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[Dead By Daylight] Welcome to Raccoon City... Again

ArcTangentArcTangent Registered User regular
edited September 15 in Games and Technology

Dead By Daylight is an asymmetric multiplayer horror game. Four survivors must escape a nightmare trial while being hunted by one killer attempting to sacrifice them to The Entity. It's essentially freeze tag featuring characters from horror movies and games. Everybody from Resident Evil's Nemesis to Michael Myers is here. But not Jason Voorhees, because COPYRIGHT is the ultimate killer.

It is currently available on basically every gaming platform with crossplay among all but the mobile version. The base game comes with a limited number of killers and survivors, the exact set of which depends on the platform, but all non-licensed characters can be unlocked through a free currency obtained by playing the game with a large bundle being given out for free in July. All maps are completely unlocked and available to all players, regardless of what DLC they own, and all players can be matched against any killer or survivor. eg If you don't own the Nightmare on Elm Street DLC, you cannot play AS Freddy Krueger, but you can play AGAINST Freddy Krueger and/or play on the Badham Preschool maps.

Steam Page

Game Basics:
Each trial starts with four players as survivors whose goal is to escape. Survivor viewpoint is 3rd person. Survivors can crouch, walk, or run. While running, they leave temporary bright red scratch marks behind them visible only to the killer. There is fundamentally no difference between the survivors besides their cosmetics and what perks (see below) they begin with access to, although some cosmetics make them harder to see, and some have louder or quieter ambient noises just in general.

Each trial has one of the 24 killers. Killers play in first person view. Each killer can perform a basic attack, a lunging basic attack, and has a unique power for hunting survivors. Killers move faster than a running survivor and emit a Terror Radius in the form of a heartbeat and sinister music around them heard by survivors that grows in intensity for the survivor depending on their proximity to the killer, as well as if they're running while within the killer's field of view (aka a Chase). Most, but not all, killers have a unique Terror Radius theme. Those that don't share from a randomly picked set that remains constant once in the trial. All killers also have a "Red Stain" right in front of them, showing the direction they're facing that also basically acts as their hit area for basic attacks.

There are seven generators semi-randomly distributed around each the map. Survivors must repair five of them to power the exit gates. It takes a survivor 80 uninterrupted seconds to completely repair a generator. More may work on a single generator at the same time, but receives a cumulative penalty. ie Two survivors working on a generator takes 47 seconds to repair it, not 40. Progress on a generator is saved when stopped, but a killer may damage a generator to make it begin regressing at the same speed as a single survivor repairing it. Repairing causes regression to stop until damaged again. Once a generator is completed, it can no longer be interacted with. While repairing a generator, skill checks will periodically appear, preceded by an audio notification. Succeeding at the skill check continues repairing. Failing a skill check causes a generator to explode, causing a loud noise notification for the killer and losing a small amount of repair progress. Stopping repairing a generator while a skill check is active automatically fails the skill check. The killer can always see the auras of all uncompleted generators.

Exit Gates
Once five generators are fully repaired, two exit gates become powered and a loud noise notification appears at both of them for all players. It takes a survivor 20 seconds to open a gate and progress is saved like generators. Once either gate is opened, the Endgame Collapse begins. Survivors have two minutes to exit through the gates. After two minutes, any survivor still in the game dies to The Entity. During the Endgame Collapse or after five generators are powered, the killer can always see the aura of both exit gates.

A hatch appears somewhere on the map as the game approaches its end, by a combination of completed gens and killed survivors. It only normally opens when a single survivor is left alive in the game. The killer may close an open hatch, instantly powering all generators and starts the Endgame Collapse.

Health States
When the killer basic attacks a healthy survivor, that puts the survivor into the injured state, gives them a temporary large speed boost, and stuns the killer for a few seconds. Attacking an injured survivor puts them into the dying state. A dying (or frequently called "slugged") survivor slowly bleeds out and can be picked up by the killer and placed on a hook. If a killer carrying a survivor is stunned in any way, they will drop the survivor, who will revert to the injured state. A dying or injured survivor can be healed by another survivor and have their health states restored. A dying survivor can only slowly crawl or self-heal, but cannot under normal circumstances finish the heal and return to the injured state on their own. Injured and dying survivors leave a trail of blood and make loud pained grunts, making them easier to detect and track.

The killer's goal is to hook each player three times. While hooked, a survivor can see the auras of all other survivors, and all survivors receive both a loud noise notification at the hooked player's location, and has their aura becomes visible as long as they're hooked. A timer counts down while hooked. Other survivors have 60 seconds to save a hooked survivor or they will progress to the Struggle phase. Upon entering the Struggle phase, or being hooked a second time, another sixty second timer begins, with skill checks periodically occurring. The skill checks become more difficult as the timer counts down, and failing a skill check reduces the time remaining. If this timer runs out without being rescued from the hook, or upon being hooked a third time, a survivor is sacrificed to The Entity and removed from the trial. During the initial phase, a survivor may attempt to self-escape, but it has a very low chance of success and drastically lowers the timer, so is only useful as a desperation move. Rescuing a survivor from a hook returns them into the injured state and creates a loud noise notification for the killer only.

Survivors can vault through open windows. Windows can be slow, medium, or fast vaulted through by a survivor, but killers can only slow vault. A slow vault is done while not running. A medium vault is done while running if not running straight at the window. A fast vault is done while running straight at a window. A medium or fast vault causes a loud noise notification detectable by the killer. Because killers can only slow vault, vaulting can be used to gain time/distance in a chase. Vaulting the same window too many times in one chase causes The Entity to temporarily block it for that survivor only. Be aware that your hitbox lingers while vaulting, so medium vaults especially will frequently get you hit.

At the start of each trial, pallets are semi-randomly distributed around the map. A survivor may drop a nearby pallet, stunning the killer if they're close enough. A killer can break a dropped pallet, but not interact with one until it's dropped. They are the main non-renewable resource survivors have for slowing down killers. Survivors can slow or fast vault across pallets (no medium vault).

Scattered around the map are lockers that survivors can hide in. While hidden, their auras are completely invisible to all players and they cannot see any auras themselves. Killers can open lockers and if they open a locker a survivor is hiding in, the survivor is instantly put into the dying state and picked up by the killer. Entering or exiting a locker while running creates a loud noise notification for the killer.

Blood Points
Performing actions and accomplishing objectives in a trial accumulates Blood Points (BP) which are then used for leveling characters. BP can be used regardless of which character earns them. You can play survivor and then use the BP to level up a killer.

Blood Web
Each character has a randomly generated Blood Web that corresponds to their level. BP are spent here to unlock perks for that character, as well as award offerings, items, and add-ons for use in trials. Completing a Blood Web moves to the next one. Blood Webs grow larger as you level a character, and after reaching level 10, The Entity will begin consuming each Blood Web as you move through them, limiting what you can collect from each.

Each player, survivor and killer, may bring up to four perks that give them extra advantages. Each perk has up to three ranks. Perks, and higher ranks of them, are unlocked through the Blood Web. Survivors have one set of perks, and killers have a different set. Each killer and each survivor has three unique perks which may be learned by other characters after leveling them (not necessarily playing them). Four perks (two survivor, two killer) are available each week to be purchased using a free currency earned from basically raw playtime.

Each survivor can bring one item with them to the trial, or find them in crates within the trial. There are a few different items that provide minor benefits, such as med-kits which allow a limited amount of self-healing and/or accelerated healing of other survivors, or flashlights which allow a survivor to temporarily blind the killer. A survivor keeps any item they leave the trial with, but if they die within the trial (or drop the item), the item is lost.

Items can have up to two add-ons that enhance them in various ways. Killers bring up to two add-ons instead of an item that enhance or change their unique power in various ways. Add-ons are consumed and removed at the end of the trial even if the item is kept.

Each player can choose to play an offering at the start of the trial that changes something about the trial. Most are things that affect the map in a relatively minor way, provide extra blood points, or influence which map is picked.

Sample Survivor Gameplay

Sample Killer Gameplay

Important Concepts/Status Effects
By holding the attack button instead of tapping it, a killer can lunge. A lunge differs from a basic attack by providing a short speed boost. The distance/speed of a lunge is dependent on the speed the killer is moving at the time they lunge, which can cause some killer powers to give extended/accelerated lunges that you need to be cautious of.

A number of killer power and perks cause a survivor to scream. All screams cause a loud noise notification that the killer can see. Survivors can head all screams, but only certain causes will create a notification for them.

Some killer powers and perks cause the Exposed status effect. If a healthy survivor with the Exposed status effect is hit with a basic attack, they instantly go to the dying state. A special sound and visual effect play specifically for Exposed. Note, however, that some perks will not reveal that survivors are Exposed until after they have triggered at least once.

Certain killer powers and perks can inflict this status effect on Survivors. While Oblivious, survivors cannot hear the killer's terror radius.

Deep Wound
Various things can cause this status effect. It's an additional yellow health bar that can appear from certain killer powers and as the result of some perks. It stays until you perform a self-heal Mend on yourself (always available), or another survivor can perform it on you. It depletes when you're not running or mending, and if it empties, you scream and immediately go from injured to downed.

A killer status effect that is granted by some killer powers/add-ons/perks. While Undetectable, a killer's aura cannot be read by any means, and their red glow is suppressed. It's stealth mode, basically.

Killer Instinct
Certain killer powers cause a survivor to radiate Killer Instinct, visible only to the killer, as a pulsing red spiderweb with a loud heartbeat. The big thing about Killer Instinct is that it doesn't respect locker hiding, so a killer that can cause/detect it is not going to be fooled by you hiding in a locker.

Memento Moris are a special killer offering that allows the killer to immediately execute a survivor with a special animation. Recently, they've been nerfed to only be usable when a survivor has already reached the last hook phase, but few killer perks and powers can be used to kill survivors, which is generally referred to as "Mori-ing them." They're in the middle of a major rework, along with the hatch/endgame mechanics, the details of which aren't known yet.

Killer Shack
Every outdoor map has a shack that always has a god pallet and a window, making it a very safe place to significantly loop the killer and waste a lot of time, but it also requires the pallet to be up, so it's frowned upon to drop it readily/early.

Every map has a basement, generally somewhere in the middle. If it's an outdoor map, the basement will be in one of the buildings or the killer shack. Each basement has four hooks, a number of lockers, and one chest.

Aka bones. Five totems spawn in each trial that can be cleansed by survivors, destroying them. Normally, they're unlit (a dull totem) and you just get a small amount of points for destroying them. However, some killer perks will turn one or more totems into hex totems, that are lit up and emit a faint burning sound. A hex totem provides the killer with a strong buff until it's cleansed, at which point, they lose the buff. There are also a few perks that instead activate some kind of debuff when the hex totem is cleansed as a trap.

One survivor is randomly chosen as the obsession each game, marked by the Entity's claws around their portrait. While the obsession is in a chase, the claws wriggle and dance. Certain perks (both killer and survivor) are related specifically to the obsession and certain perks can change which survivor is the obsession. The obsession also receives bonus BP at the end of the trial, regardless of whether they are killed or survive. Generally, it's a good thing to be the obsession and most commonly used killer perks related to it make the killer want to avoid chasing the obsession until they're the final survivor left. Not all, but most.

Dotted around every map are crows that get spooked and fly off when somebody passes by, or makes noise (eg working on a generator). They return after a short period, but seeing them fly off in the distance or that they're returning is an alternate way of tracking and detecting people, either as survivor or killer.

A few killers have a lullaby, which works similarly to a terror radius, and plays some kind of musical theme, but cannot be silenced or hidden in any way.

A killer who hangs around a hooked survivor, preventing other players from rescuing them, is camping. It's usually frowned upon if done outside the endgame collapse, and won't work against skilled survivors because you're not pressuring them off of generators, but you do see a fair number of low ranked killers do it to some degree, especially the killers with insta-down powers. It can secure a kill, but relies on the camped person giving up quickly and/or other players to basically suicide-rush the hook. Face camping is when the killer just stands in the hooked person's face, making nigh impossible to even try to rescue. It's more or less okay/understandable during the endgame collapse when there are no more generators to defend though. Proxy camping is keeping a very tight patrol of generators around the hook. Still frowned upon as poor practice and high level survivors will obliterate you for it, but a lot of people are too altruistic for their own good.

Singling out one player and focusing them out of the game ASAP. It often goes hand in hand with proxy camping as an attempt by the killer to quickly secure a kill. It sucks hard for the player who gets tunneled, and there's no real counter play to deal with it. Good survivors will punish it, but most survivors are altruistic enough to try to distract the killer or take hits, which can reward the killer being an asshole. Tunneling can happen accidentally too, just from sheer bad luck, and survivors can set themselves up to be tunneled by bad play too. Tunnelling is a lot less toxic than camping, especially later in the game. If a killer has already lost multiple gens, it maybe their only option to turn the game around. If no gens are done yet though, it's being a pretty big asshole to focus on one person relentlessly.

Putting multiple survivors into the dying state at the same time. A tactic for many killers, especially when they have a bunch of survivors nearby. A slugged survivor can't do much of anything but crawl around, but without hooking them, they can be healed or crawl away/to a safer spot and be healed without being hooked.

ArcTangent on


  • ArcTangentArcTangent Registered User regular
    edited September 16
    Meet The Killers
    The Trapper
    Can set beartraps around the map. Stepping into one causes a healthy survivor to become injured, and immobilizes them until released by themself (may require multiple attempts) or a fellow survivor. Traps can be disarmed by interacting with them, but creates a loud noise notification. A very territorial killer, but he has to retrieve his traps from around the map and reset them if they're disarmed, so takes a while to set up. Be careful around tall grass and in narrow loops against him.

    The Wraith
    Can become invisible. While invisible, he moves extremely fast and his red stain and terror radius are suppressed, but from a close distance, you can see a shimmer in the air and hear his gurgling. He must reappear before he can attack. While uncloaking, he rings a bell and his speed is drastically slowed, but gets a large speed boost for a moment once fully visible. Currently a very strong killer for his ability to traverse the map, approach undetected, and be extremely aggressive at loops due to his uncloak speedboost. A bunch of his add-ons are extremely powerful (too many to summarize here), so he can be rough to go against.

    The Hillbilly
    Has a chainsaw that he can rev to enter a dash with limited left/right steering (basically think Mario Kart). Colliding with a survivor during a chainsaw dash instantly puts them in the dying state. Hitting a dropped pallet destroys it. Good map control thanks to his dash speed, and can down survivors that he catches in the open. Tinkerer (see above) is one of his innate perks, and works well with his movement speed, so be wary of that against him. Use vaults/windows against him. Juking as he revs his chainsaw to make him miss his dash and go sailing off elsewhere can be effective too, but most will use the chainsaw from up-close only (basically unmissable) in a chase.

    The Nurse
    She's able to blink/teleport around the map with a brief fatigue after each blink, but her default movement speed is slower than survivors. She can chain up to two blinks together (the second shorter than the first) as she moves. Her ability to blink lets her ignore a lot of normal looping to teleport right to survivors and makes her extremely strong in experienced hands, but it takes a shitload of practice to master the positioning of her blinks. Against her, try to break line of sight and trick her into blinking in the wrong direction. Don't underestimate how much time you can waste against her just by running in a straight line, but a good Nurse will tear almost any team apart.

    The Shape
    AKA Michael Myers from Halloween. Myers is complex. His power is Evil Within and has 3 tiers. In tier 1, he has the Undetectable status, but moves only slightly faster than survivors run, and has a reduced lunge. He can stalk a survivor in his field of view, and after stalking them sufficiently, progresses to Evil Within 2. In tier 2, he is basically a regular killer with regular movement speed, but a slightly faster vault and a slightly smaller terror radius. He can continue to stalk to progress to tier 3. Tier 3 lasts for 60 seconds by default before returning to tier 2 (no way to return to tier 1). While in Tier 3, his terror radius grows to regular size, he gets an extended lunge, and all survivors are inflicted with the Exposed status. All survivors hear the Halloween theme whenever he increases/decreases Evil Within. He has a bunch of strong and gimmicky add-ons to be aware of (too many to go into here), but is usually pretty basic to play against. Break line of sight, don't let him stalk you, be wary because he can be deceptively stealthy in both tier 1 and tier 2, and try to stay clear while he's in tier 3, especially if he took a long time to reach it because he may be bringing one of his nastier add-ons.

    The Hag
    She's able to set traps which appear as a dark triangle on the ground. When a survivor gets near a trap, a mud phantasm of the Hag spawns with a BWAAAGH, jumpscaring the survivor and staring at them for a moment. The Hag can teleport to any active mud phantasm, letting her move around the map. She has a slightly reduced terror radius and small profile, but slightly reduced movement speed. This is an extremely territorial killer and is very difficult to go against in solo queues because the strategy against her is to actively harass her, disrupt her web of traps, and keep her from setting up. She is also very weak in chases due to her reduced speed and most will not want to leave their trapped area.

    The Doctor
    Doc's power is Madness. He inflicts it two ways. First is a Static Blast which hits all survivors within his terror radius (being in a locker blocks it). Static Blast is on a very long delay. The second is Shock Therapy, which sends out a small cone of electricity in front of him after a short delay. Being hit by either of these causes a survivor to scream, blocks them from taking any action for about a second, and increases their Madness. At Madness 1, skill checks have a chance of spinning backwards instead of forwards, and appearing somewhere besides the center of the screen. At Madness 2, reverse skill checks are more frequent, and illusory Doctors will occasionally appear around the survivor. At Madness 3, the survivor screams intermittently and is unable to perform any action except "Snap Out of It," a series of Skill Checks (which can be reversed) which restores Madness to tier 1. He has a bunch of nasty add-ons which cause additional effects in Madness. Try to stay out of his shocks and control Madness against him. His shocks can also be used as an anti-looping tool because you can't vault/drop a pallet while screaming. Move early if you see a shock coming.

    The Huntress
    She's a ranged killer who can throw hatchets that injure/down a healthy/wounded survivor, but has a large lullaby that notifies you of her presence long before she shows up and moves slightly slower. She can only carry a limited number of hatchets, but they can be refilled from any locker. Because she can throw over pallets and through windows, she can't be looped at normal and her slower speed needs to be used against her. Be careful hiding in lockers against her because many use Iron Maiden, a killer perk that speeds up her locker refills, but also causes survivors to scream and become Exposed upon exiting a locker.

    The Cannibal
    AKA Leatherface from Texas Chainsaw Massacre aka Bubba. Bubba also carries a chainsaw that can instantly down survivors, but his dash is slower than the Hillbilly's (still much faster than a running survivor) and has a constant AOE in front of him as he moves. However, if he bumps into an object while chainsaw dashing, he throws a tantrum, becoming immobile and slashing the area around him. Use windows against him and try not to be caught in the open because he will easily run you down. BBQ (see above) is one of his innate perks, so almost all Bubbas will run it. His ability to AOE down survivors also makes him essentially unstoppable if he decided to be a miserable asshole and camp somebody on hook.

    The Nightmare
    AKA Freddy Krueger from Nightmare on Elm Street. Against him, survivors are automatically pulled into the dream world. They also enter the dream when struck with an attack, but leave it when hooked, by interacting with an active alarm clock (always the most distant one when you enter the dream), or having an awake survivor wake them up. While awake, he appears and disappears from view when in the distance, but has a normal terror radius. While in the dream, survivors are inflicted with Oblivious, but instead hear his Lullaby. He's able to teleport to any uncompleted generator and set dream snares. He has good map presence with his teleports, and his disorienting lullaby makes it hard to know which direction he's coming from. You want to try to stay awake as much as possible because that prevents dream snares from working on you and just loop him well.

    The Pig
    AKA Jigsaw from Saw. She can crouch, moving at a reduced speed but gaining Undectable and an extended lunge to ambush survivors. She can also place a limited number of reverse bear traps on a downed survivor's head. When a generator is finished, the trap becomes active and the survivor must quickly remove it or be killed. Traps are removed by interacting with Jigsaw Boxes scattered around the map, whose auras are visible while a trap is on their head. Her natural slowdown and essentially random kills from forcing an additional objective makes her a dangerous killer, but she's not very strong in a chase or in loops in general, so long as you stay alert for her and don't let her get the drop on you.

    The Clown
    He can throw two flavors of bottles that explode in a cloud of smoke. Pink ones cause survivors to scream and become slowed down briefly. The yellow ones grant a small speed boost to anybody who enters them, survivor or killer. It takes him a moment to refill his ammo, where he can't move. A killer who works by shutting down loops by dropping gas where survivors want to go, or using the speed-up from the yellow gas to quickly catch up, but most other killers can just directly use their powers to inflict damage, so isn't the strongest around.

    The Spirit
    She has a smaller terror radius and moves at a slightly reduced speed, but can phase out, leaving a husk behind while she moves at a greatly accelerated speed, completely invisible to survivors, able to reappear right on top of them. While phasing, she cannot see new scratch marks, but can hear survivors and see environmental moves (eg rustling grass). Considered one of the top tier killers who you need to out-think and trick when she phases. Survivors outside her terror radius hear a whoosh sound when she begins phasing, but those within only see her husk stop moving, which also lets her fake it by just standing still, increasing her mindgaming potential.

    The Legion
    A gang of murder-kids who can enter Frenzy, giving them accelerated movement and the ability to quick vault windows and pallets. If they hit an attack in Frenzy, the survivor is put into the injured state, inflicted with Deep Wound, Frenzy's duration is refreshed, and all survivors in their terror radius not suffering from Deep Wound will emit Killer Instinct. Missing an attack in Frenzy (or after a certain duration) stuns them for a moment. They excel at putting survivors into the injured state, but can't down a survivor with Frenzy, so need to rely on winning the normal chase without any real power to do so. It's better to try to stay injured and slam out the gens against them if you can, but they can be hard to go against for inexperienced people and/or without coordination because you want to spread out and force them into long chases to limit the effectiveness of their power.

    The Plague
    She is able to vomit sickness that infects survivors and temporarily infects interactible objects like windows, generators, and pallets. Once infected, survivors start coughing and their infection level grows with any action (eg repairing a generator, running, etc), but being vomited on quickly raises it. A fully infected survivor becomes injured, Broken, intermittently vomits, and infects anything they interact with. Infection can be cleansed at pools around the map (auras highlighted once infected), which restores a survivor to full health, but corrupts the pool. The Plague can ingest a corrupted pool which cleanses it, but temporarily changes her vomit power to injure/down instead of infect, making her extremely dangerous while it's active. A mapwide sound effect plays while her Corruption is active, and whenever a survivor cleanses. Like against Legion, it's best to stay infected and just force her to be an essentially powerless killer and slam out gens rather than heal. If you must cleanse, do so near already completed generators in corners of the map so she needs to go far out of the way to get her power to full strength.

    The Ghost Face
    From Scream, but for licensing purposes, is just a costume. A stealthy killer who can crouch Shroud, which gives him Undetectable and lets him Stalk survivors by staring at them while motionless. He gets bonus stalk for leaning out from the side of things. A fully stalked survivor becomes temporarily exposed, but a basic attack removes all Stalk. Survivors can break him out of Shroud by focusing on him for about 2 straight seconds, which puts his Shroud on a long cooldown, but also signals him to the location of the survivor who broke him out. He wants to catch survivors together so he can '99' a stalk on one, and then chase the other, so when he finds the first one again, he can get close, Shroud, stalk for a fraction of a second and then immediately down them. He's weak in chases, but can crouch to hide himself and sneak up on people, so just stay on guard and master looping to give him a rough time.

    The Demogorgon
    From Stranger Things. His first power is that he can set down portals and then travel between them close to instantly. Once a portal has been used, it becomes active and, survivors can close them, but become Oblivious and have to complete skill checks while doing so. His second power is Of The Abyss. While using Abyss, he growls, slows down slightly, and all survivors near active portals emit Killer Instinct. Using Abyss also lets him Shred, which is a leap straight forward that breaks pallets/doors it hits or injures/downs a healthy/injured survivor. Demo-doggy has a lot of map presence if he gets his portals set up, and can end chases if given a straight line to Shred in, but is loud as absolute shit, so may not be able to get close before survivors hide.

    The Oni
    When injured against the Oni, survivors drop blood orbs which he can absorb to fuel his power. Once full, he can Demon Dash at an accelerated speed around the map (with reduced steering), instantly break dropped pallets, and instantly down healthy survivors he attacks. He's pretty much opposite Legion/Plague. You want to heal quickly against him to keep him from using his Demon Dash as much as possible, but is otherwise a pretty basic killer, albeit an extremely dangerous one if he can keep his power up.

    The Deathslinger
    Another ranged killer with slightly reduced movement speed and a smaller terror radius. He's able to fire his spear gun and reel in survivors. He can basic attack while a survivor is speared to injure/down them, or the spear can break if he can't reel them in quickly enough (which can only really happen if obstructed by terrain). Terrain colliding with the chain also causes it to break faster. The chain breaking this way stuns him briefly. After a survivor is speared, they are always inflicted with Deep Wounds, regardless of whether they took a basic attack or the chain broke. He needs to reload (slows him) after each shot. He's basically a sneakier Huntress, who you can't loop normally against and can punish windows/pallets. He's more able to get close undetected, but significantly reduced range and a bit more precision needed.

    The Executioner
    AKA Pyramid Head from Silent Hill. Triangle Man can drag his sword to create a long lasting trail behind him. Survivors that walk or run through it (crouching is fine) become Tormented and emit Killer Instinct for a few moments. A downed Tormented survivor can be Caged, teleported to a far corner of the map in what is essentially a hook, but doesn't activate any hook perks. While caged, they must succeed at skill checks or their hook timer will count down at an accelerated rate. Being rescued from a cage, or rescuing someone from a cage are the only ways to remove Tormented. While dragging his sword, if he attacks, it causes a short narrow shockwave ahead of him that can injure/down. His ranged attack makes him similarly dangerous at loops to other ranged killers, but he has a pretty big tell when using it, so many survivors can fake it. The shockwave ignores walls, so smart Triangle Heads know how to predict survivor locations and hit them through it.

    The Blight
    This killer can suddenly dash straight forward for a brief duration, redirecting a few times if he runs into terrain, basically pinballing around the map. After slamming at least once, he's able to attack during his rush. A fairly simply mechanic, but playing him well requires a lot of experience in knowing map setups, what you can bounce off of and what you'll slide off, and just generally being able to navigate and reposition very very fast. A ton of map pressure though, and can end chases fast, so in experienced hands, is one of the top tier killers.

    The Twins
    Charlotte is the big girl, Victor is her little twin. Charlotte can release Victor, switching control to him while she goes dormant. Victor moves fast and lacks a terror radius and can't see scratch marks (but can see blood trails), but is constantly shrieking. He can pounce, which downs an injured survivor, or makes him cling to a healthy survivor, injuring them. While Victor is on a survivor, they can't work on a gen or heal (but can vault or drop pallets). It takes a few seconds to crush Victor, after which he returns to Charlotte. If Victor misses a pounce, there's a few seconds where he's vulnerable and can be kicked, destroying him until he returns. Charlotte can also return control to herself, which leaves Victor immobile but vulnerable to being kicked. Any survivor near Victor emits Killer Instinct. The Twins are very good at slugging survivors and camping areas. Staying healthy so Victor can't track easily or get downs is the best way to deal with them. Working in pairs so one person can kick Victor after he misses a pounce can also help.

    The Trickster
    Another slower movement, smaller terror radius, ranged killer, able to throw a flurry of knives. After hitting enough, survivors become injured/downed, but gradually recover if not knifed for a short while. He only has a limited number before needing to reload at any locker. After hitting enough knives, his power temporarily goes into overdrive, letting him throw an unlimited number at an increased rate. He technically has a lullaby instead of a terror radius, so despite the smaller terror radius, isn't very stealthy, although his lullaby/chase music is fairly quiet. Considered a bit on the weak side, but he can still tear you apart if you give him a straight line of sight through a window, over a pallet, or in the open.

    The Nemesis
    From Resident Evil. The newest killer with two powers. First, he can whip people with a very short range ranged attack. The first time a whip hits, it infects a survivor and they begin coughing. Whipping an infected survivor injures/downs them. His whip can level up as you infect more survivors. At level 2, it can break pallets. At level 3, it has extended reach. He also has a passive that spawns two zombies on the map who shamble around and attempt to attack nearby survivors (same rules as getting hit with the whip). He can also whip them to level it up. Four chests with vials spawn around the map that survivors can use to remove infection one time each, but cause Killer Instinct when they do so. He appears to be pretty similar to Pyramid Head in most regards, except can take care of pallets easier without being able to attack through walls. Be aware of zombies, because they can get ya.

    And also Pinhead, Artist, Dredge, Sadako, and Wesker since this thread was made.

    Advanced Knowledge
    Basically just the act of running a survivor running the killer around some kind of environmental obstruction. A good killer will almost always be able to hit a survivor due to their speed advantage, but a good survivor knows how to absolutely maximize the amount of time it takes them to do so. Understanding the best way to run each kind of possible map tile is one of the big things that makes people good at the game.

    Mind Game
    Part of looping. Out-thinking the killer or survivor, tricking them into moving the wrong direction, and gaining distance on them. A common mind game for a killer player, for example, is to show your red stain to make a survivor think you're going one direction, and then moonwalk the other direction.

    Unsafe Pallet
    These are pallets at very short loops that are difficult to play around, usually because the killer can just to the side of the pallet and lose no time at all, or even hit the survivor after they drop it.

    God Pallet/God Loop
    A god pallet is a pallet that completely blocks the killer's path and forces them to break it to continue a chase. These are extremely safe pallets and can be dropped early and still get significant value out of them.

    When four generators have been repaired, only three are left for survivors to work on. If those three generators are all in close proximity to each other, the killer has a significantly easier time defending them. Survivors want to avoid being 3-genned, and killers usually want to be at least a little territorial if they're losing generators to be able to better defend them, although the ability to do so varies significantly depending on the killer's power. Some killers will aggressively try to force a 3-gen situation.

    AKA Survivor Friends. Survive With Friends is just what it's called when you're in a pre-made group, or playing with friends. A lot of the game is based on information, which is limited when playing solo, and the game becomes extremely survivor-sided at upper levels because of the advantages that playing with friends can give.

    Clicky Clicky
    A lot of survivors know how to loop killers extremely well and like to troll/abuse them. One of the big ways is by blinding them with flashlights when they pick up a survivor, which causes them to drop them. These trolly survivors tend to click their flashlights a lot to try to get attention so they can bully killers.

    Matchmaking is a bit weird in DBD, but you have a rank for survivor and a rank for killer. You get scored each game and can rank up, but the metrics prioritize doing a little bit of everything, and so long as you do that, you'll naturally rank up more than down, even if you don't get a ton of kills as killer, or frequently escape as survivor. A survivor team really only needs one strong player to occupy the killer and the rest can just work on gens. This means that there's an absolutely MASSIVE range of skill in the top (red) ranks, especially for survivors. Skill based matchmaking (aka MMR) is supposedly being worked on and coming eventually, with a test-run of it every few months, but each test has been pretty badly received by all but the very tip-top players, and in my own opinion, survivor teams kind of need weak links to give a lot of killers a real chance because they have to capitalize on mistakes while survivor teams more just need to not be totally ineffecient. Additionally, each month, on the 13th, everybody is dropped to the next lowest category of rank, so there's a bit of churn for those who play infrequently.

    Major Perks to be Aware Of

    Survivor Perks
    Full List can be found here.
    Exhaustion Perks
    This isn't a perk, but a class of them. Exhaustion is a temporary status effect that blocks use of some strong survivor perks which gradually recovers as long as a survivor is not running (or upon being hooked). Generally, exhaustion perks are those that give a brief burst of speed to lengthen chases. Most survivors generally run some form of exhaustion perk to help them gain distance in chases. The two most popular are Sprint Burst (3 seconds of extra speed when you first start running), and Dead Hard (while injured, on command, extremely quickly sprint forward for ~.5 seconds with I-frames)

    When a survivor with Kindred is hooked, all survivor auras are revealed to all other survivors, and the killer's aura as long as they're near a hooked survivor. When any other survivor is hooked, the survivor with Kindred gets those bonuses instead (sees all other survivor auras, and the killer's aura when near a hooked survivor). An extremely powerful information perk, especially for new players. Helps hugely to coordinate with other players even without comms. As a killer, be aware that when you leave after hooking someone, survivors will often have advanced warning for which direction you've gone in because of this perk, even before they hear your terror radius.

    Spine Chill
    A common perk immediately available to all survivors from the start, and great when you're starting out. It lights up when the killer is looking in your direction, even from a relatively far distance, so you know when they're coming your way, or if they're just passing by when you hear their terror radius. It's also a direct counter to the stealthier killers, although it can be tricked by looking away as they approach.

    Borrowed Time
    AKA BT. A survivor perk that gives the Endurance status effect to an unhooked survivor when you unhook them. Endurance lets an injured survivor take a hit and receive a Deep Wound status effect instead of being put into the dying state for a brief time. It helps protect against tunneling and lets survivors go for unsafe unhooks when the killer is nearby, but safe hooks are still preferred.

    Decisive Strike
    AKA DS. A perk that lets a survivor who was recently unhooked stun a killer if they're picked up by them by hitting a skill check. Recently nerfed, so far less common, but still good for anti-tunneling and a reason to not tunnel if you're playing killer.

    A survivor perk that lets a survivor self-recover from the dying to injured state once per trial. One of the very few anti-slugging perks.

    Self Care
    Allows a survivor to heal from injured to healthy on their own, at reduced speed. It has a bad reputation because it takes a long time to heal like this and even more time is often wasted running to a far/safe corner of the map, but mathematically, so long as you do finish healing, since it only takes one person's time instead of two, it isn't actually less efficient, as the other person isn't wasting their time chasing you to try to heal you.

    Windows of Opportunity
    Highlights all nearby windows and pallets. Fantastic informational perk for beginners and experts to show all the options you have around you so you can move towards them and use them.

    Killer Perks
    Full List can be found here.
    Barbecue and Chili
    AKA BBQ. A killer perk that reveals all survivor auras to the killer outside a certain range for a few seconds when hooking a survivor. It also provides a huge amount of extra BP. Extremely popular perk to be on killers, and you can generally assume they have it by default, so expect most killers to be able to see you for a couple seconds after hooking somebody.

    When a generator is 70% repaired, the killer gets a loud noise notification at it (survivors see nothing) and temporary gets the Undetectable status, letting them sneak up on survivors that are about to finish a generator. A popular information perk for killers, especially those with an insta-down ability.

    Hex: Ruin
    AKA Ruin. Causes generators to automatically begin regressing at twice the normal rate when nobody is repairing them. Another extremely popular killer perk. It causes generators that a killer chases survivors off of to regress very quickly, passively negating all progress on them. Is disabled when the hex totem is cleansed. Is frequently run with Hex:Undying, which protects it and causes survivors to have to find and cleanse multiple totems. A game where Ruin goes uncleansed for a long time can become unwinnable for survivors.

    Pop Goes the Weasel
    AKA Pop. The most common regression perk after Ruin, and frequently run with it because regression is the killer meta at the moment. After hooking a survivor, the next generator kicked within a short time will explode and lose an extra 25% progress. Can't be disabled like Ruin, and provides an immediate major knock off of progress that can save a gen from being finished.

    Corrupt Intervention
    Temporarily seals half the generators at the start of the match, preventing survivors from working on them. Another very popular killer perk to prevent survivors from immediately jumping on a gen and having to run around the map to look for something to do.

    Hex: No-one Escapes Death
    AKA NoED. A hex perk that only activates once five generators are powered. If at least one totem hasn't been cleansed yet, one randomly becomes active. As long as it's active, all survivors are Exposed and the killer receives a speed boost. Often run by newer killers because it almost guarantees at least one kill in the end game, and makes it almost impossible to save a camped survivor while it's active.

    Otzdarva is a fantastic person to look to for guides and such, and has made absurdly long and detailed videos in exhaustive detail about almost every possible aspect of the game. Dude I think may legit be insane.

    ArcTangent on
  • ArcTangentArcTangent Registered User regular
    edited June 2021
    If this thread doesn't immediately die, I'll add anniversary and other promotional stuff coming up here. I expect a bunch of new players from the Resident Evil chapter, dropping today, June 15th. There should be a free week either with it, or with the anniversary celebration happening in two weeks.

    Been playing this a bunch lately. Sad no thread here for it. The fog hungers.

    ArcTangent on
  • ArcTangentArcTangent Registered User regular
    edited June 2021
    Patch Notes for Resident Evil chapter up.

    Extra nerfs for Demogorgon add-ons and basically all of Nemesis's perks were pretty significantly buffed from the PTB. I still feel like they're all pretty weak though. Finally a bugfix for Surveillance highlighting fully regressed gens. That's been around for-fucking-ever.

    AAaaand Temple of Purgation is massively bugged. An invisible wall on the main building plus zombies get literally stuck on any of the small steps.

    ArcTangent on
  • KarozKaroz Registered User regular
    Rezzing an old thread but I still think this game would be excellent for private games especially with spooky season coming up.

    As for the current state of the game I have no idea what's going on anymore.

    Also apparently a 400k bloodpoints code dropped for Amazon Gaming folks

  • FryFry Registered User regular
    edited September 15
    A month or two back, there was a pretty big balance patch that reworked a ton of perks, and also made some overall balance changes that make killers more lethal in general but also make it a little harder to be a dick and just tunnel one survivor right out of the game. Good stuff overall, the game is a bit healthier than it has been for a while.

    Most recent content update was a second Resident Evil chapter, with Wesker as a killer and Ada and Rebecca as survivors. Joining the previous RE cast of Nemesis, Leon, and Jill. (There are also costumes for Chris, Claire, Carlos, and Sheva)

    Fry on
  • ArcTangentArcTangent Registered User regular
    I would say that the big balance patch made it easier for killers to be a dick. It makes tunnelling immediately off the hook slightly harder, but camping significantly easier and the rewards for it are way the fuck higher. It's a good time to be a congenial and fairminded killer, but playing solo survivor? You're in for a very, very rough time. On the other hand, because killers are so strong right now, and they finally got the queue incentives working, survivors are pretty much hard slammed to double BP all the time. With that and the other BP changes they made lately, I finished P3ing Wesker after the monthly grade reset, so I've got everybody maxed a month ahead of the next chapter. Feels super nice, even though I didn't care all that much about that previously. Well, still missing a few survivors I never bought, but their perks are garbage anyway.

    They also just released some stats today about that big patch, revealing that the kill rate went from about 50% to about 60%, which they're apparently happy about? Seems... uh, less balanced to me.

  • KarozKaroz Registered User regular
    Yeah 2 dead survivors or is that like....lets see umm....3 hooks per survivor x 4 survivors = 12 total hooks / 2 = 6 hooks a game what they should be aiming for?

    Or did survivor queues become abysmally long when no one wanted to play Killer?

  • ArcTangentArcTangent Registered User regular
    Karoz wrote: »
    Yeah 2 dead survivors or is that like....lets see umm....3 hooks per survivor x 4 survivors = 12 total hooks / 2 = 6 hooks a game what they should be aiming for?

    Or did survivor queues become abysmally long when no one wanted to play Killer?

    I don't recall survivor queues ever being that bad, but killer queues were often instant for me. Right after the big patch, and before incentives were working, it flipped entirely. Survivor queues have been instant ever since then, while killer queues often take 3-4 minutes and I'm thrown up against everything from people with 50 hours to 5,000. MMR is still pretty fucked, though I would imagine mine is especially fucky since I'll sweat in direct proportion to how good the survivors are. If I have six hooks and only one gen's done, it's a good bet that I'll deliberately look for whoever's not on death hook and then stop kicking gens entirely and fuck around. They really need to have another serious go at matchmaking and anti-camping mechanics.

  • KarozKaroz Registered User regular
    Yeah I think that's part of why I stopped playing, the MMR was just all over the place. One match I'm playing brain dead survivors, next it's a set of loop kings that I can get more than a single hit in.

    I know they've got the game loop to a polished sheen but doing generators has been the most boring thing forever now.

    It's why Evil Dead attracts me loads more cause you're bashing in Deadites and scavenging while collecting the pieces to banish evil. Yes it becomes somewhat rote as well but there's more to do it feels like.

  • FryFry Registered User regular
    edited September 15
    Karoz wrote: »
    Yeah 2 dead survivors or is that like....lets see umm....3 hooks per survivor x 4 survivors = 12 total hooks / 2 = 6 hooks a game what they should be aiming for?

    Or did survivor queues become abysmally long when no one wanted to play Killer?

    It's a little more than two dead survivors per game on average. The thing you have to remember is that the devs don't care at all about hooks going by what they have said. So they're averaging together games where SWFs dunk on a killer (0 hooks, 4 escapes), actual fun games won by survivors (8 hooks, 4 escapes), actual fun games won by killers (11-12 hooks, 0-1 escapes), bullshit Bubba games (4 hooks, 4 kills), and bullshit Myers/Sadako games (0 hooks, 4 kills).

    There are actually not that many games with 2 kills and 2 escapes, in my experience. The design of the game naturally pushes towards all escape or nobody.

    I actually have not noticed a change in queue times. For me, it's always been instant survivor queues/long killer queues until about 9pm, then it flips around the other way.

    Fry on
  • ArcTangentArcTangent Registered User regular
    It's both a strength and a weakness of the game that it's momentum based. Things can swing on a single mistake, but at the same time, that means a single fuckup by a team member, even one completely understandable (eg getting caught out by Spirit Fury or Devour) can be game ending in an instant, to say nothing of just salty jerks who rage quit. I think the game would be in a much healthier state if there were better comeback/equalizing mechanics for both sides, but especially for survivors since as soon as one person is out, all the timers are extremely hard against them, and it also leads to a bunch of shitty situations like slugging for 4k instead of engaging in the hatch mechanic at all.

  • heenatoheenato Alice Leywind Registered User regular
    oh survivor queues got REALLY bad at the lowest point of killer ability, of course that depends on what time and region you play in, but at peak hours there were so many more people playing survivor.

    matchmaking times have evened out a lot because of the matchmaking incentives and that's nice.

    Solo queue survivor is probably in the most dire spot right now unfortunately, and I'm hoping they do something to alleviate that the next big patch they do. and the MMR is still garbage trash that seems to think I'm the greatest killer in the goddamn world when I've had about 4 kills total in the last 40 or so games.

    Overall though I do think the game is in a much, much better place than it was but it's not quite where it needs to be yet.

    M A G I K A Z A M
  • KarozKaroz Registered User regular
    Still one of my all time favs get Adept Bill cheevo, last buddy goes down (not without me trying to save em) and the hatch opens like 10 feet away and I'm aware of it.

    Adept achievements are one of the few I enjoy since it forces you to play a certain way and be more thematic with the character instead of just going for meta perks.

    I'll never be good to do David though, No Mither fudge right off.

    Evil Dead has some come back mechanics such as you can pick up wounded survivors from bleeding out (risky since you're exposed) or even revive dead survivors if you bring their ghost to an altar, but again exposed during the process. You can do this infinite times until you've defeated the Dark Ones then any KO = instant death. Also, if a survivor is dead when one of the "blue objectives" (Kandarian Dagger or Lost Pages of the Necronomicon) is finished, the dead survivors are instantly resurrected at the completed objective. As a demon main I thought it was baloney but it helps put the momentum back in the survivors side.

    Note that wasting time reviving folks all the time is a bad idea as this gives the demon more time to get stronger but it's nice to pull off.

    Now it's not all roses, there are quite a few bugs they still haven't worked out such as one that lets survivors dupe infinites of health and ammo items and balance needs some work. But I welcome the change of pace and play it fairly often.

  • FryFry Registered User regular
    I don't think there's really anything to adept achievements? At least not survivor ones. I just put the three perks on starting the first time I play the character, I don't think it's ever taken me more than about three games to get the achievement, and I'm not super amazing at either role.

  • heenatoheenato Alice Leywind Registered User regular
    for survivor you just have to escape with them. but with david thats easier said than done seeing as No Mither.

    M A G I K A Z A M
  • ArcTangentArcTangent Registered User regular
    edited September 15
    Eventually, you'll go against a Plague or Legion and then you'll have the advantage!

    But yeah, I don't care about Adepts, and do my best to avoid all those tome challenges. Especially the recent ones that are like "Kill everybody using only Stridor." Are you kidding me? No. How about just... no.

    ArcTangent on
  • KarozKaroz Registered User regular
    Man Legion is still one of my favorite killers conceptually--a gang of teens melded into one body with murderous intent? Man, what could they do! There's like 4 different possibilities of powers--oh wait they run fast, vault and stab...


  • FryFry Registered User regular
    No Mither does put you at a big disadvantage, certainly, but at least you have arguably the best exhaustion perk to help. And worst case, eventually you'll run into a nice killer who will let you go just for being a meme.

  • heenatoheenato Alice Leywind Registered User regular
    I would not say it's the best exhaustion perk anymore it got nerfed into the ground.

    M A G I K A Z A M
  • ArcTangentArcTangent Registered User regular
    edited September 16
    I stopped using it because I kept getting Endurance on the ground. It was bad enough in the beforetimes when it was Exhausted on the ground, but seeing the yellow invulnerability pop up after you're already on the ground is a special kind of fuck you from the weird-ass way DBD does latency. Still way better than the past, but come on.

    The sucky thing is that it's still really the only decent exhaustion perk against some of the most dangerous killers like Nurse or Spirit where SB or Lithe just buy you an extra second or two.

    Also, played one Sadako game tonight because I'm maxed on dailies and it only wants to give me killer ones. Got stuck in Garden of Joy and... man. I fucking hate her low FOV so much. I can't even fucking see over these damn cars and fences. It's ridiculous. Also, a Mikaela literally ran straight through me as I was fidgeting to get the right TV targeted and started working on the gen I had just kicked... with Dragon's Grip. I was so stunned that I almost teleported away. Stealth killer problems.

    ArcTangent on
  • FryFry Registered User regular
    Dead Hard has a lot more fail cases now, true, but now it's sometimes an extra health state AND a speed boost plus killer hit stun getaway, which is way better than most of the previous success cases. Much more risk/reward, but it's still very very good. I said "arguably" because you can make a case for Sprint Burst being less good but way more consistent.

    I have literally never seen "endurance on the ground," I'm surprised to hear that's a thing, unless you're mistakenly trying to chain endurance hits while you're still in Deep Wound. More of a thing against Legion and Deathslinger, or if you're busy trying to not get tunneled and already took a hit on your BT (another situation the new version is worse than the old, I suppose)

  • ArcTangentArcTangent Registered User regular
    edited September 16
    I was getting stuff like this, basically every time I used it.

    I'd be hit in the animation, I'd glow as if I had timed it right, Endurance would blip up on my screen for a fraction of a second, but I'd be on the ground. I'm sure it's latency related. My system says I DHed. The killer's didn't. They get favored, I go down. But the timing is so tight now, and fuck if I can adapt to whatever fucking magic or wifi on the fly to deal with that.

    ArcTangent on
  • SniperGuySniperGuy SniperGuyGaming Registered User regular
    Apparently this is on game pass and I've been curious to try it. Any recommendations for stuff to start with? You level up your survivors/killers?

    Twitch Streaming basically all week
    SniperGuyGaming on PSN / SniperGuy710 on Xbone Live
  • FryFry Registered User regular
    The first two posts have a lot of good general info.

    One of your first progression goals is to get a character to level 15, so you can equip the maximum number of perks (four). The next progression goal is to get a character to level 50, complete that blood web, and unlock the "prestige" node, which will grant that character's perks to all other characters.

    Specific recommendations for getting started as Survivor: Deja Vu will help you find generators, and Kindred will tell you where everyone is when the team is in a tight spot (someone is hooked). Most of the freebie characters have at least a couple good perks, it's hard to go wrong with any of them (other than Jake, haha)

  • KarozKaroz Registered User regular
    Man I remember when I bitched on the steam forums that needing to be like level...35? 40? To have all your perk slots unlockef was excessive and getting mocked by the other posters.

    Glad they changed that.

    Will say, the perks get character progression going a lot faster than Evil Dead talent trees but I do like the latter had character specific abilities to make them feel unique.

    Also if it is getting too annoying you can tell me to knock it off with the Evil Dead comparisons.

    Back on topic. Would love to do some private fun matches sometime, probably one of the few things to get me back to playing this.

  • ArcTangentArcTangent Registered User regular
    It's a rough game to get started with since so much of skill in it is knowledge based, and there's not much of a population of other newbies to match with. There is a much better tutorial nowadays with bots to at least see the basics, but you can only play one killer, and it's ironically one of the harder ones to use well against actual other people. They're supposedly working on expanding that, but the ETA is "Who the fuck knows." Of the free survivors, Meg is probably the best to get started with. She has some good perks, especially Sprint Burst. It lets you zip away, and one of the most effective things you can do at any level is just put a shitload of distance between you and the killer.

    As for killers... the totally free initial set isn't great for where the game currently is. Hillbilly is really hard to learn and use well. Trapper requires a fair bit of map knowledge and being able to predict how survivors will move a solid three or four minutes before they're even in the area. Nurse is flat out broken, but she's quite hard to learn and plays different from every other killer so if you do get her down, you'll be able to dominate, but it'll be an even harder learning curve. Wraith is probably your best bet. Good map mobility and can ambush/keep people off guard. Will let you at least find people quickly, though at the moment, he's kind of weak, and his ambushes are majorly countered by Sprint Burst, which you'll be seeing a lot. Trapper may not be bad either (and is the one you can use in the tutorial), but he's a setup killer that tends to rely on snowballing, so he's very feast or famine.

    Once you have some of the free currency, there are a lot more and much better options depending on how and what you want to play.

  • KarozKaroz Registered User regular
    Would recommend trapper or wraith, since unless things changed they also have the fastest chase speed so if a survivor isn't sprint bursted away you have a decent chance of catching them.

  • ArcTangentArcTangent Registered User regular
    The best thing about playing Artist is that it doesn't matter how shit your bird placements are or how off your timing is. Half the time, people will mindgame themselves into just giving you a free and easy M1 out of sheer fear of the birds.

    Well, that and the serotonin hit every time you fire birds off across the map and hit multiple people. Hands plus Discordance should be illegal.

    That almost made up for the previous three games of:
    Facecamping Plague
    Forever Mending Legion with first hook DC
    Facecamping Oni

  • KarozKaroz Registered User regular
    Nothing to me compares to hunting survivors as Trapper and hearing that audible SNAP of a bear trap and the accompanied scream.

  • FryFry Registered User regular
    I don't understand why someone would face camp as Oni. I have not yet figured out any counter play to his power, and he's been bugged for months to have basically permanent uptime on his power.

  • ArcTangentArcTangent Registered User regular
    They facecamp and as soon as someone comes close, pop their power for an instadown. Similar to camping as Myers. I genuinely don't understand why BHVR allows some killers to abuse their powers at hooks like that and others don't. Even the ones that supposedly can't (eg Twins) often have ways to pretty easily get around it.

    The bloodorb glitch was fixed last patch though.

    I haven't really found a good way to play against them with their power either. If they're greedy with the dash, you can play around long walls, especially with windows like Shack or a lot of houses if they're available. I find it better to just aggressively throw every pallet in the world and prevent them from getting that first hit.

  • FryFry Registered User regular
    If Myers has his power ready, AND a person on hook, it usually means the survivors are doing something seriously wrong, so I'm ok with him having an advantage defending the hook.

    I could see defending a hook with Oni's power ready, but it seems more effective to just use it to patrol a couple gens and get a nearly free down on whoever you find. Especially since he can go back to the hook to get a power refill from the unhooked person.

  • ArcTangentArcTangent Registered User regular
    All he has to do is just down someone normally getting really any amount of stalk off them. It only takes 6 seconds to go up a tier, or 4.8 with the add-on to speed it up (or even less for the obsession one). All the things that make it hard to stalk survivors normally, distance, loops, cover, etc, aren't an issue when they have to approach a specific spot that you're squatting on like a toad. And even that's assuming you don't have some stalk already, or even 99ed and will just tap it as soon as they're within lunge range. You can't fake grabs either, because he'll be stalking you for the insta.

    And even in the best case, what happens is they slug the unhooker and tunnel the other person with the extended lunge and faster vaults, but since M1 is even faster than a chainsaw, what's far more likely is you get downed before you can even get the unhook, and now the game's basically over. Dead Hard is the only reasonable way to get even get a trade, and even that requires you to already be injured and time it right.

  • KarozKaroz Registered User regular
    edited September 18
    Man it's nice that Evil Dead has a vs AI for survivors that you can get some amount exp from so I can get some levels in these characters since I'm a demon main. Demon queues getting longer due to the switch in balance and I imagine survivors now taking a break.

    Edit: If only there was a similiar playground for demons since they are even more talent-dependent than survivors

    Meta has shifted way over to Puppeteer due to the insane amount of health their power possession ability gives them and nuking groups down in the first few minutes. But to be fair, survivors have developed a lot of bad habits of going off on their own so it makes it easy for the strong-early Puppeteer to hunt down individuals and ruin their day.

    Survivors still have item duping which isn't fixed so it's not all just rosey for demons.

    Edit 2: The exp in the vs AI is supremely minimal though but it's nice to make at least a little progress while practicing.

    Karoz on
  • ArcTangentArcTangent Registered User regular
    edited September 20
    This has got to be a demoralizing way for a match to start.

    I also somehow managed to get three grabs because of Plaything. I don't like it in theory because it soft promotes tunnelling, but it also gives some nice stall and/or ambush hits. I may need to work it into some of my other builds too. You wouldn't think Artist would be all that stealthy even with it, but people keep running straight into me or not noticing at all.

    ArcTangent on
  • FryFry Registered User regular
    It also promotes not tunneling, because you waste more survivor time cleansing four of them, and gets you ambush hits off more people. Also it helps you keep the most relevant effect of Pentimento active for longer.

    I've been running into plenty of Wesker the past couple weeks (duh). They're split almost evenly between "big TR" builds (anti healing and/or Starstruck), and "no TR" builds (Plaything, Tinkerer). Interesting dichotomy.

  • ArcTangentArcTangent Registered User regular
    I consider Plaything borderline mandatory if you want to run Pentimento just to make sure totems get cleansed. I just wish it worked more like Gift of Pain, where you're incentivized to go after someone else rather than making the hooked person more vulnerable. Like if it cursed the unhooker instead. It's especially cruel with Wesker too because his infection is the same thing, but even worse. In theory, survivors now have an additional objective, but in actuality, they now have two objectives just to get out of the extremely vulnerable state making resetting even more difficult. If they heal, they're slowed and insta-downable. If they spray, they signal their location and are still injured with all that entails. And then you add Plaything on top of that.

  • KarozKaroz Registered User regular
    ArcTangent wrote: »
    This has got to be a demoralizing way for a match to start.

    I also somehow managed to get three grabs because of Plaything. I don't like it in theory because it soft promotes tunnelling, but it also gives some nice stall and/or ambush hits. I may need to work it into some of my other builds too. You wouldn't think Artist would be all that stealthy even with it, but people keep running straight into me or not noticing at all.

    Wow that's pretty fantastic killer, I had seen snippets but real neato.

    Last one I really played was when Nemesis came out.

  • ArcTangentArcTangent Registered User regular
    I'm surprised I don't see more of her to be honest. She's really strong and not that hard to play. Her birds can be a little fiddly, but nothing like say Blight. Good map pressure and innate intel, and very powerful anti-loop, though a lot of it comes from people overly respecting your birds and giving you an M1 instead. That injure I get at the start is a gimmicky thing from one of her stronger add-ons though. Normally, you only injure if it's at very short range, or they're already swarmed. But the Severed Hands add-on makes it so that if someone's swarmed, then the swarm automatically spreads to nearby people, but the ones who it spreads to don't get i-frames from being 'hit', so they're immediately vulnerable to a second bird launched their direction as long as it's spaced out a little. It's cheeky as fuck and punishes the shit out of teaming up on gens.

  • heenatoheenato Alice Leywind Registered User regular
    edited September 20
    Artist came out at like the nadir of playing killer which I think is part of the problem. She released right when killer was at the bottom of the bottom, plus the actual counterplay to her makes the game kinda not fun.

    the counterplay of "Dont loop. hold W and just leave" when looping is kind of the most interesting part of the game.

    heenato on
    M A G I K A Z A M
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