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Mringasa

Mringasa

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Mringasa
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  • Lol. Reminds me of when they first added her. People complained a bit, then everyone just marked a dot in the center of their monitor. Which is basically the same thing without using an add-on.

  • Escape rate in solo queue, only thing I play, is 35% all time. Seems about right. I'm overly altruistic and will go in for a save no matter the circumstances. Really enjoy getting someone else out of the trial, even if I end up dying on a hook.

    Solo queue is what you make of it. Try out different Perk selections. I find my builds to rarely even touch the Meta Perks. There's a couple I'll use in certain builds, but for the most part I pick a role and then build to support it. If you're having difficulty escaping, check your game play and builds. Frequently, especially for solo queue, you are better off the Meta. Perks like Aftercare, Bond, We'll Make It, Calm Spirit, and a few others can really help out as a solo. They aren't worthwhile for SWF, especially aura/info Perks since they get those for free with comms, but having that info can make it or break it at times.

  • Too many people have to "win". If they don't get their win, they are devastated. Lack of self-esteem and self-confidence are key here. People don't understand that losing is perfectly acceptable as long as you played your best. This type of attitude, where people are willing to do anything to win, I find thoroughly amusing. They come up with the most ridiculous excuses when they lose, or fail to meet their own interpretation of a win condition.

    I enjoy playing all the Killers I "main". Hag, Myers, and Pinhead. They aren't top tier, although the snowball capability of Hag or Myers is tremendous, but I don't have to be top tier either. I play for pure enjoyment. If you want to flashy flashy me, or teabag, or whatever, I personally don't care. I won't even tunnel you out or whatever toxic nastiness Killers do to the problem children. Trying out the Houndmaster right now, and starting to like her. She has some interesting gameplay. Not suited to top tier play, but I'm a middle ranker, maybe upper middle ranks, so B and C is perfectly fine for me.

    It's a generational thing. A lot of it comes from participation trophies, and the complete lack of any real competition in schools (in the US at least). Kids don't learn how to accept the fact that they lost. Everyone has to "win" something. If they don't, they throw a temper tantrum and that is quite visible on the Steam Forums, and here as well. When you get an award for finishing last, first place becomes meaningless.

  • @Munky said:

    No disrespect to anyone, but it is kinda fascinating to see some people post double/half the escape rate compared to others. As in 50-60 % vs 30-40%.

    From this I assume BHVR isn't lying about their own stats, that there are some people rly bringing down the average hard. Again, don't feel bad about this, I'm just analyzing the stats. I was sure for years that BHVR was lying about 40% being the average. I guess I was wrong.

    I truly wonder how much the lowest escape rate survivors play though, and if they don't play much… why should the game be balanced towards them? My train of thoughts here is that a majority of them are brand new players, playing only a few matches on a free account and then never return… Am I wrong to think this?

    I also understand that BHVR needs people to keep coming to the game, so at the same time they need to make the game attractive to play. A survivor that dies 3 matches in a row as a new player isnt very attractive.

    I also hope that people see it from my point of view. Cause there are plenty of people still, that have been playing since 2016, and they just want a better balanced game for both sides. To have fun on both sides… Currently I am having a miserable time on killer side. Even though I was a killer main from 2016 to 2024. In this regard I believe BHVR is actually pushing people towards playing survivor, cause they need more survivor players to even out the Queue times. I just hate this, cause I'm a solo player, obviously leaning more towards wanting to play killer… Yet I barely get myself the courage to play killer once in a while these days. I don't mind losing btw, I just hate having to Q for 15 mins and the game be over in 5 mins, because for some reason I keep going against very efficient SWF that spread on gens, plus prerun before I get anywhere near their gen (obviously voice comms as I see scratchmarks upto the horizon where I see them running). I often get matches with very few chases due to this.

    One of the reasons my escape rate is 32%'ish is because I will sacrifice myself to get someone else out of the gate. I have zero issues with hook swapping if it means one of my team mates will get out the gate. The only reason I won't do this is if I have a backlog Tome Challenge that requires me surviving.

    I think that accounts for a lot of peoples' lower escape rates. 60-65% Kill rate seems about right, for me at least in the mid ranks (I'm assuming) for MMR. I only say I'm mid-rank because I almost never see the sweat squads when I'm killing, and the majority of Survivors are competent. You get those outliers who are meme'ing with friends, or the ones who are showing off to their friends/stream, but those really are rare. They stick in the mind a lot more, but that's normal.

    I really think that you can't justify anything based on the DbD stats. There are a lot of people who play to meme around, there are the overly altruistic types like myself, and others who are just looking for a specific goal and then they'll die because they just don't care. Everyone wants the stats to mean something, but in the end, they're just a counter. 1 out of a couple hundred thousand active players across platforms. Even if you collected 10k peoples' stat records, it would be a drop in the bucket compared to the whole active playerbase.

  • @Mr_K said:

    Do we need a brighter less foliage swamp?

    No. We need a darker, danker Swamp.

    I LOVE the Swamp maps. They are a million times more atmospheric than just about any of the others. It is an absolute joy to play on for Survivor and Killer, imo at least. It actually feels like being in a murky, hot Swamp. The cattails, the rotting wood of the structures, all of it just blends together fantastically.

    Would hate to see this map get reworked into a bright map. Wish they hadn't done Coldwind so dirty and turned it into an afternoon walk in the park. They could've gone for dusk instead and made the map really awesome. Instead I feel like tossing on some tanning oil and lounging around rather than playing. Wouldn't have to be dark, just dusky and gloomy.

  • Actually would be nice imo. If they made it so you were down voting a single map. Then everyone's votes get put out there, and RNGesus lowers the chance of a specific map to be chosen. Then it would be pretty fair.

    I don't see this happening though. You can't even get people to Ready Up in the lobby, let alone vote for a map. Unless you could put in a vote ahead of time (######### you RPD) and it stays the same each time you hit the Play button.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954289#Comment_3954289

    On the plus side, given how miserable most solo queue survivor matches have been no one wants to play survivor so there’s always a 1.5x - 2.5x blood point bonus for survivors. It would absolutely not be worth the frustration otherwise.

    Honestly, I'm not having too bad of a time in solo queue. The only thing I'm seeing is a lot more gen regression Perks, and those sweaty builds that are just unfun to play against. As an example, Legion with Thanataphobia and Coulrophobia and that Broken status add-on he has. ffs. Legion is fine, Thana is fine, but Coulro too? Lol. Talk about piling up the frustration. You can still play against them, but they aren't very enjoyable.

    Overall though, I don't really mind it. I'm getting 150k-250k BP per match, worst I've done was 75k total because I got tunneled out at 4 gens. It's not as bad as people are making it out to be. Lot of kneejerking and mouth diarrhea going on right now. Only thing I actually despise is the new spawning mechanic, it needs to go away. Lethal Pursuer isn't needed anymore because all the Killer has to do is head straight to the furthest gen away from them, and they are guaranteed to run into 2-4 Survivors in a cluster.

  • The sweat is palpable from the Killers during this Anniversary. Went from about 7/8 out of 10 to a 10/10 in almost every match for me. Only way to get BP now is to crank gens and hope you can get a good chase or two, maybe an unhook before you open the gates or get dead.

    I always figured it's better to play a little lighter during the Anniversary. BP by the bucketful to be had with all these pies. Everyone walking out with 30k+ base game points is a helluva lot better than 5 minutes games, and 15-20k because of the dripping foreheads.

  • image.png image.png

    Haven't played much Killer, not at all since the Anniversary started, because of the godawful queue times. Just finished P1'ing all of my Survivors, and now working through my bloodwebs for Feng, Dwight, and Mikaela since those are the ones I use.

    Once those are done, time to P1 all my Killers in anticipation of the time the BP bonus for Survivors is no longer 150-250%. Back from a break, so lots of things to relearn. Mid-ranks is good for that though. Mostly chill, game focused Survivors who want to play rather than smurf squads and Jedi Warriors. Mostly.

    My escape rate for Survivor is a bit lower, 5% or so, from my All Time. Probably because I'm focused on doing some Tome Challenges (have like 10 tomes to complete right now) so I'm not bothered with surviving. Hook swapping, risky AF plays to get someone out the door, and flying in the face of NOED are perfectly acceptable.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952415#Comment_3952415

    Sorry, doesn't seem corret. If you can get a cake with automatic selection you will get it with manual selection, as long as they are the same bloodweb. Or they are not?

    They aren't from my experience. Been paying attention to my auto-spend more lately, and I'm getting about 5 or 6 cakes per 10 levels on average. Had a bad RNG string for a few matches. Manual spending, I get a cake every 4-5 levels, so 2-3 per 10. Occasionally I get 8 or 9 in 10 levels, sometimes only 3 or 4. Only downside is it does cost a bit more to auto-spend instead of optimizing your BP spent by doing it manual.

    Might just be coincidence, as I have only done about 150-200 levels since I really started paying attention, but it's pretty consistent across all the Survivors I've been running to P1.

  • Something to check out.

    When I auto-spend X levels in the Bloodweb (LOVE this new mechanic even though it isn't optimal BP spending. It is so damn convenient), I get Cakes at roughly 7 per 10 levels. Roughly.

    When I manually spend BP, trying to optimize my BP spent per level (working on my Survivors to P1 for Perks right now), I get about 1 cake every 4 levels, depending on RNG, I might get 2 cakes in 4-5 levels, but that happens rarely.

    So, if you want more cakes, auto-spend. It eats a bit more BP than if you manually do things, but it's damn near guaranteed each level. I had one run on a character where they got 9 out of 10 levels gained.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952240#Comment_3952240

    But it shouldn't be part of the game because it is, in fact, unfair to have one player be dramatically more powerful than another and then have that more powerful player abuse that fact to ensure one player can't participate in the game from the outset.

    It's also pretty mind-numbing when all a killer can manage to do is run back to the hook. If I can't win chases without abusing the need for two survivors to be in a known location with one of them injured, ensure the injured survivor can't get healed, and then chase the injured survivor so I only have to get one hit to finish the chase, all so I can shift the game into a 3v1 without winning chases against full-health survivors, then I need to get better at the game. I'm currently playing about 40:60 killer:survivor, and I genuinely feel ashamed if I find myself taking someone out too fast. I essentially always just slug someone if they were unlucky enough to be the first target, somehow became the second target, and then get downed again.

    It blows my mind that people see it as alright to just essentially tell someone they don't get to participate in the game we all chose to play together with everyone else just because one person thinks they aren't good enough to win if they don't do that. If that's the case, then the killer player is outside their skill range with their chosen killer. Anyway, I'm just tired of seeing people state that something is in the game, so it must be alright to do. Rant over :(

    Then why not try something new? Get in there and bodyblock for your team mate. Don't just watch from the sidelines. Don't expect them to use up their Endurance taking a hit for you, YOU take a hit for them.

    If you're that concerned with Tunneling, start bringing Borrowed Time. It adds a massive amount of extra for the unhooked. Bring a flashlight and stun them while they're picking up the Survivor. Bring a toolkit, or Sabotage, and take down the hooks. Stop being a sideline watcher recording the "tunneling" going on and be a good Samaritan. Bring Babysitter which is actually quite strong in preventing a tunnel. Stop bringing your 3 Meta Perks and an Exhaustion Perk. Care more for your team mates and less about your own ego.

    If you're getting Tunneled a lot, maybe it's you that's the problem? If you flashlight blind every pallet, or act like a toxic idiot, you're probably going to get tunneled out. People always want to focus on this like it happens in every single match, but I only ever see it 1 in 20? 5% is too much? Do you know just how that Survivor was playing? Maybe they actually deserve it for being stupid and trying to get the Killer's attention.

    There is no need to address a non-existent issue. Sometimes you get killed. Move on to the next match and play some more.

  • Nothing needs done. It's part of the game.

    Survivors have options. Tunneling was an issue back in the day, when there was no BT or Haste effect off the hook. Even then though, there were options to deal with it if you found it to be egregious.

    Borrowed Time, Babysitter, Decisive Strike, the current anti-tunnel effects on the unhooker, probably a number of other Perks as well. These all can be utilized by Survivors to assist their team. People just don't want to use them because they want to play "efficiently", and helping your team isn't efficient. Maybe be a bit less self-centered, and toss on a Perk to help people other than yourself.

    It's not a matter of a game mechanic being bad. It's just a matter of Survivors knuckling up and actually helping each other rather than trying to stroke their own egos while whining about how things are "unfair".

  • His Oblivious effect is too long. That's the only thing I think is tuned too high for him.

    Everything else can be negated if you're paying attention. His kit is actually pretty weak. Those axes are easily avoided, the Killer Instinct AoE is a bit annoying, but not unavoidable. His Oblivious though… no downsides and it's long. He's just an M1 Killer with a couple additions that don't really help much, imo at least. I do play around the middle ranks, so no idea how he is at high ranks.

    Dislike comparing to other Killers, but everyone else either has a significant downside, cooldowns, slowdowns, or something to keep it balanced. That or it's a low duration effect. 5-6 second or so. There are add-ons to buff this, but they don't make it overbearing. Springtrap though… he can TP, and then walk across the map and still have the effect. Just seems like way too much.

    His doors were annoying on release, but the bugs have been fixed with them, so they aren't bad. I do wish they'd be further away from gens, or possibly have them be facing at least one side of a gen. You can see the door number flashing when he is using it, so that would be a nice visible cue if you could always see it or something.

    I get tired of the constant screaming "in my face" though. At this point, it's just annoying. I found the whole cut scene for it to be stupid, frankly, and while i know jumpscares are a part of the franchise… really? It seems… silly. Maybe not the right word, but eh. I do like that mechanic though, it's just… poorly implemented.

  • Be careful how easy you go against Survivors. There are a lot out there that want an actual challenge, not just a chase simulator. I solo queue as a Survivor, prefer Killer but queue times are frequently off so I go for the BP bonus, and I want a nice challenge in my matches rather than a little challenge and a door prize. My win condition as a Survivor is helping my team. Whether that's gens, healing, unhooking, taking a chase, etc etc. Anything that helps them, and if I do enough of it, is a win for me. Escaping is secondary, and I will almost always trade hooks in the end game to get someone else out. If they have helped the team, and not been an idiot playing Jedi Warrior with the Killer.

    You can usually tell who is new, and who is experienced, but trying to go easy on the newer ones is setting them up for bad experiences later when they go against Killers who are looking to dominate. I generally chase them longer than the more experienced ones, letting them get away once during a chase before downing, but still, get that down and hook. They have to see both sides of the game. The good and bad.

    I'm not a very good Killer, middle ranks I'd imagine, but I do play that side to have fun as well. Giving the survivors a good game, challenging but fair, tends to go over pretty well. I run anywhere from a 0k with 2 or 3 hooks up to 3k+hatch/4k (if they irritated me). You don't have to purposefully play "nice". You just need to be fair and consistent and consider what you personally enjoy about the other side's game play.

  • I don't think anyone should be forced to play in any way, shape, or form. I would truthfully rather see DC penalties removed, and then people can DC and leave a bot in the match. They aren't great, but they are at least a cold body to attempt to assist the team. And frankly, from the few occasions I've played with them in a public match, they are actually better than the ones they replaced.

    Most of my complaints with the "go next"ers is that they leave it as a 3v1 instead of a 4v1, usually before the first gen is popped. That puts the Survivors in a deep hole right from the start, and a lot of Killers get upset about it as well and go "hardcore" just to get the match over with. By letting these idiots DC instead, bots get put in place, and you can continue the match reasonably normally. That removes the major issue with people leaving a match early for whatever narcissistic reason they have come up with for themselves.

    The real problem is of course the mentality behind it all. Bunch of immature whiners who want things to go their way every time. Haven't had a reality check ever in life, and have been handed things on a silver platter rather than earning them. You absolutely cannot fix this in a video game. They will always be there in one form or another. By providing them an easy way out, you remove any potential blowback that will hurt the other gamers even more (sandbagging and all that), and they can get on with whatever idiocies they have brewing in their mind. If you force them to play, they will just cause even more of an issue and harm the game even more.

    I truly do not see any advantage at all with having system in place to stop this. It in fact, makes it worse. In real life, I would refuse to reward this behavior, but in a video game… let them have their "win" and let a bot take their place. That way there are 4 "players" who want to play the game, rather than 3 and some idiot who is going to make the match a living nightmare for the rest, including the Killer.

  • Perks that people sleep on, especially for newer players:

    Fixated - When you're new, understanding the mechanics of scratch marks, and when to run or walk, can be a bit confusing. This perk shows you all your scratch marks, so you can see, and understand, how Killers can find you so easily. Especially people who jump in lockers, or crouch behind a wall, thinking they weren't seen, so they can't be found.

    Lightweight - I use this frequently in my builds. It helps to evade Killers, and once you know how the scratch mark mechanic works, you can use it to throw them off completely when your scratch marks fade out, even though you're standing right around the corner.

    Aftercare - Probably the most powerful information Perk, and no one ever runs it. I like Kindred, but I find Aftercare to be much more useful in terms of information gathering. You know right where everyone is, as long as you get a heal/unhook on them, and they can see where you are so you don't have to stop what you're doing to run off and heal them. They can wander over to you for assistance.

    Other than that, We'll Make It, Iron Will and Calm Spirit tend to be in my rotation. I rarely, if ever, use an Exhaustion perk. Generally only when I need one to do a Challenge. In my eyes, they are a waste of a perk slot since they can only be used once and then you have to deal with the Exhaustion cooldown. At the top level of play, I'd imagine they are valuable, but mid to low levels, they are worthless until you learn how to judge when to use them.

    If you are unhooking a lot, Babysitter is a great Perk, as well as the old reliable Borrowed Time. They can help the unhooked survivor tremendously, especially if you're facing a killer intent on tunneling one person out asap. WIretap is a good one at times, and if you want to play support, pick some Boons and have at it. Finding a good spot to drop a Boon down can be a chore at times, but they can be an excellent boost to the team's gameplay.

  • Every single time a Killer says "Nice SWF" in post-game, when it was all solo queue.

  • Lightweight for Survivors if you're interested in juking the Killer and hiding. I ran Self-Aware for a bit, and the reduction in scratchmarks is massive, and the time they stay lit up is microscopic compared to normal. High ranks, probably not as useful, but mid ranks it's amazing how many chases you win, and the Killer just moves on, because they can't find you.

    Aftercare if you're not in an SWF. Just make sure you're active and healing/unhooking, and you have eyes on every member of your team anywhere on the map. It's disgusting how much information you can glean from it. When to hook heal, when to bail and find a safer place, being able to intervene in a chase at a good time, and whatever else you want. The number of times people have met me halfway for heals, or came over to my gen to push them faster at 1/2 left is shockingly high. If you're solo queue, this Perk will help you stay alive.

    I've been running BT, Guardian (that Killer aura read is amazing), Aftercare, and Lightweight/Plunderer's/some other random perk I want to play with, to good effect. My survival rate actually went up post-patch with this, and I'm helping get others out more often.

  • Put Kindred in as basekit for anyone who is not in a SWF group. Remove the Killer aura from it though, and buff Kindred itself in some fashion relating to that. Maybe increase range, or give it 3-4 seconds of aura view post-unhook. That way, you can see where everyone is at without giving away too much information.

    Otherwise, I'm enjoying solo queue following this update. Escaping about the same amount, dying a lot because I try to get everyone else out before I'll bail. I am in the low -> mid ranks though, I imagine higher MMR is pretty ugly. Feels a bit more Killer sided right now, but having to replace 2 of my Perks due to changes was not appreciated. Now i have to get comfortable with others! Unfair!

    Maybe give solo queue'ers a bonus anytime they have to pair up with SWF'ers. I frequently find myself the object of a Killer's ire because the 3-man group I got stuck with went in intentionally to piss them off. Becomes irritating when you do gens and totems all match, and would have already been out the gate if those 3 others hadn't been playing kindergarten bully time with the Killer.

  • After losing Iron Will and WGLF, I ended up swapping out to Aftercare, We'll Make It, BT and Guardian. I suck at chases, so no Perk will help me there, but giving my team mates as much help as possible to avoid the Tunnel has been working out quite nicely. Solo queue, so Aftercare helps me an enormous amount and forces me to be active instead of just suckling on some gen teats.

    People aren't going down as fast after I unhook them, at least from my own observations, if they get tunneled. So I assume that it all stacks up nicely. It also helps a ton against Campers if I can make the play properly. Nothing feels better than sliding in and getting the unhook then watching the person I unhooked lead that sad, little puppy on yet another chase. If only because I know I can do it all over again and we're walking out with the Killer having only gotten 2 hooks all match because gen rush, I have no skillz, and I should be the power role.

  • @ShinobuSK said:

    I P3 pinhead recently. I have not seen BBQ in 150 bloodwebs on him now, and still counting. And since I have all killer perks unlocked, this may take another 4m BP to see bbq lvl 1

    Feel bad for you. I P3'd him and have him maxed, and I had BBQ within 20 webs on this round. Tier 3 before he hit 30. Most other Killers it takes 30-40 webs before BBQ shows up, then another 20-30 to get it to T3.

    Only thing I've found is once you get Tier 1 of a Perk you want, make sure you "clear" any other Perk of the same rarity quickly because it feels like web generation will give you at least 1 random rarer Perk each time, but if there's only 1 of that rarity, it's a guarantee to be the one you want.

    I'd almost swear it's tied to accounts though because on every Killer I have Zanshin Tactics within 5 webs, and have to max it out because it will always show up at T2/3 no matter what other Perks I have unlocked.

  • If you use your ears, you can usually get the hit on them if they're foolish enough to blind you twice. If you don't, you can at least hear, and move, in the direction they're going so you can get a quick hit on them and move into another chase.

  • Too many people play How Many Traps Can I Put Next to the Hook with Hag, so she's boring AF to face. Against a good Hag, the match can quickly snowball into a complete disaster unless you're in a coordinated 4-man, who tend to play far and above your average player's ability anyways.

    It pains me deeply everytime I play against a Hag and think this is going to be an awesome match trying to figure out her web and beat her, then I watch Lisa put down 5 traps around the hook. I almost want to DC at that point because I know they are either meme'ing or just really bad.

    She is easily S Tier against solo and most SWF, but she suffers greatly against any coordinated team because they can quickly have someone either call out her traps (like Trapper) or else use a flashlight to break them. They also know that crouching complete defeats her power. This is part of the boredom people talk about though, because they can't run everywhere and do things quickly. They have to take a little time to crouch occasionally to avoid traps.

  • Just make sure to save the hair so you can sew it onto the edges for a nice fringe.

    Bubba with a mane... now that's devilishly handsome.

  • @Mak0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792343#Comment_2792343

    no. most people would just wait until you were forced to vault or drop a pallet or get m1'd, so you are locked into the animation. if you did fine with iri head when it was able to stack with infantry belt you should definitely still be able to do well with it now.

    Sometimes I did well, against the ones who were using it as a crutch. Against the good Huntresses, I'd just go splat like a bug on a windshield. I'd see a lot of the really bad ones straight up going to M1 because people would fake vaults/windows, or just not drop pallets unless it was 100% safe. They'd waste so much time in between hits because they'd wind up, get juked hard, and miss every shot.

    I don't have any issues with it currently, I just didn't see the need of a nerf. Obviously it was needed, since it happened. I just personally never had any problems with it being in the game. Not like you always faced an iri head Huntress, even at Rank 1, they were usually the matches you remember though cause they tended to be so damn short. Lol

  • I loved old iri heads. It usually meant 1-3 DCs, and then I could get some "alone time" with mah gurl. Dat thiccness, yknow.

    But really, Survivors just needed to learn to dodge better. Can't count the number of times I watched someone run straight across a clearing with no blockers against a Huntress. Then complain about it post-game. Some of the best comedy you can imagine.

    A lot of good Survivors could easily dodge the 3 though. That was even more amusing. Especially if we 4E'd. Not very often of course, there are enough Huntresses who can hit damn near every shot, but going against a crutched up Huntress using Iri Heads to cover their ######### aim was always amusing.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792243#Comment_2792243

    Another trick that might make some survivors mad if you use it on them - a chained survivor can't use Dead Hard

    Do with that what you will 😏

    cough

    Um... I have no idea what you are talking about. 😁

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792227#Comment_2792227

    As someone who's played a lot of Pinhead since here came out, the best way to use possessed chains mid chase is to land it RIGHT on the survivor so that you just insta-chain them. This can be harder in some tiles but in the open/most filler tiles it's possible with practice

    Also worth remembering you break your own chains if you walk through them, so try and take a little step to the side if it's possible

    Yeah. I've been having issues with that. Have to keep it in mind, somewhat like revealing Ghostface. I'm really good doing that, keeping the camera at an almost isometric field of view to keep my body from blocking him, so shouldn't be too much trouble to remember I can block my own chains.

    I hate that mechanic of them, but it would be a bit abuseable since Survivors wouldn't have a chance to see where it was coming from.

  • Had a match earlier against a cheating Dwight, of all people they had to pick my man, but I couldn't get a hook in them. Infinite flashbangs, speed hack, they spawned my box into their inventory and kept spamming Solve outside of the play area (as in beyond the gates), and at the end of the match they were spamming being hooked then unhooked.

    Really irritating since I did manage to down them, but they teleported away so I couldn't camp them on the hook. :(

    Good job though for slaying the mighty beast. Hackers should be facecamped, tunneled, and generally abused as far as I'm concerned.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792196#Comment_2792196

    So should I wait until the Ringu chapter to buy anyone?

    They usually put up sales with a new chapter, so I'd suggest waiting a bit. Work on the base Killers first.

  • I haven't picked up the Artist yet, I'm not too enthused with her Power/Gameplay, but SHPR might make me get her and Jonah. Have 30k shards sitting unused right now, so it's not an issue. Having that with other Killers would add a little spice to my builds too.

    I've run Undying + Plaything, which is pretty funny. Anytime I bring a Hex Perk, I usually bring Undying as well. Watching someone's Hex die, then pop up in another place is good times.

    I've mostly been working on that Possessed Chain. Trying to land them in good spots. They seem really easy to dodge, and I haven't versed Pinhead much as a Survivor, so not sure how easy it actually is or if the Survivors are just good at dodging. BS was a waste. It doesn't add enough speed to break times to be worthwhile unless you get a chain right as they're dropping a pallet. Bit disappointing. I got more worth out of Enduring.

    @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792198#Comment_2792198

    STBFL is just one of those perks that you'll get addicted to using once it clicks

    There's no special requirement for using it either, all you need to do is m1 everyone but the obsession which can be tricky from time to time but once you get the stacks, the difference is night and day

    Once I get it, I'll start working with it. I do play a lot of M1'ish Killers, so it would be a good thing all around. I've never been a fan of Michael's Perks, even though I love using him, so might just have to give them all a try and see where they go.


    Thanks everyone so far for the ideas and help. Time to try these out for a few nights and see how it goes.

  • @Brokenbones said:

    Save the Best for last is one of PH's god tier perks considering every injure has to be an M1 and when you get stacks built up, using it in combination with your power cuts chase time down massively

    BBQ is also a good perk for the same reason Lethal Pursuer is, it can help you figure out where all the survivors are and, by extension, where the box may be, where it may have spawned or which survivor is currently going for the box. Rancor is a good perk for this too and being able to kill a survivor straight up if all the gens get done is always nice, a consolation if things don't go to plan.

    Coup De Grace might also be fun, since it was buffed I haven't tried it on PH yet

    I use BBQ, mostly for BP, but starting to work with the aura reads. I've gotten some good plays on the box with it, so definitely one that's sticking in there for now. Rancor... is one I never use, but focusing on the aura reads + determining where the box is sounds like a solid plan. Will play with that too, once I get it.

    Just got T3 Coup de Grace, so will check that out. I swear, I get T3 Zanshin Tactics on every damn Killer, and not the ones I need or want. Wish we could select 2-3 Perks that would give them a higher weight on webs.

    I've never gotten use out of STBFL, but mostly because I haven't really messed with it much and have no clue how to use it. Lol. Might put that one on for a while to work on it though.

  • @[Deleted User] said:

    You can use Lethal Pursuer to figure out where the box spawns at the start of the match. Basically it can't spawn within a large radius of you and a medium sized radius per survivor, so it will usually spawn in a corner where no one is at.

    Oh, hmm. I hadn't thought of that. Will have to try that one out. I've avoided that Perk since I got it on Neme just because it's only the start of the match and most of the Killers I play aren't really mobile enough to capitalize.

  • I like to use Disfigured Ear + Rusty Shackles together. It disorients the Survivor and you can capitalize on that. Anything that will screw with your TR helps. Trail of Torment, pair it with PGTW if you want. MnA of course, one of my favorite Perks for her anyways, haven't really done much else with it.

    Not really powerful, but it can be a fun match and you can snowball quick off of it if you get a good web going and Survivors keep running into it.

    You might get reported for it though. I've had a few people give me the old "Reported for Hacking" in post-game when I ran these two. Trail of Torment in particular... for some reason people have either never heard of this Perk or just never seen it in action. Had a half dozen comments of this nature the past week.

  • @fulltonon said:

    Hoarder.

    Eh. I tried the whole Franklin's + Hoarder and didn't really enjoy it. It's a nice combo, but it gets boring after a while. It's like running Franklin's on Hag and trapping said item. Fun for a while, then you want something new to try out.

  • @NeaISOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791961#Comment_2791961

    Dude u got roasted in another post AND u still defending this crap? This forum nevers stops to surprise me

    Hardly roasted. Your opinion about what is against the rules, and mine are obviously in contention. We'll see where the devs ruling comes though. If it was really that bad, or an exploit, it would have been pulled already. It hasn't, so most likely, it's not going to for a while and probably isn't an exploit.

  • How do you know they are AFK and are not just waiting for NOED to activate and then play endgame, with a proper endgame build?

    There's many, many ways to idle during a match and still secure a 4k. Just look at DbD Things videos on YouTube. They have a number of really excellent ones with an "AFK" Killer who steamrolls at the end. Absolutely love the Myers one btw. It's fantastic.

    This is why standing in front of the box is neither an exploit nor against the rules. It's just amazing how many people are crying about this because a popular streamer did. It has been in the game for over 3 months now without a single peep. One person vocalizes about it and the mob forms. Then it becomes Us vs Them with all the usual trash talk from one side.

    Unhealthy, trash tier, and toxic, but not against the rules. It does need fixed in some fashion, but if it was that much of an issue, it would have been nuked already.

  • I thought that was the Oni for a minute. Then I realized he isn't as scary looking as that SS.

  • Nowhere near the same.

    People come to Forums to vent, or throw out ideas. Mostly venting.

    In-game, I rarely see the BM, toxicity or trash game play that gets complained about frequently on the Forum. Most of my games on both sides are excellent and enjoyable, even the shorter ones. According to the Forums though, I should be sweating, gritting my teeth, and generally be thoroughly upset during every match.

    The bad ones do stick in my head for a while though. If only because it's pretty rare, and it's always the oddballs out that you remember.

  • @Idontknowtbh said:

    Only Midwich has the same spawns. The rest are random.

    Isn't Gideon's the same? I've never had a match where they didn't spawn opposite each other.

  • Didn't they fix this so exit gates aren't supposed to spawn within a certain distance? I know they are supposed to spawn on different walls, unless that was changed.

  • @Hannacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791169#Comment_2791169

    Is it though? I feel like game is just throwing you to whoever has waited the longest. I've had tournament squads against a killer im playing the first time and potatoes against my main, so im not so sure it works anymore

    MMR works fine as long as there are enough Killers to go around, or no one is dodging lobbies. Soon as either condition is met though, MMR goes out the window, and sanity with it. Have fun with your Killer who you haven't touched in months but just got a Daily for. Those 3 yellow Perks are going to work fantastic against a full-meta SWF Death Squad from Hell that had a Killer bail from the lobby, or might have waited "too long".

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/308699/dms-is-broken-on-artist

    I think Dead Man's Switch should get the Boil Over treatment. DMS is abusable on the Artist, Freddy, Blight, Doctor, Nurse. Plus, the only perk that was viable for survivors this patch was Boil Over. It seems fail that if Boil Over is getting nerfed, then Dead Man's Switch should also get nerfed. Fair is fair.

    Boil Over's buff was fine, as far as I'm concerned at least. The only issue I saw with it was the intentional abuse of specific maps for the purpose of trolling and not normal gameplay.

    In reality, Boil Over's buff just showed how godawful is some of the map design. RPD in particular, and honestly, I only ever really saw it used by squads who did burn an RPD Offering and purposefully utilize the library for abuse of the Perk + the various Boons. Had a couple other people use it in other matches, but it only ever cost me a couple hooks, and that's because of good coordinated bodyblocking the other Surivors did.

    I really don't think it needed changed the way they did, but it definitely needed a bit of tuning. 25% was a pretty big hit. 15%, ish, would have been better, imo at least.

    DMS and SHPR though... there is 100% counterplay to them, which is off gen right before the hook, wait for it.... and either back on the gen or find another to touch. All you have to do is pay a little attention to what's going on in the match, and you can basically negate the majority of both of these Perks, without having to use another Perk to do so.

  • Lol. I love it when there is counter play, but people refuse to use it.

    Faced a few Killers running these Perks. I hadn't seen them in action, so the first instance of it occuring was a #########? moment. Second time I realized what was going on and starting pulling off gens right before a hook action. If it got blocked, I moved on to another. Scouting the map instead of latching onto the first gen you see is a good thing sometimes.

    Have only faced one Artist so far, but I don't see how her Power is going to be any more effective than any other Killer's power. Crows are visible, you have plenty of time watching them swarm across the map, and you have a pair, or maybe just one, eye you can use for visual cues. What happened to paying attention to things going on around you in the game? Little bit of awareness and some forward thinking helps enormously.

    I'd rather see this combo because that's 2 Perks counted immediately. Much easier to figure out what the other 2 are, so I know if I need to "do bones" or let the Mikaela put up her 15th boon so the Killer can snuff it right away. It also means there probably aren't any other gen regression Perks so meandering around the map doing gens a bit at a time can be quite profitable.

  • Sounds great! Would be extremely overpowered.

    DH is just fine as a Hex Perk. It fits the definition of one perfectly.

    I'd rather have Lightborn basekit. Personal preference though.

  • It is that time though. All of the FNAF tinfoil hatties will be coming back to the Forum to push their narrative about all the hints pointing to Claptrap being the next killer.

    Much like the spring thaw flooding rivers with a bounty of fresh water, we will get to wade through the murky filth of FNAFdom once more. At least until the reveal, and then it'll be the insanity of "It's just a red herring. It's really going to be Slapflap!" once more.

  • Myers gets more benefit from Perks/Add-ons than most other Killers. He has many, many different gameplay styles from memes to reasonably strong (not top tier, but not trash tier either) depending on his loadout and the skill of the player. His snowball ability is pretty fierce, especially if Survivors are overly altruistic.

    Ghostface has a lot of built-in limitations, and quite frankly, he's easy AF to reveal unless he's got specific add-ons. The fact you can reveal him from downed, on the hook, and any number of situations where you should not be able to relegates him to the bottom of the pack. His power might be never-ending, but you can remove it from him with a couple seconds of effort.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790455#Comment_2790455

    A survivors goal if they have an active trap on their head is to get it off, a killer, who has chosen a box at random from the start of the game prevents that being removed, ever.

    Also, can we stop with the pedantics of "They're not actually AFK if they're at their desk" this is such a petty excuse to try and skirt the rules, if you're at your desk, and you're not playing the game you are "afk".

    They are playing the game though. They've used an add-on and are awaiting the results. Just because it's a ######### move, and really bad sportsmanship, doesn't remove any of the legitimacy.

    A survivor's goal is only to complete gens, open the gates, and leave. It has always been acceptable practice for a Pig to bodyblock a Survivor in the Basement and wait for the timer to pop their head. Devs have stated that multiple times in the past when it was complained about. This is only extending that definition further. Instead of having one Survivor trapped and ticking, they now have 4.

    Truthfully, it can be argued that the Survivors are holding the game hostage because they aren't doing their objective(s). Pretty sure no one doing gens is actually one of the definitions. Pretty messed up right?

    I'm not defending this behavior, but people need to understand that just because something requires more effort than M1 or Hold W, doesn't make it against the rules. Look at the situation, figure out a way around it (there is more than 1 box...), and try to overcome it. Doesn't always work out, but no one is entitled to a win.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789942#Comment_2789942

    Survivor Bodyblocking = Hit them, collision lost and killer melts right through them, has a counter, injures survivors, game can be progressed

    Killer bodyblocking = absolutely no gameplay around it, there is no counter

    This is a huge issue in the community is making these awful comparisons thinking they have a 'gotcha' moment.

    Only thing is, the Killer isn't bodyblocking. The Survivor's can continue with normal game play. The Killer is standing in one spot, but as long as they are at their keyboard, it's a legitimate play. It's a toxic and pretty ######### one, but it does not break any rules. Survivors are not being stopped from completing their goal(s).

    Not trying to defend this type of play, it's funny but trash tier, but throwing around some buzzwords doesn't make it any less legitimate than 3 people coordinating to bodyblock a killer, sabo the hook, and force a drop. You can keep doing your objectives, you just now have to time it properly and coordinate it. Something that is damn near impossible in solo queue, especially if someone doesn't understand the mechanics.

    The Killer IS doing their job. They're trying to kill people. They are probably not AFK, most likely they're giggling and giving their audience a good show, but there is no rule that requires them to move from any position on the map as long as they are not inhibiting a Survivor from doing their objective(s), complete gens, throw a switch, leave out the exit gate or hatch if it's available.

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