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Tzimiscelord

Tzimiscelord

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Tzimiscelord
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  • What considerable buff would you give the killers to compensate for such a massive survivor buff?

  • @Colin said:

    Basekit pop goes the weasel? I dont know about that ….

    I would trade no basekit pop+bbq for no antitunel+antislug right here, right now, in a second

  • @Peppa_Pigsaw said:

    You're right, people should just stop running them so they don't benefit those dastardly killer mains.

    😂😂😂

  • Drastically better ranged attack compared to other killers.

  • @HaunterofShadows said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766253#Comment_3766253

    Because it is a process, and the trials are part of that process.

    A lot of beings, especially in cosmic horror, tend to exert their influence over a location before destroying it, much like the entity.

    In dredge, (the fishing horror game not the killer), the overarching antagonist known as The Deity spreads its corruption, madness, and evil influence just as a byproduct of existing. Fogs of madness layer the sea at night. Creatures that range from moderately reasonable mutations to biological impossibilities swim through the oceans. Waterspouts and vines, can become sentient. The book that contains the ritual to wake it up also seems to be alive in some way. And it is only when it is released from from depths of the ocean, that it ravages The Grey Isles, with nothing to hold back its influence.

    Ghroth, an outer God from the cthulhu mythos, floats through the universe, destroying planets. It does this by waking other great old ones and outer gods sleeping on the planet, as well as bringing natural disasters that only get worse those closer he gets to the planet.

    Nyarlathotep, another outer god, destroys worlds by taking on the form of somebody in power, such as a king or politician, and through propaganda, deception, and manipulation, brings the dominant species of a planet to bring forth their own apocalypse.

    Chaos from Castlevania, the antithesis of God, grants certain individuals such as Dracula its power (shoutout to @FreddyVoorhees for that information).

    All of these beings exert their influence over a location before they destroy it completely, whether it's on purpose or accident.

    Similarly, the entity also spreads this influence over the worlds it consumes before it actually destroys them, and we can see that mentioned in the Arcus entries.

    And most of them (the ones we know) are far from omnipotent or at vecnas level.

    The deity could be effortlessly nuked by modern technology, the abominations were far from invincible, they were just big monters.

    The vast majority of the mythos creatures, with few exceptions, were either powerful, but not that much (cthulhu was seriously wounded by being runned over with a boat, trapped by having an island on top of him, and several deities were foiled by humans)

    (I havent played a castlevania, so ill have to skip this one)

    @Vasyazx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766756#Comment_3766756

    There is many reasons for that :

    First thing is that process of consuming world is pretty much mystery for us but most likely it isn't something that happens instantly and require some preparation or at least time


    Second reasons is that if
    Entity consume world instantly it won't be able to get anything from it anymore so no survivors and no killers and other stuff

    Third reasons is that there seems to be a ways to repel Entity

    I suppose there other reasons as well like maybe in some cases Entity like to view worlds and what happens inside them much like observer

    Sure, the process can be slow, why not.

    But adding more people to it would cause a larger yield.

    Slowly draining a million people is bound to produce more energy than slowly draining a score of them. I never said it cant take their time, just to add more elevents at once.

    The entire premise of the trials make sense only if the entity is inmensely powerful, but not divine/godlike.

    If it is, all logic behind the trials inmediately falls flat.

    And i have no problem with that. Plenty of big bad evils are very powerful but not invincible, like Cthulhu, Sephirot, the gods of flesh and hunger or many eldritch horrors. Its what i always considered the entity to be.

  • Yeah, but again, if the entity can do that on a planetary scale, its stupid to do so in a dramatically smaller scale.

    Why stalking and carefully selecting one being here, and one being there, if you can open a massive maw and swallow the entire planet?

    Something doesnt add up.

    Yes, he accepted to be taken by the entity, and aim to break free once he had learned all there is to learn from it.

  • Very interesting, i admit, but makes no sense at all.

    Think for a second.

    If the entity can just grab a planet and terraform it at its leisure…. Whats the point of the trials?

    Why create a miniplace with 4 guys and a killer generating emotions, when you can easily snatch AN ENTIRE PLANET, put no work on it, and have billions of people and millions of killers generating emotions?

    If the entity can manipulate entire planets, the trials makes absolutely no sense.

    Its putting more work for literally hundreds of million times less return.

    Not to mention, omnipotent beings shouldnt need to feed, which the entity canonically needs, and vecna canonically stopped the entity until he allowed himself to be taken.

  • If one, or specially two disconnect and theres more than 1 gen left, i usually let the humans go.

    If theres 2-3 humans and a bot and only one or two gens left, thats fair play.

  • @Vasyazx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737663#Comment_3737663

    Entity is basically equivalent of Dark Powers from Ravenloft  which have rather vague power level but can directly block influence of any diety so Ao killing entity are not option

    Not really, you just pulled that out of your ass. Theres nothing indicating anywhere near that powerlevel for the entity.

    In any piece of the lore.

  • Bring an automori addon.

    Say he wanst trying.

    Yes, they did terribly.

    But you dont bring that if you want long, fund and engaging matches imho.

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757353#Comment_3757353

    I have a simple question for you. Do you think survivors would enjoy the game more with the current 60% kill rate target or a 50% kill rate? (the enjoyment of 80% of the playerbase)

    A 50% kill rate means 2 survivors won, the killer tied (so, the killer didnt win) and 2 survivors lost.

    In order for the killer to win some, lose some, the killer rate has to be over 50%.

    60% is quite healthy. The killer win some. He also lose some, sure, but remember that a killer that gets 2 kills, do not win the game or increase their MMR.

  • @TheArbiter said:

    1. Pick Nurse and Billy 2. Play normally 3. Profit

    1. Pick 8 beamers 2. Equip background player 3. Profit

    Survivors will have their perks divided in archetypes, so you cant freely choose from all perks.

  • It doesnt negate anything, its simply not a hook.

    So it doesnt trigger perks on either side that requires a hook.

  • Even better, i dig this one.

  • A tunneling wraith is probably the first.

    Also, clown is quite unenjoyable too.

    Im not saying they are too strong, just unfun to play against.

  • @pleasedontbetoxic117 said:

    Stories of Old Lands

    “For centuries, those who are on death’s door fear the sounds of charging hoofs and sight of the blackest of mist. The will to live is well known to all with life for there’s truth in tales of this. Beware of this for those who are fighting to survive, for Death comes quick and hell follows near behind! The Dullahan! For your eyes and soul shall be mine!” - Unknown

    Killer:

    Killer: The Dullahan

    Difficulty: Hard

    Height: Tall

    Gender: Female

    Ethnicity: Unknown

    Mythical Origin: Celtic

    Weapon: Scottish Claymore sword.

    Movement Speed: 115% | 4.6m/s

    Alternative Movement Speed: 225% | 9m/s

    Terror Radius: 32 meters

    Appearance: Tall with a tattered black leather cape. Arms, legs, and chest carry armor made of hot ambers of glowing blue flames from the realms between realms. Blackened and bloody eyes that bleed tears of blood from every step it takes. Blueish/Green Flame emitting from the neck and cracks of the armor plus body. The head partially decomposed with white hair that hovers around the right side of the body. Finally, rusty ironclad chains wrapped around its chest while a necklace made of eyes hovering over where the neck of the body would be.

    Overview: The Dullahan is a haunting killer that’s able to catch survivors off guard with its power Spinal Crack and blistering speed of the underworld's abilities of Ironclad. The survivors must beware of their movements, and be wary of sounds in order to survive or have their eyes and souls be claimed.

    The Dullahan’s perks are: Miasma, Scourge Hook: Stale Wind, and Hex: Wither and Decay. This allows it to hunt down survivors and harvest their souls.

    Lore: 

    Tome Record #207:

    “Long ago in ancient times humans would fear it and call it by many different names. Now that it is no more, it is now called “The Dullahan” and shall be called death by a name. It’s a horrific creature of which nightmares have nightmares. Dullahans are headless, and wherever one stops, a mortal's death soon follows. A dullahan will stop its snorting horse before the door of a house and shout the name of the person about to die, drawing forth the soul at the call. She may also stop at the very spot where a person will die.”

    Tome Record #208:

    “I learned today how to delay the inevitable of my ever demise from the Headless Rider. For I had stumbled across a coin of pure gold, in which case, had frightened off the Dullahan. The creature quickly turned into a dark blackened mist of a Warhorse and ranaway, but not before destroying the coin. I hope luck will be on my side again in the next trial.”

    Killer’s Lore: 

    Dullahans are headless. Although the Dullahan has no head upon its shoulders, it carries it with them, either on the saddle-brow of the horse or upraised in its right hand. The head is the color and texture of stale dough or moldy cheese, and quite smooth. A hideous, idiotic grin splits the face from ear to ear, and the eyes, which are small and black, dart about like malignant flies. The entire head glows with the phosphorescent of decaying matter and wherever the Dullahan stops, a mortal dies. The Dullahan is possessed of supernatural sight. By holding its severed head aloft, it can see for vast distances across the countryside, even on the darkest night. Using this power, it can spy the house of a dying person, no matter where it lies. Those who watch from their windows to see it pass are rewarded for their pain by having a basin of blood thrown in their faces, or by being struck blind in both eyes. The Dullahan is usually mounted on a black steed, which thunders through the night. The Dullahan uses a human spine as a whip. The horse sends out sparks and flames from its nostrils as it charges forth. The Dullahan travels so fast that the friction created by its movement often sets on fire the bushes along the sides of the road. All gates fly open to let the Dullahan through, no matter how firmly they are locked, so no one is truly safe from the attentions of this fairy. So now the Entity has called forth the Dullahan to do its bidding.

    Killer’s Successful Hit Animation:

    The Dullahan’s head laughs forbiddingly while wiping the blood and gore off the claymore.

    Pallet Breaking Animation:

    The Dullahan begins to raise the claymore up. With the blade, the claymore goes chopping downwards through the top to bottom of the pallet. It takes one strike to split the pallet in two pieces.

    Breakable Wall Breaking Animation:

    The Dullahan begins to ram the claymore through. With the blade stuck, the Dullahan proceeds to kick the hilt until the claymore goes through the breakable wall and destroys it.

    Killer’s Mori:

    The Dullahan’s Mori is whipping a downed survivor’s eyes out with its whip made from human spines; while, proceeds to turn into a blackened mist in the shape of a Warhorse. While in the shape proceeds to trample all over the survivor’s body, and sucks the soul out of the mouth of the Survivor’s corpse.

    Killer’s Alternative Mori:

    The survivor starts to stumble away only for the Dullahan to strike out with his whip which wraps around the survivor’s neck. The survivor’s forward movement coupled with the Dullahan’s backwards yank allows for decapitation with the survivor’s body falling forwards headless while the head falls and rolls to the side. (To activate this Mori, the Dullahan must strike down the survivor with Spinal Crack and the survivor must be hooked twice.)

    Primary Ability: Spinal Crack: “Death awaits for those with or without courage to face it!” 

    Press and hold the Power Ability to charge Spinal Crack, and release it to unleash an area of effect of damage from the whip. While Spinal Crack is being charged, the radius of the area of effect starts out at a minimum of 8 meters and becomes bigger in radius up to a maximum of 24 meters of a 6 second charge time, adding on 4 meters every second. Once Spinal Crack is released the area of effect of damage is immediately released and damages all Survivors hit by the spinal whip in the area of effect. Spinal Crack’s area of effect damage works at a 30 degrees cone, however it collides into other objects and can not destroy breakable walls and downed pallets. (I.E. If a Survivor is behind a wall or any other object that blocks line of sight when the area of effect damage goes off they will not be injured.) If the Spinal Crack’s whip collides with an object it will ricochet at another 30 degree angle, but loses the AoE cone damage also the range is reduced by 15%. However, if the survivor is hit by the ricochet, the deep wound status effect is applied. Spinal Crack can be canceled by all stuns except for flashlight stuns and flashbangs. Spinal Crack has a 10 second cooldown after usage. While charging the ability movement speed is reduced to 98%.

    Secondary Ability: Ironclad: “A beast in blackened armor and mist you should be wary of!”

    Ironclad is an ability to shapeshift into a darkened black mist in the shape of a war horse to travel far distances in a short time. Ironclad is activated by pressing and holding the Secondary Ability button. It takes 1.5 seconds to activate Ironclad and The Dullahan’s movement speed is increased to 225%. While Ironclad is active, the Dullahan turns into a darkened black mist in the shape of a Warhorse. While Ironclad is active, blood pools become 25% brighter and noises are amplified by 50%; however, you are unable to attack survivors, track survivor scratch marks and see them as well. While in this mode, running into a down pallet or breakable wall will destroy them instantly; however, will slow down the movement speed for 3 seconds to 105%. Ironclad has a cooldown between each activation of 45 seconds. Ironclad can be deactivated by pallet stuns or manually deactivated. To manually deactivate Ironclad, press and hold the Secondary Ability button again. It takes 1.5 seconds to deactivate Ironclad and The Dullahan’s movement speed is returned to base movement speed. While Ironclad is active, the ability to vault can no longer be used. Ironclad causes no Area of Effect damage. When The Dullahan exits Ironclad, all survivors within 8 meters radius are revealed via Killer Instinct for 6 seconds.

    Killer Perks:

    “Miasma”: "Poisonous thick mist of decay will speed up the inevitable."

    At the start of the Trial, all totems are blocked off for 30 seconds. Once a totem is cleansed or blessed, the survivor who cleansed or blessed a totem becomes exhausted for 20/25/30 seconds.

    “Scourge Hook: Stale Wind”: “The wind is always calmest before the storm.” 

    At the start of the Trial, 4 random hooks are changed into Scourge Hooks. The auras of Scourge Hooks are revealed to you in white. Hooking a Survivor on a Scourge Hook, gain the Undetectable status effect up to a total of 10/15/20 seconds.

    “Hex: Wither and Decay”: “Time does not stand still for the living or all of creation.” 

    While this Hex totem is active, when a Survivor heals back to the Healthy state you gain a token up to a maximum of 2/3/4 tokens. Each token equals 10% extra regression applied when kicking a generator. The Hex effects persist as long as the related Hex Totem is standing.

    Addons:

    Bucket of Blood: Mysterious bucket filled with unknown victims blood.

    • When Ironclad is activated, it gains 300% Bloodpoints in Deviousness.
    • Ironclad’s movement speed is decreased by 10%.

    Cracked Vertebrae: A cracked vertebrae of a young human child.

    • Increasing Spinal Crack Area of Effect radius by 2 meters.
    • Decreasing Spinal Crack movement speed penalty by 2%.

    Broken Saddle: Once a saddle owned by someone else by the initials I.C..

    • Increasing Ironclad’s movement speed by 10%.

    Bowl of Eyes: A bowl full of assorted human eyes.

    • Increases the sight range for Ironclad’s Killer Instinct by 2 meters.
    • Increasing Spinal Crack movement speed penalty by 2%.

    Burnt Tree Branch: An unknown tree branch that was set aflame.

    • Increases Ironclad’s movement speed by 25%.

    Cracked Skull: A mysterious cracked human skull of unknown origins with scars around the eye sockets.

    • Upon successful hit with Spinal Crack, the affected survivor is inflicted with Blindness status effect for 30 seconds.

    Sharpened Spinal Disks: A column of razor-like spinal disks used to horrendous effect.

    • Upon successful hit with Spinal Crack ricochet, the affected survivor is inflicted with the Mangled status effect for 45 seconds. (-20%)

    Cracked Lantern: A cracked oil lantern once used on a coach wagon.

    • Increases the sight range for Ironclad’s Killer Instinct by 8 meters.
    • Decreased Ironclad’s movement speed by 25%.

    Broken Whip: A broken leather whip once used to make horses attached to a wagon to move faster.

    • Upon successful hit with Spinal Crack ricochet, increases Survivors' Mending time when affected by the Deep Wound status effect by 5 seconds.
    • Decreased Spinal Crack’s Area of Effect by 4 meters.

    Bottled Dead Man’s Whispers: A bottle of otherworldly makeup that contains the harvested soul of a hanged convict.

    • Upon successful hit with Spinal Crack ricochet attacks, to reduce a Survivor’s Deep Wound timer by 7.5 seconds.
    • Increases cooldown for Spinal Crack by 10 seconds.

    Chipped Blade: A dull and chipped blade from a scottish claymore.

    • Upon successful hit with Spinal Crack, the affected survivor is inflicted with the Hindered status effect for 10 seconds. (-5%)

    Conjoined Twins’ Spine: A pair of spines that fused together from a pair of female conjoined twins.

    • Increases Spinal Crack’s Area of Effect by 8 meters.
    • Decreases movement speed while charging Spinal Crack by 5%.
    • Does not stack.

    Damaged Horse Armor: A piece of dented armor off the horse of the Dullahan.

    • Decreased Ironclad’s movement speed by 25%.
    • Increased Spinal Crack’s Area of Effect by 2 meters.
    • Increases movement speed while charging Spinal Crack by 5%.

    Bottled Lightning: A bottle of otherworldly makeup that contains bolts of lighting.

    • Increases Ironclad’s movement speed by 50%.

    Dead Man’s Eyes: A pair of human eyes that have been gifted with supernatural vision.

    • While Ironclad is active, the Repair Progression of Generators can be determined by the intensity of their Auras.
    • Decreased Ironclad’s movement speed by 50%.
    • Does not stack.

    Bottled Thunder: A bottle of otherworldly makeup that contains claps of thunder.

    • Upon successful hit with Spinal Crack, the affected survivor is inflicted with the Deafening status effect for 90 seconds.
    • Does not stack.

    Melted Gold Coin: A once beautiful shiny gold coin now a melted pile of precious metal.

    • While Ironclad is active, phasing through a survivor will cause them to scream.
    • An Inflicted survivor who screams gains the Oblivious effect for 60 seconds.
    • Upon successful phasing, Ironclad deactivates.

    Green Glowing Flaming Whip: A whip made from harvest souls and forged in hellfire.

    • Upon successful hit with Spinal Crack ricochet attacks, all generators within 16 meters regress by 2% for 15 seconds.
    • Does not stack.

    Spyglass of The Damned: A spyglass made of harvested souls, obsidian glass shards, and charred hickory wood.

    • While Ironclad is active, it causes to see Survivor auras within a 16 meter radius.
    • Does not stack.

    Flaming Horseshoe: A horseshoe made from otherworldly materials.

    • While Ironclad is active, phasing through a survivor will cause one damage of health. 
    • Decreased Ironclad’s movement speed by 75%.
    • Upon successful damage, Ironclad deactivates.
    • Does not stack.
    Survivor:

    Survivor Name: Josh McConnell

    Difficulty: Intermediate

    Survivor Appearance: 6’0” / 1.8288 meters tall, Age: 45, Male, Athletically fit with long frizzled Ginger colored hair and beard, Hazel eyes, Colorful Scottish Kilt, Worn-out stained Wool socks, worn out dark pair of Brown leather hide shoes, and a stained White wool shirt underneath his Scottish sash.

    Overview

    An expert swordsman and Highlander fighting monsters to live another day. Josh McConnell’s perks are: Fighting Chance, Glancing Blow, and Freedom, gives him massive advantages in second chances, fighting spirit and courage beyond danger.

    Survivor Perks:

    “Fighting Chance”: “You know how to sustain yourself in a fight to the death.” 

    You start the trial with a maximum of 2/3/4. Each token increases your action speed by 5% outside of repairing generators. Lose a token when you are put into the injured or dying health state.

    "Dèan sabaid gu math agus bàsachadh gu math!" - Josh McConnell

    “Fight well and die well!”

    “Glancing Blow”: “Your knowledge of deception is key to success.” 

    You start the trial with 1/2/3 tokens. When unhooking another survivor, the survivor that did the unhooking immediately loses all negative status effects except that are Killer related status effects and Hexes. Lose one token per unhooking a hooked survivor yourself.

    “Tis balach leòn feòil.!” - Josh McConnell

    “Tis a flesh wound lad!”

    “Freedom”: “Your love for the wild and pursuit of happiness can be heard throughout the land!” 

    For each gen completed, gain 4/6/8% stackable bonus speed for self healing, crawling, and recovery.

    “Dèan sabaid airson rudeigin no fuireach gun dad!” - Josh McConnell

    “Fight for something or live for nothing!”

    Survivor's Lore: 

    Josh McConnell, once proud and ferocious Highlander from the thirteenth century who fought during the First War of Scottish Independence. Is now a warrior out of time and place to never see his beloved Scottish Highlands ever again. Before the Entity had taken Josh, he was a farmer, family man, mercenary, and expert swordsman. One day while Josh was farming the fields, a band of English soldiers came to “gather” supplies from Josh. Josh would not yield to their demands, so the soldiers threatened to do harm to his property and family if he didn’t cooperate. Josh, still determined to fight, was suddenly struck on the back of his head from a hilt of a sword. The blow had knocked him out cold for hours only to awaken to a nightmare. His land pillaged, family slaughtered, house destroyed, and was left for dead. First there were tears of grief and loss, then quickly turned to rage and vengeance towards the English. Josh was now out for blood and didn’t care if they were innocent or not as long as they were English. He would later on fight alongside Sir William Wallace of Scotland to reign hell all over Scotland and England. Eventually, Josh was caught and outnumbered ten to one by the English. Josh was sentenced to be hanged, drawn and quartered but the Entity had other plans for him. While sitting in his cell in a dungeon, Josh, had started noticing an evil cloud erupt forth from the floor and sucked him into a portal to another dimension. Now by a campfire, Josh prepares for the coming fights that awaits him.

    Realm: Dreaded Night Map: The Keeper’s Forest

    • A large dense forest with the Killer shack in the right or left side of the map with a giant tree in the middle where the Dullahan’s coachwagon is stationed; including, a broken stone bridge that once was used to a river that has long dried up. A destroyed stone hut burnt to the ground, and a burnt wheat field.

    Map Lore: “Once a beautiful forest that nurtured all kinds of beings is now a place of sadness and misery. Much blood has been shed here from wars to trials of survival. Many beasts of nightmares roam here from time to time, but one truly claims the realm as its own. For beware of the Headless Rider, the Dullahan, for it shall claim your soul and eyes if not careful enough.” - Torn Parchment Paper #94

    Map Offering: Gory Human Spine

    Achievements:

    • Adept Dullahan: Get a merciless victory with The Dullahan using only his unique 3 perks.
    • Adept Josh: Escape as Josh McConnell using only his unique 3 perks.
    • For Scotland!: Repair the generator by the Dullahan’s Coachwagon and live to tell the tale.
    • Sight Beyond Sight: Hit one or more Survivors with a ricochet from Spinal Crack 15 times.
    • Death Awaits for Thee: Use the Dullahan's Mori on all Survivors in a single match.
    • Head Turner: Use the Dullahan's Alternative Mori on a Survivor before the exit gates are powered up.

    Impressive. The whip sounds a bit op, but everything else is outstanding.

  • If so common is for you, pick a toolbox and use 99% of it on the first gen, the drop it on the completed gen you are never going back again.

  • ITs not tho, if you round up to the closest number, the average is 2. You cannot kill decimals.

  • @GeneralV said:

    As survivor, if I escape I win.

    As killer:

    -4k or 3k is a victory

    -2k is a draw

    -1k or 0k is a defeat

    This

  • No, i got two 3k yesterday out of 2 games (i let sable go in the second one, but could have killed her) and i always instapick when i down.

    But even if you can reliably down and kill without slugging, i admit is the better/most powerful strategy.

    I dont do it because im aware it sucks for the survivors, but i would definitely kill more and easier if i did.

  • @katoptris said:

    Gen rushing is just doing your objective effectively.

    Like camping, slugging and tunneling then?

    Noted.

    On a more serious note, its bringing a build specifically tailored to get the gens with as minimun interaction with the killer as possible and 4 toolboxes to try and finish the game in 6 minutes.

    Which, like slugging, its very boring and uninteractive for the other party.

    Dont get me wrong. All strategies are valid strategies, but we should try to play and let play, the game was meant for interacting with the other side. Its why im against camping or slugging….. or gen rushing.

    Still, i get that is a valid strategy.

  • The answer is very simple.

    Remote hook was instant (once picked).

    DS needs the wheel to spin to the designated area.

    The killer had that brief window to press remote hook and interrupt it.

  • It happened to me twice last month (i dont play a lot, just 2 games or so per day)

    Both when i was crushing it as a killer.

    I cant say anything for sure, but it does look suspicious…….

  • @Barbarossa2020 said:

    Does it count towards blinding a killer then?

    If so lightborne should negate it.

    It does, the blind is completely negated.

    The stun, however, its not.

  • You can still reliably do pincer 2 on 1 attacks on short to medium loops, and his split pressure is definitely buffed, most youtubers consider ir a buff, but i guess it depends on your playstyle.

    The jailer last 8 seconds assuming you are next to him from second 1, that still allows more than people think without trying.

  • What exactly looked like that?

    They still make several chases along the guard, have more flexibility with the guard control and performs overall well.

    Can you elaborate a little?

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746511#Comment_3746511

    Honestly, I'm calling this a big fat nerf UNLESS they also updated the AI. The AI's a ######### joke and was only useful in pincer attacks because the survivor couldn't just run back into the guard without taking a hit. The fact they lose hunt three times faster if I'm nearby is stupid unless the AI is capable of actually ######### doing something in a chase. I don't even care if they simply make it so every failed hunt increases the guard's hunt running speed by .5%, but something is needed or the guards become more of a joke than old freddy.

    Im honestly getting hits with assasin fairly often.

    And in order for the time to get 3 times faster you have to be within 8 meters of the guard. Which is pretty ######### close. A "larger pincer" anticipating to where the guard is leading the survivor, should still be possible. We´ll see i guess.

  • I think the most unique part of his kit are the zombies.

    I would rather have a zombie buff than a tentacle buff

    3 zombies baseline, with better detection for infected survivors would be great.

    And/or addons to add a third zombie.

  • @Unusedkillername said:

    You're lucky I've just seen a spike in cheaters over the last few weeks.

    My favourite was watching one rotate round a building as I did left and right while his aura was revealed (he did not have object) then I got them 3 games in a row.

    I also saw someone with MFT that did not bring MFT (that was a sad game)

    Some overcome players without the perk :(

    The funniest thing was not my game tho i had a friend stream a game to me when he was on clown and the clown bottles did not slow down the survivors that was funny watching a intoxicated survivor gain distance.

    Now that you said this, i found, 3 days ago,a survivor so fast it couldnt be caught, i was usting a 4.6 meters killer and they could hold W and gain distance of me pretty much indefinitely.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747043#Comment_3747043

    Deep down I know Knight is going to be a D tier killer after this. I'm confident in saying that he will be one of the worst killers in the game and I'm ending this conversation there. You have a good day and have fun with your weak ass killer.

    If you depended entirely on doubletapping to down survivors and cant foresee a future without it, knight is not a weak killer, you are.

  • May i ask how do you know the number of hours someone played?

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746872#Comment_3746872

    For me? Rare but that because I don't let the survivors grab the banners. I chase them with my guard and make sure that they don't get anywhere near the banner. However with the nerf of making the hurt timer go down 3x faster when you near your guard, you not going to be able to work together with your guards anymore and you have to leave them along to chase a survivor. Left along the guard does nothing and the survivor has free rein to go grab the banner whenever they want.

    Left alone, i have seen plenty of assasins get hits on survivors, and you can work with the guard, they can chase you through a border leaving it into a great position to dawn, they can chase they away from gens. They can guard an area or prevent a rescue….

    True, you cannot loop the exact same loop anymore (well you can, but then you have to get the hit quicky) but honestly those double taps were unhealthy for the game, and im telling you this as a killer main.

    Its more of a rework in how the guards work than a clear buff or a clear nerf. Deep down, you know this too.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746667#Comment_3746667

    I want to point out that the 50% longer chase time means nothing if the banner spawn timing is the same now. Most good survivor will easily be able to double back and grabbing the banner making that 50% longer chase time means absolutely nothing.

    Sure, sure……. how often do survivors grab your banners? Especially if you use assasin for the chase?

    Because unless a third survivor commit to it, i hardly ever happens.

    And if a third survivor commit to it, you are effectively chasing/keeping 3 survivors busy.

    All 4 of them if theres a background player or a player waiting for a save.

    Which is also good in itself.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746511#Comment_3746511

    Here is the issue tho, you have nothing to help you in chase while a guard is pressing another survivor. While your guard is chasing someone you are left as a boring m1 killer with nothing to help you in your own chase. On top of that the chances of your guard actually hurting the survivor it's chasing is slim to none since there is so much survivors can do to counter them esp if you include the bugs that knight guards have. Also before you say something we still dont know if those bugs are going to get fix or not since there was nothing in the blog saying they are looking into knight bugs. If you think bugs are getting fix then I think you are getting your hopes way to high.

    I dont think they are fixing any knights bugs. The guards sometimes gets hits, sometimes they dont. But They have incorporated map of the real into the basekit, and increased chase time by 50% for long patrols, that, on itself, is also huge. Not to mention you can spam assasin if you need to spam assasin, or carnifex if you need carnifex.

    If you can be in 2 places at one, doing several actions on different places and pressuring different points, you are not "just a m1 killer"

    Every killer is "just a boring m1 killer" if you completely disregard their power and pretend it doesnt exist.

  • Gideon meat plant.

    Too many safe pallets.

  • The guards allow you to pressure 2-3 survivors at the same time, and now you can manually select the guard instead of being locked in a rotation.

    Its different, but i wouldnt necessarily say worse. At least until i play it.

  • @ImWinston said:

    • all the people who say "she is very easy to counter, tier D or F!!!"... I would like to see them against a really good Hag. definitely her power depends on the map, she is not an easy killer to use (she is a "strategic" killer, like Trapper or Singularity) , but used well it's really scary. I follow a streamer "hag main", and I can tell you it's truly devastating

    name of that streamer?

    Please?

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740903#Comment_3740903

    Looping correctly requires mechanical skill for timings and tight looping, as well as general map awareness, while coinflips only require luck: you either guessed right or you didn't, nothing else you can do.

    Looping an a place with god pallet after god pallet do not require any skill. Drop a pallet in the middle of a corridor and you are completely and totally safe until the killer breaks it, and by then, you are in another safe location.

  • This. Its not just the number, which is already very high, is that plenty of them are ridiculously safe.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740644#Comment_3740644

    I want killers and survivors to interact with each other based on skill, play and counterplay

    Guesswork and coinflips are neither skill nor counterplay.

    Back and forth or trying to predict your opponent is both skill and counterplay.

    You know whats neither?

    Holding W while ocassionally pressing the spacebar till the exit gates are open.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740572#Comment_3740572

    Breaking them is the counterplay. Or you want every pallet be by a piece of rock you can just lunge around? How are survivors supposed to survive then?

    No, it is not.

    I want killers and survivors to interact with each other based on skill, play and counterplay.

    Most maps have plenty of pallets that, if used correctly by the survivor, can be a huge advantage for the survivor and, if used correctly by the killer, allow them to catch the survivor, depending on play and counterplay.

    One or two pallets in the middle of a narrow corridor that you 100% cannot avoid neither the stun or having to waste time breaking it may serve as a survivor buffer, im not against that.

    But the meat plant is ridiculous. As a M1 killer a survivor can loop you for A LOT of time just by pressing W and dropping pallet after pallet after pallet, that you cannot counterplay at all, and no, breaking after pallet is not counterplay at all.

  • @Yharwick said:

    The game is a weird design where it's all pallets and few loops and vaults at which point you're either a killer that cares about pallets (Freddy, Pig, Ceno) or you're not (Legion, Xeno, Nemesis) and how you feel about the map is based on that.

    I guess if you are nurse, nemesis tier2+, billy, bubba or so on, its arguably fine.

    But if you are a "normal" M1 killer is an absolutely miserable experience.

  • @Junylar said:

    What do you mean "unavoidable pallets"? Pallets are not supposed to be avoided.

    That you cannot circumvent, midngame, or take a detour without renouncing to chase.

    Pallets that you must break, no counterplay possible.

  • Those are not very useful tips guys

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