Shocktober
Shocktober
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1417657#Comment_1417657
They didnt really make the maps more unsafe, the took out godloops and replaced with multiple weak loops that can be chained. And solo q is just as bad as killer really. Because you are at the mercy of people who do work at peak efficiency. More to my point that hasnt been a change to the survivor objective for killer fun. That was a bone thrown to the killers for several patches of constant nerfs and outright stating that they are only interested in survivor fun.
What I want to see is a change to the survivors objective that challenges their skill. I am a crap survivor, i wont lie i suck at it, dont find it interesting, but right now? I walk up to gen, finish gen, sometimes get a free time boost cause of a.skill check and then run to pallets and throw them down with reckless abandon. 3 escape np.
As it stands, killers objectives are constantly being made more difficult by gimping the killer. Chainsaws having overheat after a few seconds? Pigs traps not working when survivors leave the gate, literally how they were designed to work?
This would be asinine in any other game, but it is considered fine here.
Godloops are mostly gone, sure. But they also changed a ton of good pallets into bad ones, and spaced them out. How is that not making the maps more unsafe?
There's large deadzones regularly, and the latest maps have pretty awful loops, if you can really even call them that. Most of the new / reworked killers are incredibly strong, and turn even the "safe" loops relatively unsafe as it is.
DBD is more dangerous than ever, and there's plenty of killers who will basically try to end the game for you off 2-3 hits through tunneling and camping.
I don't think there's any other "competitive" online game where you can have people on like 50-100+ winstreaks at the top ranks. It's because stomping solo Q teams is really easy even at high ranks and you basically need a full team of meta survivors to break a camp; especially if it starts early.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1416837#Comment_1416837
Actually that does beg the question, when the last time survivors got a nerf that required them to get more skilled. Im not talking gen speed nerfs or toolboxes. I mean like,harder skill checks something to make survivors have to improve gameplay? Im not sarcastic either im rather lax on patch notes and legitimately dont know.
Them making the maps more unsafe was the biggest buff killers have gotten in the history of DBD. Solo Q is mostly a slaughtering ground now, more for the masochist than anything. I played like 5-6 red rank survivor matches today and literally all of them were hatch games.
But you don't lose pips at all if you just farm some people with BT before you die so red ranks remains as boosted as ever.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1417462#Comment_1417462
I'm very skeptical about the basekit changes, but I disagree about the popularity of broken add-on combos. I play Billy either add-on-less or double engravings, which I think are both very fair builds and I basically never see them from the survivor side.
In the red ranks, whenever I get a Billy, I can blindfoldly bet and hardly ever lose that it's CrackBilly or insta saw with infectious and then any combo of bbq, pop, corrupt, bamboozle and enduring. Sometimes spirit fury. Crack and insta saw are already broken in their own regards, but when combined with infectious, map reworks, etc. I can see why the devs see a problem. It's just that I'm not convinced that the basekit nerfs are the correct solution.
I think the map reworks are why. Before you could loop a billy for a pretty long time unless he curved on you. Some of the new maps are just empty and there's literally nothing you can do when crackbilly flies over to your gen and you have 1 unsafe pallet to work with and that's it.
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@bingbongboi90 said:
But Lets not go over how good it is.
But in the design there are so many mistakes it is actually funny.
This is a horror game, survivors shouldnt have the ability to see the killer almost whole the game specially on maps like the silent hill map.
It should either be removed from the game or reworked, but this perk doesn't belong in a horror game
It's a horror game
*Loads into match where a person dressed up like a bunny is spam clicking a flashlight while being chased by a giant rabbit*
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All these videos of "gen rush" end in the killer winning, it kinda blunts your point. The first gens go fast, that's how DBD is.
The fact is, there's killers out there who win ~hundreds~ of games in a row. What other game is that possible in? Even smurfs in league are usually only at an ~80% winrate. And it's not like they are gods or something, solo Q teams break down very easily. All it takes is 1 survivor not running meta perks and you can win cheaply.
Between the nerfed maps and new, super strong characters, the game is killer favored unless it's 3 man SWF or more.
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Tunneling and camping is pretty much routine at higher ranks. The options for killers are tunnel/camp, snowball, run an OP build, or massively outskill your opponents; since the game is designed around you getting a 2k, not a 4k.
I would go watch some videos on how to run all the loops, as well as some that offer build suggestions (otzdarva's are really good to start). You will need to learn to moonwalk with most killers (maybe not freddy) since holding W after survivors instead of cutting them off wastes far too much time to be feasible. There are a few builds in that game that practically give you free downs after enough time, it's just a matter of if you can afford to use them over slowdown/tracking perks. Enduring / spirit fury and nemesis / play with your food come to mind.
There's only 1-2 killers in the game I go into my rank 1 matches without corrupt intervention on; I would make getting that perk a priority since it buys you extra time at the start of the game. Without it, people literally spawn on generators and you can have 2-3 people working within the first 5 seconds of the game, which means 2+ gens popping in the first minute or two. Run "no one escapes death" until you have it, it's free kills in it's current state.
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@Kaethela said:
https://forum.deadbydaylight.com/en/discussion/comment/1406123#Comment_1406123
Which chase perks in particular would you recommend?
There are only 4 real chase perks in the game for most killers. Enduring, brutal strength, bamboozle, and spirit fury. Spirit fury is worthless without enduring. Enduring is good for pallet heavy maps.
Bamboozle is good for dealing with particularly strong pallets (jungle gyms, shack, cow tree, etc) and some god-windows. Brutal strength is just all-around good. It comes down to personal preference. I usually use bamboozle since legion can vault after people and then block the window with it.
1 shot killers can use play with your food+nemesis, but legion isn't one of them.
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Probably the go-to generic clown build. You can get away with more slowdown perks the bigger the gap between you and your opponents. A 32m terror radius on him is crippling at times since he will need more perfect bottle tosses to close the gap.
This is in my opinion his most powerful build, assuming you can afford to use it and also have the skill for the bottle tosses.
My favorite oni build. It relies heavily on snowballing, but then again so does oni.
This one is probably better if you are not running add-ons to increase the amount of blood orbs being dropped.
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I don't agree with running legion without a chasing perk at red ranks. If you hit a good team you are liable to get merc'd since after his/her first hit they are pure M1. Load into mount ormond or spingwood and your first free hit will be as worthless as wraith's since there will be about 6-7 safe pallets between you and a down.
No corrupt or discordance also leaves you open to multiple gens popping during your first chase, unless you are very familiar with spawn locations on every map.
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This one is probably my favorite. Though sometimes I will swap the sloppy with shadowborn or NOED (his knife holding animation just looks so much better with shadowborn).
No other perk in the game is going to get you a first stalk as well as whispers. Corrupt is mandatory unless you really like 4 minute games. Sloppy is a very good slowdown perk since pop goes usually requires BBQ/Thrilling to make the best use out of it. Enduring is really nice since if you get caught, ghostface is pure M1 and can get slaughtered in the loops if you don't have a chasing perk.
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Killers always get more BP than survivor, assuming you don't get totally rolled. 4 stack BBQ is way easier to get than 4 stack WGLF.
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Called this so long ago. I said he was OP and people denied it.
Another OP release, nerfed after the majority of sales were made.
Mettle of man 2.0
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@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1405884#Comment_1405884
I don't see anything funny in this picture.
There's no other point in DBD you can be running the bests builds in the entire game non-stop while still banking BP on the side. 516% BP gains with BBQ while running ebony mori's and 5 second Q times? Don't mind if I do. I can't believe people complain killer is bad right now.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1405944#Comment_1405944
The difficulty rating of Killers is pretty subjective.
I had some problems, but got used to him pretty quickly.
At most, i'd personally put him on Intermediate.
It'd probably be better for the devs to give them a "score" after the Killer's been out for a week or 3.
I think he is relatively mechanics intensive. As in you need to know where to charge the saw at each loop to curve correctly, when using which add-ons. I don't think M1 billy is always viable at the higher ranks, though depending on the team and your perks it can still work out fine. I almost never see curve billies anymore.
Freddy? Ehh you just put a snare at the apex of the loop, collect your free hit. You need to know what the loops are, but I don't consider that part too hard.
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As long as you acknowledge they are easy.
Although some of the tool-tips the dev's put on the characters are inaccurate. Someone like Billy is an extremely difficult character to get used to with his curving mechanics, but called easy by the devs. Where-as freddy can just snare spam and tp to gens with pop but that's 'hard'.
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There's no way im the only person laughing at these loading screens
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1401659#Comment_1401659
So because their name was rude, the survivor getting caught early was their fault?
So because their name was rude, the survivor stepping in a trap was their fault?
So because their name was rude, the survivor getting unhooked nearby was their fault?
People really need to stop blaming killers for simply playing the game. Stop doing stupid things and the blaming the killer when they simply react.
The jane got caught early enough corrupt was still up. There was no option but to unhook them with the killer nearby. The jane going down within the first 20-30 seconds of the game starting implies they were outmatched, as also indicated by the ranking system. He was also running like 9 self-setting traps; a particularly strong build. Is it my fault as a survivor I get improperly matched teammates who get tunneled out of the game in the first 60~ seconds without any input from myself whatsoever?
I literally ran the trapper after that for 3.5 gens with only 2 teamates alive, earning my escape.
But then the guy also complains about DS after I didn't even use it. Still talks smack when he got spanked. When DS is specifically for situations like those, to at least buy your team some time while you get murdered.
That's why solo Q is horrible, and I only play it when killer Q times are like 10+ minutes.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1401573#Comment_1401573
I mean, look at the situation here.
They got caught right away and were hooked. Unhooked and stepped in a trap, so hooked again. Get unhooked with the killer clearly nearby and disconnects.
How do people come to the conclusion that the killer did something wrong here? What thought process leads them to believe that?
I mean the guys name / build implied he was specifically out to grief people. I believe she only stepped into the trap because she got tunneled off the hook, then she got tunneled off the hook again, even with other survivors nearby. You are acting like killers can't camp, you can't unhook with the killer away if they never really leave the hook. If they went down early enough in the match, genrushing isn't an option against it.
So from my solo Q perspective, there's actually nothing I can do. I could make the safest save in the world, offer myself up to be chased and be ignored. But it won't matter if my teammates are running cutesy head-on builds instead of running builds that will actually help them survive.
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In SWF sure. In solo Q? Not really. It's more of a risk than anything.
You can get some dumpy map with terrible loops against an OP killer and it will just get you killed. Or maybe you get a really bad team and then it pretty much makes you go down with the ship, because I believe sole survivor is still bugged.
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@Bovinity said:
I've always said that bad unhooks are the source of 95% of the issues in this game. Almost every "camping" or "tunneling" complaint originates from bad unhooks.
Yeah, I disagree with that.
Playing some blendette today cause killer Q times are insane. First two games have had people hard tunneled at 5 gens. The killers name was along the lines of 'stay mad and bad' and he killed off someone within the first minute of the game cause they got unhooked, stepped into a trap, and then unhooked and tunneled into DC.
He gloats in the endgame screen 'first guy had a rough time huh?' and then I said I wonder why nobody runs DS anymore and I get this....
Clearly mad I took the hatch out in his face.
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@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/1400991#Comment_1400991
Oh come on, everyone has a survivor they just like more, not cause of skins or perks, we just like that survivor
Not really, I run blendette or blendjake alot because they offer a genuine advantage. Other than that, I run a team focused build or a selfish one. And it's the same across survivors. Alot of the time I close my eyes and randomly pick a survivor to play.
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Survivors don't matter since they are just skins. I just run the meta perks in solo Q.
For killer, it's Oni, Hag, Freddy.
Oni is all in. Either you snowball hard and win, or lose horribly.
Hag is just brutal, and rewards you for your map knowledge.
Freddy is strong and easy for some brainless games.
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Gen speeds are totally fine...for the 4-5 meta killers. Just get 12 hooks in a 4-5 minute game when every survivor has DS/Unbreakable, there's 2 BT, and all the survivors are on comms. I only won because I knew it was SWF and to bring overpowered items. I even depipped for this 3k, amazing.
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@Zaitsev said:
Im sorry, but a killer needs to be at least somewhat viable without addons. Addon dependant killers are always sad to me, since they rely so heavily on one or two addons, and the rest are garbage.
There's only 3 killers in the game like this. Trapper, wraith, and to an extent ghostface. Trapper only needs a 3k trapper bag. Wraith needs a couple yellow add-ons. Ghostface needs a 3k recovery add-on.
The problem isn't as bad as you make it out to be; especially since add-ons are so cheap if you run BBQ on a semi regular basis.
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I'd say sloppy butcher is actually the best regression perk with ruin.
8% regression to the gen is....6.4 seconds in theory? And that's with a 40 second cooldown and also requires you to down someone near a gen someone else is working on one nearby. That's alot of conditions to be met when sloppy has no cooldown and is an extra ~4 seconds added to healing on any basic attack. It also encourages people to stay off gens in the first place, letting your ruin get more value if it doesn't die in the first 40 seconds of the game (which it will alot of the time).
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It's not terrible if you have a pill bottle. It means you are invisible and silent to awake survivors at 24m and beyond; and by the time you are within vision range you are only a few seconds out from an attack.
Good survivors will be waking themselves up as much as they can can, and getting an easier M1 to put them asleep in the first place can be very nice.
Freddy is strong enough with his meta build of corrupt, pop, BBQ/thrilling, that he can afford to run whatever he wants for the 4th slot in my opinion. So give it a shot, it will be way more useful than overcharge with a pill bottle. All the good survivors can hit DS, which means they will almost always hit overcharge too.
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DBD killer is either going up against potato teams, too afraid to touch gens even when there's an icon showing the obsession being chased somewhere across the map.
Or, you get full meta teams and 3 gens pop in 3 minutes and also; you are a terrible person for camping / tunneling because you should get 12 hooks in 4-5 minutes with an M1 killer.
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Looked fine to me. Even if you get to 115, carrying someone makes you slower. So she gets boosted to 115 then goes back down to whatever the carry speed is when she was going to the basement.
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It's hiding and not being found in the first place. Similar to deathslinger, nurse, spirit, etc. All of those killers have very little to do with how good you are as a survivor and more to do with how good the killer is at landing their ability.
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Freddy is the lowest skill, highest reward killer. Spirit / Nurse are better but require more skill. Oni / Billy can achieve similar results but also require a decent amount of game knowledge.
Freddy only requires you to know the loops, and to place snares at the apex of the loops to get relatively easy hits. He snowballs out of control easily with his meta build, corrupt, BBQ, pop goes. The 4th perk is entirely up to you, and can be a meme perk or something more serious.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1395961#Comment_1395961
Pig is absolutely better imo. Neither has great map pressure but everything about pig is better except he can move faster whike cloaked
Wraith can literally run every slowdown perk that exists in the game.
You could run corrupt, ruin, thanta, dying light, sloppy butcher on a killer running around with 146% movespeed getting free hits at any generator unless the survivors all have spine chill. Wraith does not need any tracking perks. You could dump ruin for pop goes but I find ruin to be really good on high mobility killers.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1395961#Comment_1395961
Pig is absolutely better imo. Neither has great map pressure but everything about pig is better except he can move faster whike cloaked
Wraith can get up to 146% movespeed while cloaked. The pig moves at 90% movespeed while crouched. The pig needs 2 perk slots, whispers and monitor, to even get stealth hits. Wraith can stack up slowdown perks instead. Windstorm wraith is fast enough to utilize the new ruin extremely well.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1395871#Comment_1395871
Wraith has a lot more mobility than Pig. She has her ambush, sure, but Wraith isn't slowed down by his stealth power.
I think wraith is the best stealth killer in the game since his buff. You can stack a ton of slowdown perks on him.
"Forever wraith" gets corrupt, ruin, sloppy, thanta, nurses, and a ton of mobility to go along with it. It blows my mind when people say ghostface is best played as a hit and run killer when you can be using these kinds of builds on wraith instead.
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Oh, and this is the bootleg version if you don't have a key. The strategy is to stand on a door and let the killer find the hatch. Wake up + resilience will have you opening it faster than most killers can react.
Of course, without DS / Dead hard there is no guarantee you are making it to that point in the first place. But if you are better than your teammates as you imply that should be the case.
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This build is almost completely self sufficient. You can dump deliverance for calm spirit to hide from doc / IF killers but since spine chill can get you to late game without being hooked alot of the time, I find the biggest weakness is dying on first hook.
Swap to the key at 6 seconds so you don't get mori'd though.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1395787#Comment_1395787
Well specofically on midwich getting to all the boxes can be tough because of the layout. Using the pink add on makes that even harder and then tampered timer is...well tampered timer 😊
Yeah but all rules set 2 does is make the survivor wander around useless for a bit; and then they can usually get the trap off. I believe tampered timer + crate of gears / 5th box actually makes it impossible to search all of them if they get unlucky. Just tampered timer alone won't do that. Rules set 2 will buy you extra time (maybe), but two purples is how you are actually going to get RBT kills.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1395764#Comment_1395764
You really want to be mean run tampered timer and the pink add on that makes it so they cant see tge boxes then a midwitch map offering (or any indoor map might do)
I find that at the higher ranks, usually a gen is going to pop while they are on the hook anyways. I don't run any slowdown perks on her beyond corrupt (which I sometimes swap with whispers) because pig is a killer I usually want some gens to be completed on.
So the pink offering doesn't do too too much alot of the time. A crate of gears or a 5th box just makes it straight up more lethal if it activates while they are hooked. Even if I am doing very well, I try not to deploy a head trap until the previous one has been activated. Having too many out at once can mean nobody will do any gens and they will not get activated.
Discordance helps alot with that since once it procs you know a gen will pop very soon (assuming you are not in a position to stop it) and you know to trap someone you downed or not.
That's all assuming killer traps though. If I am using yellow/green/brown add-ons I will just throw them out as a stall since the chances of them killing someone is super low.
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She's pretty meh; but also has one of the meanest add-on combo's in the game.
This combo specifically, is just RNG death alot of the time.
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Trapper, wraith.
Trapper because you don't always have to find everyone, you just need to set up good traps and let them walk into them.
Wraith because his power lets you get right on top of people easily, and he can equip wallhacks as a purple add-on. Stridor would be good on him as well since you could get the first hit in with the stealth attack and then listen for them.
This would probably be pretty good. Although it's not a sweaty 4k every match kinda build. Corrupt for some early game pressure. Shadowborn for extra field of view. Stridor so you can listen for people. And i'm all ears for some wallhacks during chases.
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Stalk for sure, where you can.
If all you do is hit and run with sloppy you might as well just play wraith. I'd say they are somewhat close when no add-ons are involved, but once you start getting into the greens and purples wraith can turn into a hit and run monster where-as ghostface will always be limited by low mobility and a relatively long power cooldown.
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Just tunnel mori'd someone who brought in a green key, whoops.
Is it fair? Sure. At red ranks you get games where 4/4 survivors will all have DS/Unbreakable + an exhaustion perk . The games last like 4-5 minutes. I think survivors have enough second chances. Personally, I start tunneling hardcore at around 3 gens left because that means the game can be over in around a minute.
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@MadArtillery said:
https://forum.deadbydaylight.com/en/discussion/comment/1392805#Comment_1392805
Sounds like a Garbo hag. You chase someone INTO traps as hag so you are both infront and behind them simultaneously. Usually to the sides as well to be honest but you can absolutely zone people into even singular traps. But I mean, actually reading my last post wouldn't be a thing you'd do so I won't repeat myself.
You can't "chase people into traps" if it doesn't exist. I was the first person she chased at the start of the game. If she sets it down in front of me during the loop I am just going to run to the next loop or disarm it with a flashlight. So you can run loop to loop shutting them down with a trap, and get absolutely nothing for it. Or you can spam down traps at your 3 gen or at the hook and collect free hits. This was a rank 2 hag, and I used to play a ton of hag at rank 1. She is for camping, her kit is made for it.
Even beloved streamers like Otzdarva call her best playstyle "setting up a web" which is a nice term for "camp this area".
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@MadArtillery said:
https://forum.deadbydaylight.com/en/discussion/comment/1392715#Comment_1392715
Well if the magical fairy nurse of legend ever actually appears I'll be sure to let you know. Theory craft and pre nerf ptsd is all it seems to me. Spirit only getting more rediculious if you start including addons. She can actually zoom like billy with perfect self control and invisibility. She can also actually walk places unlike nurse who has to put herself on cooldown to get to a position where she can even be a threat post cooldown.
I dunno how often you actually play hag but hag isn't actually slow enough to just hold w. She's no nurse speed killer. Having never picked hag against flashlight spam I wouldn't know, it's one of those things you can actually avoid unlike 4x deadhard groups and nurse. Anyway hold w is super strong against nurse, you can force her into cooldown over and over as she has to blink to catch up. Honestly as someone who loves lithe I just press w to the other end of the map. Nurse wastes sooooo much time trying to catch up at all and that's before the los breaking mind games and actual threat in a chase can even start. Can't do that vs hag, people try it all the time though, usually gives me a free hit because making distance means nothing vs hag anyway, I'm already positioned to zone them into a trap just by existing and giving survivors no way out decisions is hags bread and butter.
That's no theory craft, no amount of skill is going to beat nurses weakness to W because her mobility is actually pretty limited in practice.
Seriously her blinks not special. Your not going to pallet loop a pyramid head either, or a Freddy, or a hag, or a spirit. Just being able to bypass looping isn't worth her perfection requirements or constant safe times when on cooldown reducing her ability to zone.
She was literally the best killer in the game for years. Just because she got nerfed out of SSS tier and alot of people moved on, and the new people don't want to invest hundreds of hours into learning her, doesn't mean she is bad. There's a handful of streamers who still play her and they completely slay.
And a 110 killer with no power is definitely someone you can hold W against. The last time I met a chasing hag we would run to a loop, i'd run it once or twice, she traps it, and during her trapping I just ran off to the next loop and we repeated the process while my team pounded out gens. Then she finally left me, hooked someone, and put like 10 traps in the area around the hook and camped it and surprise; my team started to get murdered.
I see no reason to play hag as a chasing killer. It's not where her strength lies. She CAN chase, but as a last resort. Why not just play Freddy, who also shuts down loops with a single M2, doesn't take any time to cast it, is 115, and can teleport across the map with no setup?
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@MadArtillery said:
Nurse on tier lists is a bubble wrapped theory craft no one will actually touch. Being able to ignore certain chase mechanics isn't even special. A hag can deal with pallets and windows just as easily while chasing multiple people in different places on the map simultaneously yet people don't put her S tier. Spirits just as good as nurse is chase with far far FAR better map mobility and mind games.
I don't agree with that. Hag is a terrible chaser in that a smart survivor can basically just hold W and at 110 with no traps you are not going to get them in a reasonable amount of time unless they corner themselves. She is only really chasing multiple people at the same time if they come into your prepared minefield and even then it will quickly be depleted unless you have fast trap setting.
She also gets dumpstered by object of obsession SWF groups (who will usually have multiple flashlights).
I'd still put nurse above spirit because spirit there is ~some~ counterplay once she sees you. Nurse it really comes down to how good she is, and if you have dead hard. If nurse is really good with the blinks there is basically nothing you can do unless you happen to be near a huge building.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1391943#Comment_1391943
Safe pallets can become very unsafe if gas is placed in an intelligent spot along the loop, and the survivor is tricked into running back to try and vault the pallet, forcing them through the gas.
There are a small number of loops that gas still won’t help with, and a god pallet is a god pallet, but most “safe” pallets are most definitely as unsafe against Clown.
He has to kick shack, jungle gyms, cow tree, and any other god pallets. If you are not running exhaust clown, plenty of survivors can just rely on dead hard if they mess up at unsafe pallets. A survivor running the shack or a jungle gym very well can win the game off a single chase, assuming you keep following them.
Unsafe loops are very unsafe vs. clown; but then again someone like Freddy, Spirit, Deathslinger, etc would never really have to do any mindgames or kick those pallets either.
Clown has to work harder than almost any other killer in the game. There's really not much reason to play him over Freddy, who is basically better in every single way and has a similar power.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1388405#Comment_1388405
this ^ a hag who puts down 5+ traps on a hook is not playing optimally. Just watch Coconuts vids, he advises against doing that.
How is it not optimal? It's only bad if you are placing them right next to eachother. If you put 1 on the hook, then trap every nearby pallet and window, by running back to the hook you are basically guaranteed hits. Ideally you space them out enough that you activate one, and the next one is far enough that you will recover from the attack by the time it activates. It's pretty easy to get 10 traps near a hook, any forms of safety nearby, and a nearby gens, and essentially win the game off a single hook.
She is a super easy killer to play. She is good in a chase sure, because 1 trap shuts down any loop, but she is 110 and if you are not close to your traps they do nothing for you. There's other 110 killers who do much better in a chase if that is what you are going for. But hag's best playstyle is to set up shop in a single area.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1391928#Comment_1391928
Stay tuned for my Clown tutorial.
I rarely use gen perks and I still get immense stall in matches due to how fast he can end chases when Clown is understood.
He can't do anything against safe pallets. He has to kick them like any M1 killer. You will need a series of incredible bottle tosses against good survivors to get your first M1, where-as killers like ghostface just walk up and get it for free.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1391855#Comment_1391855
This is kinda what I’ve been doing with Clown because he too is dangerous to stay injured against because of how incredibly fast he end chases. So I’ve quite often stuck strictly to anti heal builds on him.
Currently I’m running Nurses, Coulrophobia, Deathbound, and Forced Penance (and Sulphuric Vial if I have them for Mangled). It ensures that no matter where they are on the map, healing is difficult and dangerous. It’s working extremely well.
I don't think clown is that dangerous to stay injured against, you still get the terror radius warning and can go hide with iron will. Hag is like, you step into a trap, she teleports, and boom you are down. The only thing stopping it is dead hard / sprint burst, which blood echo ideally gets rid of.
This is probably my go-to clown build for red rank play. You always need corrupt, it's the only thing stopping a 3-4 minute game from happening in many cases on weaker killers. I feel naked when I don't have corrupt on. Save the best for massive late-game DPS. Brutal since people early throw pallets alot against clown (and he has to kick them), and monitor so you can get as close as possible to people before having to throw bottles.
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I think trail of torment is meh. The best use I have gotten out of it is on Freddy, since Freddy can run whatever he wants. Hook someone, TP to a gen, pop it, then trail of torment back to the hook. Maybe it could work with an indoor map offering but might as well just play a stealth killer at that point.
Deathbound? Also kinda meh. It's similar to make your choice in that it's hard to actually go back and find the person, and even if you do it's only going to be an M1 unless you are a 1 shot killer.
Forced penance though; is actually incredible for basement builds or tunneling. The protection hits are super gratuitous and i've had some games where I chainsaw through 3+ survivors on leatherface, breaking all of them through BT and downing the guy who actually saved.
It also lets you get a bootleg blood echo legion pin build on hag. Hag can also run whatever she wants since she is so strong. But I have been doing sloppy + forced penance + blood echo + corrupt. So any protection hit makes them broken, mangled, and probably exhausted. Being injured against the hag is incredibly dangerous, and her kit by design makes going back to the hook and getting protection hits more likely. She is strong enough that she can afford to be running it even if it ends up not working out too well.















