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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • If they could do it properly i would like a mix of the new UI and old

    old one has better placement this alone makes it better unless you can't count hooks and keep track of survivors

    new one has new features and a cool idea to add survivor portraits however these portraits are awful, they need to be more colorless like the old so it feels like a horror game and not a mobile one.

  • Im probably one of the ones who hate the new UI the most and if there was an option to switch back i would do it in a heartbeat.

    I mean i literally got a warning from my last post which is basically my condensed hate for this new UI XD

  • dead hard

    not because it's strong i'm actually fine with the perk... other than the fact that when a survivor uses it near me my frames often drop so low that i can't bait it or play around it making it a perk that works against me nearly every time for a bs reason.

  • Im that chill hag main also funny that i main demo as well, i semi main plague when i feel like it.

    idk how this was accurate. As for hating dead hard i'm on console and when it's used i bloody hate it, not for the invincibility but because it drops my god damn frames to 0.

  • It's when you perform the healing action which is pretty dumb for a few reasons

    1. other players can still heal you so if they are doing that your not getting tunneled so why is it that you can't heal them. all this is doing is discouraging you from helping your other survivors.
    2. you can bypass the deactivation if another survivor won't heal you by using perks making it dumb that it deactivates when you use selfcare or a medkit.
  • that hermerage buff is actually pretty cool and wouldn't be that bad since you should only stop healing if the killer interrupts you.

    As for the blindness one eh, I think blocking out the UI is cool but it wouldn't do much still.

  • we need to wait for the update to see what they changed, honestly to me the only good thing was when survivors running injured all the other idle animations where not that good.

    I hope they have worked on them since survivors seemed way too stiff and robotic.

    as for the new UI if you ignore the new features it's just awful.

  • It's always funny to me that when a livestream happens or a new chapter hits so many new players come to the forums to complain about the same things which usually are leatherface, bbq, or anything really that is somewhat good against low skill players.

  • @TragicSolitude said:

    The devs already tested this, and adding exit gate regression had little effect on SWF and a big impact on solo survivors. So, it's not happening. Solo survivors get screwed enough. The EGC was meant to stop hatch stand-offs and survivors who would hang out stealthing around the map just to make killers miserable even after they opened the gates. It's not meant as a tool to get kills; it's just there to make sure the match ends.

    The best fix for keys would be fixing the hatch. Make it so that the hatch only spawns once one survivor is left alive (so it would spawn open) or after all five gens are completed. No more multiple survivors escaping before the last gen is done. No more hatch campers. DCing to give someone the hatch would no longer be so enticing, because no one knows where the hatch is. There's no good reason for the hatch to spawn so early in a match. It's the easiest fix, requires no messing with animations or other likely-to-be-buggy-as-hell crap.

    I agree that tapping a gen needs to be fixed, it's an absolutely bull[BAD WORD] mechanic when it takes the killer so much time to kick it and regression is already so minimal,. Survivors being able to tap the gen to stop regression is just an unnecessary kick in the teeth to killers.

    i see that hatch change a lot making it so it only spawns when one player is left alive but honestly i think this is because of two reasons.

    • People used to compare mori's to keys and mori's got a extremely simple nerf ever since then a lot of people have started mentioning this nerf to hatch.
    • a lot of players annoyed at hatch and just want to remove the potential for anymore than one survivor escaping by it regardless of how balanced it can become.

    Hatch unlike mori's are a base game mechanic that is present in every match but to open it that is rarer and IMO more unfair than old mori's when it happened however that doesn't mean it can't be completely changed along with keys to create a balanced way to open the hatch while allowing the killer to stop it. unlike mori's where most idea's just don't work for various reasons hatch can be changed in so many different ways to create a fair way to escape by it.

    As for dc'ing to give hatch that only fixes one issue and that is giving it to another player and that would still work since the survivor can still find the hatch after another survivor dc's. this also still creates the situation at least at the end of the game where all survivors can instantly escape by hatch if it's near say a hooked survivor.

    For hatch to become balanced they need to remove it's instant escapes so it takes time to open and alert the killer in some way it's being opened. something like when it is being opened a noise is made that can be heard within 32 meters or theres a lock you have to remove first before you can open the hatch with a key that alerts the killer once removed or hell maybe even both. I also see a lot of players say that a key should nearly always spawn in the trial and imo that is a bad idea as keys opening hatch shouldn't be a nearly every game thing.

  • hatch does need a rework and one where the killer can stop the interaction. Anything resembling instant escapes like what we have now is bs hatch should not be instant, safe, with no real counterplay. we already know a key nerf/rework is on it's way and it's not happening now but i hope hatch will look something like this just ignore the whole key rework part just look at how it would be opened.

    @AChaoticKiller said:

    Hatch mechanic changes

    Hatch now takes 12 seconds to unlock with the dull key and skeleton key, when unlocking the hatch all players will hear it within 32 meters as a directional constant audio. The killer can grab a survivor unlocking the hatch and progress on unlocking the hatch does not save. The player that unlocks the hatch will not immediately escape through the hatch. Progress on opening the hatch does not affect keys however successfully opening the hatch will consume it.

    New key mechanic

    All keys can now quickly open chests at the cost of 10 seconds of use from the key, this animation takes 2 seconds.

    Key changes

    • Broken key is replaced with unique key, the unique key has a different look then the dull or skeleton key.
    • A deactivated key cannot open black locks.

    unique key: A small key crafted to unlock a specific type of lock, vibrating with power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.

    • 20 seconds of use
    • can be used to quickly open chests

    Dull key: A dull key that once held great power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.

    • 20 seconds of use
    • can be used to quickly open chests at the cost of the keys power.
    • Can be used to open black locks and is consumed when successful.
    • Deactivates upon getting interrupted or stopping the progress on opening the black lock.

    Skeleton key: A tarnished and crooked key, vibrating with ominous power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.

    • 30 seconds of use.
    • can be used to quickly open a chest at the cost of the keys power.
    • Can be used to open black locks and is consumed when successful.

    Addons

    The following addons are unchanged; Weaved ring, milky glass, gold token, prayer beads, prayer rope, erode token.

    ultra rare addons;

    Ominous Locket: a small locket with a faded picture of someone's family, written in blood are the words "I'll make it back, no matter what" across the picture. The powerful feelings in it become your own when opening a black lock.

    • Decreases the time it takes to open a black lock by 4 seconds
    • when you start unlocking a black lock the killer is alerted to your location
    • You cannot stop the unlock interaction unless interrupted by the killer.
    • Once the black lock is opened you escape through the hatch.

    Very rare addons;

    Blood amber:

    • Reveals the killers aura when within a 32 meter range
    • reduces key usage by 10 seconds.

    Unique wedding ring:

    • reveals the obsessions aura to all survivors.
    • Decreases your chance to be the obsession.
    • Stacks.

    Rare addons;

    lock trinket: A small lock that is difficult to pry open, but not impossible. The key's power has no effect on it but instead conserves the keys power when used rashly.

    • When the key is used to open a chest, instead of losing some of the keys power this addon is consumed.

    paper note: A small note that is unreadable, focusing on it awakens unfamiliar memories. Can be attached to the key using its jump ring to channel the keys aura reading ability.

    • reveals item and chest aura's within 32 meters of you.

    Luck charm: a small wooden charm that has been carved from a branch with the word "Luck" engraved on it. The key's power has no effect on it directly, instead the charm channels it into something else.

    • greatly increases the chance for a higher rarity item when using the key to unlock a chest.
    • deactivates the key when the key unlocks a chest.

    uncommon addons;

    glass diamond earring: A cheap earring with see through glass diamonds. channeling the key's power though it makes you feel faint and disconnected.

    • when using the key your aura is hidden from all players.
    • decreases key usage by 10 seconds.

    Scratched pearl:

    • decreases the sound of opening the hatch by 8 meters

    Common addons;

    rusted lock: a small rusted lock easily opened with force, it can no longer accomplish its original purpose. The key's power doesn't affect it directly, instead it amplifies the sound of unlocking locks through this trinket.

    • when using the key to open a chest the killer receives a noise notification
    • you leave no scratch marks after opening a chest with a key for 5 seconds.

    Perk changes

    Left behind: decreases time it takes to open the hatch by 4 seconds with a key when your the last survivor alive.

    Ace in a hole, plunderer, and pharmacy now work when a key is used to open a chest.

    Hoarder: If a survivor tries to open a chest with a key instead that key gets deactivated.

    Honestly gen tapping isn't that much of an issue in fact i hope the devs make it so the new DS allows you to do that. however i wouldn't mind if you had to be on the gen for like 0.25 - 0.5 seconds to stop it's regression as that would make it not usable in a chase as well as still making gens quick to stop there regression.

    exit gates are fine this should not happen unless it's part of a perk, the only reason this is a issue is when enough survivors are alive to do the save and body block and at that point you have lost. As said tho i wouldn't mind if this was another end game killer perk as that could be pretty cool if you combine it with say remember me and a few others.

  • @wertykelpie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923024#Comment_1923024

    ok, i have to worry about gens spacing, totems spawns trying to evade the killer, doing gens what the killer has to worry about unless just pursuing survivors and put pressure on the map?

    yeah i's called learning the game

    there are games way more complex than dbd and i don't see the point in complaining it's not like the devs are going to dumb the game down.

    either get good and learn the things or don't play.

  • @TragicSolitude said:

    I wish the devs would finally implement the husk mechanic where a survivor who disconnects (or surrenders/concedes) leaves behind a soulless husk that the killer can still mori or hook. Survivors can DC to deny the killer hooks and achievements/challenges, and I've had some do it knowingly just to be spiteful (they messaged me to tell me as much, so this isn't guessing).

    I remember when they introduced EGC i wanted them to give the EGC timer sacrifice animation to survivor who dc

    still would like that tbh

  • for survivors that is a good feature but when your playing killer and winning it would feel very unsatisfying.

    Also swf could just use that to safely dc when they get a killer too good for them.

  • that's a pretty good idea i think that would make that perk interesting to use, would it be worth it? maybe not competitively but for a gemic build sure.

    I wouldn't even mind if the duration was buffed a bit, example it could be 20 seconds but instead of stacking with gens it simply resets the perk back to 20 seconds of use.

  • @wertykelpie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922990#Comment_1922990

    almost everytime noed gets popped, we had a killer that camped the whole game did nothing and still wins 1 or 2 and sometimes all the undeserved kills because of that perk and nowadays totems are very well hidden.

    learn the totem spawns

  • @wertykelpie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922941#Comment_1922941

    you said well, just notice how many factors you said to make this game become winnable, i have to have more 3 persons wanting to play this mess, passing for the steep learning curve then if everyone plays well its easy to play agaisnst killers that are not viable but only that.

    non viable killers make up more than half of the roster really only a good nurse or spirit are viable against a good swf.

    as for the learning curve sorry you have to get past it, you can make it a lot easier by learning the basics of looping and counter play styles for certain killers. Other than that just get into chases and use the tips you get to practise lasting long not knowing how to play the game isn't a good enough reason to change things unless it is simply too complex which nothing in this game really is.

  • yeah i wouldn't mind this at all it's a good idea as long as you stop draining evil off survivors when it's full.

  • @wertykelpie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922907#Comment_1922907

    the problem is that survivors is harder to play compared to killers, its easy to say get good but the road to get good is not the same as the killers since their game is more linear and have alot of advantages to cover their mistakes, when a survivor does a mistake goes down or worse.

    that's not true are you new to the game?

    go look into some guides and play in a swf, when all survivor know what to do and are good it is very easy to win against any non viable killer.

    like as long as you don't die getting downed even twice is fine in fact you have to expect it which is why you try to manage the killer sometimes to prevent them from going after survivors dead on hook.

  • @wertykelpie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922869#Comment_1922869

    yes its true how about leatherface chainsaw that is impossible to dodge and he goes quickly than the survivor and can turn?

    how about doctors shocks being so broken that one chock can trigger almost the whole map?

    do you like to get hit with hatchets that dont connect and still they hit you?

    and vault a window and still get hit?

    1. force him to m1 you at a vault and play normally you waste more of his time this way then getting downed by the saw and wasting a ton of pallet.
    2. his shock wastes a lot of time in the chase and just get good at lasting long in a chase info doesn't always equal a down.
    3. slightly problematic a lot of people agree that they need to be more consistent however that's barely a problem in the balance aspect.
    4. not that big of an issue and it's due to connection

    get good.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922871#Comment_1922871

    Clearly you're the one who needs a lesson in reading comprehension, if you actually read my post instead of skimmed over it because you're too salty to objectively read through it you'd have noticed I addressed both your ideas and stated it's a stupid idea.

    To repeat myself: "I read your thread and I think both your suggestions are stupid, no perk should be disabled when gens are popped and DS doesn't need yet another nerf to its active time."

    and you ignored my reasoning as to why it should be shortened.

    your reasoning is basically "so what" and comparing it to entirely different perks that are not problematic or even nearly as strong as DS late game.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922862#Comment_1922862

    I have read your idea and I'll repeat myself, it's stupid.

    Take your L and move on kiddo.

    apparently you didn't i'm not asking to disable it i want it's timer shorted after gens

    you ignore this or skipped it when reading hence learn to read.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922772#Comment_1922772

    Well tough is exactly what I'm going to say when your "solution" is to disable an entire survivor perk simply because they completed their objective, that's stupid. Being a survivor main has nothing to do with the argument.

    The other perks that are "balanced" aren't disabled when the gens are powered either.

    Killers can grab the survivor to prevent an unhook, they can also run NOED, and again, if more than 3 to 4 survivors are still alive you've pretty much lost at that point because if there is only two survivors you can chase the last person off the hook or trade survivors.

    I read your thread and I think both your suggestions are stupid, no perk should be disabled when gens are popped and DS doesn't need a another nerf to its active time.

    If you find yourself with the gens popped and you cannot guard the hook because there are too many survivors and you're not an insta down killer then take your loss. and if you can't do that just play Bubba and camp the hook, there's your counter to DS in the EGC. Otherwise just take your L and move on.

    again learn to read

  • This is basically the same as old MoM but with exhaustion which is nearly pointless since survivors can use exhaustion perks before they become exhausted from this one like sprint burst

    also don't triple/double space like that it makes your post way too long and annoying to read just do one space if you feel it's needed.

  • that doesn't stop survivors from doing gens and other things with DS active and you are 100% not getting grabs as anything other than a stealth killer especially when they are aware it will disable DS + grabs already are pretty weird and don't usually work. survivors will just not risk grabs even vault ones.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922597#Comment_1922597

    It's a anti tunnel perk, it's active for 60 seconds to make it taxing for a Killer to have tunneled the survivor and wait for the DS to expire. But they can wait the 60 seconds which does counter the perk.

    except they can't after the gens done

    @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922578#Comment_1922578

    Well tough, survivor perks are designed to help the survivors, survive just as the killer perks are designed to help killers kill.

    Adrenaline helps survivors escape end game and it is able to activate from being unhooked, there's also perks like DH, etc. You could argue in these perks also guarantee a free escape in the same situation but that's the whole point of survivor perks, they help the player survive.

    Now what was unfair was when moris allowed killers to kill any downed survivor and that was a free kill at the very start of the game. Not at the end of the match like NOED. Now that was BS.

    DS is not a free escape in that situation because you were unable to prevent the survivors from unhooking them which is what activates the perk in the first place and you failed to kill them during the match or stop the gen progress. Furthermore there are other survivor perks that can help them get out as well, DH, Adrenaline, BT, Deliverance, etc. It's frankly a stupid idea to disable survivor perks end game, fact is if the survivors powered the gens they're typically winning at that point, especially if 3 to 4 survivors are still alive. Take your L like a champ and move on.

    my whole point was the one above and you don't say "well tough" when discussing balance jesus it's clear as day your a survivor main.

    other perks that are ACTUALLY balanced don't matter neither does something that was nerfed because it was too strong.

    you can't prevent survivors from unhooking unless you can insta down them when camping and that's assuming only 1 survivor does the save if it's more than they can body block im aware that the killer lost at that point however that is not an excuse for a perk to give you a free escape regardless.

    lastly as said since you can't read i said disable it OR decrease it's timer after gens are done, it is active for too long which gives too much distance which nearly always allows you to escape if that distance was at least halved meaning DS would be active for 30 seconds i wouldn't have a problem with it AND thats with it having multiple uses.

    TLDR: learn to read since you apparently can't retain details and there isn't a point to discussing other more balanced perks that may or may not actually make DS even more safe during end game. this is my last response since if someone is so biased they think that a perk allowing you to nearly always escape when it gets activated during the end game is fair then there isn't a point as you have no concept of balance especially when the suggestion doesn't affect it during the part of the game where tunneling is considered a problem.

  • guys i think he wants to take away Blights drugs

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922466#Comment_1922466

    DS has a counter, you literally just wait 60 seconds.

    as pointed out within exit gate distance it's a free escape not to mention with bt you get AT LEAST 80 meters of distance.

    can you not read? i only have a problem with it after gens are completed.

  • the problem with it before was just immunity to do gens but now you can't do anything so i'd say it's just fine now.

  • @Zeus said:

    The issue with that is a lot of survivors get carried by their perks and get placed at a higher rank then what they are supposed to be at and removing these perks would mean they will struggle against these strong killers and people who cant take a loss will just say ######### it and put the perks on back. People don't give themselves time to adapt to the new changes. I know it's a bit harsh but I was even like that with my DS and Dead hard and then I started experimenting with other builds. Lost 3-4 games, easy depip and then a steady climb from there.

    Just give more time to your new perks. One game doesn't tell you everything about them.

    I went against survivors like this, all were running meta DS+UB with other things but since i didn't tunnel i didn't notice.

    I legit thought i was going against a swf with like rank 20's in their group as only 1 player was decent not good decent and they all were in red ranks. Just goes to show that ranks are meaningless when you can get carried by perks and coordination.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922328#Comment_1922328

    Why should killers get NOED and have the ability to 1 shot survivors once they've completed their objective, or Blood Warden, preventing survivors from leaving through the exit gates guaranteeing kills?

    Two can play scrutinize the other sides perks game.

    because noed has a counter unlike DS if it had multiple uses to be used to escape by the gate.

  • yeah i also hate this because the best thing to do is camp.

    I have been on the hook while someone did this and ended up dying from it and i have done it to others, there is no reason to leave the hook when you can kill a survivor and prevent one from doing anything while the last two might be going for the save that your preventing.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922281#Comment_1922281

    By the time the gates are powered/open the killer in most cases has lost the game at that point, especially if all 4 or 3 survivors are still alive as they can pressure for the unhook. It's also total BS to nerf DC so it doesn't work in the end game because killers have some really strong end game perks, NOED and Blood warden for example.

    So I repeat.

    Translation: "Let's nerf the perk further so I can secure my 1k by tunneling the unhooked survivor"

    do i just need to ctrl + c my post?

    why should you get downed like 40 meters from the gates and still craw out with immunity to pick up?

    this isn't about tunneling this is about a perk guaranteeing your escape if you have it with a gate open and like 1 survivor or just bt to get enough distance.

    edit: crawling is 0.7 m/s meaning if you are downed right away then you can crawl 42 meters, lets say the survivor at least runs for 5 seconds that distance is now 58.5 meters from the hook. with BT lets say you hit them right away on the hook they gain 12 meters of distance and it takes 20 seconds to catch up to them meaning they got 52 meters in 20 seconds and can crawl for around 40 seconds which equals 28 meters so they got 80 meters of distance with DS active. DS is a free escape especially in a swf and it's pretty bs.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922168#Comment_1922168

    Translation: "Let's nerf the perk further so I can secure my 1k by tunneling the unhooked survivor"

    im sorry did you not hear me say i agree with it's activating even after it was used and only wanting it's duration nerfed for end game.

    translation:"I still want to use DS to guarantee my escape when the gates are open"

  • just force the hit at a vault

    once your injured the chase will at least last longer than if he downed you with the saw from healthy and you get a speed boost to get extra distance.

  • @Lexilogo said:

    It'll definitely be an improvement, but you never know precisely how a change will work out until we get to try it out.

    i mean the build was used to just go onto gens without a way for the killer to punish you and now you can't do that.

    i think we can safely say that this build is fine now.

  • tbh with how much it is restricted i wouldn't be against this, however i really wouldn't like this to be used after all gens are completed.

    maybe in exchange it doesn't activate after all gens are done or it's timer is greatly reduced.

  • i mean are you having trouble hitting it?

    like it's really easy to hit any skill check in this game you know it is coming even if it's small, im not sure if its like this with other players but when old ruin was a thing at that time i couldn't hit great skill checks but i always hit ruin skill checks.

  • I have a full rework for the perk, also i think that is too strong imagine a hag or LF wanting to basement camp.

    monstrous shrine: For each survivor hooked in the basement all survivors get -15%/-20%/-25% to repairs, cleansing, opening the exit gates, and you move 5% faster. Monstrous shine is not active unless you are 32 meters away from the basement. Survivors in the basement suffer from the oblivious status effect.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921483#Comment_1921483

    im certainly not afraid of it as a stealth killer. if anything i endorse and absolutely love it when i get a squad of nea's with OoO who die within 5 mins against a ghostface since he basically has perma wallhacks on everybody.

    New OoO excluding its obsession status effect thing weirdness, is actually pretty good. gives heads up if the killer is using nurses or bbq and what direction their going. allows you to see addons like wraiths all seeing, or pig's ultra rare.

    hell it even alerts you to if you should cleanse against plague with her ultra rare or not. t1 myers would be a joke with new OoO. OoO would completely counter im all ears (except against stealth killers), or bitter murmur.

    And in a way it actually makes non-aura reading perks more useful for killers. because they can't be countered. its ironically enough a really healthy perk upgrade, that can make a lot of strong perks a lil less reliable in a healthy way, whilst making other less meta perks more valuable by extent. It's smart.

    since it is on a timer i don't think it will alert you it is activating especially since that is a passive effect and not it's main effect.

    that was also a commonly complained about thing so i don't think they would keep that feature on the perk. edit: the perk lighting up.

  • I agree with the healing one but disagree with stealth killers

    The healing disabling DS is kinda dumb for a few reasons. It doesn't disable when another survivor heals you which happens off the hook commonly so saying that if you are doing interactions your not getting tunneled is dumb because that is what's happening here. It also disables when you use selfcare or a medkit but you can heal yourself with perks so this is again dumb why restrict it if you can easily bypass the restriction. lastly and most importantly this is mainly stopping you from helping your team, if an injured survivor saved you and healed you a lot of people won't heal them since it will disable the perk. so why let them heal you but you can't heal them without disabling the perk again it's dumb.

    as for stealth killers the new OoO basically has no downsides the one downside it has is going against stealth killers. the new OoO's only other downside is when your aura is revealed and that duration is only 3 seconds something the killer will easily miss but not you. you can also go into a locker when it will activate in case you don't want to be seen and when your not the obsession the perk literally just doesn't have any downsides. it is only fair you might go against a killer who has an advantage over you when using such a good perk.

  • As a player who uses DS constantly when i rarely play survivor as a solo i have no problems with this XD

    sorry you can't be obnoxious and have your swf friends bail you out!

  • The only advice im not seeing here is having a good build that works regardless of if they cleanse. I run infectious fright, pop, blood echo, and thano and i try to snowball with CP whenever im in it.

    I think plague is a fun killer but because of the RNG of pools of devotion spawns along with having to go all the way to them it makes getting into CP not always good unless you pass by it or go to it after hooking someone. I think she needs a secondary power that allows her to use corrupt pools of devotion from a distance say 20 meters but it halves the duration CP lasts and when doing this it slows her down a lot for a few seconds so the survivor can get some distance.

  • @dspaceman20 said:

    I would change sole survivor like this

    Sole survivor

    you become shrouded in isolation and the Killer's aura reading abilities are disrupted as your friends reach closer to death.

    Each time your allies reaches a hook state you gain a token.

    For each token you gain your aura will not be read by the killer within a max range of 4/6/8

    How is this?

    this would be a lot better i think it could have higher values tho since when the perk finally activates one of your teammates are dead and the match nearly always results in the killer winning from there unless 1 or all gens are completed.

    but yeah reducing the max range aura reading perks work on you is a very good idea, as for ones caused by addons without a max range i think they could either reduce the duration your aura is revealed or stop it entirely that is the only inconstant thing with this idea.

  • The main thing i see wrong with it is when they are finding the hatch off the hook and it is opened, the killer more than likely wont be able to get them unless the survivor is very unlucky and misses the hatch.

    wouldn't hurt to buff it's duration in some way tho like if your being useless for 60+ seconds what are you doing?

  • it's also just an info perk like just get better at using it's counters and at lasting long in a chase.

    however every killer can use the perk, i would say the worst to use it on would be Hag and spirit because as hag you want to quickly trap the hook and that takes away the time you can get info from bbq and spirit a tiny bit since she can't see auras while phasing but you can still use the info just fine on them if you prioritize it.

  • @Theninjajesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919973#Comment_1919973

    I think the logic is, how could you be getting tunneled if someone was chased, downed, and hooked in the interim?

    it's just delayed, sure the killer got another survivor but they go for you right after.

    like if you got hook rushed and your savoir went down and got hooked and the killer goes after you is that not tunneling?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920164#Comment_1920164

    Problem is they know you are coming and go super immersive, it takes forever to find them, they often have a build dedicated to having your attention and now everyone else is doing a gen. Then you still have to run them, get them, and when you try and camp them people blast out gens and then come save him with borrowed time and it just turns into a 4 man escape or you get a kill and it's not even the person with OoO.

    I've honestly won more games/gotten more kills, by just playing normally against OoO even if it means I cannot use my power at all and just have to M1 people with STBFL. It's just, that's so ****Ing boring, no perk should ever do that to a killer....just render their entire ability 95% useless.

    lol i know i shouldn't camp them sometimes i play normally but you see that aura and as a trap based killer you go "Great now my power is weaker" and if they follow you and deactivate your power you feel like you should just give up on playing normally and camp them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920113#Comment_1920113

    That's literally one of the major reasons it was broken. So of course that had to be changed. That would be like saying the undying nerf is bad because now people can actually break it and your ruin.

    https://forum.deadbydaylight.com/en/discussion/comment/1920112#Comment_1920112

    Yeah it was a really good change for sure. Honestly the survivor in me is kinda eager to run it, and the Trapper in me is glad survivors don't have a near instant win option against me.

    lol for me that's the hag feeling i would legit just go get the OoO user and camp him even if that was the only kill i was going to get.

  • stbfl, pop, enduring, spirit fury.

    chase build to the fullest is what i find fun on him. the insta pallet break combo is awesome on demo since he can force stuns easier and shred pallets faster so if survivors don't want to deal with it even dropping the pallet early doesn't help much this makes him great at making dead zones while still getting downs.

  • it's just a good perk now with basically no downsides since you see the killer as well.

    i wouldn't be surprised to see multiple people running it since when your not the obsession there is no downside it is just good, if they change it it will be because of that.

    It's still better than leaving it as it is an swf using OoO was just pure cancer if they were good at using the info.

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