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Juicyman

Juicyman

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Juicyman
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  • Typically not enjoyable, it isn't fun playing against turbo-charged killers even if repair speeds are against them. Although repairing pallets hits the spot.

  • Decisive Strike - Can now guaranteed be found in chests, the perk just lets you start the match with one, but is consumed when used and can only hold one at a time (doesn't take an item slot). Still deactivates at end game but can perhaps be given a blood point event if you've held onto it until that time.

    Unbreakable - The ability to lift yourself up from the ground once is now given to you after you break a totem. Perk functionality stays the same however circumventing the need for a totem and the increased recovery speed. Tempted to say this effect should last even in end game to match the perk.

    As a result the game also slows down for the Killer as both finding and opening/cleansing takes time but hopefully weens them more to play in a traditional manner since these are global factors. Shattered Hope basekit for Killer and Boons can be risk/reward since it blocks off Unbreakable meaning they can be buffed accordingly.

  • Put the Candles at pallets, use them to highlight the location of important loops for yourself and your team.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740559#Comment_3740559

    I don’t see the insta heal as very helpful when it exposes you, so you’re still a one shot, just not an injured one shot. Still super risky

    Super fun when I get healed mid chase and I no longer benefit from Resilience or Dead Hard, absolutely stellar.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709011#Comment_3709011

    I prefer to point out blatant misinformation, even if I have a lot of posts here.

    Then do so without talking down to the majority of poster you come across, you deviate so many topics.

  • @Aven_Fallen said:

    "Nerf Blight every Patch", lol. You really seem to be a new player.

    Anyway, there should be a Roadmap for May coming up in the next days and the Year 9 Roadmap should be revealed during the Anniversary Stream.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708966#Comment_3708966

    If you play Blight for that long you should now that Blight has received exactly 1 real Nerf. The removal of Hug Tech might also not be considered a Nerf to some since Bump Logic was improved.

    Meanwhile after his Release Blight got a few Patches back to back where he received Buffs and even the most broken Add Ons took years to be nerfed.

    Saying that he got nerfed every Patch is just so wrong.

    Forum regulars trying their best not to be insufferable, OP has asked a question and is being hounded at with "uhm actually" as if he should be thankful. Even if Blight's power hasn't gone down in power most recent patches keep fluctuating how he is played which is probably getting tedious for Blight players.

  • @I_CAME said:

    It's funny that a team with Hens and three comp players can only get to 171 wins in a row and even have their streak ended by a TRICKSTER. Yet people STILL try to say this game is survivor sided. Meanwhile there are people who genuinely don't think a blight getting almost 2000 wins in a row is a problem.

    They're limited to no duplicate perks, can only bring items they find in chests (which can also be lost), and were not allowed to bring map offerings. Unlike the long Killer streaks they have imposed restrictions.

  • It would appear as an endorsement of views from the devs which would probably spring further conflict. Some of the most terminally online people in these forums are among the most sour individuals I've come across (who make notable jabs towards the devs themselves), you cannot open a thread without the usual 3/4 users yapping about the same stuff day in, day out or just spamming new threads ad nauseam.

  • My "Santa" Build.

    1) Hoarder: You will not be taking from me

    2) Franklin's Demise: No-one but me can have toys

    3) Make Your Choice: How dare you take down my sack

    4) Hex: No One Escapes Death: Merry Christmas bucko

    Best with Santa Clown. If Hoarder goes off drop your current chase and hunt the rat that stole the toys.

  • @appleas said:

    If swf and solo queue weren’t that different in terms of escape rate, there wouldn’t be a need to close the gap between them right? Sounds like the Survivor action icons should be removed.

    People keep complaining about how Solo Queue sucks but I barely see people complaining about the dbd experience in a swf.

    Gee I wonder why

    It's funny, you'll have the same terminal forum posters complaining about Soloq balance as to why certain Survivor perks/items shouldn't be nerfed and why certain Killers/Killer perks need gutted but here they are saying good SWF are just as strong without coms, ultimately meaning Soloq just boils down to a "get good" issues. Sounds like Soloq Survivors need to learn from their mistakes by their logic in which "think of the Soloqs" can no longer be used as a shield for balance discussion.

    My two cents: there's nothing ultimately wrong with SWF at this point, it's just the ability to stack the strongest things on four Survivors when they match against some unsuspecting Killer (which is the same as Giga Blight or Nurse matching against 4 random Survivors trying to complete Tome challenges). Identify and fix the egregious peaks of both sides and we can actually move forward for once.

  • Any benefit towards overcoming the barrier of entry for this game is good. If an older player doesn't already have the content from the bundles then they either aren't a committed player or they are intentionally avoiding it.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596775#Comment_3596775

    The Mettle of Money strategy was Made for This very purpose!

    Yeah, this concept shouldn't be very Alien to us anymore.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568690#Comment_3568690

    Not sure and I already deleted the video. Only perk I remember is MFT.

    Damn, that's a shame. Self-Care is often a common tell for finding a cheater, especially if they forget Sloppy is in play, as they just pretend to be 99%'d. Pretty much their perk load-out is designed to gaslight the Killer into thinking it was just the perks all along.

  • Just to confirm OP @dbdthegame did the Ace have Self-Care by chance?

  • Furtive Chase AND Buckle Up finally get to see each other? They said it wasn't possible...

  • Hex: Plaything is probably my favourite and I think it's one of the best designed perks in the game since it:

    • Encourages hooking all different survivors.
    • Gives Oblivious, one of the few effects that make the game even just a little scarier.
    • Provides a secondary objective in having to cleanse up to four totems which is nice, earned, slowdown.
    • Or risk ignoring the totems for a more tense experience which is usually pretty fun to play around.
  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554284#Comment_3554284

    It's not really that theoretical, it's just how games go.

    They're stealthy. Ghostface is Undetectable so unless it's super open, you can ambush super easily. That's not theoretical, that's just... how it is. Myers has a super small TR, especially with Dead Rabbit, so survivors have a very short timeframe to react to hearing the heartbeat. That's not theoretical, that's just how it is.

    You do have to actually play well, you don't get to passively benefit from it with no input on your side, but those tools are just there. The only real detracting factor is that they're map dependant, if you get an open map it can be hard to leverage your stealth.

    The tools are there, but so are the counters. It isn't enough that these Killers can punish injured/expose healthy Survivors when the means of preventing them are easy to come by of which you have multiple. You have HUD elements, audio cues, auras (against Myers), using your eyes. Even without MFT these Killers are considerably weak with unreliable powers that take precious investment in this already fast paced game. That unreliability will lead them to eventually having to chase against MFT. They do not counter MFT, they DO have the tools to leverage it, but they ultimately will still be at its mercy if both players are of equal footing because of their counters.


  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554255#Comment_3554255

    Myers, Ghostface, and to a lesser extent Pig are all stealth killers. Staying injured against them is a very risky play, especially if they're particularly skilled players, so most survivors aren't going to want to risk it. If they do, you leverage your stealth to get the drop on them. If they don't, that's where Myers and Ghosty get to use their Exposed.

    Pig comes out weakest, but Pig also has ways of emphasising the pressure she does get. Even if you don't have a way of getting a down other than basic M1 play, that down is more potent because of RBTs.

    That's kinda the thing about MFT. Basically every killer can deal with it because while a 3% boost in speed is strong, it's not insurmountable and it's conditional - and the conditions it has puts pressure on how both sides play.

    That's part of the theoretical vacuum I was mentioning, unfortunately staying injured these days isn't the big threat it usually is because of the HUD update (tracking who is getting chased), and, in these scenarios, we're also not considering the ability of the Survivors to simply see the Killer or even hear the T2 Terror Radius of Myers. I agree that as written these Killers have the correct tools to punish staying injured/exposed to avoid MFT, but there's so many common outliers for these characters that they ultimately remain at the mercy of MFT because both of them don't have reliable powers.

  • There's a few like Deliverance that'd be handy to have a tell. I wish Head On revealed your aura in the locker to other Survivors so they can take advantage of it if they're mid-chase in soloq.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554227#Comment_3554227

    Top SWF's actually don't manage comfortably against SM, as shown by the nearly hour long hostage match with Team Eternal.

    Myers, Ghostface, Pig and etc all have tools to deal with MFT just fine.

    Freddy and trapper get hit hardest, but that's more an issue with their design than with MFT, imo.

    Every time I see Hens and co (the ones with the over 200 win streak with restrictive rules) the SM never comes close, even when she's chessing, it simply isn't a free win. Pretty sure that infamous video was Team Eternal's first attempt at that SM playstyle and at this point they've, and the other teams, have figured it out.

    Myers and GF have the "tools" in a theoretical vacuum but you'd be mistaken if you don't think they're plagued by numerous obstacles (namely eyes). Their answer can't be only to get exposed downs because that's not readily available, nor realistic, in a normal game for them because of how long it takes. And Pig? Her lunge can barely function as is and that's not even considering MFT which she at least, in this same vacuum, is forced to chase down.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554148#Comment_3554148

    Because he's the most popular Killer, ergo, he represents the most likely Killer you'd run into in a live game.

    We're not trying to ignore the misery of the majority of the roster because a handful of Killers are strong enough to not be bothered by it. Your set up of the experiment does nothing nor does it teach anything, it's akin to saying "but Nurse" to end all discussion. The original experiment showcases how neutered the basic fundamentals of Killers are against MFT and how awful it feels to be in chase against it.

    Top SWFs can manage comfortably against Skull Merchant but aren't we all glad she's getting fixed? We shouldn't be relying on the top end to justify the existence of extremes that shut off the rest of the players. MFT doesn't do much to help you out against the strongest Killers, all it does it crush the lower performing Killers and make them switch to stronger Killers and that's when both sides become miserable.

  • Tapp gang. I ended up making DBD my main game around peak Undying/Ruin (back when you had to disable all 5 totems as NOED was also prevalent) and I made it my goal to dismantle every bone on the map, best perk for that was Detective's Hunch. Fortunate that Tapp gets some cosmetics, especially those funky shades.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554062#Comment_3554062

    No, it doesn't.

    Micro settings in a controlled environment matters almost none to how ACTUAL games play out. You will NOT have an entire map to play with in a real game. You will not be playing against a perkless Killer. You will not be playing against a Trapper who isn't allowed to set-up Traps. You will not be the only Survivor, who can waste resources to extend the chase.

    Your example is extremely poor.

    If you wanted a REALISTIC example...

    Run a Wesker with Unicorn and Gloves. Corrupt, PGTW, UW and PR. Take him to any outdoor map. Have four Survivors with 2 perks allowed to be repeated. Have one player with MFT. Do one match with MFT and one match without.

    But you don't want to do that because it would show that MFT isn't a significant difference maker in most matches.

    Why are you asking to test with a Killer that ultimately isn't affected by MFT that badly when the biggest issue with the perk is how miserable it is to play against with more than half the roster?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545645#Comment_3545645

    If you think there are that many God Pallets on each map, then you might want to look if you can play pallets a bit better. Because if so many Pallets are God Pallets for you, you are probably making some mistakes.

    @Topic:

    Bloodlust 2 and 3 is basically only reached if the Killer is really struggling to catch a Survivor and simply refuses to break a Pallet. And it is not even one of the strong ones, no Killer will try to Bloodlust a Long Wall, Jungle Gym or even Shack. If a Killer reaches Bloodlust 2 or even 3, they want to reach it.

    Which is why I dont really understand why the Devs had to buff Bloodlust that Tier 2 and Tier 3 are reached faster.

    I said safe/god, it implies a mix.

  • I imagine being forced to break more than 10 safe/god pallets a match gets quite boring so they probably want to try something out for a change, or the loop itself is just incredibly long. Granted mainly only your Legions, Ghostfaces, and Myers etc should be making use of higher bloodlust tiers otherwise it's pretty silly to not be using your ability.

  • If the criteria for Xeno to be A-tier is "never miss" then Huntress is S-tier and above Nurse. You are going to expectedly miss occasionally and now you're being punished more for it. Removing their reliability has definitely shifted Xeno's placement.

  • Resilience is only ever a symptom of a meta, never the reason for it, nor does it enable these metas and instead only supports them. If the meta is "you're stronger when injured" then there's something fundamentally wrong with the game that needs looked at instead of Resilience. Resilience is meant to be THE benefit to playing riskier by being injured, but it's always other perks that make this playstyle meta. You'd be better off nerfing what it supports (Adrenaline, MfT, old Dead Hard, old Iron Will) or you'll end up with another Spine Chill situation.

  • @ryz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529909#Comment_3529909

    do i really have to write how easily it is to get BL? just press W on a loop for 20 seconds. didnt know i had to write it.

    and imagine you dont even need a perk for it, but can you tell me why you ignored the rest of it? no arguments? typical.

    Yeah man, the 35 seconds it takes to build up bloodlust to tier 3, while actively NOT using your power, and not hitting a survivor is completely comparable to "get hit and not use sprint burst". Of course I would ignore the rest of your post, you're arguing in bad faith and bias.

    @BlightedDolphin said:

    Honestly, how is MFT even fun to use?

    I understood when people said Dead Hard was fun but MFT isn't even that fun to use. You don't really see the benefit as a survivor, it's just a background perk that wins chases for you for doing nothing. It's like saying Eruption or CoB were fun. The only fun thing about them were that they won you the game.

    Going fast is pretty fun imo and so is getting away with bullshit you'd normally not be able to as well.

  • @ryz said:

    killers can get up to 130% speed what is fine.

    survivor gets 3% only if injured and not exhausted is broken and unbalanced lol

    people crying about everything.

    survivors have a 5 meter hitbox.. its fine.

    killers get free hits because of latency and the cheap dedicated servers... its fine

    blights addons still havent been touched... its fine.

    survivors lost multiple good chasing perks after the big perk changes like iron will, DH (multiple reworks)... they have to adapt.

    DS went from a 5 sec stun (actually 4 because the falling anmiation and till you can run takes already 1 sec away) to a 3 sec stund (actually 2sec) is fine because killers should tunnel and survivors should adapt.

    BHVR released a killer like SMerchant... its fine.. a killer should be able to hold 3 gens for 20-30min...its fine.

    i would go with more stupid things but it doesnt matter.

    you know it is really funny how everything is fine what gives killers advantages in chases but a 3% speed boost is so busted and totally gamebreaking not even funny anymore.

    Survivors are literally forced to not use exhausting perks to have it active at all times.

    just mindblowing the crying of most people. lets first fix survivor hitboxes and latency advantages for the killer side before nerfing anything, but nah you wouldnt complain about it right? because it favors you :)

    Why do you specify the steps and requirements for Survivors benefiting from MFT but not the steps for Killers to reach 130% as if it's some normal occurrence? Talk about arguing in bad faith and bias.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529692#Comment_3529692

    I love how people constantly use awful assumptions to make a 3% skill suddenly into a 20% number instead.

    When it was dead hard, it was 'it extends chase by 45 second OMG' because that made it sound as evil as possible. Why not use a number of seconds? It's it because an extra .45 seconds sounds really pitiful, like it really is?

    Oh, right, people deliberately do math where bloodlust and killer powers don't exist. Now I remember.

    You're moving 3% faster which, against an average Killer (115% against a now 103%), is 20% faster in chase. It's not a stretch of math at all when rather the reverse of saying "it's only 3%" completely undermines its value. Most powers are balanced around the survivor moving at 100%, and most powers deny bloodlust gain. To say "only 3%" is deliberately ignoring the benefits it provides.

  • An average exhaustion perks guarantees you win one loop when used while MFT gives you an advantage state at all times when activated. A good player knows how to extend that advantage while a less experienced player relies on the exhaustion perk to gain distance. You're moving 20% faster in chase which allows you to capitalise off of the Killer significantly more.

    If the Killer does a mind game, just run to the next loop. If the Killer has to slow themselves down to use an ability, just run to the next loop. If a Killer can barely reach you with their ability in a tight loop normally, MFT nullifies that interaction. A generic exhaustion perk allows you to challenge the Killer and win in these scenarios once per chase, but with MFT you can continuously keep winning these scenarios without the need to challenge. The only downside when comparing MFT to an Exhaustion perk is that MFT cannot get you out of jail for free if you make a mistake that can be rectified with your Exhaustion perk, it's down to the Survivor to maintain their advantage against the majority of Killers.

  • @Tsulan said:

    When they nerfed the Undying Ruin combo.

    I miss my totem hunting builds, I remember being excited when Small Game got the totem counter.

  • Quite a few Tapps in here, we grow stronger.

  • @antag0nisticw0mble said:

    I love seeing all the complaints about MFT. It's funny that you complain about MFT but never talk about you getting bloodlust. I could understand if it was a 10/15% speed boost but it's 3%. You literally gain another 5% speed as a 115 after 15 seconds making you a 120 and it's only up another 10% from there once you're at BL3. The issue with a lot of killers complaining about MFT is they don't play survivor enough. If you learn to loop and have the survivor mindset you also learn to mindgame loops and catch them off.

    The irony in saying they don't play enough survivor when the only killers that make any use of Bloodlust are basic M1s like Myers and Trapper. Doctor uses a shock? No bloodlust. Huntress hoists a hatchet? No bloodlust. Freddy puts down a snare? No bloodlust. Wraith hits his bell? No bloodlust. Dredge puts his thing on the ground? No bloodlust. Any killer breaks a pallet because most pallets in the game are safe with checkspots which are now made even worse by MFT? No bloodlust.

    You could remove bloodlust and the weaker killers get weaker and those not confident enough to use their abilities, i.e. new players, are worse off. I personally could not care if they remove bloodlust or not, but in-doing so you're hurting the wrong players.

  • Start using your med-kit to heal others instead of yourself, it saves so much time and you can do it multiple times a match.

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513740#Comment_3513740

    Hexes however have stronger effects, are map wide, and do not have a sound queue to make them easier to find. It isn't fair to compare a perk that increases healing speed by 100% to one that let's you insta down AND mori survivors.

    It also isn't fair to expect 1/16th of the Survivor's perks to compare against the 1/4th of the Killer's.

  • Perk is good, don't get me wrong (the downsides are negligible), but the difference is ultimately committal time. Dead Hard was activated when the killer had already spent x amount of time trying to finish a chase, but Dramaturgy happens much earlier allowing for a different level of commitment giving the killer agency in their macro play.

    It's usually also much easier to get the first hit in, deactivating the perk, since typically the killer leads the chase at the beginning as they come in from their chosen angle, while the second hit you are following the survivor into pallet city.

  • The problem with using the Hens streak as a measurement is that it had just way too many restrictions to say "only 200" when the Killer lists typically bring their A-game. No game altering offerings (maps), can only use what items they find in chests (usually garbage, and lost on death anyway), and no more than two of the same perk between the sixteen. It's much easier to tip the scales in your favour as a killer since it's only one loadout which is why there are some crazy numbers, but if all four of them brought BNP? Borgo/Garden offerings? Green Medkits? Whatever perks were mental at the time? It's not uncommon for that nightmare scenario to happen.

  • Introduce a new perk that provides you endurance (for, say, 2/3/4 seconds) whenever you successfully sabotage a hook.

  • I'm pretty much in the same boat as you OP, I very rarely get a match with explicit tunneling/camping/slugging/3-genning and I get a surprisingly large variety of killers to verse (not just Wesker all the time). I don't actually remember the last time I was intentionally bled out, kebabbed on the hook, or relentlessly tunneled. Don't get me wrong though, there's definitely opportunities in my games that if the killer decided to do one of the forbidden four we'd probably lose but I guess that's the same mercy given when a squad doesn't just dunk gens.

  • If your plan of action is to M1 then most pallets are very safe and you have to break them. For the few that aren't safe and you can actually play around you will have to perform a telegraphed lunge which will hit DH. DH pretty much removes the ability to play these few pallets if you are going for the safest outcome. If you try and perform mind games at pallets you have no business successfully getting a hit at (survivor error) you will often still find yourself required to lunge, which again, results in hitting DH. The safest outcome is, once again, just to break the pallet.

    You could play around these scenarios knowing DH is in the play, but if you're going to be optimal you're 100% better just removing the resource and removing the interaction instead of hoping the survivor messes up. People often say that the "wait out mind game" is interactive but the same people are ignoring these predictable and noninteractive outcomes at the few pallets that you can actually play.

    As someone who loathes DH because of how much it actually limits the killer's interactions with the survivor the only time I like the perk is when a survivor flies in and takes a protection hit with it. I'd personally love to see this aspect of the perk become its focus if possible.

  • Doesn't matter how good the perk is, if I can't lunge because everyone might be running Dead Hard because of how popular it is then it needs fixed. And before you point fingers it's the exact same as Pain Res and the chance of triggering a skill check when letting go.

  • If we're back to having to wait out dead hard on every survivor with an unconfirmed exhaustion perk then it's an issue, especially in regards to M1 killers who cannot lunge at a tight loop for fear of giving the survivor a third health state.

    Boons are weird, I personally think they should all be buffed for both sides making the effects stronger but giving the killer more ways to stop them (like base kit breaking the totem, or downing the survivor ends the effect). Hopefully they're working on Boons to make them more engaging.

  • Killer FOV being what it is ridiculous.

    Dead Hard should not remove your ability to lunge in a tight loop or still be forcing you to wait during an "FOV tech".

    Uninjured Survivors should not be able to be pulled when unhooking.

    Hooks should not despawn after the Entity takes the Survivor.

    Although maps need to be looked at for the benefit of the Killer, they really should not be spawning in deadzones. Having entire sections of the map still being unplayable due to RNG is shocking at this point (especially with the new, arguably weaker, tiles).

  • Both roles but the incentives have me on survivor most days I play, before 6.1 i'd say 65/35 split (killer survivor) but now it has easily reversed.

  • You lose stacks for getting hit by a pallet and your time is 4 times more valuable than the Survivors despite also having to turn things in.

  • Now that everything is cheaper, and Survivor gains 100% almost all the time, I'm seeing more and more item use from everyone. Although it makes my Killer games more frustrating, at least Survivors are using more of the tools available to them closing the gap between stacked and unstacked teams. It's a good change because it'll bring to light potential balance issues and now that items are being used more they'll actually hopefully fix some of the useless addons in time.

  • Rewards the killer going for multiple targets, makes the game scarier for survivors and gives them an optional objective. It's a wonderful perk.

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