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thesuicidefox

thesuicidefox

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  • No Xbox. But we got a lot of Freddy players so I'll keep an eye out.

  • @TheRoyalOwl said:

    https://forum.deadbydaylight.com/en/discussion/comment/844115#Comment_844115

    Definitely not, if it did that legion would actually be worse than freddy, as that one perk would basically make his power useless.

    Like when they eventually rework legion and I'd assume they would probably still have the killer instinct thing for him, he wouldn't be usable for the ptb and like 2 weeks after it when people run calm to play against the increased number of legion players.

    You act like other tracking options don't exist.

    No one complains that Calm Spirit completely guts Doctor. But God forbid the perk also counter a killer like Legion 🙄. Not to mention, Legion isn't the only one with Killer Instinct.

    Also worse than Freddy what? He's already worse than Freddy. Freddy is top 5 bro.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/844112#Comment_844112

    You sure you arnt seeing that red bar from another effect, like multiple people being on the gen? You SHOULD see the icon at the bottom of any perk or addon thats slowing you down.

    I'm sure. The bar is red. There is a base effect and then you get +3% for the first 3 sleeping survivors. It says there is a slight debuff all the time. So if the max is 12%, it would go slight-moderate-considerable-tremendous.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/844213#Comment_844213

    Again, you miss the point. She can still perform. I can 4k with her. I have less fun playing her than playing any other killer except Leatherface right now, and that’s only because I really don’t enjoy Leatherface. Regardless of how well she performs, if she isn’t fun to play there’s no point in playing her.

    Fun is subjective. I don't find her any less fun now than before. Maybe I even find her a tad more fun because I can actually use her add-ons.

  • I played a bunch of Nurse yesterday on my alternate account (Xbox). Went from rank 14 or 15 to rank 10. No add-ons most games, I tried Spoon and Tooth, and Dark Cincture a few times. I think she's fine honestly. It took a bit of getting used to waiting for the second blink, but if you are consistent with blinks you will catch survivors pretty quickly still. I had one game where I didn't miss a single blink and it felt great (and even though they weren't red rank survivors they were still pretty good in a chase, doing lots of jukes and such but I still got them). Then had one game where I bodied 2 of them, and there were 2 Jakes left then I just could not land a blink to save my life. To their credit, the Jakes were out playing me a lot, but that didn't upset me. What upset me was that some blinks just failed (Wrecker's Yard) specifically around the trash/junk jungle gyms. That was frustrating but I imagine that's a bug and not what's supposed to happen.

  • 1) You should remove the image and edit it to block out the names. This image is against forum rules for "naming and shaming" even if you don't intend it.

    2) Some players just hate certain killers and DC on sight. I've seen it happen a lot as a Spirit and Freddy. The moment survivors know that's the killer they DC. I have some friends that hate Clown with a passion (they don't DC) so I wouldn't be surprised to see players DC against him too. Plague is another one people auto-DC against, but I think that's mostly because she grosses them out too much.

  • IMHO a lot of challenges are unhealthy for the game. Some require you to basically throw a match. I lost a Huntress game because I was trying to do the Agitation challenge and I got Rotten Fields. TWICE I dropped the guy just before the basement hook. I literally didn't even care about winning I just wanted my challenge. I got it the next game more because of luck (basement was at Suffocation Pit and I caught one right away near it) but I don't like these types of challenges. Forcing someone to use a perk or character, or to do something that is almost counter productive to normal game play is bad design. I get there are only so many challenges you can create, but these don't belong in the game.

    PS. I feel the same about some dailies, but at least for them you can trash it for a new one.

  • If you find yourself praying to God to escape the chase, that's when you use the God pallet.

  • The only actual toxic thing you can do is say nasty things to each other when the game is over. Or cheating/abusing glitches. Outside of that, anything you do in the game is perfectly fine. If you take it as toxic then that is YOUR problem. Not the other player's.

    Trash talk and BM is a part of any competitive game or sport. You tilt your opponent, you are more likely to win. I've seen players teabag at nationals on stream. I've seen top 8 BM each other on Evo streams. It's all to gain a competitive edge, and only works if your opponent takes the bait. But if at the end of the day you can shake hands and say GG then what is the actual problem?

  • I disagree.

    Calm Spirit should hide you from Killer Instinct. Distortion is specifically for auras and is already viable for general use. Calm Spirit is a niche perk that would become more viable if this effect was added.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/843635#Comment_843635

    its not, its 12%. Theres no 3% base, its 3% per sleeping survivor. You're correct about jumprope though, with outdoor rope being 6%.

    There is indeed a base effect. When everyone is awake you still get a red bar when doing these actions.

    Here is the line in the add-on description:

    "Applies a slight penalty to Sabotage, Healing and Repair Action Speeds to awake and asleep Survivors." (https://deadbydaylight.gamepedia.com/Swing_Chains)

    Although now thinking about it, it is 12% max, meaning that it doesn't matter if the 4th survivor is asleep or not. You only get stacks for the first 3. But there is 100% a base effect because the bars are red when everyone is awake.

  • @Buff_Bubba said:

    They would make good rift rewards.

    https://forum.deadbydaylight.com/en/discussion/comment/828598#Comment_828598

    That's not how game dev works. The people who would make emotes are not the same people working on balance or servers.

    Yea but they are the people working on animations for new killers/abilities. It still takes away resources from important stuff.

  • @bendermac said:

    The whole video is about the glow, a hair & grass glitch. I thought it would go deeper in like "she moves grass when phasing" or "you hear her footsteps when phasing". NOPE!

    Check my forum profile. I have a video proving that she does NOT move grass/corn.

    And you can indeed hear footsteps when she is phasing. She has to be very close, like 4m, basically right on top of you but you can hear it. Whether or not it's intentional I'm not sure, but I think it would be fair to keep it, maybe even up the volume slightly to like 6m.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/843401#Comment_843401

    Its not, its 12%. Its 3% per sleeping survivor, which makes 12% if all 4 are asleep.

    I think Swing Chains is actually 15%, because you get 3% at all times then an additional 3% for each sleeping survivor. I remember thinking it was basically Thana but for sleeping. Ropes do a flat amount to the sleeping survivor only, I think green rope is 9%.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/843392#Comment_843392

    in all fairness, the numbers on those addons dont actually do much. The swingchains at their most potent (all 4 survivors asleep) is only a 12% slow, which adds less than 10 seconds to a gen if you choose to not wake up. For healing time, your looking at less than 2 seconds of extra healing.

    His addons are at a spot where quite afew of em pretty much do the same thing, or are borderline useless (looking at you Z block). His rope addons all slow action speeds, while his dress addons further regression from failed skillchecks...aka slow the game down. Unless the Freddy chooses to use a useless addon or swap to pallets, you cant really blame him for abit of overlay THERE. I know he also has his drawing addons for faster teleport cooldown, but from my own experience...I dont find myself waiting for his cooldown much for those to be useful. Its the perks that he has more choice though, so the fact that people are choosing 4 slowdown perks is the part that I dont get.

    What makes chains/rope add-ons so effective is their stacking with perks like Thana and Dying Light, plus Pop. All that may only add 8-10 seconds at most to base gen repair, but if you come along and Pop the gen that's kind of a big deal now. The little bits of time add up. And in those cases, it punishes survivors for being asleep so now they have to waste time waking up, which is why I say dresses are best to combo with ropes since it also punishes using skill checks to wake up. Snap-clap and clocks are a huge time sink because of how out of the way a survivor needs to go for it. There is also dream pallets, but that's like a preference thing. Personally I find them to be gimmicky. It can be really effective if survivors fall for it, but if they don't it's a huge waste of an add-on slot. And depending on the map, you may not even be able to use it well enough. Estate and Swamp maps are notorious pallet deserts in the middle areas. Game and Lery's pretty much only have room for the real pallets so you need to get them to drop pallets to even use it. And you have no way to shut down window loops or BL loops. Snares can do all that, even if it's less effective it's more consistent and versatile.

    Also yea, RIP Z Block. Kinda glad that add-on is bad though, I only had a few left before the rework hit. By contrast I had like 50 Swing Chains and 60-80 ropes each.

  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/843132#Comment_843132

    Trying to play against both isn't reliable either. It's hard to tell how fast she exactly moves and for how long. Those values can change via AddOns. And you don't have enough information to figure out what AddOns she might be running. Similar is it with her power recovery. Of course she can't immediatly use her ability again. But the exact time frame is impossible to pin point, considering her AddOn options and that it's not easy to tell how much of the power bar she depleted.

    When we talk about missing tells, this includes informations like that as well.

    Maybe it's because I play Spirit but if I can figure out what add-ons she has I will know how far and fast she can go. Most of the time the big one is Mother Daughter Ring, because if she has that she will catch up to you very very fast. Like in a situation where, at base, I should make the window easy, and if she has dirty shoes I may or may not make the window, with MDR I don't even come close to the window. But then once I know she has that I know she can't see scratch marks, and unless you have experience tracking survivors with MDR that's a huge hurdle for Spirit. Lesser experienced players will lose you very easily.

    The thing is you have to do a probability calculation. Do I think she has X add-ons? If no then I do this. If yes then I do this. If I'm not sure I have to take some risk. I don't see it as any different from when you aren't sure of any killers add-ons. Does the Nurse have brown range add-ons or the purple one? Does Billy have Carb Tuning Guide or just the spark plug? You have to observe the killer and figure it out, and not just when she chases YOU, when she chases anyone, or does anything. "She just hooked that guy way over there and got here really fast, she has to have good speed add-ons. She's using her power a lot more often she has to have recovery add-ons." Like I may go for a safe window calculating that even if she has X Y Z add-ons I will make it and she can't circle around and meet me on the other side, but if she has MDR she can. Sometimes you gotta just take that risk.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/843249#Comment_843249

    I know its marketed as a horror game, but you know it stops being that once you've pretty much seen the killers a few times. Never use "horror" as an argument for balance.

    Hey man don't lie. Getting hit with Head On when you don't expect it is terrifying.

  • @Hex_KillerMainBTW said:

    @thesuicidefox Yes, if you can hit the great skill checks. I just power through ruin when I play survivor cause most of the time killers kind of camp it...so I'm not going to give them a free hit. As for perks, I use BBQ, STBFL, brutal strength and pop on Freddy.

    I think the biggest issue I have with it is how little you have to do in order to get it to work. Hit 4 survivors, add thano. Hook 1-2 of them, you get dying light to proc. And seeing as the survivors at lower ranks basically cannot hit skill checks against ruin so the regression becomes even worse. And even if you hit a great with ruin, you get no extra bonus so it's basically a sit there and try and finish a gen. Even healing takes so much longer

    Toolboxes counter this build pretty hard. Again the trick is to do as much as possible before he gets hooks. If you can get 2 gens done early then you have a chance to escape. If he gets 4 hooks before you finish 3 gens you are probably all going to die.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/843260#Comment_843260

    There is a counter to Spirit Fury+Enduring, and it's dropping the pallet in front of the killer rather than stunning them.

    https://forum.deadbydaylight.com/en/discussion/comment/843270#Comment_843270

    Which, again, in my opinion isn't that big of a deal. Considering that Freddy is just 1 out of 17 killers. No other killer has what he has, yes. Which means that he is more powerful when there's a survivor on a hook. He rewards players for consistently keeping the pressure on by putting them in the dream state. A state that, even as a survivor, I know I should be heavily disadvantaged in.

    But you are already disadvantaged in Dream World besides the Oblivious. It's just not necessary, especially when it's passive. If he had to actively do something (eg. use an add-on) I would be fine with it. It's the passive base kit part that is a problem.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/843239#Comment_843239

    Think of it this way. Certain perks/items can hard counter certain killers in Dead by Daylight. Small Game can counter Hag and Trapper. Iron Will can counter Spirit. Flashlights can burn a Wraith, stunning it during it's uncloak. Calm Spirit can counter Doctor and so on, and so on.

    So why is it inherently wrong for a killer to be able to counter a single survivor perk? Other than the aforementioned camping, which I don't agree with.

    Because he literally doesn't have to do anything.

    Using a perk/add-on to counter BT is fine because you give up a perk/add-on slot.

    Using your power ACTIVELY to counter BT is fine because every killer that can do this has limits and counters.

    Freddy does not fit any of these criteria. He just does it, with no input on his end. And the survivor has to go so far out of their way to wake up in most cases, which is easily undone by Freddy hitting them. In other words, he just plays like he normally would and immediately counters whatever you can do to counter him. His counter to BT is entirely passive. THAT is the problem.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/843219#Comment_843219

    I'm guessing that means you won't like my idea of giving Freddy "Undetectable" rather than give Survivors "Oblivious" in the Dream World 🤔

    No because both are basically the same when it comes to BT.

    Just revert the change entirely, put the effect on Pill Bottle instead of what it does now (or maybe in combination with 1 of it's current effects).

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/843167#Comment_843167

    This may sound controversial but I feel like this should stay how it is.

    As a survivor, being a dream state is disadvantageous to you. You become more easier to see (white outline), your action speeds are slower, and you are vulnerable to his snares and pallets.

    Adding the oblivious buff (and subsequently countering BT all together) would make sense as being in a dream state (in my opinion) should be heavily crippling.

    There's a difference between crippling and broken. Giving Freddy Oblivious just means he can camp for free and tunnel for free without needing to do anything.

    Again if it were an effect of Pill Bottle that would be fine because it costs an add-on slot, but as a base effect it's just broken.

    No other killer gets this. Myers is the closest but you can still give BT. Pig/Wraith have to exit stealth mode. GF can be broken out of stealth. Insidious/Tinkerer requires a perk and the killer has to stand still/survivors need to finish a gen.

    Freddy just gets it for free.

  • As a Freddy player, he really REALLY didn't need Oblivious when asleep in his base kit. It's dumb he gets what amounts to a free BT counter and free Deep Wounds counter. Seriously dumb. If anything, this should be an add-on effect of Pill Bottle (in place of the current effect because it's just meh). But heck no for base kit. I get the reasoning for giving him this, but it's seriously broken and just kind of stupid. And unlike killers with Undetectable or other instances of Oblivious, Freddy literally needs to do nothing for it, and even if you wake up he can put you back into Dream World immediately upon hitting you, negating any wake ups. Other killers have harder counters or need to swap modes which gives time for the rescued survivor to get away. The only killer who can sort of get away with it on a similar level is Myers because his TR is so small, but even then you can still trigger BT if he is right on top of the hook (when it is absolutely needed the most).

    I hope the devs revert this change. Again I play Freddy, he is my top 4 killers, and I have no issue with BT working in Dream World.

  • I wouldn't say the build takes no skill. The fact that it's not effective unless you get hooks and injure survivors kind of contradicts that point of view. By contrast, it would be easily to argue that Ruin takes no skill as killer since it is completely passive and requires nothing from the killer to work at max efficiency.

    This build can be beaten but it requires smart play. I've done it. I've had it done to me in very few instances. It can be done. The problem is that once survivors see Freddy has this build they go full potato and just stop working on gens. The trick really is to split up and work on gens, forcing him to pick a gen to teleport to and take a chase while the other continue working on the gens. And you need to do this right away, before he gets stacks on Dying Light. Just ignore Ruin and plow through gens, because once he starts getting hooks you will be neck deep in the doo doo butter.

    And as a Freddy player I feel like it's not optimal to do both Swing Chains and Ropes, especially if you have Thana and Dying Light. It's redundant. One or the other is totally fine. Your second add-on should be pictures (decrease gen teleport cooldown) or dresses (increase penalty on failed skill checks). That's more effective at the end of the day. The first is just a raw boost to your power while the second punishes survivors for using skill checks to wake up and forces them to use clocks or snap-clap which is more of a time sink than an extra like 2 seconds on gens from ropes/chains.

    I personally have moved away from using Ruin all the time, first because it's inconsistent since survivors can spawn on top of it and it goes down in 30 seconds, and second because on red ranks on Xbox at least, survivors can do great skill checks. I can literally hit 9 of 10 great skill checks in a single gen. Ruin does not even phase a survivor like me, I can still rush gens anyway. Most of my builds are Sloppy, Thana, Dying Light, or at least 2 of these 3. It's just greatly GREATLY superior to Ruin. You could have 3 Ruins and this would still be better. And at the cost of sounding like a hipster, I was using Sloppy/Thana combo before they changed Thana way back when. People were all "oh Thana is a bad perk herpa derpa dooo" yea... no. It's a very strong perk just requires you to keep them injured, which is why it becomes so much stronger when combined with Sloppy and Dying Light. It just took TrueTalent showing off the anti-heal Ghostface build for people to acknowledge how good it is. ¯\_(ツ)_/¯


  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/842923#Comment_842923

    if they were obvious that would defeat the entire purpose of her power

    Agreed.

    I'm getting really tired of this "survivor needs to know when she is phasing" stuff. No you don't need to know when she is phasing. The whole purpose of her power is to be confusing and force mistakes. If you know EXACTLY when she is phasing then you can always apply the optimal counter play. If you aren't sure, you have to take something less optimal but more safe, unless you want to guess and take a risk.

    Look people, what you need to do when she stands still is to act like she is BOTH standing still and phasing. This sidesteps this entire issue altogether. You end up making plays that counter BOTH tactics at once (when available obviously, sometimes you have to take more of a risk). Do this and I promise you will never fall for the stand still trick again. You will escape more chases. It's really not rocket science. I honestly can't even remember the last time I fell for the stand still trick.

    Another important thing is to realize what she is actually capable of in phase walk. That means knowing the distance and speed that she can move in a single phase and tracking when she uses her power. If you do that you will know where to run to in order to make it the most difficult for her to hit you out of phase walk.

    I was going to comment under the 2 hour video but... one of the earlier games on Mother's Dwelling a David uses the super strong window at the main structure to get away. COMPLETELY AWAY. This is a really smart move. He realized that there is absolutely no way she could meet him on the other side of the window in a single phase walk. He knew she was almost definitely following him. You vault this window, she can't do anything about it. Now granted this window is very strong, borderline broken, for all killers, but you can do this with almost any window, just how you do it depends on your and her positioning (where this particular window just works no matter what). And while she could probably go around if she predicted it long before David used that window, that's a big risk because it would use her entire power and there is plenty of room for the survivor to sneak away or something.

    But when it comes to "tells" just stop. Please please stop. She is not supposed to have one. You aren't supposed to know. As Scott makes very clear, all these "tells" are clearly bugs, and inconsistent ones at that. If you are relying on them for info it's just going to hurt you, both because you will fail more whenever it gets fixed and because you might not see it and make the wrong read since it is inconsistent.

    Play like she is doing both at once. I promise it works.

  • So then new killer is related to Spirit.

  • EDIT Oops wrong thread somehow?

  • The only killers that have any sort of advantage on Haddonfield are Trapper and Hag because they can shut down the house loops. No other killer can do this. If the survivors have Balanced, and certain windows are open, it's an infinite against every killer, even Spirit.

    Nurse can obviously ignore this but considering that she has trouble blinking through the blocked off houses kinda makes that moot. You can't infinite her like other killers, but you can make it a serious pain in the gluteus maximus to chase you if you know where to go.

    Freddy can also counter the house loops, but it's more a soft counter than a hard shut down like Trapper/Hag. If he spams his snares in the houses he can make it so you can't do those loops, but it usually requires at least 4 snares to get the job done and only then for specific windows or going a specific direction. By contrast, Trapper can use 2 traps to shut down the entire house and Hag could use 2 or 3 to do the same.

    Stealth killers benefit from better approach options, but once the chase starts most of them are thinking "I just want to mori myself RN".

    Your only saving grace on this map is the basement. If you can get a basement hook you can snowball into a win with pretty much any killer. That means protecting the gen in the Myers house like it was your newborn baby, because if that gen goes you will almost definitely lose unless you get really lucky.

  • @BearWolf_51 said:

    https://forum.deadbydaylight.com/en/discussion/comment/841697#Comment_841697

    I suppose you can't because of Doc. He can just keep shocking, giving you insanity and break the gens. You wouldn't be able to die or do gens.

    Whoever is being followed by GF could probably.

    Might be best to quit the game and then report them from the end game screen.

  • Do gens. They have to either grab you or down you. Eventually you will die or the gens will get done.

  • @xllxENIGMAxllx said:

    https://forum.deadbydaylight.com/en/discussion/comment/841655#Comment_841655

    Worse Fortnite and rainbow six have many destructible and yet they run at 60 fps. Doom which is a 2016 game have very beautiful graphics and yet run at 60 fps. Resident evil 2R also run at 60 fps.

    DOOM

    I can't wait for Eternal. On the one hand, I hate they pushed it back because I have to wait. On the other, money is tight right now.

  • Frame rate is the biggest issue. They really need to optimize the game for consoles. No reason it shouldn't run at a smooth 60 FPS when Gears 4 runs at 60 FPS 1080p no problem.

  • @Kaelum said:

    @thesuicidefox does and of those 3 perks have a down side? No, but Rancor is supposed to.

    Again just good synergy.

    If the killer runs Blindness add-ons or Third Seal it will counter the aura too.

    Rancor isn't a good perk dude. It's easy to dodge, just don't be the one chased at end game if you are the obsession. Stay hidden and get out.

  • That's just good synergy with a killer. Like Stridor on Spirit, or Surveillance on old Freddy, or Pop on new Freddy. This besides the fact that Rancor isn't really that great of a perk anyway, it's more just for fun to get a free mori (free as in no offerings required not as in easy).

  • No Mither Fight Club

    • No Mither
    • Borrowed Time
    • Resilience
    • Deliverance/Dead Hard
    • Play to die. Rush EVERYTHING and YOLO at gens and hooks with Resil. You can eat a LF chainsaw and still make the save, forcing the killer to take your hook as the BT guy gets away. Anti-camper build.

    No Mither Extreme

    • No Mither
    • Iron Will
    • Spine Chill
    • Calm Spirit
    • The ultimate stealth build. No blood, no cries of pain (even against Stridor), no disturbing crows or screaming (against Doc for example). Spine Chill is anti-stealth killer. You are a ghost. I run this build on p3 Claud/Blendette and it's like you aren't even in the game.
  • No because some games you're just not escaping period. If it's a situation where there are two of you left and the killer slugs the other guy, chances are you're not getting out.

    I will sometimes YOLO myself at gens or hooks just to get enough emblem points to pip knowing I will die.

    I'd rather pip than escape.

    • Green key = you can pick the hatch lock in 10 seconds as the last survivor.
    • Purple key = you can pick the hatch lock in 10 seconds and the hatch closes behind you.
    • Pink key = you can pick the hatch lock in 10 seconds and the hatch stays open for 10 seconds, then closes and triggers EGC (even if there is only 1 survivor left).
    • Killer can interrupt the hatch pick animation.
    • Change some add-ons to slightly reduce hatch lock pick time (no less than 6 seconds though).

    Personally I feel like this would make keys way more fair.

    However I'd like to make a strong point here that you can't nerf keys until you nerf mori. Both need to happen at the same time to be totally fair honestly.

  • This is part of the reason I refrain from playing Spirit or Freddy more often. It feels like a guarantee that someone will DC and that triggers me to no end as killer.

  • Agreed. I actually made this exact post already (should use the search function you 😡😡😡😡 no jk it's cool).

    The way I see it is this.

    Currently, it's like having her 3 yellow add-ons at once. A better "nerf" for it would be to just tune down the numbers so it's like having 3 brown add-ons instead. That seems more than reasonable to me. The problem isn't that it does 3 things at once, the problem is it does 3 things at once really well.

    I just hope this one change doesn't make it past the PTB. Everything else I'm okay with and I am someone that felt Spirit was just fine as she is (aside from Prayer Beads).

  • It's like God playing a trick on us.

    • Take Unbreakable. Never slugged.
    • Take DS. Never tunneled.
    • Take BT. Never camped.
    • Take Small Game. No totems, Trapper, Hag, or Freddy.
    • Take No Mither/Resil/TINH killer runs Thana.
    • Take Self Care. Get Legion or Plague.
    • Take Deliverance. First found.
    • Take Adren. No one does gens.
    • Take a Plunderer's build. Killer offers cut coin (this actually happened to my friend last night I was ROFLcoptering).
    • Take any aura reading perk or a map. Killer runs Blindness add-ons or Third Seal.
    • Take Boil Over. Killer offers Putrid Oak.
    • Take Distortion. Scratched Mirror Myers eats all your tokens in the first 30 seconds.
    • Take OOO. Stealth killer with Undetectable.
    • Take Q&Q. Killer has I'm All Ears.
    • Take Tenacity. Killer has Deerstalker.
  • We need to stop calling them instaheals. They are no longer insta.

    I say Styptic should be "BT bottle" and Syringe should be "autoheal".

  • @Peanits said:

    How do you suggest we detect who's in voice chat and who's not? Scanning through someone's PC to see what programs they're using or monitoring their microphone is usually frowned upon, and it wouldn't stop you from whipping out your phone to voice chat or sitting in the same room as someone.

    I just use a can and a string. Totally analog and fool proof. No wire taps here. FBI has no idea what I'm up to.

    MWHAHAHAHAHAHAHA

  • It's a special type of DC done on purpose to avoid rank progress loss or loss of items. I won't go into details how it's done, but it's basically cheating. You can tell a normal DC from this special type of DC because there is no sound when they leave.

    @Gay Myers (Luzi) said:

    Without sound it usually means it's a crash or loss of connection (internet).

    No, on console it's done on purpose. It's common knowledge among the top player on Xbox. If you want I can tell you what they are doing on Xbox so you can pass it along to the team. It's literally cheating in the same way lag switch is. They do it so they don't lose rank or items, and it happens a lot. It's very easy to distinguish between a legit crash and an instance where someone did it on purpose. Crashes happen at random. Cheat DC happens right after the survivor gets out play or they are about to die and lose a purple flashlight or key. No way you can convince me those are crashes.

  • I tend to wait a few days after reset because you get the most toxic players during that time. It's like all the trolls come out of the woodwork to get back to rank 1 as fast as they can while simultaneously ruining the game for as many people as they can. Lots of DC's too.

    I've gotten to rank 1 on both sides within a few days of reset and it's always just caused frustration. I'd rather wait and take my time ranking up to have more chill games.

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/840003#Comment_840003

    So he's viable with one build and should only use half his power. Such a good and well designed killer.....

    He has a few viable builds, just this one is clearly the meta one for him.

  • Five.

    Kate (main), Claud (No Mither builds), Plague, Ghostface, Spirit. Also all perks on them.

    Former Jake main, I have him p2 with all perks (excluding the last 2 or 3 chapters) so he's basically p3.

    Freddy and Huntress I never prestiged but I play them a lot and have all perks on them. Honestly not sure why I never did it, but at this point I'm not going to try and get all perks on them again.

    David, Nurse, Billy, Trapper, and Legion I have not prestiged either but have most perks on them.

    All the rest I don't play. Clown I've been playing more recently and dumping BP into him, but that's really it.

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