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RyRapsYT

RyRapsYT

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RyRapsYT
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  • @Brawler said:

    Yeah, the grind has not been reduced. If you want to level up new characters just to get their perks, you gotta spend even more bloodpoints.

    Furthermore, it is even much more difficult for new Survivors to level up and get the perks they actually want on one Survivor. These changes were beneficial for people like me, who'd had all killers P3 lvl 50 yet none of them was fully maxed out, but made it even worse for new players or new characters. Not even gonna mention the fact that bloodpoint increasing perks are gone now.

    true and P6 for bloody face is way to high

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115214#Comment_3115214

    FYI, if you didn't progress on your objective, it's called taking the game hostage and is reportable.

    relax we did a gen

  • yesterday my friends and I hid for 30 minutes straight until the killer left the match 👹

  • yeah... I do not know why this post was commented on, I made this post well over a year ago and this man comes on here and blasts everyone about wrong opinions even tho it was over a year ago lmao

  • @Valik said:

    I know this is a thread from yesteryear, but Ii'm going to revive it because I'd love some clarity.

    I, for one, have absolutely no idea what anyone here is saying. Not only are many people flat out coming out and talking about No Mither as some sort of powerful perk, but the rest are often garnering concessions to say that it is only occasionally a powerful pick.

    I really don't understand where any of this is coming from, it's almost as if everyone here is playing a completely different game than the one I've been avidly devoting my time to for the past 3 years.

    Like, every single point I see people bring up to discuss No Mither as some sort of good pick is completely beside every fundamental reality of the game. must be missing something.

    There have been 12 points brought up in this thread alone, and I honestly do not understand the concepts behind any of them because they are contrary to everything I've come to know from my 1,500+ hours of experience and thousands of hours watching content creators over the years.

    • "it's a good perk for people who think the game is too easy" this is a very misguided debate, because it takes for granted that there are neither different challenges one could employ on one's self, nor a more eloquent - and perhaps less punitive - means of which to challenge a player. One could just as easily lower repair and vault speeds by 20% to make the game 'more challenging' - but that does not mean that it, by merit, is a good concept or should exist. Just because something makes the game more difficult does not mean that it has merit. One could just as easily bring other garbage perks or no perks to find a challenge in the game. Some have suggested not spawning injured, but becoming broken by the first instance of damage. This could be rendered redundant by the interjection of choice. A player could simply abstain fro healing to challenge themselves. Making the game more challenging does not make something, by merit, good,
    • "Protection Hits! You can waste the killer's time by diving in front of teammates!" But it is not wasted time. You just hard traded. Any survivor can do this without No Mither. As keenly observed, killers cannot slug to continue the chase and must hook you - true. However, you exchanged hooks, which is invariably the same as preforming such an action without the perk if not worse still. if healthy you could potentially take two protection hits to the same end. In addition, this is such a convoluted and highly situational feat that could - ideally - only ever find its own employment twice in a match. In a trial where the killer's objective is to hook survivors as many times as possible, forcing the killer to hook you is hardly a consolidation. Hooks are extremely detrimental to the survivor team - they can cut the repair efficiency of the team by more than half and can allow the killer to slow the momentum of the survivors if not seize it absolutely. Giving the killer an easy hook that they cannot turn down is like cackling that you gave your worst enemy exactly what they wanted. When defenders use this point, they often choose to speak as though they can take a hook - and another survivor cannot. However, using such a trash perk that is displayed to the killer is a very easy way to get yourself tunneled out of the game instead. Any perk that's greatest use is "Hah! Now you have to kill me!" in a game where your opponent's job is to kill you - you're not doing much for the team. Even in this extremely fringe and ideal situation, such an accomplishment is nothing you cannot accomplish better without No Mither equipped.
    • "You can pick yourself up off the ground! Unlimited Unbreakable!" Slow down there, scout. No killer is going to leave you on the ground unless they are letting you go free out of pity. They can see that you're broken and they know what that means. This aspect of the perk is not a buff, it is a mutual destruction signal. The 'revive self' part of the perk means that the killer is NEVER going to leave you on the ground, but will ALWAYS pick you up as soon as possible. Unless the killer intends to let you go, or frankly doesn't care about you and is fine with you taking a 30 second timeout, they're going to pick you up and walk you to a hook. And all of those hilarious trolls that think they're doing the Lord's work against a 4 slug, all the killer has to do is save one of you for last and stand on top of you - even if they hit you over and over, it takes time to recover. You're not doing yourself any favors. Picking yourself up once with Unbreakable is far, far, far more powerful than No Mither. Soul Guard can accomplish the same feat in many circumstances without forcing the killer to pick you up. You will basically never see any value out of the perk as a slug build - but if you do, it's because the Killer is more than likely taking pity on you or giving you a chance because of the horrendous nature of the perk.
    • "You're so sneaky, leaving no blood trail can turn you into a ghost that no killer can pinpoiint!" Except 2 things: 1.) Killers don't often rely on blood pools any more than they rely on crows. The preferred method of tracking other than direct line of sight would be scratch marks. Scratch marks tell killers everything they need to know just by being there - if there are scratch marks, you're running; if there are no scratch marks, you're hiding somewhere nearby. You're not going to lose the killer in chase because there aren't any small red blobs beneath the bright neon red carpet that points to your location. While it may come in handy in very particular and stringent circumstances - it almost never will. Hide in a locker and pray to Jesus in heaven that the Killer doesn't see the little droplets of blood and think to yourself 'oh my, why didn't I take No Mither?!" No, because survivors very rarely hide in lockers so imminently, and often when they do - the killer can hear the squeaky hinges and deduce as much. Leaving no blood is not a selling point of the perk because it hardly does enough to conceal your location beyond what a competent killer is going to find regardless. 2.) Lucky Break, Parental Guidance, and Off The Record exist. Blood suppression is not a point No Mither has in its favor.
    • "If the killer leaves you on the ground, you will be impossible to find with no blood trail!" But you still make noise anyhow. Killers rely more heavily on the sound than the blood to find you out anyway. The groans while Dying are reduced, but not muted. The killer is still going to find you if they return to the same general area. But remember - the killer isn't going to leave you on the ground anyway - because they can clearly see that you brought No Mither and want/need to be hooked. You're not a stealth slug, you're a hooked slug. The entity isn't going to care if your "Sacrificed" screen leaves a blood trail or not.
    • "It adds variety to the matches, making them a lot more interesting!" Survivors take the same 12-18 perks when they have over 100 to choose from. No Mither isn't the sea salt caramel that we're all pining for. You want to dazzle a killer and your teammates with Variety? Go Red Herring, Solidarity, Repressed Alliance, and/or Blood Pact. Not only do these perks rarely see the light of day, but they do a lot more to help your team and make the match more interesting than No Mither ever could, and that's just to name a few. There are over 60 perks that, if brought into a match, would breath a lot of variety into the game without ruining the fun for everyone else who qued up with you.
    • "This perk can make the killer focus on you and try to chase you down! You become public enemy #1 and can loop them forever!" That would be a good point, aside from two things: any killer worth their salt isn't going to go out of their way to attack you, especially not first. You cannot make a safe hook-run with this perk and you don't have to waste time healing, so chasing you first is sub-optimal. Unless the killer catches you out, they're likely going to save you for last - as the riskier the plays get as the trial draws long, the more detrimental your perk becomes. Unless you give them an easy open to the chase, they likely aren't going to prioritize you over anyone else. Quite literally, the killer gains no bonus slowdown or pressure by hooking you while everyone else is healthy - as all available survivors can go for the hook, and they don't even have to bother healing you! It's better to save you for later so that they can draw you into a disadvantaged zone or pull you into risky positions for the 1-hit down. But, even so, let's say that everything goes according to plan and the killer thinks you easy prey, why is No Mither the better perk for the chase? If you are such a strong looper that you can extend a chase for eons - then why is No Mither the best choice? Wouldn't it be better to have an empty perk slot and T-bag at the killer to get their attention? You could accomplish the same ends by different means - a flashlight with annoying clicky-clicks and T-bagging until the killer comes over and smacks you is literally the same exact thing, but wastes more of the killer's time and doesn't require a perk slot or the massive drawbacks. The perk betrays such an intention by working against your interests, it prevents you from capitalizing on it, it doesn't help you if you're good in chase, and it doesn't do anything that the crouch key doesn't already do for you.
    • "No Mither allows you to become the tunneled survivor when the killer tries to tunnel someone else!" So, jumping into the fray to keep the killer from tunneling someone can be a good thing, yes. But don't you think it would be better to take a protection hit while healthy than to become the next tunnel? No only could the killer easily leave you so that your friends can pick you up, but even if the killer chooses to make you their new target, what all is that going to accomplish more than taking 2 protection hits wouldn't do better? Either you're in a position where the killer cares if you get up, or they don't. If it's late in the trial and the killer is gunning for that tunnel, why would they care if you go down? You have to spend 20-30 seconds getting back up anyhow and your friends are going to run off of generators to pick you back up, you just handed the killer a win-win they wouldn't have had if you were healthy. On top of it all, the killer could go right back to tunneling and, if they're lucky, they can still pick you up for a cheeky hook on the side. If it's early enough in the match that the killer isn't dedicated - swapping at the hook may make you their new target, but that isn't exactly playing to the strengths of your team, and could backfire very easily. The perk being the 'I'm a pro at hanging on the hook' is not a selling point. In addition, you could better and more effectively accomplish this with For The People: unhook and press E on them then run at the killer. It's not a play that you couldn't accomplish with other tools.
    • "This perk allows me to use Dead Hard and Resilience by default!" This, hilariously enough, is the best argument. You can use DH to get away from a T3 Michael or a Cannibal chainsaw first thing, and you get a cheeky 9% buff to repair. But when you realize that most survivors can play super well without being constantly injured, and that you just used 2 entire perks to shave ~8s off of a generator when you could have saved more time by taking a hit while healthy. The ability to use everyone's favorite crutch perk, Dead Hard, whenever desired is very good - but when your entire reasoning behind using a perk is because using your 'everything proof shield' in extremely particular circumstances justifies not having a health state on top of your 'everything proof shield' is pretty bad. You might as well argue that this perk could counter The Shape because the killer can't stalk you for Tier3 if they already killed you in Tier2. It's very weak.
    • "This perk makes 1 shot abilities redundant! The Exposure effect doesn't matter with No Mither!" So by giving the killer exactly what they want, they can't take exactly what they want ? That would be like arguing that you can't be mugged if you already gave the criminal all of your money. In the end of the day, you may not be getting exposed/mugged in essence, but you're still going to die/have-no-money. When a cannibal is squaring up against you, the fact he can use his M1 OR his Chainsaw gives him more of an advantage. Just because you feel slightly less pressure doesn't inform the killer's choice. Chainsaws and Exposure are intended to put you down in 1 hit. If you make it so that you go down in one hit by default, your opponent is going to laugh all the way to the bank.
    • "It's Bully Squad heaven! Bring it with your friends and run the killer wild!" You wanna know the worst thing about bully squads? They are most volatile when everyone clambers for the saves. Those bully squads that line up to take protection hits for hooks are spending a lot of time off of generators and are very eager to trade precious health states that will betray them later on in the trial. When you bring No Mither, you have made those bully moments far more volatile. Your allies may be able to troll a killer by swarming you and making the killer prove a hard choice of picking you up or letting you revive... except the killer will quickly realize this and search around. Just because you can self revive doesn't mean it's dangerous. A killer can just as easily hit you once you stand up again. No flashlight saves are going to keep you from being hooked after your friends go for some sabotages and take a few hits. To a killer, hooks are time. To a survivor, generators are time. If you have an orchestra of teammates swarming around you to deny your hook - you're wasting generator time and are trading down with health states and resources. Off of a single No Mither squad, the killer can accomplish multiple downs and still manage to get one or more hooks. Trying to sweep in for the save in these situations is the #1 way SWF bully squads backfire. Worst thing is, this can be accomplished BETTER without No Mither. Without, you can be healed up and help your friends when THEY go down - and use that perk slot for basically anything better like Unbreakable, Flip Flop, Boil Over - all superior options. Not only does this perk fail to help these situations in any way that other perks cannot do themselves, but you should be actively avoiding these all-or-nothing saving throws as survivor, not betting everything on them.
    • "There always has to be that one bad part of something, which means No Mither must exist - to give contrast to what's good!" Not only would Gestalt disagree, but basically anyone in design, engineering, or production would too. A machine strives for every part to be the best, and to serve a purpose. There is no part of a greater body that should seek to be the least useful. Everything in the known world - through both establishments in all religions and through the principals of evolution - point to the antithesis of this thought. There does not always have to be the bad one in a system. If BHVR was bought by Elon Musk tomorrow and he chose to make each and every perk fun and viable, by golly they could do it. By a combination of poor design and the active choice of the developers to make a 'Hard mode' challenge perk, this one has become the pariah. It is not a bad perk because there is a necessity for something to be bad in any given system. There is no evidence in reality or even gaming to suggest that this is some form of logical rule or reasonable expectation to hold.
    • "This perk is very strong with X and/or X perk!" If you have to mix and match other perks to find value, does it really matter in the end? Flip Flop and Power Struggle are both good on their own, but enjoy increased usefulness when put together. Streetwise, Botany Knowledge, and Built To Last can keep an medkit in play - but when used together they greatly increase it potency. The problem with perks is what can be called called 'elective exclusivity'. You have a finite amount of choices, and many options to choose from. When you use more than one perk to accomplish a means, it must earn its keep by a multiple. But the truth is, all of the perk combinations and 'synergies' listed out for No Mither are not noteworthy nor exclusive. "Iron Will makes you always silent!" But Iron will always does that, and No Mither's only contribution is that it always hurts you. "Resilience will make chases and actions faster!" but it will do that with or without No Mither, the only thing NM does in this situation is place you on second square on the road to losing faster - like a killer bringing a new perk "All the Mither" which instantly completes all generators at the beginning of the trial 'it has great synergy with NOED' - but who cares? You were going to have better value from NOED without it anyway. Just because you attach something circumstantially useful to a bad thing doesn't mean it's generally useful. If your favorite mug helps you get through a bad day at work, equipping the new perk 'Work Mither' to make you have a bad day at work EVERY DAY doesn't mean that you net more value from your mug. If a perk gives you $15 - using the perk that puts you $5 in debt isn't exactly the clutch perk that's fully realizing the innate value of the former by fusing it with the latter. Iron Will, Resilience, Blood Pact, Dead Hard, Desperate Measures, Flip-Flop, Soul Guard, Unbreakable - these perks have value that they contribute to a match. No Mither does not, directly nor indirectly, make these perks more valuable than if you spawned healthy and could be healed.

    Given these aspects, I have no idea how people can talk as though it is even a viable option in a match. Is it that low-tier killers falter and fail to understand the perk? is it that users are used to going against low MMR killers that lose them in chase and are impotent in their abilities?

    What is the logic behind the praise that this perk is getting? I truly do not understand it once bit.

    Hello this is the creator from march 2021 lol its cool how you found this after so long

  • Nice

  • I would not uninstall but it would not be just whatever. I would be pissed and not play very much

  • YES! As a Nancy Main, I can't have the crown :(.

  • They will stack this year.

  • Borrowed Time is so good, it takes away tunneling the unhooked, can help campers, and gives the unhooked Survivor 12 seconds of immortality.

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2304063#Comment_2304063

    https://forum.deadbydaylight.com/en/discussion/comment/2304262#Comment_2304262

    Who hath summoned me?

    Jokes aside, yeah, I have to disagree. Jack Baker could make for a very interesting killer.

    https://forum.deadbydaylight.com/en/discussion/comment/2304113#Comment_2304113

    Have you even played 7 or 8? Because Mia does not act like that. Hell, the start of 7 was her telling Ethan to stay away and not save her.

    Mia knows how to survive herself, she can handle Machine Guns and Handguns.

  • @megthomas_ said:

    latly Dbd not enjoyable anymore thanks to all these bugs and unreasonable nerfs and buffs

    i follow otz and I noticed every single thing he complained or point at is always heard

    he complain about DS and its useless now

    And killers still slug anyway

    loops that reworked and change due to his opinion

    bt is also change

    like high ping and bugs aren’t enough

    listening to Otz as the most powerful streamer killer in Dbd is like letting AI run the earth and dominate it

    Dbd now is unbearable frustrating

    please consider main survivors streamers opinions too

    its hard to play fair game when only main killer is the only side devs listen to

    This is just not true, he did not ask for Billy nerfs or the DS nerf. He did not ask for these buffs, I watch him everyday and he great at both sides.

  • How about an Ada Wong skin, Or Mia Winters skin?

  • My first match as survivor was as Ace Visconti and basically the entire match and just ran around hiding.


    As killer my first match was somehow a 4k as Nurse on Lerys

  • Meh I am not a huge fan of Slenderman

  • I do slightly agree, it is much harder to get blood points as survivor, but that is not the killers fault.

  • @KeiOrtem said:

    Either remove the cap or remove tiers on perks. As originally I believe that perk tiers were a thing to flesh out the blood web and make it a bit more grindy as there were only a few survivors/killers at the time but with that roster growing every 3 months, the grind will get worse and worse which could scare off potential new players.

    Yeah this.

  • @scenekiller said:

    Jill's perks are actually pretty good. Resurgence in particular has come in clutch a lot when getting healed at hook, which is 95% of heals in red ranks. Counterforce obviously has its uses in a lot of ways as well.

    Nemesis is good but easy to counter in a lot of ways, so I wouldn't say he's op. it's natural to not know how to counter a new killer right away - it just takes time.

    Yeah the survivor perks have been coming in handy for me.

  • I think it would make the matchmaking for killer and survivor longer.

  • Hopefully, but first they have to fix the map and the million bugs and errors going on right now.

  • One time I was playing survivor, and I was looking a nemesis at shack. A zombie blocked the window and I died lol

  • @TheeclumsyNinja said:

    Ya’ll gotta stop, quit buying updates and then complaining they dont work.

    BHVR has an extensive history of busted New and Mid Chapter updates. For at least the 2 years ive played i dont think there has been a smooth update.

    I dont remember one without a broken map/killer/perk/gameplay mechanic.

    So speak with your wallets and stop mindlessly giving them money expecting this time to be different.

    And if you do dont complain, you cant buy something KNOWING its gonna be broken or damaged and then cry that it was broken! Lol wake up folks

    No

  • That is not just for Mettle of Man, that is for tracking protection hits in general.

  • YES! PENNYWISE THE DANCING CLOWN.

  • He does but I don't really care about him anymore. Nemesis is too awesome to care about Trickster.

  • Some perks also make his power really annoying to face like Thanataphobia.

  • Resident Evil 7, Outlast, Dead By Daylight, Resident Evil 2, Alien: Isolation, MLB the show games.

  • That challenge is incredibly easy. I get like 5 vaults a game at least.

  • They can't it is a license.

  • That is just how people work. When people get salty because they lost, the first step is to blame the other side.

  • Alien would be the scariest killer in Dead By Daylight. I have never been more stressed out in my life when I played Alien Isolation. Alien is what Dead By Daylight needs.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2236343#Comment_2236343

    https://us.v-cdn.net/6030815/uploads/68VJP8BG9CXK/image.png

    This?

    This is a hatecrime. This is Millie Bobby Brown levels of homophobia.

    I can, and will, call the Tumblr Police.

    (/j)

    David does not look handsome tbh

  • @DBDude said:

    @RyRapsYT Ya and as of this momently I am currently grinding blood points to level her up and gain her teachable perks.

    Ah I main Nancy, she is the only character I have P3 LVL 50 maxed out.

  • I chase the everyone no matter what they wear.

  • 4 pop goes the weasels? Could u imagine

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