not the typical rank 20 experience.

    Many killers are very cool to new players. I remember in one of my first games, I was working on a gen. I often failed skill checks and i was extremely nervous...and knew almost nothing about the different killers. I also didn't know you could move the camera to look around, and the skill check would stay in the middle of the screen. I thought you had to look right at the gen.

    After a bit, out of the corner of my eye, I saw a player crouching next to me. Not on the gen, but to my side. I thought they might be doing something, so I just kept working on the gen. However, when they didn't move, I turned to look and it was Pig, just sitting there next to me. I jumped up and ran, and they didn't even chase me. I'm sure that they were laughing their ass off, but I thought it was pretty cool of them. I've also had killers carry me to the hatch or gate and let me crawl out.

    The killer was rank 16, so not a new player, and may have been higher before a rank reset. So not really a level 20. And keep in mind that killers rank up slower, so he may have had more play time than his rank showed.

    I mention this because you dismiss a similar problem for new killers. A rank 20 killer getting infinitely looped, pallet stunned, and blinded with flashlights is an equally bad new player experience. In fact, I think it's actually worse for killers. A lot of survivors are happy getting their altruism points for rescues, even if they are bad ones, and even if they get downed and hooked. Once they are killed they move on to the next game. The killer is in till the end, has a bad experience, all the survivors get away, and then tell the killer how much he/she sucked in the end game chat. Now that is a bad experience. My new killer experience was far worse than my new survivor experience, by far.

    That said, I think that kind of face camping is bullshit. I also think that survivors on the hook, and those that get killed via mori should get a decent amount of xp. Especially those that stay on the hook for a long period of time. The longer they hold on, the more xp they get. It might encourage fewer suicides or DC's, and less frustration overall.

    I have no idea how they could discourage the killers from doing that without negatively impacting those that stay in the area because other survivors are already there trying to get the rescue. Ultimately, that person would get far less XP if the other survivors worked on the gens and escaped while he was camping one survivor on the hook. The worst thing the survivor on the hook can do is reward him by suiciding on the hook. I run Kindred and will stay on the hook till the very end, just to spite the killer, while the others work on gens. I'm ok with that, but wouldn't mind some extra XP for doing so. :) Eventually any killer that does that will realize that it isn't worth it.

    It happened 3 games in a row out of maybe 8 total. I'd say it's a pretty common thing.

    "A rank 20 killer getting infinitely looped, pallet stunned, and blinded with flashlights is an equally bad new player experience."

    This isn't going to happen if the survivors are legit rank 20's though. This only happens if people smurf like us but are toxic, or if MM screws them over which is a different issue altogether.

    Also it's WAY easier to rank up fast as killer at low ranks. For survivor you basically have to do everything by yourself. You're not going to double pip if everyone does a gen. If the killer camps or tunnels you are likely not going to pip. If you get camped or tunneled you are DEFINITELY not going to pip. As killer I basically go out of my way to NOT TRY and still pip quite easily. If I actually went and killed everyone I could double pip pretty much every game up to maybe rank 10 when I start to get good survivors.

    The Bubba had BBQ 1 or 2, and NOED 1. That was it. He was indeed a new player.

    @TragicSolitude said:

    The game doesn't help teach killers how to play. It throws them into the deep end against four survivors and is like, "Here, your objective is to kill them." Okay... any help with strategies? No? Well, the most intuitive thing to do is grab one survivor, make sure they die, and then move on to the next one.

    The game has no structure and no helpful tutorial, so there's nothing to guide killers to play in an optimal manner and/or play in a way that's fun for survivors.

    This lack of any guidance for new players negatively impacts everyone.

    Killer's objective is pretty simple. "Catch and hook survivors". They don't get punished for other players mistakes, in fact they get REWARDED. And rank 20's make a lot of mistakes. Like, all they do is make mistakes. You might as well just have the Entity take all 4 at the start of the game if they are legit rank 20's.

    "This lack of any guidance for new players negatively impacts everyone."

    This is true, however it is disproportionate. New survivors get bodied for a while until they learn the game. New killers don't start getting bodied until they meet these level survivors. It sucks for both sides, but it especially sucks for survivors because they are more likely to quit before even trying to make it that far. And then killers get an over-inflated sense of skill due to crushing babies for so long that they get mad when they meet players that understand the game better than them.

    The game would be better if BOTH sides started off equally and grew equally. This is currently not the case.

  • @TKTK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007729#Comment_1007729

    You said he depipped and camped so he probably didn't get many bloodpoints since he didn't do much and he got 3 kills it seems like he didn't get much out of it than the smug satisfaction of killing 3 people who probably pipped or black pipped at best. It doesn't really sound like that player got rewarded, don't know how he get those 3 kills unless they were trying to save but you said the gens got done in 6 mins so it sounds like someone was playing into his camp which is fine cause new players are gonna know next time not to do that against a camping killer.

    Well he only depipped because we did what we were SUPPOSED to do. But I doubt he's ever had that happen. Chances are most games reward him with a lot of BP, pips, and a 4k.

    For him he might realize his tactic is not as viable as he thought. For actual rank 20's though, they have to struggle through multiple games like this before they realize what they should and shouldn't do. If that threshold is too high, they just stop playing altogether, which is the problem.

    The game shouldn't encourage killers to do this things because it pushes new players away. Then as this killer ranks up he faces tougher and tougher players, eventually maybe coming to a similar conclusion from a killer perspective.

    Either way we are losing players.

    Again I'm not saying he SHOULD NOT be doing this. He can if he wants. I'm saying he needs to be discouraged from doing it sooner rather than later, as sooner means less survivors quitting AND helping the killer improve themselves for when they face more competent opponents. Otherwise he hits a brick wall of frustration when it just stops working one day and now he is at a point where he has to struggle to learn the game to catch up.

    Alternatively, maybe encourage him to leave his comfort zone in the sooner phase so he doesn't feel overwhelmed later and gets a more rewarding experience while providing a better experience for his opponents.

  • @TKTK said:

    I blame match making and rank reset. a rank 2 among a group of rank 12-20 shouldn't put them against a rank 1 killer, it should go back to scaling, maybe a bit higher like they'd be matched with purples or greens and change rank reset back to what it was, red ranks are really starting to feel watered down and will make red ranks stats worse than they were.

    MM needs a fix, but it's not even that.

    This Bubba was a rank 16. He ended up depipping to 17 because he got 3 kills, 4 hooks (ie. silver Devout at best), 0 Chaser due to camping, almost 0 Malicious due to not hurting/hooking enough survivors, and no better than silver Gatekeeper because we did the gens pretty quick (all 5 in about 6 minutes? not sure) AND he never bothered to protect them or kick them for more GK. That's only 4 or 5 emblem points when you need 6 to safety pip at this rank.

    So this guy, a legit brown rank killer, is being put against legit brown ranks and doing this and getting rewarded for it. Yes, it's the survivors' faults but they don't know what to do and even if they did they lack the tools to do it. I only managed to make a save by baiting a chainsaw. I had not BT and no Deliverance. I knew I was likely dead if I messed up (which I did, it's not easy to do that and both get away). I'm willing to bet that was the FIRST time someone did that to him and it worked. He also had NOED as insurance, and against legit rank 20's they would all be dead even if they rushed gens on the first hook, because a rank 20 rushing a gen is like a rank 1 taking a nap. He would have easily been able to camp 2 to death before getting NOED and getting potentially the last 2 that would have no idea where the totem was unless they got lucky (and even then I doubt they would be brave enough to cleanse it once they saw the notification).

    In this case MM works as intended, it's more that the survivors are vastly under-prepared for this situation. Which goes back to my point in my previous comment that the devs need to discourage killers from playing this way and encourage survivors to take more risks (though in this case the risk is just sitting on a gen until it's done and not stopping for any reason).

  • @honestlybaffled said:

    I agree with what you said.

    Being a decent killer and playing agaisn't baby suvs (low ranks) feels like I'm torturing them, so most of the times I'll just start farming and playing around if I notice they're babies.

    However, I also believe that balancing the game around newbies is not really good because on red ranks, if all 4 suvs are GOOD, they will torture the killer instead, and the killer will ONLY capitalize on survivor errors, if they're perfect , then oh well.

    I have no idea honestly how they could even balance the game for low ranks AND red ranks, because its clear that if they buff killers thinking about red ranks survivors, the low ranks survivors will suffer, and if they balance it around low ranks, high rank killers will suffer.

    Maybe change % speed of "stuff" across different ranks? Faster gens, slower killers on green, yellow/gray ranks.

    Slower gens, faster killers on red ranks? I don't know either, DbD is hard to balance and takes bigger brains.

    At high ranks, ruin is already useless, I see it as extra points if I happen to stumble upon the lit totem.

    At low ranks, survivors literally won't touch gens while ruin is up.

    At high ranks, killers won't run ruin anymore, so many of them will HAVE TO "git gudder" and if they can't, they'll also quit or switch sides, thus making queues longer.

    Again, I don't know how to balance it for EVERYONE , but I guess no one really does.

    It's not so much about balance, it's more about teaching the players what they should do. Killer is very straight forward and the tutorial does everything to explain what you should do. The devs just need to implement something to encourage them to NOT face camp or tunnel as much, because it is a very easy thing to do that works amazing for low ranks but is punished hard by high ranks. Like you eventually learn as killer it's a bad idea to do this stuff, but it doesn't happen until you start getting those better survivors. There just needs to be something to say "hey, yea sure you can do this, but if you DO NOT do this and chase another survivor you get this piece of candy". What that ends up being I can't answer.

    As for survivors though, the tutorial honestly does a piss poor job of explaining the game to them such that they understand that it's better to take risks and die, than to take no risks and live a bit longer but then still die because nothing got done. I get it's tough to make a tutorial, especially for this kind of game, but they really need to emphasize the point that "hey you will die a lot, but if you take some risks they can pay off!" Again IDK what this would mean. It's just, for new survivors you have to kind of prod them to take action, and show them that NOT doing something is far far worse than doing something wrong.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007694#Comment_1007694

    Thank you. I think my main issue is not knowing the fake pallets. I also don't know if he can see my Aura while I'm asleep? He is also the lunge master and idk why but he seems to move faster than all the other killers.

    He cannot see you aura at all times like old Freddy if that's what you mean.

    But if he has dress add-ons he will see your aura for a short time after you fail a skill check. He might also see your aura for a time after dropping a fake pallet if he has claw or paint thinner (the rake is a brown add-on and only gives him Dream Pallets but no auras).

    Also every time you hit a Snare you scream and reveal your position similar to Doctor. You should be more scared of Snare Freddy because it is much much stronger at the end of the day. Dream Pallet Freddy is weaker once you find ways to recognize the fake pallets, and they do NOTHING at loops where pallets aren't need such as god windows. Snares though can shut down those loops very easily. Just, most Freddy's aren't good enough to use Snares effectively. That's why I say to take note of where he puts them. If he puts them in "bad" spots then you don't have much to worry about. If he puts them in "good" spots, honestly, just expect to die because it's likely a very good Freddy LOL.

    1. Wake up when it's most convenient, but don't always go out of your way to do it. Often these turn into time sinks if you are constantly trying to wake up.
    2. If you DO decide to wake up, go for clocks. They are the safest option because Freddy won't know where you are. If you fail skill checks to wake up, Freddy will know your position (potentially even see your aura) and you lose progress on whatever it was you were doing. You should only fail skill checks when it's absolutely needed to wake up quickly. Avoid Snap Clap as much as you can because it takes longer and longer each time. You basically get one maybe two uses of this before it just takes way too long. Save it for that one time you need it most.
    3. Be aware of your surroundings. Be aware of Freddy's position and his red stain. When you are asleep he is harder to track, so you have to be extra aware. If you hear a slight wooshing noise that's him channeling gen teleport, be ready for him to pop up in a new place.
    4. If you have a really hard time tracking killers, use tracking perks. Best in order: Spine Chill, Alert, Kindred, Premonition, Dark Sense. Breakdown/Buckle Up/Babysitter can work too but these are F tier perks I would avoid them. OOO is actually the best against Freddy, and INSANELY STRONG specifically against him, BUT it also reveals your aura. If you aren't confident in your looping skills or using OOO I would avoid it.
    5. At the start of the match, find out as soon as you can if you are dealing with Snares or Dream Pallets. Both require different strategies to beat.
    6. For Snares, keep an eye on the ground. If you see a Snare take note of the distance to a window/pallet. A good Freddy will put them in spots where you will hit the Snare and give a free hit at a loop. A not so good Freddy will put them in spots where you could still reach the window/pallet in most cases. If you see Freddy placing Snares around a loop, go to the next loop. If you hit a Snare expect to get hit so try to 360 if you can do it. Always have a route planned.
    7. For Dream Pallets, take note of EVERY pallet when you are awake. If you are unsure if a pallet is real, and you can avoid using the pallet, do it. Stick to window loops. Be aware of how pallets are spawned so you can identify potential fake pallets when you see them too close to other pallets.
    8. If you KNOW a pallet is fake, and you are not in a chase or at risk of being chased, it's best to drop the pallet. One sure fire way to do this is to play with friends. One person is asleep and the other is awake, you run around and the awake person points out the fake pallets and the sleeping one drops them. Before falling asleep have the awake person Snap Clap the sleeping one if you want to keep doing it. Generally this is a waste of time but if you have an area with a lot of pallets and it could be confusing when in the heat of a chase this is a good tactic.
    9. Dream Pallets can be hard countered by maps with red twine (tracks killer belongings) or rainbow maps. They can be soft countered by Windows Of Opportunity (you will see the aura of fake pallets, but when awake it is easy to track real pallets). Both Snares and Dream Pallets can be detected by Small Game. Snares can be soft countered by Calm Spirit as you will not scream and reveal your position, but you will still slow down (so useful outside of a chase to avoid detection). You cannot Dead Hard over Snares, they are too big, don't waste it.
    10. If Freddy has Ropes/Chains (which you will see the icon when asleep), don't worry too much about it. They slow you down but going back to 1 if you spend too much time waking up that's an even bigger time sink. Bring repair buff perks or toolboxes to counter these add-ons.
    11. Don't always run when you see the gen spit blood. Freddy can fake the teleport and bait you to run and come from a different direction. Best to walk away unless you are positive he will teleport (eg. he is clear across the map, he has Class Photo which prevents him from canceling the teleport, you are inside a structure where he is less likely to catch you on a flank).
    12. After that, just treat him like an M1 killer. You have to juggle a lot to play well against Freddy it's not easy. The main thing is to NOT PANIC and try to be aware of your surroundings at all times,

    Hope that helps.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006662#Comment_1006662

    Bodyblocking is not bannable, period. It doesn't matter if it's a survivor blocking a killer from getting a hook or a killer blocking a window or a pallet to get a hit. It's all fair game.

    What is bannable is holding the game hostage. This can include a killer blocking a survivor in a corner so they cannot leave. It would apply if a survivor managed to block a killer in a corner as well, although that's fairly rare since the killer can hit the survivor.

    Short version, bodyblocking is not bannable, holding the game hostage is.

    In other words "corner locking" is bannable. 🙂

    @Rizzo said:

    Please try to be civil and respectful to other users, since English may not be their native language, thank you.

    A Dwight just got hatch. 🥳

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006938#Comment_1006938

    then how do I still miss even when im in the open? when the survivors do the thing I describe in my OP

    I can't tell you that. But that's how the devs explain those swings where your camera gets pulled in a direction. It's not aim assist, it's the way the game handles the hits period.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006902#Comment_1006902

    There is aim assist on consoles, 1000%.

    And seeing how devs treat PC port I'm sure it's the same.

    There is no aim assist on consoles. This happens on PC too.

    The devs said it's because when you swing as killer there is a "hitxbox cone" that appears in front of you and checks for a survivor. If there is a survivor in the cone the animation will track so that it looks correct when you hit. The problem is that if something is suddenly between you both your swing hits that thing and the camera jerks towards the survivor.

  • I don't see problems with pipping outside of the (current) Gatekeeper being dumb, and killers like Billy not getting full Chaser/Malicious for using their power.

    Maps are the real problem. Too many are really big or spread out such that it's impossible to really get around efficiently as killer. I feel like every time I play Huntress it's the map design that hurts me the most.

    Coal Tower is a good example of good map design. Enough pallets/windows for survivors to run, but small enough for the killer to patrol gens pretty much regardless of how far away they are. The only problem area on that map is the main structure, which could be fixed with a few tweaks. In fact most Macmil maps fall into this category.

    Autohaven maps are also generally good for killer, the only exception being Blood Lodge and that's mostly due to the size of the map.

    Simply put, maps like red forest and Rotten Fields need to be WAY smaller to be fair. Family Residence too. Strangely Sanctum is mostly fair in terms of size but is unfair because it's so dark.

  • I got you beat twice.

    Once I spawned literally right on top of the totem, I didn't even need to move to cleanse it (this was before they did some changes to spawning rules).

    Then literally, just now, was watching a friend's stream on Mixer he spawned right next to Ruin with nothing but a rock between them.

    15 seconds both times.

  • @Mringasa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004861#Comment_1004861

    Not worried about this. SWF isn't as common as everyone thinks. It's just you remember those matches more often because they are usually painful. From my own experience Survivor side, you tend to run into 2-man groups more than 4-man coordinated jackal packs.

    You should come to Xbox. Not exaggerating, at least 70% of games at red ranks are 3-4 man SWF. I have a LOT of friends and the DBD community on Xbox is very tight nit. Everyone knows everyone for the higher ranks. There is exactly ONE survivor that plays solo regularly and he is considered by many of us to be the best survivor on the platform. Everyone else is in SWF majority of the time, and I know a lot of people that never even play solo surv.

    If/when cross play becomes available I fully expect PC players to start complaining a lot more about SWF just because of Xbox.

  • It blocks all auras except Jigsaw Boxes and Pools of Devotion.

    IMO it's a very underrated perk. If you get 4 stacks you can win the game very quickly by slugging.

  • @andyollolloll said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004893#Comment_1004893

    Those maths show the extreme of 4 survivors all being injured with many perk slots being used eg Thana, DL, sloppy and pop. The likelihood will be not to bother unless 2 or more were injured but being likely to bump into the obsession. Also excluded in the maths were other survivors healing and in groups. I'll not mention SWF using Comms as I'm sure the Devs know this is a huge imbalance to the game and whilst not killing it or Ruining it... SWF will stay but needs to be addressed, how much longer guys?

    The first formula is Thana with 4 stacks only. The second is Sloppy only. That's 2 perks for either formula.

    I use Dying Light, Thana, and Sloppy on my main Spirit build. Even against SWF on comms, where they group up to heal, it is DEVASTATING. Like utterly destroys their ability to rush objectives. The fact they have to group up to heal just means less time on gens and a greater chance I can get multiple stacks of Thana if I catch them healing. Plus the moment I hit someone again, I reset all that time they put into healing. I don't think anyones ever escaped this build, maybe someone got hatch here and there, but these 3 perks in combination is really really oppressive. More oppressive than having 3 Ruins and NOED.

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004960#Comment_1004960

    The Obsession is saving time by healing other survivors in my opinion, that's 4 seconds they are saving compared to the other survivors who, without the help of items or perks, will take longer than the typical healing time. I'm not saying all DL Obsessions should do a survivor hunt for heals, but if they are causally doing a generator and an injured survivor comes along. They saved time equal to the difference in healing speeds between the Obsession and the other survivors, which, to simplify things, can be around 4 to 8 seconds saved every heal.

    If the Obsession is doing generators, like you said, there's not much you can do about that because hooking them won't net you anything from Dying Light.

    Like I said, Dying Light isn't bad, but when you see the other perks you can use to slow the game down, that's when you see why Dying Light isn't used as much. 😊

    But what happens is the obsession starts to only heal/save other survivors. That means they are not doing gens. They get sucked into this vortex of running from hook to hook spending all their time healing while the others suffer an increasing debuff for each hook.

    Like I get that when you see "3% per stack" it seems like nothing, and it is for a single stack, but the percentages add up and eventually start to really impact survivor progress.

    You have to look at the game as a whole and not at individual actions the survivors do. If you look at it like individual actions it seems weak and may feel weak. But if you look at it over the course of the entire game, all those little bits of time add up and you end up realizing "hey they lost like a full minute of time due to all this, and now I have 1 dead, 3 on death hook, and 2 injured with 2 gens left where none of the gens left have progress over 25%". That's an easy win. Survivors aren't getting to the gates there.

    DL isn't used much because killers have the mind set that "if they do a single gen with this perk it sucks". If more killers instead thought "they didn't finish 5 gens with this perk" it would be used WAY more. The lack of understanding of the math also contributes. DL makes a difference, but most killers don't immediately see it, therefore very few actually use it.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/999772#Comment_999772

    I'm not arguing that Freddie isn't good, because he is. I'd argue that at this point he's either the second or third best killer in the game. I'm just saying he doesn't have a power on a borderline nonexistent cooldown that ignores every loop in the game instantly for consistent hits. That's S tier. Freddie is A tier for sure, possibly even the top of A tier. But at the end of the day, Nurse stands on her own, even with nerfs.

    You could make a case for either Nurse or Spirit being better than Freddy, but they are all definitely 100% the top 3 killers.

    Freddy might not be AS strong in a chase as either the other 2, but he is way stronger in a chase than all the other killers. The only killers who rival his chase potential (as in tied with not superseding) are Clown and Huntress. But he is way stronger than them because a chase is not all that matters.

    Compared to Spirit or Nurse, Freddy has more map pressure and more utility with his kit. Spirit is pretty much pure chase machine. Her map pressure is solid, but is dependent on add-ons and the size of the map/position of the gens. She can suffer in some cases here. Same with Nurse. Unless she has range add-ons, she loses map pressure on bigger maps. Freddy however always has maximum map pressure because he can teleport clear across the map. He also has add-ons that can help slow down the game, and the fact you are Oblivious when asleep gives him an auto-counter to BT which is huge. He also has semi-stealth potential if you are awake since you can't see him until he is within a certain range. Freddy has so many useful tools it's hard to ignore them all and just say "well Spirit/Nurse are better at a chase so they are better killers".

    So while Spirit/Nurse have him outmatched in this one aspect of the game, he beats them in several other aspects while not falling too far behind in the former aspect either.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004923#Comment_1004923

    Here's a few other things:

    • Only 3 survivors are affected by DL.
    • You must ignore the Obsession (they will be pressured the least).
    • 18% can only be earned by hooking 6 survivors who aren't your Obsession.
    • By the time you hook 6 survivors, the game will likely be over. The 18% will only be useful for long drawn out games.
    • The Obsession can heal survivors in approximately 12 seconds (not a huge problem in my opinion).

    It's not that the perk is bad, Dying Light just isn't a great option for slowing the game down when you have No One Escapes Death and PGTW. The perk doesn't offer as much as the perks I listed above — that's the problem in my opinion.

    If the obsession is spending time healing, they are not doing gens. You actually want this, because the best counter to DL is to have the obsession focus solely on gens.

    The percentages add up. At first it won't be much but once you get to 4 stacks the survivors will really feel it. If you have other slow down perks you can increase this effect. If you have Pop, every kick on a gen actually takes off more and more time. When we are talking about a game where literal seconds matter, increasing gen time by just 8 seconds is enough to change the pace of the game.

    If you got 6 stacks, yes the game is basically over, but now you've locked down the win assuming there are still gens left to do. It will be very difficult to finish gens, which means they don't get to the gates. This is the thing killers always seem to overlook. To most killers, a perk like this is only valuable if they can get the 4k with 5 gens left. But if you 4k with 1 gen left isn't that just as good? You stopped them from escaping and killed them all. This is part of the reason I like the changes to Gatekeeper since now you are rewarded more for this type of play. You don't need to care as much about how many gens get done. As long as 5 gens aren't done, you are winning.

    Also NOED is a trashy perk for slowing the game. My SWF groups regularly take out all 5 totems before end game, and in the few games we didn't we managed to find the totem quickly enough that it didn't matter (at most the killer caught 1 person before it was destroyed). It's not at all effective against good survivors. DL slows down the game, which is effective against any level of survivors and gives you more time to pressure them. High rank killers should never rely on NOED honestly.

  • @Mringasa said:

    I don't find new Freddy all that strong because it's so easy to wake up. With those certain add-ons, he does become a Nightmare at times, but otherwise he's not as strong as people think. Being awake nullifies most of his power.

    It's somewhat the same with Ghostface. You can nullify him pretty easily as well, and then he becomes just another M1 Killer. He can have nasty hook pressure, but that's true for almost any Killer really.

    The thing is if you are waking up often you are losing time. Either you use clocks, Snap Clap, or fail skill checks.

    Using a clock means you have to go to the other side of the map to wake up. That's gonna be at least 15s not doing gens.

    If you use Snap Clap that's 2 people not doing gens for about 6 seconds, which increases each time you do it. It's only practical to use this once before it becomes a time sink.

    Failing skill checks means you lose progress on whatever it is you are doing. If he has dresses, chains/ropes, Thana/Sloppy/DL, or even something like Huntress Lullaby that can be VERY punishing. You are generally better off to stay asleep and finish whatever it is you are doing.

    People really sleep on Freddy (no pun intended). He is very strong and has a lot of very strong tools at his disposal. Both his pink add-ons are great, chains/ropes are great, dresses are great. Give him Pop that's really all he needs to be better than all but the top 6 killers right there. A good Freddy is seriously oppressive, and even more so if they have the right build.

    IMO he is a contender for strongest killer in the game. Nurse and Spirit have him beat in a chase, but he has them beat in map pressure and utility (plus with snares his chase potential is really high anyway).

    Any time I play Freddy I can feel the survivors sweating like crazy to beat me. I don't think I've been 4e'd since his update, the most survivors that have escaped in 1 trail was 3 and they had to really REALLY work for it (plus they had some good RNG and stuff in their favor). Majority of my games are overwhelming 4k's, or 3k because of hatch. It is very rare for a survivor group to finish more than 3 gens against my Freddy.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/121160/is-dying-llight-a-good-perk

    Dying Light is not that good in my opinion because at most, you will get 6 hooks before you start sacrificing survivors or hooking the Obsession.

    6 times 3 is equal to 18% penalty for the survivors.

    To give a comparison, 20% increases generators to 100 seconds from 80 seconds, and healing times to 20 seconds from 16 seconds.

    If the developers increased Dying Light to 2%/3%/4% for every hook that's not the Obsession, then it might be good enough to run by itself — currently you need a perk synergy to get great effect from Dying Light. Even then, you would be better off running PGTW since it removes 20 seconds from generators for every hook (assuming you use it everytime). With 6 hooks, you removed 120 seconds for generators — that's a generator and a half worth of progress halted. 😁

    Debuffs scale faster than buffs. Let's take your numbers. 6 stacks of Dying Light (18% debuff) and the guy has a toolbox (20% buff).

    80/(1+0.2)*(1-0.18)) = 81.3s

    So even though the buff is a greater value than the debuff, the debuff actually overtakes the buff and you do the gen slower. This is because of the fact debuffs are multiplicative while buffs are additive.

  • Yes. It's a good alternative to Ruin. It encourages you to eat DS to maximize your stacks. Pair it with Thana/Sloppy for extra slow down. It also works well with Pop.

    The only thing is that it's a mid to late game perk. You should expect a few gens to pop before the effects really start to impact survivors.

    @andyollolloll said:

    It's only good on plague.

    If you are wanting to try and keep them injuried the obsession gets a 33% BUFF! for healing them and if obsession is dead it's useless.

    You'd think it would have synergy with Thana but the obsession just gotta altruism mad

    The thing is, the heal buff is a red herring. If the obsession focuses on healing all game they are not doing gens, meaning the only ones doing gens are being slowed down by Dying Light. You actually WANT the obsession to be over altruistic because you do not want them doing gens, as they are the only one not affected. If they fall into this trap, it can be a vacuum where they are constantly running from one hook to the next to save and heal while everyone else is doing gens slower and slower.

    The smarter thing to do as a DL obsession is to just focus on gens. That's really the only chance the group has at survival.

    @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1004844#Comment_1004844

    Sadly no..thana helps it a bit but the obsession buff makes the synergy laughable

    Let's do DBD math!

    Let's say you have DL and Thana. Four survivors injured because the only one that can heal efficiently is the obsession. The formula for the obsession's healing time is...

    16/((1+0.33)*(1-0.16)) = 14.3s

    So the obsession only heals 1.7s faster than normal, which everyone else will be significantly slower (depending on how many DL stacks you have).

    But if you use Sloppy instead the formula is...

    16/((1+0.33)*(1-0.2)) = 15s

    So the obsession only heals 1s faster than normal, with no need to keep multiple survivors injured. Sloppy by itself almost completely counteracts the altruism buff from being a DL obsession.

    Of course this doesn't take into account any healing buffs the survivor gets, but you can see that the altruism bonus can be countered by 2 different perks pretty well. If you use all three than the DL obsession heals SLOWER than normal, as Sloppy + Thana debuffs will completely overtake the altruism bonus.

    People need to do the math. At face value, a 33% boost looks like a lot but when you do the math with other heal debuffs it quickly becomes a non-issue due to the way debuffs scale faster than buffs.

  • @FireHazard I thought so I just needed someone else to confirm it. I was going to.... do something funny but I don't wanna talk about it here.

    @Masantonio LOL

  • Huntress has the most original story IMO. It's pretty simple too. Mother and daughter live in the woods. Mother dies. Daughter grows up to be feral serial killer. It's more believable than any other story.

  • Spirit and Plague but if I have to pick one then Spirit. Sorry vommy mommy 😟

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