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twitch_ravKenclaw

twitch_ravKenclaw

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twitch_ravKenclaw
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  • @Tranquil_Blue said:

    Definitely not. But keep in mind that your experience as killer depends on a huge number of factors: your MMR, which killer you're playing as, which addons and perks you're using, your playstyle (are you being aggressive enough?), the skill level and coordination of your opponents, etc.

    This. Every time. Unfortunately. Makes balancing harder, but not impossible.

  • Is the answer simply not that these killers are good at lower match-making (which accounts for a significant percentage of the killrate) vs. high mmr where you will absolutely get ######### on if factors (rng, experienced players, map) are not in your favor. At some point you will just lose, there's nothing you can do about it, except hold W and hope you can catch up to a survivor holding W to the next loop.

  • In the last 3-6 months I went from 4-6+ hours a day, now it's more like 1 hour, maybe 2 MAX daily. It's just been easier to stop playing, nothing has changed. Killer has become abundantly clear at high levels that no matter how hard you try (which you inevitably will have to the higher up you go) a MAJORITY of them are at the mercy of the survivors / RNG. It's just not fun trying to play nice, trying to play non-meta perks, trying to switch up your killers, trying to hope that RNG works in your favor, only to get stomped by players who can hold M1 or W stress free. The amount of STRESS Killers face over survivors is frustrating. No amount of bloodpoints will make a player decide to keep playing religiously once they hit that burnout.

  • @Mercês said:

    I've never seen a cheaper combo on my life.

    Absolutely stalling the game with no effort. Explosion from the other side of the map? No problem, I'll be there in no time.

    I just wish I had a better looping team so this thing would proc less.

    What's your opinion on this? Have you had similar experiences?

    You said it right there in your last sentence. Your teammates don't loop as well as you like. Wraith shines easily when survivors are not decent loopers. If they are, he's SOL, as he is one of THE WORST chasers in game. It's not the perks, it's your luck.

  • Ugh, this makes my head hurt reading all these commonly replied solutions. If the devs / BHVR wanted ANY of these to happen, THEY. WOULD. HAPPEN.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621409#Comment_2621409

    He has a few oppressive builds. However, for the rest, his chains is very inconsistent and too dependent on the rng of extra chains spawning and not being instantly broken. His real power is the chain hunt, but I guess running the same build to just force a passive ability gets old kinda fast

    This, exactly this. The Ultra-Rare Lament Configuration paired with the add on to speed up the chain hunt was the only way I could force survivors off gens, and even then, there were a lot of close calls. His other add-ons are just too weak (besides a few), and some are just like ######### is this supposed to do?

  • Macmillan Estate is probably one of my favorite maps - gameplay wise - as long as tiles don't chain

    Grave Of Glenvale, Ormond, Lery's Labratory, Coldwind Farm, - design wise

  • Realistically, you'd have to pair this with Unbreakable, Decisive Strike, Deliverance, Sprint Burst and / or maybe Dead Hard. Those would be some good synergies. I'm def missing some though.

  • @Rogue11 said:

    Wait till you play against one running Bamboozle, Blood Favor, and Undying. Very interactive gameplay.

    Why are you spreading my business? 🤬

  • I mean, it's either this playstyle, or Iri Button. Those might be the only good things about Legion.

    I wish they would make the stun reduction add-ons base-kit, it's longer than Wraith's uncloak I feel like.

  • Honestly, Saboteur should show you auras of hooks every ___ seconds and / or increase the base sabotaging speed. But, it's a slippery slope. With every additional survivor coordinating sabos against you, it can add up over time, especially on an RNG dependent map.

  • So glad I'm not the only one STILL suffering from infinite loading screens, what a treat!

  • Michael Myers, then Nemesis, now Ghost Face as well.

  • @Killing_Time said:

    https://forum.deadbydaylight.com/en/discussion/comment/2527789#Comment_2527789

    Right. Stomped by competent survivors, but yeah... Overpowered.

    Yeah this actively hurts Wraith's high level gameplay, but like, we already know that's not where BHVR's priorities are.

  • @anarchy753 said:

    I've played Pig and Plague consistently at high ranks for years. The parroted 'only 3 killers are viable' noise is just that.

    Agreed, even at high ranks, Plague is doing fine for me, with the rare occasion maybe once or twice out of dozens of games within a 2 day period.

  • Build 1: Prove Thyself, Built To Last, Stake Out, Fast Track

    Build 2: Prove Thyself, Built To Last, Fast Track, Streetwise (bonus points if you are with friends and stack it)

    Build 3: Prove Thyself, Built To Last, Resilience, + one of the others

    Items: Engineer's Toolbox + Add-ons: Wire Spool + Socket Swivel and / or replace one of these for the Brand New Part.

  • @Phasmamain said:

    Plague has always been my second best killer. She’s fun but too inconsistent for me to main

    Yep! Plague in a nutshell.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2493869#Comment_2493869

    This just isn't true

    The whole point of Plunderer's is that you consistently get greens and purple, brown items don't happen often when you have that perk

    Sorry, I was a little distracted when I wrote that first comment. I would like to clarify that I meant without Plunderer's, you can hope for those brown med-kits / toolboxes and yellow+ items as well. With Plunderer's your chances go up of course, but I still stand by my thinking that Plunderer's is better paired with other perks, rather than ran alone. If you can get higher rarity items without it, it's kind of like how do you know it's consistent and doing a worth-while job on it's own and not just more consistent, which I agree with!

    @Jasix posted the image of the percentage chances, which is very helpful. It looks like you have an almost 1/5 chance to get a brown item? I did not know that!

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2493869#Comment_2493869

    Yup

    • Grants a considerably better chance at finding an Item of a higher Rarity from Chests.

    Sorry, the point I was trying to get across was that the term "considerably" holds little meaning in this game. Those terms are thrown around willy-nilly by the devs and have no consistency. If I was going to run a chest build, I would stack up on perks that help me get items. In the same way you try to do a wiggle build, the more synergestic perks you put on, the more value you get.

  • @Lenox said:

    For those of you that play killer, how many are you actively focusing / maining? There are 24 killers, excluding Ceno. I own 21, play them all based on daily rituals and challenges, but really plan on focusing on 5 specific ones.

    For those of you that play survivor, how many are you actively focusing / maining? There are 27 survivors. I own 19 and am pumping the bloodweb on 5 of them past 50. I am currently aiming to have 3-4 full pages of purple perks on them.

    Also, how many is too many to focus / main? Feel free to define focus or main however you wish.

    Just curious how everyone else plays. Happy Wednesday.

    Survivor: Bloody Dwight & possibly Claudette, when I get her prestiged again, if ever.

    Killer: Retired P3 Spirit, Semi-Retired P3 Wraith, avid The Huntress, Plague, Nemesis, The Hag, The Doctor, and Michael player.

    To a lesser extent, I like Demo, Freddy, Deathslinger, Pyramid Head, Pinhead. I rarely play Nurse, trying to get better, but that learning curve tho.. I do not play Pig and don't necessarily like The Trickster / Ghost Face.

  • If you want some actual decent items, you're meant to combo chest-searching perks with Plunderer's Instinct, such as Appraisal, Ace in the Hole, and/or Pharmacy. Your chances of finding good items is not that high with Plunderer's, as it's main function is to show you the auras of chests, the increased rarity is a bonus, but I'm sure if someone found the numbers, you'd see it's not that good. Even still, realistically all you should hope to find in a chest is a brown med kit, or maybe a flashlight or yellow+ toolbox. The brown med kit is one full health state, as well.

  • Is this consistent? I was on Backwater Swamp with a level 1 Discordance and my zombies didn't react to the notification from far away.

    Then again, that's like the buggiest map for the zombies.

  • I only use it on my Basement Hag Bodyblocker Build. It was successful last night. I'm so glad I had streamed lmao!

  • The changes they made to Nemesis are welcome, but not enough. I've been loving him more and more, but frankly, he is one of the killers I get tea-bagged / bm'ed the most with in serious red ranks. Most avid Nemesis fans have agreed not to M2, unless it's like a 100% guaranteed hit, which is ridiculous considering that's the killers personal mechanic.

    Secondly, I would say the zombies are efficient 20-45% of the time. Most games it's common knowledge that they get stuck on the most basic of environmental objects. When they do work, they can provide temporary information on a survivors whereabouts, or they can help you push someone off a gen (not indefinitely), or help assist at a tile.

    It's unfortunate even when they are detecting survivors, they are too slow to do anything most of the time, even with double speed add-ons they never seem to land a hit of their own, even with my help.

    I totally agree Nemesis just needs to be reworked, give his zombies a percentage increase to their detection and speed based on which tier Nemesis is in. I really do love the concept of the zombies, I just hate that most matches I have to waste my TIME as killer to either reset them, or play harder to make up for them.

    EDIT: To reiterate how useless Nemesis' Zombie Speed + Detection add ons are, you could make them base-kit and wouldn't be able to tell a difference. Speed and Detection stand no chance against pebble blocking the way of zombie.

  • Bodyblocker Hag Build makes me laugh like a maniac

    Perks: Agitation, Save the Best For Last, other two are optional, but usually Iron Grasp, Mad Grit, Bamboozle, Enduring

    Add-ons: Waterlogged Shoe (survivors collide with hag traps and can't get passed), and Scarred Hand

    I exclusively play Hag with this non-teleporter build. The best achievement I seem to consistently get is a basement Christmas tree LOL.

    I also love

    3 Gen Doctor

    Perks: Distressing, Hex: Huntress Lullaby, Eruption, Overwhelming Presence, Oppression, Overcharge

    Add-ons: Double Calm or 1 Calm and 1 Order.

  • @Edilibs said:

    I'd like to see what people like most. Doesnt have to be competitive perks or it can but perks you really like

    Most favorite: Blood Warden

    2- Sloppy Butcher

    3- Haunted Grounds

    4- Nurses Calling

    5- Insideous

    6- Save The Best For Last

    7- Thanatophobia

    1. Agitation
    2. Blood Warden
    3. Distressing
    4. Hex: Devour Hope
    5. No One Escapes Death
    6. No Way Out
    7. Save The Best For Last

    I need more than 7...

  • @DeliciousFood said:

    Alright, so I'll open up with saying that, yes SWF is a tougher challenge and those that stack up with fellow many-hour no-lives are asinine to face. They are stacking an unfathomable amount of advantages despite playing 'just for fun', which is often not the case with the common mentalities of players on both sides here. There is an irrational desire to win in this asymmetrical game that I can only attribute to compensate for being unable to do so in levelled playing fields.

    Tangent aside, I understand your struggle. And luckily, you DO NOT need to main these three killers. Nor would you need THOUSANDS of hours to be able to use them and consistently win against even sweatier SWF's. Nurse isn't as hard as people try to sell, Blight is surprisingly easy to pick up if you give yourself perks to help you as training wheels and Spirit has never been difficult to use, although she is currently bugged right now. But you can also use any higher tier killer too and you can also get consistent results.

    The key with these sorts of sweaty teams is to not hold back on the scum. Slug when you can. Tunnel when you can (but try to slug rather than hook these ones), abuse altruism to spread injuries and snowball. DO NOT try to go for many hooks. If you can destroy them all in one wave, DO IT. They will recover at the speed of light if you give them an inch. If need be, camp. But camp smart. Spread injuries if you're not a strong camping killer and immediately down the must vulnerable. If you feel they'll be pressuring YOU despite this, do everything to tunnel one out. Pyramid Head is a godsend for this.

    Slowdown perks help but I'll be very honest here: They only work to make you 'win more' against solos. You're still going to get outmatched by people using SWF strengths and are generally better than you. Learn to forego generator defense for more pressure on the team itself. That's not to say don't run slowdown, but don't be this brain dead blight that runs to tinkerer each time it rings despite downing a survivor being the much better play. It's incredibly stupid. Focus on spreading the pain on the team and letting go of some generators. A first hook can be an opportunity to get more injuries and more downs, thus more slugs and hooks.

    Most of all, don't consider winning a big fun factor in this game. Many people here do and it leads to awful mindsets. If you're gonna lose, oh well, you'll compensate by crushing the next solos. Eventually if you apply these aggressive angles I've suggested, you'll end up rolling SWF's.

    Here are killers that are good at higher levels without being the top three: Twins, Pyramid Head, Huntress, Deathslinger, Trickster (Magnificent camper), Bubba (Same), Hag (Hard to use vs SWF however), Oni. They are not TOO HARD to get into either, and are generally great at downing or removing survivors from the game quickly.

    NOT THE SLUG THE SCUM

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376914#Comment_2376914

    Cleansing devour won't repair a gen. IDC if the killer is mauling a survivor right next to me, somebody's gotta do gens and it ain't gonna be the one getting mori'd

    Me: Screaming out "NAURRRRR!" While getting moried right next to you. You: "Y'all hear sumn?"

  • @Thr_ust said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378470#Comment_2378470

    I understand if you’re playing while impaired. But for newer players who got a clear head. It wouldn’t take much to just stick in the back of your head to count to 15

    I think it's a difference in priorities, then.

  • Spirit Players should have never been given Stridor, LMAO, some of y'all are helpless. Lemme pray, chile.

    Anyways, ya shoulda never been using that crutch perk from the start. If you ain't be using it on other killers, why use it on Spirit. I feel like part of playing Spirit, like any other killer, is to use your tracking to predict / determine where a survivor is. It's honestly nice that this change balances the 50 / 50 a little more for survivors. But, most decent Spirits, including myself (P3 retired Rank 1 main) never really used it to begin with.

  • @Thr_ust said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378457#Comment_2378457

    You just have to count to 15 of the killer not using his power, breaking a pallet, or the chase ending. And then 30 and 45 for the other tiers

    I feel it's a simple change that would make it easier for newer players. Also, I'm high most of the time I play, but the only thing I think about in a chase is where my pallets / vaults / next tiles / teammates working on gens are.

  • Honestly, all I wish is there was a video / audio cue for survivors to know when a killer has gained bloodlust.

  • Spirit and Doctor

    That should tell you everything you need to know about me.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2345743#Comment_2345743

    I did that. Would have worked great if i wasnt in reds where theyd wait for me to uncloak to drop it. Red rank survivors are clever 😭

    Wraith is just not a killer that can pressure in a chase in general, smart survivors will always take advantage of that lmao!

  • Now I kinda wanna try my Wraith + Shadow Dance add on + Brutal Strength + Fire Up. Just for the memes, of course.

  • As a Killer, I'd be fine with additional benefits to survivor. As it is now, it's not as good. It really isn't hard to just eat the stun and continue chasing because of scratch marks / audio cues. There should be at least a self-preservation aspect or muted / muffled sound for the survivor for the duration. I'm not sure how I'd feel about it activating twice. In some games, you will find your only way to generate pressure is to tunnel. 110 Killer + Big Map + Spread Out Survivors = Little to no pressure

    Another possible change is they could split the duration into two activations. So instead of one 60 minute timer, you could do two 30 seconds.

  • As an unbiased Rank 1 Killer & Survivor here are my two thoughts...

    1. Kicking without Pop has little to no noticeable effect. At the highest level, against 4 competent survivors, most of them will gen tap and continue running back and forth between the gens and any tiles to avoid the killer. If the killer goes to the gen, kicks it, then chases, the regression begins sooner, which is helpful, but regression is already to slow, as seen by the Ruin Meta. Not only that, but you waste time in the slow kick animation, EVERY SECOUND COUNTS. Don’t get me started on the fact that it cancels if you release the button early or get flash-mined.
    2. Even with Ruin, there will be matches where I have two survivors alive, one slugged, and the other in a chase with me. Naturally, over the course of pre-end game, I should notice which final gens have how much progression. After a significant amount of time of downing the survivor and putting them on hook, I’ll sometimes walk by gens and it’ll STILL sound like it has barely regressed, even with Ruin.

    Possible solutions?

    •Kick Animation should be sped up (this is already possible, but only with certain perks, which aren’t meta and only available to some killers through Addons)

    •Base Regression from a kick should have a more significant impact. You’re effectively choosing to let a survivor escape a possible down to protect a gen.