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livecola78

livecola78

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livecola78
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  • Actually, it is not fast to break a pallet with Hillbilly unless the pallet is dropped close to the time you are done charging your chainsaw. There is a ~1.0sec fatigue duration after you break the pallet. Even with his best cooldown reduction add-ons in play, from charging to breaking a pallet, you would be faster with Brutal Strength. I would absolutely love to see some simple tweaks to Hillbilly, he's almost perfect imo.

  • Playing nurse for a few games taught me she is easily manageable. I played her base-kit only, no addons with perks like Agitation/Iron Grasp/Deerstalker, and Pop. But she has restrictions on her power that make it very punishing to miss (locked vision and stun), not to mention LoS issues. Good plays I swear I just got lucky sometimes. Shes fine imo, though I hear her add-ons and some perks are tough?

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2885576#Comment_2885576

    BHVR should honestly stop balancing around the need for having a perk or add on to counter something.

    I'd be totally down for no add-ons but a strong base kit. Or, the only add-ons that exist completely change your power.

  • I think Nurse is fine. Her power comes with significant restrictions like locked vision and fatigue, plus timing it correctly. I think shes a bit too strong with some add-ons and perks like agitation/starstruck. I do think her triple blink is necessary at higher level against good survivors though.

  • @TheGannMan The Spirit nerf was interesting. It's hard not to imagine that the DCB add-on was not considered to be utilized in order to be viable at a higher level. Especially considering iron will cancelling stridor out. I'd like to think that was thought of tbh. I wonder if that's the thinking behind add-ons in general: do they want killers who want to play comp to use add-ons to do so? I also think of Nurse, and without her good add-ons and ofc startstruck/agitation shes actually pretty dang balanced and manageable. I really enjoy playing Nurse base kit. Survivors also have good time!

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862910#Comment_2862910

    The Locker Man

    The Runner

    The Survivalist

    The Botanist

    The Graffitist

    The Obsession (I dunno)

    The Gambler

    The Soldier

    The Gamer

    The Fighter

    The Dreamwalker

    The Detective

    The Songbird

    The Teacher

    The Forgotten

    The Celebrity

    The Lone Wolf

    [REDACTED]

    [REDACTED]

    The Racer

    The Documentarian

    Cheyrl (I dunno what to give her)

    The Visionary

    The Investigator

    The Musician

    The Jill

    The Rookie

    The Sorceress

    The Mathematician

    The Psychic

    I like the list ๐Ÿ˜‚

    Did it take you awhile to make? I'm only curious.

    My favorite is... "The Jill" ๐Ÿคฃ

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862622#Comment_2862622

    I'm competitive. I like to win. It's why I like the Souls series so much. I feel like the time I put into learning the game and getting good is rewarded appropriately. It's far from easy but it is rewarding.

    In DBD, it doesn't matter how skillful I am. If I get a bad map, I lose. If I get a good map but bad RNG, I lose. If Survivors bring certain perks, I lose. If the Killer plays a specific character, I lose. If the Killer brings certain perks, I lose. Because I play a certain Killer on Console, I lose.

    There are so many things completely outside of my control that it makes it so incredibly frustrating to even attempt to play. The game wants you to be competitive, hence MMR but it refuses to actually become competitive in its balance. This creates an incredibly anti-fun environment and clearly others think so too, considering the SteamCharts.

    This game has always had so much potential. But by now, I'm well and truly convinced it will never reach it barring a drastic change.

    Your post resonates very well with me. It's frustrating and sad to admit these things. Yes I know it's just a video game, but winning/losing is winning/losing no matter the game or competition. I just made a post about this same thing if you're interested.

  • Just in-case anyone is wondering, & I know hours don't mean skill, but I am used to getting Survivors with several thousand hours no matte my role.

  • I appreciate everyone's comments. I think I see where both camps reside. One on side, you'd rather the grind be reduced for those that are new or play casually so that they can participate with those that are veterans so that they can participate with eachother without feeling left out. On the opposite side, it took a lot of time to earn the things you have and it would feel kind of lame if others could earn what you have at a much faster rate.

  • I hear hes pretty good with the new Dead Mans Switch + Scourge Hook: Pain Ressonance + something to increase terror radius I believe? On smaller maps that could be very fun for the Doctor, and tough for his "patients" ๐Ÿ˜

  • @danielmaster87 said:

    One of my favorite strategies is to use my crouch/dash attack mid-chase as Pig. It's a lesser known part of her gameplay that some people know the counterplay to, and some don't. It's basically impossible to play her in that way if the survivors drop the pallet early.

    I don't think I see Pigs doing that often, I'll have to try that out next time im playing Pig. Did this used to be stronger, I hear Pig has been nerfed quite a bit & wonder if that part of her was better?

  • I will say it is satisfying & funny as a Killer when you totally outplay a survivor in a chase and they DC ๐Ÿ˜‚

    Ofc I feel some pain for the other survivors, especially if its early on.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855433#Comment_2855433

    I said outside of using their power. Huntress is a perfect example. When she runs out of hatchet's she can't do anything. Because she has to reload to get her power, she gives survivors plenty of time recuperate. You're at the mercy of the reload/cooldown these killer's powers have when playing them. It gives survivors an unneeded advantage over you.

    I think I understood you correctly ๐Ÿ™‚

    If Blight consistently recharges his power with that add-on that replenishes them (alchemists ring I believe), I think his base movement speed could be looked at being reduced because the trade off might still be worth it.

    If I were a Huntress I would try to manage my available hatchets well and try to make them count to reduce the chance of a standard chase @ 110% movement speed.. Of course her add-ons for increasing hatchet count are available if running out of hatchets becomes a main problem.

    I can see the dev's reason for implementing these mechanics--cooldowns/reloads/misses/stuns. It's to give survivors a chance to survive. With that being said, I think it's important to tune them correctly so the advantage isn't unreasonable.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855394#Comment_2855394

    https://us.v-cdn.net/6030815/uploads/XDEVRY4B54BZ/image.png

    Made an MS paint diagram. Red arrow shows where Blight is FACING. Purple arrow shows the direction Blight is MOVING. The first uses third-party software and is bannable. The latter two are intended mechanics created by BHVR. The latter two (where the text is in green) are the only intended ways to "do" a 180 worth of turning. Even if the second is technically only a 90 flick, it's a 180 in the sense of the direction he was moving, so that's why it's included. The second is pre-turning, the third is double flick with M1 to reset turn amount (to go to next frame to flick again, since 90 max in one frame). Up to 90 flick can be just done with a regular flick without the need for any of this. Hope that helps!

    Thank you for your explanation & picture (made it very easy to understand), i left you an upvote if those mean anything ๐Ÿ‘Œ

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855394#Comment_2855394

    https://us.v-cdn.net/6030815/uploads/XDEVRY4B54BZ/image.png

    Made an MS paint diagram. Red arrow shows where Blight is FACING. Purple arrow shows the direction Blight is MOVING. The first uses third-party software and is bannable. The latter two are intended mechanics created by BHVR. The latter two (where the text is in green) are the only intended ways to "do" a 180 worth of turning. Even if the second is technically only a 90 flick, it's a 180 in the sense of the direction he was moving, so that's why it's included. The second is pre-turning, the third is double flick with M1 to reset turn amount (to go to next frame to flick again, since 90 max in one frame). Up to 90 flick can be just done with a regular flick without the need for any of this. Hope that helps!

    Thank you so much for the explanation & picture (that made it very easy to understand.), i left you an upvote if those mean anything on here ๐Ÿ‘Œ

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855369#Comment_2855369

    So outside of his power, he'd just be a garbage killer? Because that's 110% killers in a nutshell.

    Huntress is 110% and I don't think she is garbage. The power should be balanced around a killer's movement speed depending on the strength of the power. Of course 110% isnt as fast as 115% and is noticeable in a chase without a killers power in play.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855342#Comment_2855342

    Killer add-ons shouldn't have any downsides. That defeats the purpose of them being "add-ons".

    I hear you. I wish "add-ons" didnt have any downsides either, but that is not up to us. That is up to the developers. I believe if the devs design add-ons with downsides it means it is too good without any drawbacks.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855379#Comment_2855379

    Iโ€™m not going to explain how to do it, but the point is the program lets you break past the intended turn rate in a single frame (90ยฐ). The only intentional way to go past 90ยฐ is to either pre-turn facing somewhere before you flick, or to flick, M1 to reset turn amount, and flick again during the swing (double flicking). You can tell if someone is lag flicking because they will break that turn cap mid-Rush without doing either of those. For instance, turning over 90 just mid-rush without slamming or sliding off anything. If you look it up on YouTube, youโ€™ll see what I mean.

    That sounds insane, I'll definitely pay attention to this now. It seems like not a big deal but it could be very hard to dodge him in some situations.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855371#Comment_2855371

    I think he is still too overpowered even if they fixed the exploits. He has no penalty to using his power, and they regain almost instantly. That is not fair to verse.

    I understand this argument, the add-ons that reduce his cool down is what seems to be complained about significantly. Maybe his base-kit cool down could be slightly modified as well? What is the cool down after he runs out/cancels his rush w/out add-ons? I believe it might be 1sec per token. Correct me if im wrong, please. Like I said, I dont main Blight and have played him a handful of times!

  • @konchok said:

    Blight add-ons and his mechanics are good. But Blight is undoubtedly over-tuned overall. Therefore I propose reducing Blights move speed to 4.4 m/s. This makes it so that Blight has some counterplay in his kit, which right now he does not.

    I like this proposition. It seems fair based on my comment earlier in this post regarding his add-ons & base kit.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855371#Comment_2855371

    Lag flick is a third party cheat that will and has gotten people banned, fyi

    I don't know about that one, could you explain it? If you can't I'll look it up so if I play against a Blight doing this I will report them.

  • @konchok said:

    Blight add-ons and his mechanics are good. But Blight is undoubtedly over-tuned overall. Therefore I propose reducing Blights move speed to 4.4 m/s. This makes it so that Blight has some counterplay in his kit, which right now he does not.

    This is a good proposition based on my recent comment regarding his add-ons.

  • @Sluzzy said:

    He is definitely not fine. He is high mobility with 5 chances to hit you, with virtually no cooldown after his power has ended. A Blight has no counterplay due to his exploits.

    Add in the killer meta and the survivors usually don't have a chance. Worst balance there is.

    I did forget about the exploits. I saw them recently, they seem very strong indeed. Playing without the exploits definitely makes him more fair.

  • Opinion: I feel I have inconsistent success with some add-ons for the Hillbilly because the drawbacks make his power more situational. It stops them from making Hillbilly S/A tier I feel. I don't mind the add-on that applies a -5% base movement speed for 25% increased charge time if I am on a indoor map for example. But if I don't get an indoor map, I feel this in a bad way. Just thinking if there was no negative side effect to this add-on is dreamy! I feel the Blight's add-ons are very good in the sense that they offer a significant bonus with little restriction towards his power. There is basically no threat of making his power inconsistent or more situational while he gains significant improvement from his add-ons. I do believe Blight's base kit fine, he is a lot of fun and more importantly effective for the goals of the game. His base kit is better than Hillbilly's I believe. Based on the changes to Hillbilly, any buff to Blight's power should modify his power in some area(s) because of this. Maybe this is the issue people have with him? I understand that Hillbilly has an instant down ability, and Blight does not. However, I account for this in my argument already because Blight can start and end chases very efficiently. While survivor competence is a factor, I believe Hillbilly's power is more manageable & counter-able than Blight's personally. As much as I enjoy Hillbilly, I understand this from my personal experience. I rate Blight with no add-ons A tier by default in my opinion. The on-demand double movement speed power is very powerful and hard to maneuver around. I use my main (Hillbilly) as an example because Blight uses a similar property in his power btw.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847774#Comment_2847774

    Yeah. Attrition killers are ones with a lot of mobility, but a lack of sustained pressure on one person (they instead focus on damaging a lot of people) - generally getting one hit easily and struggling for the second. Wraith, Legion and Hag are the easiest examples. They struggle the most against CoH. On them, I find that I have to slug a bit in order to try for a snowball, because CoH allows them all to heal up so easily. Infectious is a great slugging tool on killers like Oni, Myers and Plague - slug one, chase the second and you've taken 2-3 people off gens. If you down person two, head back, pick up the first - and sometimes you'll find a third to chase healing them.

    I understand what you mean by "attrition based killres" now., thanks.

    I've been trying out slugging since I normally run Infectious Fright on Hillbilly anyways (initially for flashlight/sabbo squads & quickly realized its +value vs lightborn), and it does take some sense of whether or not its the right time to do so. & wow, im glad I have been implementing slugging as a technique. It can make a significant difference. I like how it basically requires 3 survivors time, reducing their spread & effectively slowing down their game. I've gotten some huge momentum swings when the game wasn't going my way at all, especially on unfavorable maps. I notice its a high risk but high rewards. Seldom I've lost more pressure than I would have had I just hooked them, since I feel confident on being efficient as a killer, knowing what trades (if that makes sense) to take, ignore, or back out of--with the goal of winning obviously but at worst breaking even.

    Also, I have been critisized for the technique however, but I do not see it as a reason to get upset.

    P.s. Thank you for your time, tips, and kindess. It is really appreciated ๐Ÿ˜Ž. I got back to others but I am not sure if it is normal to just drop a message and then abandon the conversation regardless of being replied to on this forum.

  • ๐Ÿ˜‚ Sometimes I forget I am 1 against many.

    Oni is another killer I am inexperienced but can sense good potential. I feel like he could be very hard to deal with.

    Genuinely just play it as it comes and expect to be beaten.

    I like this. Let the game tell you what to do, and expect the worst so you're prepared if I understand you correctly. Thanks for sharing

  • @burt0r said:

    Sorry i didn't read any of the essays here.

    My personal take?

    Try to play for hooks and forget kills as main goal.

    I personally try to hook all 4 survivor and then try to go for a second full round of hooks. Then i decide depending on the progress of the trial.

    Still multiple gens needed to be done?

    - Start hitting downing and hooking on after the other slowly.

    All gens done independent of the amount of hooks?

    - Take the gate opening points for myself and then either softly try to get more hooks or search for remaining breakable walls and/or dropped pallets for points.

    Killer?

    - Whatever i feel like/have a daily/tome challenge.

    Perks?

    - Bbq for points, the rest depending on what i have (no ruin/noed). My personal build on my main oni, bbq, brutal strength (i normally brake all pallets directly), iron maiden and bamboozle. Useless but convenient with faster animations.

    I intentionally avoid all camping/tunneling (going to the other side of the map, keeping my distance from a hooked surbivor and ignoring freshly unhooked survivor running into my face) and slug only survivor that are on death hook and run stupidly right into my face and then try to keep it at only one at a time.

    This overall playstyle is aimed at a relaxed gameplay to not stress oneself and focusing on BP.

    Sometimes its nice to just relax and play for the hooks & bp. Sometimes I find myself switching to this mode as well. Thank you for sharing

  • @Dwight_Fairfield said:

    I main Mikey. Often I find the three gen strat works, particularly on big maps. If you're not playing a mobile killer and you get the big maps like Cowhsed, Red Forest, Ormond etc its just not feasible to patrol the entire map and try and pressure all the gens.

    So I pick a section of the map to defend. Its wins me most of my games.

    thats honestly great advice. I can see Myers being a big threat protecting 3 generators while reserving 3rd stage of your stalk power. That makes sense to do on those big maps as well. Tyvm

  • @Okonar_ said:

    Ok heres my two cents. I personally like to play going for lots of chases and try to avoid tunneling and camping, but not every game you can get away with playing that nice. So here comes so general tips as killer and then some advice for billy.

    Getting a good start: Survivors often spawn in gens a bit further from you, when you go in direction of a gen try looking aroud all the area so you don't miss a survivor trying to move/hide, pay attention to scratch marks and don't need to get too close to the gen as long as you listen to its progress. If you're using corrupt intervention, don't stick too long near the gens that are protected, you will probably find survivors by just coming back to the gens that were near you.

    • When to tunnel(optional, can make you win the game tho):
    • 1 - If you get a down at 5 gens, and some1 farms the guy, you can tunnel if you want to get a early DS out or get amazing pressure right off the bat, its up to you tho.
    • 2 - If you made some mistakes and lost lots of gens, you might have to try a risky tunnel to get some1 out of the game fast, but if you get DS'ed or take too long to get the down, you might lose the game, its a gamble you have to keep in mind.
    • 3 - If you have a mori and some1 is in death hook, since you don't need to pick up, you can just tunnel and mori.

    When to camp(optional, can make you win the game tho):

    • 1 - When you get 2 or more people in hooks close to each other or basement, or any scenario that can give you massive pressure.
    • 2 - When you're not getting any chase/survivors are late for rescue > and the guy on hook is almost hitting second/third stage, you can try to stay around and secure it, that gives you pressure.
    • 3 - If you get some1 in the basement as trapper, you can trap all entrances/window.
    • 4 - If you get a hook in endgame and you want to try to secure a kill at least.

    When to slug:

    • When someone has DS or survivors are being extremely altruistic and sticking grouped for too long, especially if you are an instadown killer and/or have infectious fright. Slug can give you massive pressure if you can get away with it, be careful with 3-4 men slugs tho cause someone will probably have unbreakable and can turn the game. Gotta use your game sense to know when its worth trying to slug or not.

    Billy:

    • 1 - Billy is mostly fun when you're attempting curves, the first thing to do is to go to settings and set your "controller sensitivity" to 100%(even on PC, yes), because for some reason that changes how much you can do the initial curve turn with billy.
    • 2 - If you wanna go for curves, you might need at least 1 engraving, otherwise its too easy for the survivor to react and dodge. A good place to start is a green engraving + the overheat addon.
    • 3 - I don't recommend tuned carburattor because will make billy 110% mov speed instead of 115%.
    • 4 - Watch GTVEL on twitch, hes a billy main and can give you rly good advices and you can learn a lot of billys potential by watching him or good billy mains. And you can learn which playstyle billy can get away with.

    Your build:

    Billy can usually get away with one or no gen slowdowns perks at all, because of his mobility + instadown he can get loads of pressure. But since you're having trouble, I would recommend trade Tinkerer for Pop Goes the Weasel, or shadowborn if you want. Pop synergizes well with barbecue and billy mobility, and rewards you for the downs you get. Other rly good perk for billy/bubba/myers is bamboozle, you can force pallets to be dropped or get a down rly quick if you use bamboozle well, don't be too predictable tho because the survivors will adapt once they know you have bamboozle.

    Well, hope this helps a bit :D Keep practicing and most important, have fun in the process ๐Ÿ˜‹

    I definitely need to practice slugging technique more. It sounds like it could change the game sometimes.

    I appreciate the Hillbilly tips and had no idea about the controller sensitivity affecting curving regardless if not using a controller! Haven't messed with engravings because of the increased charge time but that makes sense to reduce the reaction time of the survivor--Ill have to try it out.

    I agree with the build ideas. I didnt realize the PGTW/BBQ synergy actually, that sounds good. I just recently unlocked Bamboozle so Ill give it a try with that in mind. Ill check GTVEL sometime too.

    Sometimes the frustration makes you forget what its all about, fun! Always good to be reminded that's the goal so ty


  • @lauraa said:

    On your average day I prefer killers like Legion, Spirit and Nemesis and just play mindlessly. I take a build like Lethal Pursuer, BBQ, Agitation Starstruck or Lethal Pursuer, BBQ, No Way Out, NOED. With the new Onryo Scourge Hook, I am looking at seeing if I can incorporate that into this strategy.

    When I'm having a tough night is when I bring out Demogorgon. I normally prefer to zone out and chase, but when I bust out Demo I focus more on the "big picture" and become way more territorial. I lean heavily into his portals for objective and map control. I will 100% always run leprose lichen on Demo, but my average build for him is Corrupt, Ruin, Agitation and STBFL. I feel like this gives me maximum flexibility to either play "fair" or be a jerk. Everybody hates Basement Bubba and Basement Hag, but Basement Demo is a different kind of nasty. He is the only killer in the game who can "camp" basement while simultaneously protecting Ruin and being able to harass generators. When I go to a map like Haddonfield, my immediate priority is portaling Ruin and portaling Basement. I will abuse that basement to its fullest.

    What can I say, I love watching what the survivors are doing in real time and updating my strategies in real time. Leprose Lichen is like a personal Discord chat with the Entity lol.

    Before Circle of Healing, one of my favorite play styles actually was Hit and Run. I had a spicy Wraith build for this, which was his The Beast-Soot which gives him Terror Radius even while cloaked, combined with his Purple movespeed with the perks Coulrophobia, Nurses, Sloppy and Distressing. 90% of the time I took a Midwich offering too lol. This build was nasty because for the most part every action the survivors took was acceptable for me. Typically survivors would run FAR away from my Terror Radius to heal. Normally that'd be annoying, but it's very predictable and when you have an optimal gen setup, it becomes way more annoying for the survivors, especially in 3 gen scenarios. If they choose not to run away and heal, then Nurses would punish them. Worst case scenario, the survivors would never heal. Great survivors actually would do just this, which kinda made me like Legion? But my original idea behind this build was to encourage survivors to give up healing in the first place, because pre-nerf Wraith was actually not a killer to joke around with if you're injured. Sadly Circle of Healing has ruined this :/

    If I can give you any advice OP, you might want to look at Fearmonger as a potential way to help deal with Dead Hard. I started using Fearmonger+Tinkerer on Plague and Nurse and I was very happy with how it works out. With Circle of Healing being so common, and Plague receiving some add on changes(Hello, Prayer Tablet!) I mained her for a while and I feel like she thrived in this current environment. Prayer Tablet forces survivors to break themselves on generators, and when they reach 70% I walk sideways and give them a nice little scare.

    I like that perk combination for a relaxing game. I feel like you wouldn't be spending so much energy looking for the survivors which sounds nice. + You can punish with agitation/starstruck without having to apply much effort for your earned down.

    Legion is very fast paced like Hillbilly, I like his style. Spirit I havent played yet. Nemesis does pretty good with the tentacle and does better than Hillbilly when dealing with pallets the zombies can be very effective sometimes--my favorite addons for him are the zombie ones.

    I actually really enjoyed Demogorgon. I must admit I have not tried that addon. For awhile I played without addons in mind to get a good feel of the killer before modifying their kit. After looking at it, that addon seems very unique and powerful in terms of gathering intel. He is very fun. Those shreds you can land as your chasing someone around shack, and at the very moment they almost make it through the window you get them is very satisfying. I'm gonna have to give him another go with your tips, it sounds like a lot of fun. I do have STBFL but I did not think to run it ever. What do you suggest for portal placement/timings btw? I usually find myself 50/50 using them or not using them.

    That Wraith build and play style sounds like youre the reason they introduced CoH! Joking aside, that sounds very effective. I don't know what wraith was like pre-nerf. That sounds agonizing to deal with.,

    I will keep Fearmonger in mind, it sounds interesting. Plague is also a very good staller with them always being sick while trying to avoid you. Ill have to look into that addon as well.

    Thanks!

  • @[Deleted User] said:

    My most played killers are Nurse, Spirit, Hag, Plague, and Trickster.

    My builds are fairly common across all of them. I view Corrupt Intervention as mandatory for high level play and I generally only play half the map or a 5 gen. My Hag build is Corrupt/Agitation/PGTW/Forced Penance. Everyone else is Corrupt/PGTW/BBQ/and a flex perk.

    My playstyle involves keeping half the map under control and never crossing the halfway point until it's a 3v1 or 2v1. Corrupt Intervention makes this possible regardless of how my early game goes. If you try to play the whole map on maps of this size, survivors win if they actually work on generators. Most survivors are afraid of gens though.

    I like your strategy. I can't speak well of Spirit or Nurse, as I don't have enough experience but I can sense their potential. Plaguge, Hag, and Trickster are very fun. I think I understand the value of Corrupt Intervention. That sounds conveinent to limit the map in the beginning and could really help with early game threat. I used to think it was to help you just find survivors so thank you for this tip. I could see PGTW getting better value in the confined space as well assometimes it does not work so well when the area is bigger and becomes an incontinence when you're in an area with no generators left/started. Ill have to try corrupt on Hillbilly again and test this out. Thank you


    Edit: Forced Penance seems like a good response to altruism. WIll have to unlock it and test it out.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/313988/your-favorite-strategies-as-killer

    A few general tips that work on most/all killers:

    • Use perks that enhance the strengths of your killer, don't try to shore up weaknesses. Use aura reading+instadown on Nurse, for example, or Discordance on Nemesis.
    • At the start of the game, immediately head for gen closest to the gate furthest away from you while keeping your eyes open. 9/10 times, someone spawned there and you'll get an early chase, often on multiple people.
    • Against CoH, you may need to engage in a bit of proxy camping to focus the game into a different area of the map. On M1/attrition killers, run instadown perks, Plaything etc. It's a dumb, overpowered perk.
    • However, booners are creatures of habit. They'll almost always try to relight the same totem. Use this against them.
    • Some maps have stupid, broken boon spots (RPD library, Eyrie second floor etc.) where they can cover half the map and be a huge time-sink to snuff. Anticipate boons in these places and snuff them whenever you pass by...that's about the best you can do.
    • Attrition based killers struggle against COH - you'll probably have to slug a bit.

    I like these tips.

    • If I understand correctly, basically you are saying to not equip perks with the goal of trying and cover up weaknesses of the killer, but rather to equip perks that enhance your killers kit. If thats the case, I agree with you. I read on here some like to use Spirit Fury/Enduring on Hillbilly but unless it's "The Game" realm I find it largely not as effective for my play style at least. I might try Discordance though, that seems to fit my method.
    • I have noticed this myself, with the exception of the exit gate as a marker. It sounds like it is good advice. Sometimes survivors spawn very close and the action starts immediately, but this is rare unfortunately.
    • I like this tip. It is smart to bring the pressure away from the totem to put pressure via the hooked survivor by forcing them to my area, away from the totem if I am understanding you.
    • Haha I have noticed this! Ill try to remember to try and take advantage of popular totem lit or snuffed.
    • It can be very strong and difficult to deal with boons on those maps for sure. Sometimes when I hear the faint sound on RPD I sigh slightly knowing I have to navigate around the corridors, to the stairs, and back to the area above/below to find it.
    • This advise I believe I am having trouble understanding, but maybe not. By attrition, do you mean slowly hurting like basic attack instead of instantly downing them? This would make sense to me but I might be wrong so please correct me if I'm wrong. Finally, I defenitely do not take advantage of slugging enough I feel. It would make sense though because I could slug, go chase with info from infectious fright, and that would force another survivor to go get the downed survivor. Hopefully I could down the other person I started chasing before the other get's healed up. I like this actually.. it seems like a good delay for the game by having 3 survivors busy. A slight delay most likely, but still better than the alternative of just hooking and looking for another survivor.
  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/313988/what-are-your-effective-strategies-as-killer

    "I'm just getting 0k-1k more often lately. I'm used to being shocked at a 2k as it wasn't good enough, but I'll gladly take that now . To be truthful, I love playing against good survivors. It's very engaging and difficult which I prefer. It makes for very busy game play. I can tell the difference between good and bad survivors so I don't really count the games anymore if they're easy."

    This yesterday and pretty much all days before that (have had the game since 2017) have been almost ONLY 4ks but today i have struggled REALLY hard to get even a 2k... and i just dont know whats going on

    i mean if they have CoH there isnt much you can do besides basically chasing one down and maybe snag a hit on someone else...

    no point in injuring all 4 since they are all full healed after 30 seconds

    Thats crazy it sounds both of our problems are similar. I think I saw a post of yours about Twins and gen pressure.