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ASurvkillivorer

ASurvkillivorer

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ASurvkillivorer
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  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/242846/fast-track-and-stake-out

    I would ASSUME how this would work is it would give you only 2% extra for the one skill check itself. Not 2% per Fast Track token. Could be wrong, though. Never tried it.

    GOtta say I like it either way. Stake Out is a random perk that I personally like. For some reason that extra 1% seems like more to me IDK why. Then easily being able to use my Fast Track stacks is great. I had full stacks just now and used a Stake Out skillcheck and BOOOOOOMMMM its like having a brand new part..

  • @[Deleted User] said:

    That's mostly just an Ormond thing. The bright snow combined with the way the ground texture is mixed makes scratch marks incredibly hard to see on that map. Since Predator makes scratch marks tighter, it'll only make the problem worse. I recommend never running it.

    Well this perk clearly needs a rework. I was completely screwed by using it. It was the whole team had Poised and Dance With me or something.

  • So without Urban how fast is crouching speed. In percentages. like 50%?

  • I just saw this happen again and it was on a base game map.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069974#Comment_2069974

    *snorts line of bloodpoints*

    MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEMES

    I figured as much.

  • @GoodBoyKaru said:

    Don't remove my Speed Limiter please it's my favourite playstyle

    Explain what this is again and why you would want the saw to NOT down them?

  • @Phasmamain said:

    He’s still slightly better than Ptb Ghostface

    Id say an actual killer at 115 with NO power would be better than the Trickster.


    How are you supposed to make use of your power in most of the games loops? He's slow so he can't keep good distance in the loop. Using his power slows him down more making him lose even MORE distance in the loop. Then he's got that recoil because....thats TOTALLY needed given how hard it already is to get on them.

    You're forced to give chase in a loop until you're close enough to start hitting them and then get a couple throws in probably miss half. Then if you ever do get close enough to do anything the pallet just goes down and t hey continue looping in the same way.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965914#Comment_1965914

    If you have such severe penalty, you already lost the game, it doesen't matter if there is dying light.

    That's the problem with it's effect. Yes, it gives you a strong snowball, but only after you are already winning the game, so you can win even harder.

    I will compare it to the devour hope, which after 3 hooks, can win you the game, even if survivors completed 4 or sometimes even all generators.

    Dying light... it starts to be effective around 6 stacks, so when already 1 person will surely die on the next hook... but only if you still have 3 generators remeining and they won't pop in a second... so... it gives you no value when match is a tie or you are losing, only when you are winning... when you don't need it's effects.

    Meanwhile it gives obsession a free botany knowledge, which in the end it makes it as good as no mither...

    Agreed, Dying Light only feels decent against zero coordination rando squads who you WOULD BEAT ALREADY. Against a real team? They just use their already ridiculously fast healing ability their coordination gives them and combine that with the obsession healing they don't have to worry about much.

    Its funny but ACTUALLY true. You're giving the obsession a FIFTH perk slot and putting Botany in for them.


    In a Nutshell....

    Penalty to 3 survivors healing and gens.

    Obsession has huge boost to healing and no gen penalty. If killed all benefit of perk lost for killer.

    So the idea is what? Gain small gen slow downs that get cancelled out because they can heal faster therefore spend more time doing gens? The perk cancels itself out against any team that knows how to play.

    I'd REALLY like Dyling Light if it didn't give those buffs to the survivors.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971745#Comment_1971745

    So, essentially, your argument is that because its not tournament viable makes it a bad perk. If we were to make all perks tournament viable, then there need to be a lot more pallets introduced into the game.

    And as for pop:

    1. you need to hook a survivor
    2. you need to ignore any nearby survivor or chase if you want the value to kick a gen
    3. that generator you kicked better has more than 25% done, otherwise you lose value.

    While dying light allows you to just do what you normally would anyway and slow down the game by doing so. The only downside being that if the obsession dies, you lose all the stacks. Which was done on purpose at the time, since, you know, obsession dying and slowing everyone down 35% would leave a sour taste, but at least in this case, it would happen gradually.

    As for Sloppy, its nice that survivors can be instadowned, sure, but a lot of experienced survivors get more value while injured. Since you can be downed in one hit, you're a bigger target for the killer than someone who cant, regardless if the healthy survivor would go down in 20 seconds and you can last 50 seconds per health state. Let alone that perks like Resilience and Spinechill are used quite commonly on people who never heal anyway. It might not feel like it doesnt have a downside, but objective comparison will show that Sloppy does have a downside.

    Especially considering we're talking sweat squads here.

    You shouldn't assume anything about my stance unless I actually say it. It makes discourse legitimately impossible.

    Agan on pop

    Hooking a survivor isn't a downside. So why mention you need to do it? You also need to do it for Dying Light.

    I've never once had to decide between a chase happening or kicking a gen. It takes no time whatsoever to kick the gen. Meanwhile, I gain vastly MORE time from my kick than I lost. This is ultimately why POP is a top-tier perk.


    You don't lose value if it's below 25%. Sure, you technically do but this isn't a downside. it would be nice to always have the gen be at exactly 25% but that isn't the case. When the gen is at 15-25% it is not only very satisfying to INSTANTLY shoot it back down to zero it also hurts the survivors morale and sometimes makes them unsure of what their next moves should be. If even a solo survivor worked the gen to say 20% progress and you POP it. You just removed 16 seconds of their work in the time it took you to kick the gen.

    As for Sloppy again. If being injured was such an advantage to survivors you would see No Mither squads. You don't. Being injured is not a benefit.

    I don't feel like re reading the entire topic so I may have already said this or you answered. Are you trying to say Dying Light is actually superior to.....POP.....?🤔

  • Is that stubble on the chin or a shadow?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1967771#Comment_1967771

    It is far from the strongest untill it has 6 stacks. And no, thats false.

    Pop has a downside: you either go into chase, or you use the perk. You can lose Pop. You dont lose stacks on dying light(ofcourse indicating that all Dying Light need is perma stacks once the obsession dies).

    Sloppy has a downside: it gives survivors a reason to not heal and instead work on gens. Healing tends to slow down games to a point where you can make it, Sloppy gives survivors a reason to not heal, speeding up the game(especially if people run Resillience). Sure, people can be instadowned, but there are many killers who already have access to an instadown. Let alone that people would have permanent access to Dead Hard.

    "Dying Light offers a huge slowdown if the survivors accomplish absolutely nothing. If they're playing well they should have multiple gens done by the time you actually gain a lot of stacks. Meaning you were already going to win anyway."

    This is completely false. Dying Light offers a huge slowdown if you're playing well. Survivor's barely have any impact on it. Once you get your first hook, you should quickly gain your second one. If you dont, you're not using Dying Light well. I mean, thats like waiting for survivors to work on totems before you start patrolling generators, making terrible use of Ruin. If both are playing well, you should have 4-5 hooks before the survivors finish 3 gens. Which Dying Light even adds onto as it slows down people the more you hook. So no, you were not going to win anyway, Dying Light gave you that slight benefit allowing you to win games that would have otherwise been a loss. Are there other perks being more effective at doing so? Sure, but using the same build over and over again because they are the most effective perks is boring unless you play competative.

    "This is even more underwhelming when you realize the obsession with the boost is also IMMUNE to the perk entirely. That 33% never decreases. They never lose THEIR gen speed. The obsession can afford to heal all game. Dual healing with that boost is like healing at light speed."

    But the obsession is not immune to chases, the obsession is not immune to being hooked, the obsession is not immune to being hit, the obsession is not immune to being injured. If you use Dying Light effectively, all the obsession is doing, is healing teammates, because he/she is the only person capable of healing them as the rest is slowed down. If everyone is fully healed, or if people run Resillience, only then would the obsession focus gens purely. Which is why Dying Light is often matched up with Thana, to give people even more reason to heal up(Legion is pretty much the reason Thana's healing aspect was nerfed, which is a shame, so now people are practically forced to run anything based around Mangled too). And no, dual healing with dying light is actually beneficial for the killer, because one is decreased while the other one is increased. Negative effects are multiplicative, positive effects are additive. They might heal at light speeds early on, which is why you're supposed to scare away the obsession while you get a free second stack. Besides, once again: healing is not doing gens. At around 4 stacks(which is easy to get), the only survivor being able to effectively do gens is the obsession, at which point you need to keep the obsession busy with either healing, being downed, or the first time you actually hook the obsession. Dying Light has a different playstyle, that doesnt make it weak. That's like saying T1 Myers is weak because he can be looped around a pallet for 2 minutes before being forced to break that pallet, untill T1 Myers absolutely destroyed you(springwood used to be T1 Myer's worst map, due to the amount of safe loops, its now T1 Myers heaven). Different playstyles do not equal weakness. Sure, they might not be viable for tournaments. But guess what? DBD isnt a tournament.

    "I'd even rather see Dying Light give a certain penalty to healing and repairing for a LIMITED duration of time after each hook."

    Aaaaaaaaaaaaand this is the part where you show that you have no clue how to use Dying Light. We're done here.

    We completely disagree on this. I don't consider that POP downside a downside. It is more than trivial to happen upon a gen to kick. It isn't inconvenient at all. As for Sloppy I don't think thats a downside either. Sure don't heal and I can like you said instadown them. Why does there being insta down killers make that a downside? it helps every killer. If they have Dead hard then they have it. I would rather have to only swing at them twice rather than 3 times.

  • Has he always been able to swing at the pallet and break it?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965906#Comment_1965906

    Saying Dying Light isnt good is saying you suck at hooking survivors. Thats a you problem.

    It says nothing other than I know it isn't good when you're not playing potatoes who for some reason don't start the match on gens don't consistently do gens during chases ESPECIALLY early. There is absolutely no excuse for a gen to not be finished after one chase is completed. If not 1 then 3 nearly completed. If the person is in a good spot then they can get those done.

    Potato squads allow you to get many stacks with many gens left. I don't think the survivors having a huge healing bonus is worth is a small penalty when the game is nearly over.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965906#Comment_1965906

    Dying Light is a snowball perk, it gets heavy really quick. So yes, it needs a downside. Essentially, if you slap it on, it should punish you for not getting value out of it. Same with Oni. Oni's ability is the only one that requires you to hit survivors. The more survivors you hit, the more insane he gets. But if he hits 0 survivors, he is just a mere m1 killer with no ability. No abilities actively give survivors the advantage.

    I've had games where all I ran is Dying Light and just kept on hooking people after each other, within 1 minute, I had 30% regression on gen speeds. Add Thana to the mix, and that's potentially 50% regression. Add Sloppy and healing takes forever.

    Besides, you WANT survivors to heal, healing=not being on gens. Since the obsession is the only one with normal genspeeds, you WANT the obsession to be healing non-stop.

    Dying Light is far from the strongest perk in the game. So no I disagree that it needs a downside. Every single killer perk is a snowball perk if you're managing to do well. Does POP need a downside? Or Sloppy?

    Dying Light offers a huge slowdown if the survivors accomplish absolutely nothing. If they're playing well they should have multiple gens done by the time you actually gain a lot of stacks. Meaning you were already going to win anyway. It might as well have no impact on healing when really the obsessions boost counters all of the healing penalties to where it's actually an advantage for them as a team. This is even more underwhelming when you realize the obsession with the boost is also IMMUNE to the perk entirely. That 33% never decreases. They never lose THEIR gen speed. The obsession can afford to heal all game. Dual healing with that boost is like healing at light speed. Worse if they have other things boosting their heal time. I think Dying Light is an almost crappier version of Unnerving Presence. Thanks for bringing this and making Great skill checks slightly easier.....Dying Light just helps coordinated survivors who can already heal at light speed do it even faster.

    I'd even rather see Dying Light give a certain penalty to healing and repairing for a LIMITED duration of time after each hook.

  • @Predated said:

    The obsession not being affected by the negatives and having a massive heal is the downside. You dont have a reason to chase the obsession at all with dying light otherwise. Essentially, the bonus the obsession gains is your reason to still down and hook the obsession.

    The only thing that needs changing is streamlining Dying Light to be similar to STBFL. AKA, if the obsession is dead, the stacks are permanent.

    Perks that aren't even that good to begin with don't need downsides. As far as I know thats the only perk in the entire game that actively gives the survivors an advantage while giving the killer something that isn't even all that good.

  • @poomanchu said:

    Nicotine patch

    How do I get that?

  • I love how he described the fact she is good as "toxic" lol. When you're meming without even trying to meme.


    I just hate when I lose...its so toxic when I lose...

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945677#Comment_1945677

    id have preferred it when Undying didnt have an aura reveal to begin with aswell, but then the Devs have the problem that the 3 perk tiers wont do anything different from one another, so they stuck with it.

    and as long as we have this aura reveal, its the better solution to tell survivors about it.

    Very easily fixed. Could've been something like the person who cleanses a hex totem has their aura revealed for a certain amount of time or something like that.

  • @Mringasa said:

    They should never have put notifications that there is a Hex in play. That used to be part of the game, actually having to think about "Why did that person get downed so fast? Oh, 3 hooks, they're running Devour Hope. That's 4, let's not get to 5 so they can Mori us."

    Asking questions used to be the norm, I know that's how I learned an enormous amount of information about the game. Now it's just "Put it on the HUD and they can look up the effects themselves".

    Agreed, there is zero reason they should be told about the Hexes that they can observe for themselves. I know someone will be like well what about the new players. They can learn. They could also have this only appear in newb ranks 15-20.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945642#Comment_1945642

    have you been watching Otz lately?

    he's been running Devour + Undying quite a lot now and he got a LOT of kills with it.

    No and hes a pro player who does this for a living.

    The patch just came out. Its been days and I myself someone who has been playing since 2017 just now realized this. Wait until its become full common knowledge.

    Go near dull totem see Hex icon. Clearly Undying is in this match. Tap a gen no ruin...1 hook no Lullaby. Time to look for Devour.


    I'd rather have NO aura reading ability in that case. What would I care if they're cleansing dull totems anyways.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945629#Comment_1945629

    Considering that the aura reveal doesn't work on hex totems now and undying only works once, It's pointless now. All it does is give away you are running a 2nd hex perk.

    At least before when undying had aura reveal on all totems and undying worked multiple times until cleansed, it would have been fine.

    I agree. They already nerfed the aura reading ability badly. To make it also reveal the perk itself is going way too far.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945594#Comment_1945594

    one of the main problems old Undying had was, that it constantly revealed survivors without telling them.

    ive seen killers win the entire match just because of this aura reveal without the survivors knowing about it.

    i think its much better that they are being told about it now.

    besides, when is it supposed to tell survivors that Undying is active intead? the aura reveal is the only effect it has before its being destroyed - and it only makes sense that a Hex reveals itself as soon as the Survivors are being affected by it. thats the case with every other Hex aswell, so Undying should not be an exeption to it.

    The whole point of Undying is that it WAS an exception. I also don't think survivors needed the screen to tell them Ruin or Lullaby is active when they can clearly tell this for themselves. With Undying it goes further and actually acts as a nerf to the perk itself.

    The new aura ability is a masssive nerf compared to the old one. Then add on it revealing the fact the perk is in the match at all is serious overkill. Good luck with the so called token benefit if all a survivor has to do is walk near a dull totem to know if you have something.

    This change makes it so that Devour Hope should NEVER go live.


    Yeah I was looking for positives to the Undying change. Ungodly big nerf even more so than I thought. There is zero reason any group of survivors should be having trouble with Undying now that it gives you a huge heads up.

  • ah god thats even worse.

    I would rather not have that tiny little aura ability if its going to essentially TELL survivors. Hey look they're running Undying and you don't see ruin or lullaby better start searching totems!!


    So lame...

  • Yeah its also worth noting none of the other players got the bonus points either.

  • Both ones I found now have been really late match. I'm wondering if they don't spawn unless its late.

  • Okay I finally found one.


    There IS a noise indicator is the only reason I found one. Its faint though.

    Can they spawn ANYWHERE? Or just base level? If someone interacts with one does it vanish for good? How TF does this all work lol.

  • I had no clue what I was looking for but I Ran all over the new Game map as Doctor and couldn't find anything

  • Couldn't find anything as killer so im assuming this is a survivor one.

  • So I can do this as a killer?

  • Wish I scrolled further down I too have this bug.

  • @Yatol said:

    and you know that no pc killer opt out of crossplay how?

    I'm just waiting for the first PC killer to come to this thread pretending they have it turned off.

  • @cyniChris said:

    PC player here with 2.5K hours.

    I can safely say without a doubt in my mind that crossplay does NOT favour PC players at all. The amount of times I've had a console survivor with bad WiFi at 200ms+ ping lagging through my hits or vacuuming back to pallets they're 10m+ away from, and the amount of console killers who hit me after pallets have stunned them or through windows when I've vaulted them several seconds prior, is absolutely ridiculous.

    It's been worse since "hit validation" was activated, as it prioritizes high ping for some absurd reason.

    What advantages do you think PC players have, exactly? Apart from being able to aim more precisely with ranged attacks, of course.

    PC has an advantage over console in every conceivable way. It isn't just long range that precision helps in either. The controls are more precise at all times that helps with everything that happens.

    Also show proof about hit validation because that sounds like total BS. Hit validation was literally made so that people would stop seeing completely broken hits and that hit ping players couldn't just use that to exploit. If it prioritized high ping players that would do the EXACT opposite of what it was intended for and that certainly isn't my experience. If what your saying is true we should be seeing more off hits and missed swings counting as hits than ever before.


    I simply do not see PC killers who struggle in any way when going up us in any matches we play. It doesn't happen.

  • So PC killers equal 100% of players? What is so hard to understand about what I said?

    When there is NO PC killers opting out of crossplay. THAT should probably let people know something.....

  • Pretty obvious why this would be like the worst idea ever.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915551#Comment_1915551

    Your title is saying that NO ONE turns crossplay off.

    While the statements is... kinda about it being off.

    No it doesnt....

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/223781/when-0-of-pc-killers-opt-out-of-crossplay

    I have to say im not sure what the problem is your title and your statement both dont quite make sense of what your trying to say

    bruh.....

  • @Caleegi said:

    I am confused. What is wrong with being on PC?

    Advantages

  • Great effing start to the day BTW. Lose my BPS and a I had 4 stacks on WGLF and then this happens. What else is weird is why am I keeping my items when this happens?

  • Happened yet again. No Network Error even though there is no internet down.

  • @Mikeasaurus said:

    Man sucks when that happens. I had it happen earlier today. Just going about my business in a match as Ghostface, and I was chasing (OR thought I was) a Kate, and she just starts running in a straight line from the top of the map to the bottom. I was thinking, is she literally the embodiment of the 'Hold W' thing we hear all the time? No, turns out I Got disconnected from the servers about 30 seconds beforehand, just as I started chasing the Kate. It really does suck to get a penalty for something beyond our control, but at least it was only 5 minutes I guess.


    That is the crappiest feeling. In a chase....confusion....disappointment.

  • @GoodBoyKaru said:

    I've had this ######### far too often recently too, and it genuinley frustrates me.

    Don't worry though; if you pipped in the game, you'll pip when you're kicked, and if you've found an item in the trial or had one going in you'll keep them!!

    It's...

    It's confusing.

    Yeah, it was their servers and not me. Usually, if my net drops for a second it downs for like 10 seconds and I can SEE that it's out. There was no connection interruption what so ever.

  • @Scoted said:

    I think the point is to use your rarest ones as you go, not hoard them, and have the choice to prestige. Because on other games, you do lose everything when you prestige, it’s a restart to keep things interesting. However, you don’t have to prestige at all you can stay at level 50 forever if you don’t want to lose your stuff and farm for your perks you want.

    I get that it is annoying losing stuff, I’m also a person that wanted to use everything I owned before prestiging but it isn’t worth the time and at the end of the day, you’ll have around 17 commons that don’t mean much. The blood points spent on them were put towards the useful perks you got with them.

    Its just the whole process just seems pointless really.

    I did initially want to use everything. Hell I even changed my thinking 3-4 times and went from okay I will use all but brown....okay all but yellow and brown...okay all purple only. Oh the hell with this I will use only streamers or cakes puddings whatever.

    The real problem is what happens over time the more characters you get. Each character you get means that the NEXT new character you level to 50 will have less of the perks you want because theres more that can show up. It penalizes you....

    Like I said earlier a main issue is needing to level at 50 multiple times to get the perks you want being a waste. I'd rather have to level an extra 50 levels to get the prestige outfit if it means I don't have to waste the items and keep the perks. THAT would actually be harder but we wouldn't lose our stuff.

  • I notice no difference either.

    The FIRST hit validation I noticed nothing but positive changes and that got scrapped quickly for some reason. This new one does nothing for me.

  • I didn't word it the best but the last comment has the idea.

    I simply don't want to play if im not getting that %100 point boost. I hate not using BBQ. So yeah I would be in favor of that.

  • Its obviously going to happen at some point with as diverse as the backgrounds of the original survivors already are.

  • It USED to be just for a 4k. There wasn't a single logical reason to make this so much harder.


    Also why would you want it to be for Brutal? That would be even worse. It being FOR Brutal and above sure that would be nice but again it makes most sense to just CHANGE IT to the old 4k.

    I have gone insane trying to get this as the Twins. Not only are they SO WEAK. But the goofy change to the Adepts for killer makes it so you need to be playing against decent survivors to get this. You can't just steamroll them. Oh and you have to pray they for some reason neglect gens. I just made a similar feedback to this.

  • So a killer CAN in fact be in 4 different places at once? Do tell us how.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785998#Comment_1785998

    That's what I'm thinking, but it would be great if the devs moved away from the public matches requirement. Not all of us want to go through hell earning some of the harder trophies.

    Hopefully last second someone realized it was absurd and made that change.


    Even with the new perk getting pallet saves is going to be incredibly rare for me as I feel like you need to play a newb for them to happen. Its especially rare solo. Not even 1 in 100 matches for me and thats no joke.

    THe last one that was stupid is the Bill one which made no sense to me. They nerfed the insanely difficult huntress one and then released the Bill one?

    In a year and a half I am 73% done with that one. It requires you to purposely play dangerous around the hook which isn't my style. Lately I have said screw it and ran borrowed time and hook rush which I hate. I just want to get that one done though.

  • Same here. Make sure you guys vote these up.

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