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As killer can I just say... I'm tired of all my generators getting camped on Yaomoka?
Damn invisible survivors campin my gens...
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I do it when my wife walks in as soon as I'm pulled in a lobby and asks me to go somewhere with her... This happens pretty regularly as I think when a lobby forms, she senses a disturbance in the force lol.
Usually I just hurry and adjust my perks and add ons... 2 or 3 flashlights, switch a perk to lightborn. 2 or 3 flashlights, jake w toolbox or 2 yui's, equip lightborn, mad grit, agitation and NOED just to bully the bullies. I've actually gotten a 3k and a DC in 4 mins because 2 people got downed while trying to sabotage, flashlight stun and body block my first hook carry😂
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@HuntressGurl103 said:
https://forum.deadbydaylight.com/en/discussion/comment/1590183#Comment_1590183
Sorry m8, but why should we exactly trust what you're saying is true? You need a proof or it didn't happen, this is internet, im sorry.
People give examples^^^
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Response:
@HuntressGurl103 said:
https://forum.deadbydaylight.com/en/discussion/comment/1590231#Comment_1590231
Can I post a SWF on comms cherry - picked clip of me 4k'ing against them and claim that it is perfecty fine? (Using your logic)
Paraphrase "clips are cherry picked, too short, how do I know it's not rigged... Idk those players.
--------------------------------------------
Paraphrase " k so what's admissable?'"
'Only videos of talking... No gameplay! And only 1 person can discuss it. Because his opinions are fact and your clips are not!' And of course no humor!!!!!🤬
-----------_-----_-----------_---__---_----
Me: eating popcorn 😁🕐😆🕜😂🕑🤣🕝🥱😴
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Um... Duh🤤. Welcome to dbd forums. Everybody is biased to a degree. Killer mains (which I am) will want survivor second chance perks nerfed, Survivor mains, particularly SWF that follow an exact formula to get 4 escapes every time (which are self righteous and entitled 😝) want every killer nerfed (removed) that doesn't follow the preordained plan of "chase me from tile to tile while my team pops 4 gens in 4 mins and I teabag everytime you miss a hit when I vault".
In solo que... Spirit is not incredibly hard to get an escape. Stay low key, do gens during times when others are in chases. I mean, yes you'll still run into toxic killers that make the game miserable for survivors.
Getting repeatedly flashlight stunned, body blocked, BT invincibility and forced to grab a body blocker/locker diver that's only doing it to use their DS and teabag you as they leave makes killer pretty miserable too.
Point is. It's the toxic people that cause the problems. Every killer has some form of counterplay... Every SWF team has 1 or 2 players then can be tunneled down and camped (it's sadly necessary against some teams)... So the spirit isn't OP by nature, she just can't be looped as easily and has some advantages during mind games.
We just need to ignore the trials being ruined by toxics (of either side) when they happen. I don't see many SWF bully squads, but if all four escape, I don't let it eat at me... Take your lumps and move along. Don't call a character op bc you got killed in match vs toxic killer
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@Hollyleaf12 said:
This might work, but I think that it should have an extra activation condition.
The big problems people have with NOED is the fact that it can give a killer an easy kill or 2 regardless of whether they did good the rest of the game.
I don’t know what this condition would be but maybe you have to have so many hooks over the course of the game to build up stacks, or you have to get a hook after the last generator is completed or something along those lines.
Its a sleeper perk. Just like camping is considered a valid strategy (easily countered by doing gens fast), NOED is strategic in that if you're facing a rush squad or toxic SWF it allows you to bide your time, not get repeatedly humiliated by DS, BT, adrenaline... It's like unbreakable for killers... They can rush, bully and pack all second chance perks but they better not forget you may pop up just like Bill if they get careless.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1580607#Comment_1580607
You CAN but it's really difficult. I prefer to have as large a TR as possible to cover my movements.
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1580607#Comment_1580607
You CAN but it's really difficult. I prefer to have as large a TR as possible to cover my movements.
Agreed. Doctor is one killer where terror radius is a bigger is better scenario (not saying as a fact, but using the most powerful builds I've seen on him it's true).
I use the one add on that increases terror radius while static blast is ready and decreases when on cool down. This coupled with the distressing perk and unnerving presence (not overwhelming presence), overcharge and either bbq or bitter murmurs ( whichever is your preference for tracking). I use my static blast in the closest cluster of gens to find people early, then when madness is building try to keep your static blast full so unnerving presence keeps effecting skill checks. That plus the overcharge skill check gens will start regressing like crazy.
One other tip that I'd like to share. If your lobby consists of a Blendette squad use the red stain addon... It's so funny one Yamoaka estate when madness goes up and you see glowing red patches of tall grass 😂. Huntress lullaby is great too but the totem is always gone after 1 to 2 hooks.
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@claudetterealness said:
@Volfawott where did I say I want to have a debate about this? I said will it be changed or removed I've not asked for peoples opinion on the perk itself. I know a lot of people agree with me, it's only the killers who can't confirm kills who don't and some of them are really outing themselves in this thread hahaha
Did someone get killed trying to tbag at the gate?? Little salty?
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1564237#Comment_1564237
Them doing chests or totems is them not doing gens. Deathslinger needs all the gen pressure he can get, and this will often waste a lot of time for the survivors. It also flushes them out into the open, and makes the available game field much smaller - something you need as a 110 killer
Makes sense... Not really what I've seen, but I'll give it a try too. I'm not by any means an expert deathslinger and I'm always trying to find more effective builds.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1565844#Comment_1565844
I think it is not good enough yet. Downed survivors get broken status effect for next 5 matches and start new trial in dying state. Survivor can't be picked up by any perks and teammates. Now it's more balanced.
And in the event that a survivor disconnects during a "charged hatchet hatch-grab tbag" animation the player will be audited by the IRS...
A little off topic, but the Deathslingers ultra rare should allow you to automatically fling and slam dunk survivors on to the nearest hook when shot from more than 4.125 meters distance.
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It's a trade off for trying a risky pallet stun. I actually try to time these specifically to trap flashlights from bully SWF teams. I imagine it sucks for solos, but I love being able to stop the toxic flashlight button spammers. Then they can just tbag like the rest of their team... At least it's quiet.
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@Golden_spider said:
https://forum.deadbydaylight.com/en/discussion/comment/1563255#Comment_1563255
When Claudette is crouching and standing still (including camera movement) she becomes 1% more transparent every second up to 50% transparency.
At prestige level 3 she should also get an achievement called hide and seek and and be permanently rank 1... That way she can just hide in grass, and not lose rank... I mean she'll still never learn how to properly play, but why should she?😂🤣
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@McSim said:
lets put it on another level. you are carrying 10 hatchets with auto tracker and they can break pallets and walls also going through. hatchet immediately Mori survs
And if you throw it straight up with 1 survivor remaining, it will close the hatch... If fully charged it will pull last survivor back out of the hatch and tbag them.
I think we can go ahead and call this good... Submit to devs?
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@HarleyQuinn said:
https://forum.deadbydaylight.com/en/discussion/comment/1564710#Comment_1564710
i get what you’re going for but no it’s not lol. Water itself isn’t classified as wet. It makes things wet. Js.
Dispersants somehow make water wetter... Wait, what were we talking about? I feel like we've gotten off topic.
...ah, yes bagels, I remember.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1564264#Comment_1564264
I ######### despise deathslinger and my entire playstyle (during solo) relies on stealth (I say during solo because during SWF it's just us all throwing the game 9/10 for a laugh). I don't want to bully the killer, I want to hide in a corner for half the game. Still hate slinger though.
He is one of my mains. I guess I deal with too many toxic SWF teams. I apologise if I assumed you played like that. I usually put all of my usual bully hunter perks on and use him if I'm seeing bully team after bully team because he is one of my only ways to counter (usually only partially) them. That is why I am so against him being nerfed. However I'm not your typical player either. If I load up for bullies and I realize they're decent people I'll help them farm healing points and let them escape. I even load up NOED regularly when seeing tons of bully teams... But if they're not, I never kill anyone after it's active. I actually use Myers and ghost face just for jump-scares and levity a few times a week. I'll sneak-grab people off gens then spin in circles til they wiggle off then vanish for the next one lol. I do just because it's the opposite of toxic and some days we ALL need that.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1563989#Comment_1563989
Whatever floats your boat man but if you think Nurse isn't the strongest killer in the game and can decimate teams in seconds then sorry you're just wrong lol
Hag is stronger than slinger people don't complain. You have to play around her differently too. Please just stop.
Nurse CAN BE by far the most devastating killer... If the player has put in the countless hours and also has a natural aptitude for her. However the majority of nurses I see are decent at best and easily countered. If you don't have the blink timing down to a science and the muscle memory then she's crippled by her speed and cool down.
The hag is countered by crawling... Deathslinger is countered by using line of sight breakers and most easily countered by not running a swf savior mentality. Do gens... Don't follow the killer hoping to stun him or body block him. He is lethal 1v1 which is how ALL killers should be. Do gens, time your rescues, don't rely on BT or DS for fancy saves instead of the anti tunnelling they were designed for.
If the meta of SWF wasn't to bully the killer then people wouldn't dislike deathslinger. Period.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1560149#Comment_1560149
Early game is the most important part for a killer, the survivors are at their strongest and you have zero pressure.
Corrupt doesn't actually give you any early game benefit really unless you need setup time I.E. trapper, hag, pyramid head etc. If you run any hex perks you rely on then it actually hurts you. Most survivors don't filter to the non blocked gens, they find totems and chests because it's relatively safe to do so. I don't see many uses for the deathslinger. That's just my opinion.
Edit. My bad I thought this was a deathslinger thread. So corrupt is valid for many other killers.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1563963#Comment_1563963
I think the biggest scare I’ve gotten was looking for a Survivor at the start of a match and getting pallet stunned out of nowhere by a Claudette. Literally made me jump from my seat.
Other than that, Daddy Michael and Ghostface terrify me when I play and I hope they remain in Dbd forever.
I was opening an exit gate at Yamoaka, my spine chill never lit up I thought I was golden and yoink! Myers grabs me outta nowhere. But then he dribbled me, opened the gate and let me exit🤨. All I could think was "what a polite and quirky murderer".
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@GoodBoyKaru said:
Bold of you to assume we haven't been saying to nerf Deathslinger and Spirit for ages and the devs didn't just decide to nerf Billy out of nowhere. Nobody complained about Billy. Everybody complained and still complains about Slinger and Spirit.
You're just noticing them now.
Huntress is strong, people complain about her when they get hit around 3 walls because of the servers. Not about her at all.
Nurse is unbelievably strong, but she at least still feels semi-fair.
Billy is still strong and is still fair.
Hag is ######### broken in the right hands yet nobody complains about her either.
If we all wanted easy games, why wouldn't we still be coming for Nurse and Billy, as well as going for Hag and Huntress too? Why is it Spirit and Deathslinger, especially when Slinger isn't even regarded as that good because he lacks in map pressure?
So... Nerf every killer that has any kind of ranged attack to counter looping. Oh, except the nurse because she's actually slower than survivors and has long cooldowns for her anti looping... sounds like some survivors spent too long learning 1 surefire way to play and win, and now they lobby for nerfs rather than adapt.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1563894#Comment_1563894
Don't forget Quentin. He Kills just by showing his face to his opponent.
Quentin usually kills himself by running out directly in front of my Oni dash, or billy sprint... No joke, it is bizarre! The biggest scare I've ever gotten from dbd was chainsaw sprinting across coldwind farms to patrol gens right at the start of the match, when BAM! Quintin appears in front of me in the corn! I jumped, I bet he lost it lol.
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I think this would be fine in the early game. If 1 or 2 dc in the first few minutes I'd enjoy (as killer) not fighting a heavily outgunned opponent. But there'd have to be a time limit or else toxic teams failing to bully would dc at 2 gens left and guarantee 2 escapees just to be toxic.
If done right, I really like the idea. As a killer main I try to make matches fun and it's strange when they're 1 or 2 people down to dc's. I go easy on them but I feel like it's obvious and awkward.
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@BillyBigBrainBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1563897#Comment_1563897
Well, you can say all you want, guess you're using those builds and are tired of survivors dcing?
As I said, I buy the game, and I play and dc when I want to, good day! :)
Maybe next time don't buy a team based asymmetrical competitive survival game... Just saying. If the killer is a ridiculous toxic build that's no reason to justify leaving the others stuck in that match with a handicap. You try to sound like you're punishing the killer, I personally laugh as killer when I get "quitter bonus"... But even then I'll even let 1 escape (as long as they weren't being toxic). Very self centered way of looking at the game don't you think?
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@Xzan said:
Even a Nurse has to camp if survivors are hookrushing.
This.^^^
I've been accused of face camping after the person who keeps failing to flashlight stun me at the hook attempts a rescue right as the hooking animation finishes...
But yeah, it's not face camping if the killer literally gets 15 feet away when he hears an unhook... That is just unsafe unhooking.
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@SCP_FOR_DBD said:
Title. Rules: You must cut half the killers, Erasing them will also erase they're perks and map. Surivors are fine cause they never actually matter to the killer. I wonder who people would erase. Heres mine.
https://us.v-cdn.net/6030815/uploads/Y2R2XFCK9ZIM/my-image-281-29.png
I'll explain.
Trapper Stays because hes the icon of DBD
PH,Pig,Freddy, And Michael Stay because of their importance to horror
I wanted to keep at least one Yamaoka, and I like Oni more
Huntress, Hag, And Doc are all unique and well liked
Death Slinger and Clown are different takes on the ranged killer concept, and we already have huntress
It was between Bubba and his knockoff, I picked Bubba
Nurse has always been a ######### to balance, shes either the best or the best but so annoying barely anyone plays her
Legion is Legion, i don't think I need to explain more
Ghost Face isn't actually from Scream and his power has overlap with Michael and Pig
Barely anyone plays Demo and Stranger Things isn't as big as the other licences
Wraith and plague just don't beat the competition.
Let me know what you guys think.
The killers I know I'd cut are:
1: Blendette (she's killed too much time hiding in Yamoaka's tall grass)
2. Every brightly colored Nea, Feng, or Yui. (They regularly Kill every helpless pallet on every map and they make me want to kill my tv with my ps4 paddle)
3 Dishevelled hipster Dwight (he kills my very soul every time I hear him spamming the flashlight button while I'm looking for Blendette)
They are by far my least favorite killers...🤗
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In build 1 replace curupt intervention with thanatophobia. It won't slow match early but it will slow it permanently after a couple hits...
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@Nickeh said:
https://forum.deadbydaylight.com/en/discussion/comment/1555449#Comment_1555449
Imagine a survivor perk that instantly gives the killer location any time a totem is worked on.
Um... don't you have Alert? Killers kick gens way more than survivors cleanse dull totems🤨. And it shows the killer when they break pallets/walls. So by your logic they should buff to show when survivors cleanse totems AND open chests.... I like it!
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Monitor and Abuse: is insanely powerful on him. The -8 terror radius gets you nearly into shooting range before they get heartbeat.
Surge: when you reel in a survivor and hit them without snapping the chain it's technically an m1 so it activates surge. You can also walk them towards the gen you want to effect while reeling. (Not sure if it's better than pop but I love that you don't have to drop other chases to kick a gen.
Thrilling tremors: is a good way to see which gen to sneak up on next.
Blood warden: this is just the ONLY way this perk is still usable IMO. it's tons of fun when a toxic SWF group gets 1 snagged tbagging at the gate. Then 1 or 2 try to stop you making the hook and the remaining stays at the gate. You get the hook, they hurry and borrowed time him off they all run tbagging... Into a wall. Leaving you about 40 seconds to slug, hook and drop the rest too far from the gate to crawl out. ( It is very situational lol but oh so satisfying when a toxic loss snowballs into a 3-4k in the final 60 seconds.
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@immortalls96 said:
The killer can get you out..and you can just..avoid the hill glitch spot...I only got stuck there once so far
On PS4 I've gotten out of it the last 2x I was stuck as survivor. I face away from hill, look straight up in the sky, and spam the crouch button while walking forward rocking side to side. Pops me right out...
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1554131#Comment_1554131
The killer can, yes, but 100% of the times with me they have used it as a free hook if they even got me at all. So either I get exploited or I remain stuck. I'd rather DC and move on.
Yesterday I was playing as clown and after 1 kill the game was not progressing at all. I thought people were hiding in lockers hijacking the game to be toxic... Nope, all 3 were in the hill vortex. I'm guessing 2 got stuck trying to help the first. After a quick "oh mwahahaha" moment, i downed them moved one out just a bit and dropped him, took 1 to the hook on the hill (first hook on him) and took the 3rd as far as I could away till they kicked off. They were very coordinated but not toxic so 2 escaping didn't ruffle me too bad.
I've had this happen with single survivors a couple times and I can always down them and pick them up without getting stuck... I assumed the varied killer move animations kept us safe😬. I guess I better watch out.
Anybody remember what killers they've gotten stuck?
Clown and huntress (and I think deathslinger was the other I used) had no issue.
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Or you could hire a different game...
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Idk how they continue to add content when every time they do, gripes and moans come from the peanut gallery before the ptb has had enough time for people to figure it out. It's also kind of a hypocritical post... "All killers are copy n pastes of others, nothing is original" and "this killer feels different and weird to play. He sucks".
Give it time... Nobody becomes efficient with a killer in 2 days.
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/1546952#Comment_1546952
i think the chances of finding them while hiding is just lowered (by a lot) , i believe increasing the fear of survivors makes it easier to spot, i reccomend hitting all the power generators if you can find anyone
It doesn't make hiders show up on sense any earlier but you are correct in that it will make them make more noise or scream more when you're near.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1547073#Comment_1547073
For me it was always stumble across the item randomly, take about 10 steps outside and get done in by Jason teleporting next to me.
Fun.
Just like dbd, it's pretty harsh on new survivors but once you learn the game it's tons of fun. The only reason I started dead by daylight was because the lawsuit killed any new content and I was max level and had nothing new to do. I do like dbd as well though. They're both fun in their own way...
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@PigMainClaudette said:
Yeah, I've had the opposite with F13 because once Jason finds you, you're dead. The objective is also nowhere near as interesting as the generators and almost at the point of being absurd. Most of the time it boils down to "survive as long as possible" and that is not fun to me.
Never had the chance to be Jason though.
The objectives are nowhere near as interesting and almost absurd?? Was that a jk?
So having 3 different methods of escape (+waiting out the match) is more boring than running from gen to gen, and escaping via a car or the police is absurd compared to 5 generators magically allowing an escape... Solid logic.
You sir, are special.
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@ggezbaby said:
https://forum.deadbydaylight.com/en/discussion/comment/1544486#Comment_1544486
unfortunately dead hard doesn't get me out, I've tried </3
the only thing that seems to work is the killer downing me and picking me up, but also, i think some killers know of the bug and will refuse to down me. they'll just let me get three crows and either let me stay like that the rest of the game or I'll just have to dc, if I feel like doing that.
anyway yeah its happened about 5 times in the past two days for me. i hope it gets fixed soon too! hopefully a bit quicker than that but i understand the devs are working from home so it could take a while :)
Face away from the hill and left a little, look straight up, walk forward moving slightly left and right and spam crouch... It's gotten me out 3 times.
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@MrDardon said:
Or maybe instead of destroying any kind of possible Perk Synergies we could instead balance those overperforming Perks? No? Okay.
I agree. If we're for balancing perks instead of giving them a point value (as OP suggested), then it couldn't just be improving the non meta we'd definitely need too nerf the most powerful too.
I personally think the point system is a good idea but they'd have to assign a max like 6 equipable if they were all monstrous shrine level of useless.
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I think it's a very interesting idea.
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@Pipefish said:
I hate to say this but get good! The skill check on DS is balanced and doesn't need any changes. If there was no skill check the survivor could get hit with the killer and have zero risk of getting hooked so no. Especially if paired with unbreakable!
This is the one change I would make (and I'm a killer main). They should just remove the skill check. The players that try to abuse it by jumping right on a gen or in a locker have no trouble with getting the skill check 100 percent. The newer players that aren't great at chases and are prime for tunnelling will miss it 90%. Plus it would force use of it and keep it from being saved for endgame unhook pickup (which I thought DS was disabled after missing skill check as well, but the last couple times I missed the skill check, the next unhook it appears to active again)
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@Waffleyumboy said:
Why healing, doing totems, or making noise? Of course survivors might accidentally fast vault 3 times while being chased and then get tunneled. Getting healed right before getting tunneled is also very possible and survivors shouldn't be able to be tunneled just because they wanted an extra layer of protection against tunneling in the form of a health state. Doing totems is a secondary objective, it doesn't make much of a difference if they are allowed to have protection while doing it. DS should allow for as few tunneling scenarios as possible, so I believe it should only deactivate if the survivor gets on a gen or goes for an unhook. No other weird gimmicks, just straight up "if you're doing these things you better not be getting tunneled because this perk's going bye-bye".
Wow 😳. Survivors just want the matches spoon fed to them.
While doing this rework they should rework NOED to instantly sacrifice all who worked on the final gen😃... Or change blood warden to speed up the end game collapse dramatically every time someone t bags at the exit... Just for anti toxic trolling.
See how strange it sounds when we ask for killer perks buffs on the same level of these ridiculous DS suggestions...
Devs, can we just put in a mode where a giant potato rolls around them map while survivors work on gens? Just make sure the potato still gets stunned by flashlights, lockers and pallets. You know, so it won't be boring for survivors.
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@PigMainClaudette said:
Um. No we don't. Lower ranks are definitely more of a problem with tunnelling, and camping.
Here are my 3 main builds that I run on Xbox for killer, with zero camping or tunnelling:
Pig - Ruin, Surveillance, BBq, Nurse's. Dash add-ons preferred.
Doctor - Ruin, Surveillance, Distressing, Whispers. Calm and Order add-ons.
Legion - M&A, BBq, Ruin, Hex Thrill.
As for the tunnelling and NoED, I hate them and try to discourage them where possible, but there are numerous threads on here encouraging that very same behaviour to all killers.
I'm console as well. I've actually added NOED to my meta since cross play because I'm getting more toxic SWF teams in an afternoon than I would face in 3 days on PS4 only. If the team isn't teabagging, flashlight spamming, carrying BT, DS, on all 4. Excessive head on etc... Than I'll slug them and drop them at the exit gates.
It lets me prepare in case it's a toxic-super team. But if they just outclassed me, I'll let whoever is alive when NOED activates escape... That helps with the dirty feeling of running it lol... But those toxics make it worth it to snowball 2 kills and listen to the NOED hate roll in my message box (when they ran every second chance perk available 🤨).
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1540042#Comment_1540042
that is true. But it takes 32seconds from one person, while healing from someone else gets 16 seconds for 2 players. So you think 2 people doing nothing for 16 seconds is better than one player healing himself for 32 seconds and the other doing a gen instead?
I would think 2x16 seconds is the same as 32 seconds alone, but maybe math is different on consoles. And again, not included the time to find a teammate.
^^EXACTLY^^
Very simple math. The only downside is it does take up a valuable perk slot, but sometimes it becomes necessary for solos.
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@bullitsxd said:
I just want to know why every single console player I've run in to has been using self-care. Is the meta that different on console?
First off... There's not nearly as many SWF groups on console. It is slow but nearly every killer runs Sloppy Butcher, so if you're solo without communication it's necessary against killers like Oni. I don't run it but some matches I wish I did.
But if you're trashing PS4 for self care, I've run into so many PC sweaty SWF groups NOED is back in my meta just so I can snowball two kills at the end... But I love the salty messages about it when they're ALL running DS, BT at least 2 running Adrenaline, one with either Head on or breakout... You're probably seeing far fewer T bags on console too😃
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From the info... Candyman. I think pinhead would be a blast if done right...
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1523374#Comment_1523374
Halloween 1 was a masterpiece of horror. The remake recently was amazing as well. Every F13 movie was the same. All of them have the same plot, and the first F13 wasn't that good either. Just my opinion though.
I'm not asking about writing or screenplay... Myers is not a less boring killer than Jason. I do agree about the film though.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1523334#Comment_1523334
I don't get why people want Jason in the game so much. He is pretty bland and boring.
Do you have the same to say of Myers?
While Myers is classic, Jason was similar but would have far more options for him as far as skins powers etc...
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I play on PS4 in case anything differs on your platform.
I look in the lobby and see if their gamertags have a theme (such as a name then (-) then numbers, all have xx or DD etc), I've found most toxic teams run thematic names. If so which ever killer I'm using I immediately equip NOED.
If you happen to be Myers, hurry and equip these add-ons: scratched mirror and boyfriend's memo and an ebony Mori if you feel particularly evil lol.
This gives you the ability to see their aura's when you hold the stalk button. It keeps you in evil within 1 so you have no terror radius and the bfs memo allows you to lunge attack (somewhat) . I've yet to have a toxic team have more than 1 survivor escape (usually through the hatch), but I've had an entire red rank gen rush group quit as soon as I Mori their looper after hooking him in about 25 seconds. (It feels GREAT after they click flashlights and t bag to hook them so quick lol)
If they end up not being toxic, I usually hook them once then just use the build to jump-scare them til the end and let them go.
This is the only build I have found to counter the really toxic teams.
Using deathslinger with NOED and blood warden will usually get me 1 kill against them.