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Akumakaji

Akumakaji

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  • @Iron_Cutlass said:

    There are a lot of perks in DbD, and a decent chunk of them serve similar functions. I thought it would be cool to see what some perks would be like if they were merged together, like having their effects combined into one perk, or ultimate two perks coming together to form a single unique perk.

    Just some examples: Resilience and This Cannot Be Happening; Unnerving Presence and Overwhelming Presence.

    What perks do yall think should be merged?

    No. Not because you aren't right, but simply for the fact that every survivor and every killer needs to come with 3 unique perks.

  • @Canas said:

    A quick preface: the killers are sorted by their name to keep track of who was used the most often.

    As you can see Nurse was especially popular. Of these 20 matches which were played I only was able to escape 25% of the time. I'd like to mention that I had a 50% escape-rate as a Solo Q player before this patch. And no, I didn't rely on Dead Hard or anything like that.

    https://us.v-cdn.net/6030815/uploads/FGELKKPKE3JB/solo-queue-catastrophe.png

    Most of the time survivors were either throwing the game (hardly getting more than one gen done) or the killer was playing dirty from the very first moment. Camping and tunneling were especially rampant, even on high tier killers like Nurse and Spirit.

    The quality of matches has drastically plummeted since the new patch, matchmaking doesn't seem to adapt either. I keep dying which keeps lowering my MMR, the result are even weaker teammates who will blatantly suicide if things don't go their way. The killers however hardly seem to change in behavior either, the experience remains unchanged.

    Dang. But interesting, I am always a sucker for date like this... You know what? I will monitor my own experiences and see what it's like!

  • @Ayamir said:

    With this new Prove Thyself + Sprint Burst meta Discordance became a S tier perk even better than new Corrupt Intervention imo.

    Don't know about your lobbies but in my lobbies I just keep seeing group of survivors with 3/4 Prove and others gens perks before the patch I used to see at least 1 Prove thyself on one survivor not 3/4 survivors with Prove all SoloQ Enjoyers are running Prove because of the increased 10 seconds on gens.

    Discordance was already a decent perk now it's a must have in this new meta imagine you're playing a slow 110 killer like Huntress or Deathslinger and you go to a map like Mother's Dwelling you can't afford to waste time looking for survivors you need to start your first chase ASAP and being able to pressure 2 survivors early is always great.

    Tinkerer used to be the best info perk in the game but after it got nerfed I think Discordance might become the best info perk in the game no reason to run Lethal Pursuer if you have Discordance.

    anyways yeah run Discordance in all your killer builds trust me you'll get insane info from it.

    You know what this means? We are witnessing the birth of a new meta live and in color! How exciting! This is literally happening right before our eyes: because of increased gen time survivors use more Proof Thyself. Because of Proof, killers use Discordance. What will be the next counter step? Distortion?

  • I actually enjoyed it and found it a fun diversion. Can't wait to so what the higher Orange Glyphs will do and if they offer just new stuff or if they stack with the visual distortion we now know.

  • @Edilibs said:

    Its messed up lol but solo que is rough and its because people are mostly bad at the game. With that said i sometimes used pre patch

    Dead Hard/ Iron Will/Spine Chill/Left Behind

    Now Since the new patch nerfed this build im trying ;

    Lithe/Spine Chill/Pharmacy/Left Behind with Ultra Rare keys

    Pros:

    - Great build if your last in trial most of the time for whatever reason

    - Can raise escape % (is almost a guarunteed escape)

    Cons:

    - Franklins Demise (direct counter)

    - If your left last and you get caught

    - If your team mates loot all the chest or someones Plunderer's Instinct (& Ace in the Hole/Appraisal

    - You "may"be prone to getting hardcore tunneled

    I need Left Behind build suggestions!

    I sometimes run Left Behind, Bond, Opem Handed and Ace in the Hole and start the trial with no items.

    This build helps you survive via the big info the extended range Bond gives you, and Ace in the hole gives you a pretty good chance to find a key that can open hatches during the trial.

    With the massive range of Open Handed Left Behind you can pretty much bee-line for the hatch most of the time and get at least a decent chance to find a key, if the killer got there first.

  • On the killers side, Trapper and Billy offer some very good baseline perks that are useful on a lot of builds, ie Agitation, Brutal Strength and Enduring. Tinkerer is also very useful on any mobility killer and Lightborn, while never meta, has a tendency to tilt those players who overtly rely on flashlights.


    On the non-licended killers I think that Plague should go next, as all her perks are highly useful and she offers the Corrupt Intervention, which a lot of setup or M1 killers relied on in the past, but her Infectious Fright also sees use in lots of builds. After her I think that either Spirit, Artist or Dredge offer some good variets; Artist for the quite important Scourge: PainRes, that is one of the most meta killer perks, even after it lost its detection part after the patch, Spirit for her Haunted Grounds and Spirit Fury, which can offer a lot of usage to quite some builds, but also Rancor can now, that BBQ no longer reigns supreme, shine as a info perk that gives steady value throughout the trial. Dredges Darkness Revealed is another superb detection tool, especially on every other killer then Dredge, which survivors often have a hard time to figure out is in play. Dissolution is also fun to use as an alternative to Spirit Fury and Septic Touch was used for a short time as a sorta counter to DH, but isn't as needed in the new uncertain meta.


    On the licenced killers I would opt for Pinhead and Onryou. Pinhead easily brings two very meta perks to the table, ie Plaything and Deadlock, and also Scourge: Gift of Pain got recently buffed in a way that it is now highly useful, especially when paired with another Scourge Hook. the Onryou brings a mixed bag of goodies to the table; her Scourge Hook offers some interesting survivor detection, but its sometimes easily missed when you are in the mids of the action. Call of Brine is probably the only gen kicking perk that offers any value (and could be paired with the Doctors Overcharge, even though that combo was nerfed) and Merciless Storm offers a protection net to nearly done gens that often catches survivors off guard and in the later game will lead to some pretty risky last second repairs.


    So, for killers I would opt: Trapper -> Billy -> Plague -> Pinhead -> Artist -> Dredge -> Onryou -> Spirit.

  • Oh, here is another idea: leave basekit BT at 5s, but give them not a +7% speed bonus, but +50%. Let them zoom off as if they got hit with Overcome, leaving the unhooker back with the killer. No more tunneling, a decent chance at breaking up a camp and the killer gets a good chance at hooking the next victim.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086687#Comment_3086687

    5 second isn't even close to enough the problem is the made it basekit so you don't need to run the perk but if you want to get value out of it then you need to run the perk. I'm also in the opinion to revert the stun nerf on DS because ive seen it used and 3 second just doesn't feel like enough time to get away.

    This! On both accounts. Pre-patch I was often forced to tunnel, because the games were often stacked against me, and when I got hit by DS I was pretty miffed and had to try hard to find the survivor again.

    Post-patch I hardly ever need to do so, but when it happens I hardly even notice. I think the deactivation during the EGC is pretty much a good enough nerf, so they could revert it back to 5s. And with the way tunneling and campaign seems to be running rampant right now, maybe device a system if you get downed within 30s of getting unhooked, you regain your DS charge. This would at least give survivors a fighting chance against hardcore tunneling, without hurting accidental or opportunistic killers.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086137#Comment_3086137

    If all of the matches Ive played includes survivors spam vaulting windows to reveal the location of others and bodyblocking windows and pallets to get people killed, they are obviously sandbagging. I can tell the difference between someone just playing poorly and someone going out of their way to ruin the match for others.

    I always cringe so hard when I spawn together with another survivor and their very first action is to fast vault towards the gen 5m away. I know they just messed up, but just a dead giveaway for the killer ^^

  • Yesterday I had 50s killer queues during peek hours, because peeps still enjoy playing SWF with their friends. Strange concept, I know, but I can live with my tripple queue times during peek :>

    Not gonna lie though, on other times I got 3-5min, but I expect that numbers to eventually go down once more and more survivors figure out that they a) are no killer mains in their heart an b) how to loop and greed less under under the new rules.

    Already the games feel much more normal, yet fairer then ever before. You get the occasional total stomp round, but most of the time survivors are now working hard to get their gens done and it's working.

  • @Iron_Cutlass said:

    I just think BT should straight up be reworked, and heavily increasing the base duration of Endurance after an unhook. Maybe BT can fit more into the name and become more "borrowed time", like each gen that pops increases the duration you can remain on hook for?

    Borrowed Time: you get a 1min timer after unhooking, if you get hit during that time you gain Endurance, but the bleed out timer ticks down for a minute, then you go down, no matter what. Make the time you got left count, Samurai! (of course, after going down someone can pick you up).

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/336609/killers-should-not-let-survivors-win

    How do you waste their time? If they are letting you live, realistically the only thing you can do is let the entity kill you during EGC. Is that what you are talking about?

    Giga Chad move to prevent a killer from tanking their MMR is the whole SWF group running a circle around the killer till The Entity snacks them all simultaneously. That will show that killer!!1

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086630#Comment_3086630

    The point is to extend the duration of the pitiful 5s, which doesn't have much leeway as 8s imo

    For real though, unless I miss aim a lunge at the unhooker I never really noticed the base BT. Granted, I now normally go for the unhooker (because I am a good killer! Notice me, Survivor-sempai) unless some extraordinary circumstances force me to tunnel, but on the other hand isn't this how it should be?

    If you don't tunnel, BT shouldn't be a problem or even noticeable, and if the killer tunnels, then a basekit function shouldn't always cover you from all angles, that's what real slotted perks are for, but it should protect you from the most brazen of tunnels, ie the ones that hit you when your fert touch the ground.

  • @S4ShadowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081028#Comment_3081028

    I've gotta say, I like the scourge hooks, but I wish there was better RNG with them. Sometimes you get a decent spread out and then sometimes they are only on one half of the map.

    Maybe try to run Monstrous Shrine alongside? Having the basement hooks as a fallback option is pretty nice, and you can always run a blueprint alongside.

  • @Remedicist said:

    I like using Darkness Revealed more so I've been using that instead. Cooldown is short and is like a good way to know where to go next whenever you want to know. Although Yamaoka and Coldwind are its weaknesses for sure, that I wont deny. Still fun to play with Iron Maiden in the build.

    The good thing about Darkness Revealed is that (if you aren't playing Dredge) no one is expecting it and if you don't open a random locker right in front of a hooked survivor, they don't have any reason to suspect you got it and won't give lockers the Dredge treatment.

    But I also like Rancor. Gens will be done, no matter what (unless you like totally dominate... and then you obviously don't need), giving you a, steady update on were everyone is.

    And the occasional mori of the obsession is always fun and a welcome treat. Bonus points if you got Nemesis equipped and go for multiple moris. There is a challenge were you try to stall the game via blocking exit gates and blood warden and try to get 4 Rancor mori, but that challenge is as stacked against you as they can be.

  • @FrenziedRoach said:

    Both sides get nerfed and buffed as needed. Welcome to the evolving world of multiplayer games.

    Literally the only sane comment so far.

  • Same. And it's cursed: when you forget to switch you get all the awesome situations and opportunities that would have progressed your next challenge.

    When you get the challenge actually equipped, though....

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085161#Comment_3085161

    Buddy, just add me on steam and discord at this point because you seem to be one of THE most level headed people I have seen on these forums as of yet.

    Awww thanks for the praise :) With pleasure ... ehm, tomorrow, because today I am abroad ;)

  • @Negi said:

    The idea is good. 30'ish extra seconds on hook when conditions are met, but triggering when another survivor is in range and only on the 2nd hook state? Weird conditions and too niche. Triggering when the killer is in range instead and on both hook states? Much better and would make camping more detrimental.

    Could be tweaked further for workarounds but I don't think anyone would argue that we've needed an anti-camp measure for a while now. Especially now that gens take longer.

    I think your idea is a good start, but with certain killers and on certain maps the killer would have basically no chance to acually evade the hook, even if they want to. There are perks that bloat up the killers terror radius to enormous sizes, why should they be punished for this?

    But yes, Kinship basekit, and the perk version gives it to both hook stages and maybe extends the range or gives a notion to the other survivors that its in blace, so that they can act accordingly and greed it a bit.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3085025#Comment_3085025

    It's unfortunate people always play to win. If killers were all powerful, my one wish is that people would act like a killer in a slasher film and basically play with their food minus the perk. Though with how people are, I just don't see it happening...

    I guess thats what the basic game mechanic are trying to emulate, ie going for 12 (at least 3 per person) hooks before the kill, wiping their weapon after every hit, etc. But over the years all the various balancing acts took the power role away from the killer and over time more and more techniques were discovered on the survivors side, which shifted the balance even more. In the original game there was no concept of looping, there was just hiding or using one of the few available paletts to stun the killer to hopefully get away.

    DH might not have been on every players builds, but it surely was on a whole lot, and that perk alone made playing killers miserable. You had the expect it from every single survivor, it took away the reward for a good chase and it allowed survivors to turn a precious comodity, ie paletts, into a bountiful one, because they could greed even the mediocre ones to the absolute max and leave the killer looking like a bumbling fool.

    This led to a lot of frustration and resentment towards the other side, both of which I have felt myself. But I still gave hatch in the games were I somehow dominated and the last survivor wasn't obnoxious to me. This all changed last patch, when the community as a whole was shown that "lol, just bait out DH, its no big deal" has never been true, but that DH alone had carried not every single survivor, but every singel game. Now survivors, who were caught in a bad spot, went down, and killers were, for the first time in years, back in the power role. I rejoiced and continued like I had when I started the game in low MMR: going for 12 hooks, spooking survivors and occasionally showing mercy. But other killers ... I feel they get the notion that now is payback time and that its alright to make the survivors suffer for (perceived) years of abuse, t-bagging and flashlight clicking.

    And what was a last anchor or smol island of pressure in the past now turned into an unstoppable Behemoth of Destruction, ie camping and tunneling. Killers have arrived at a good spot and I think its finally time to take away at least camping as a tool. Tunneling has its place in certain situation were you need it to generate pressure, but camping is really a bad and unfun strategy in a game that finally regained its footing allowed fun back into both roles gameplay.

    One idea I had was this: make the basekit Borrowed Time also 15s, but don't stop its deep wound timer when its applied. This would still allow a determined killer to run a survivor down, but it would waste much much more time. The perk BT would applie the normal Endurance and Deep Wound effects, being more effective to do an unsave unhooking, but still giving every survivor a better chance to escape off the hook.

  • @Barbarossa2020 said:

    Players will always justify how they play regardless of what you think of the play style.

    I hate survs standing around in the gateway as it wastes my time, they counter with you can make them leave, but i shouldn't have to make you leave, you could just not be a clown.

    Or wenn you call them out to it "uwu ... I just wanted to give you a free hit to help you maximize your BP", like you get that a lot, but when you actually chase them out a lot of survivors actively try to evade your strikes. Hmm, what could be going on here? (and yes, some will give you free hits ... but thats more rare then not).

  • @Hibagon said:

    Camping and tunneling was rampant before, its rampant now and itll be rampant forever. If im a killer and i want to win, eliminating one survivor as quickly as possible is the single most important thing to do. You could triple gen time and half chase time and that would still be 100% true.

    Its a fundamental problem with the design of the game and perks like DS or BT were only ever bandaids. removing the problem would require a major redesign of the only game mode and BHVR has shown no interest in making such drastic changes.

    I would say what you said is a big pile of BS, but thats just my opinion.

  • Awww .... that Lightborn/Shadowborn switcheroo sounds like fun, too. And that one is pretty relatable, I am pretty sure I did that one, too.

  • @PNgamer said:

    yo,

    because I'm also pretty sure that the developers will take a closer look at camping and tunneling in the future to make it even less attractive. I could imagine the developers increasing hook times in the future to make camping less attractive or something similar.

    Let's see what comes next. Maybe the Solo Q Pain excuse? One of the three has been seen more often in the forum since the 6.1 patch.

    For me, it's definitely clear. This patch is refreshing and I play 50% killer and 50% solo survivor. My experience with the patch has been very positive, and if that's not the case for other players, I'm sorry.

    But the fact that some people here are badmouthing the Solo Q like this and also scaring away new players is just ridiculous.

    Too many players focus too much on escaping and killing

    It is a pity that it is like this. I can not say more

    Crazy, but yes, some players always will. With a sample size of about 40k players you are bound to find basically any combination that you coild be looking for.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082972#Comment_3082972

    My formerly instant evening queue time is now 2 minutes on average. And people are still trying to do survivor side rift. I haven't been able to do the one "Survive while 1 other survivor escapes as Jonah..." because I haven't been in a single match where more than 1 person survived after trying for half a day. I gave up eventually and switched to killer.

    I only got one shot at the Jonah tome challenge and died during the EGC to a feisty NOED using trickster. I will try again tonight!

  • @talama said:

    This aged well lmao

    Did it, though? I am not experiencing killer queues longer then 5min during my evening play times and in a weeks time things might adjust a bit, when more and more survivor mains get back into their roles after coping with the changes. I haven't experienced a 20min killer queue, yet.

  • @TheArbiter said:

    I've never been more frustrated by an achievement in this game. It's the last one I have to do, and unlike pretty much every other achievement in the game, you must actively throw the match and make the lives of you, your teammates, and the killers worse by grinding it out. As if that wasn't bad enough it also requires you to do it 250 times! Bit of a rant but I hate that it is the last thing standing between me and 100% game completion.

    All the achievements from the first batch are stupidly grindy, like "catch 100 survivors in traps", "blink and hit 300", "throw down 1000 hatchets" or "stalk survivors for 300 tiers of evil within".

    Compared to that more modern achievements are easy af, like "lethal rush 30 survivors" or "down 25 survivors with Yamaokas hunting". Its a relic of a forgotten time, and we should cherish it for that

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082057#Comment_3082057

    It's not just 10% slower though, you know good and damn well that slowdowns can be stacked to create 3 min gens, I shouldn't have to bring a gen build every game to keep gens moving, what happened to creating perk variety? if you don't understand why 3 minute gen times are unfun then I'm sorry but the forum doesn't provide crayons to draw out why doing nothing for three entire minutes in a game that's supposed to be engaging isn't fun. It has nothing to do with dead hard or DS my only complaint is they didn't give me something different to do with that time instead of sit there. Sure we can run gen builds every single game like I've been doing and I'll admit I haven't had much trouble surviving but that doesn't mean it's fun to play that way.

    Well, you are right. I never experienced it myself, but I have seen various napkin math about it and if 3min gens are a thing, than be need some more build rules, like "only use a maximum of 2 gen regression perks" or even better, device a points system and only allow a certain allotment to any build, thus hard countering too OP builds.

    BHVR is often moving at a glacial pace, always waiting for "the date to come in", instead of acting on guts feeling and maybe later readjust when the date is finally there, but it is what it is.

  • It would be awesome if we could revisit an events menu graphics amd music as a lil extra perk for finishing the corresponding periods tome.

  • @Tsulan said:

    RIP DbD 2016-2017

    2018

    2019

    2020

    2021

    2022 this time for sure!

    I predict 2026, but for real!

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081986#Comment_3081986

    If you need to feel powerful is your problem, not the survivors problem

    If you need non-sequiturs in your life, why drag me into it? :V

  • @Clueless said:

    Try it with Dark Devotion it makes Coulrophobia follow them lol

    Hot!

  • @Devilishly_Rowdy said:

    I don't know where this argument of "gens aren't getting done anymore" is coming from. In my killer matches gens are getting done normally now, only gen defense i use are Corrupt and Dead Lock, and i'm mainly playing Pig who has her own slowdown. But the matches are feeling more fair overall as i am able to end chases quickly, and by the time the last gen is done almost everyone is on death hook or one survivor is dead. I'm not going against 4 man swfs from what i can tell, just survivors who are efficient on gens. So the good survivors have already adapted. I think the reason why gens aren't getting done is certain matches is because of really bad teammates or survivors that are rage quitting, not because of killer buffs.

    I am noticing this too. The first day was like an all-you-can-wolf-down-buffet or lambs-to-the-slaughter as (probably) everyone was coping with the loss of DH and that survivors can't dance on the killers nose without repercussion, but by now I noticed that some groups really focus slamming gens and that super save loops still waste a lot of time, if my pee brain insists on NOT braking that pallet and letting the survivor speed off. But matches feel much more fair now and actually fun as the killer and I even had a few peeps t-bagging again. I actually hadn't missed that, but now it's back ^_-

    But in a lot of matches there still is some kind of paralysis going on, with sometimes a survivor dying at 5 gens without tunneling anyone.

    And well, tunneling and camping seems to be running rampart. There were always that killers doing so and hitting you on tune first hook, but now it's apparently much easier to do so. I really hate this, this killers will get us nerfed again :P

    I really hope that BHVR manages to deal with camping and tunneling by giving us a carrot for being a good killer instead of smacking everyone over the head, but we'll see.

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081214#Comment_3081214

    So many exhaustion perks haha. I'm trying to succ as the Armored Titan but everybody sprints away from generators or windows at Mach 5 haha. I need to actually start paying attention to windows now because the amount of Lithes I see is insane

    It's a little rough but it's the good kind of rough.

    Lithe always has been my favorite exhaustion perk, just because its so easy to trigger and nearly always gave value, closely followed by Overcome for the lulz factor.

    But being outplayed by any of them doesn't feel anything like the old DH. You only shrug and follow up or go after someone else, instead of wasting a whole minute.

  • @sluc16 said:

    The new patch completely screwed up survivor side, I just straight up stopped playing

    On my personal survivor games I don't feel a big difference. Yeah, the killer gets me a lot more often on the close calls, but otherwise looping and running tiles functions exactly the same as before. But I never used DH and learned how to survive without, and that's the big thing, ie many survivors either relied on DH or IW a lot, and that's showing now.

    But in my killer games the open buffet of the first day is gone. A lot of survivors are dealing with the situation and getting better and I even spotted a few SWF that slammed gens like always.

    All those survivors that didn't adapt yet, they are the ones that are killing everyone. But things are already beginning to sorting themselves out. Its just the camping and tunneling that needs to be addressed.

  • @kaneyboy said:

    I mean I know many people who have stopped playing this patch- me and my friends got fed up of being camped every game, with no gen pressure. So we are playing something else now. And we have played near enough everyday for 3 years

    I think this patch is actually great and puts the fear back into the killer role, BUT that so many killers decide to still camp and tunnel hurts me personally.

    Please BHVR, give us some reason to leave the hool, without shooting us in the foot in cases the game is going south. I offered numerous solutions to this problem, just give one of them a though or try something of your own accord, but DO something. Anything would be better then letting the hate fester.

  • As a killer main who never got into Blight, getting the tome challenge done with the 6 Lethal Bounces seema to be just impossoburu.

  • Strangely my three go-to builds weren't affected in the slightest, as I never was a meta slave and tried different things. My single mostly useful build always has been, and still is, a very simple one: Bond, Kindred, Open Handed, BT. Even when in communication with friends, many survivors sleep on how useful it is to actually SEE things and know were everyone is and what they are doing right now. And Kindred with Open Handed is like legitimate wallhacks. When someone is hooked the killer can't mindgame you on half the map, literally, and you might be tempted to keep someone hooked for just a lil bit longer.

    My go-to fun build is Blast Mine, Quick and Quiet, Red Herring, Head On. Do gens, once the killer approaches trap gens and hop into a locker. Works nearly every time and you also got the Head On safety net if a blasted and shaken killer decides to search nearby lockers. Easily buys your side a lot of time by just disrupting the killer.

    And my good, old Houdini build also survived the meta shakeup surprisingly intact and even got slightly buffed. Overcome, Lucky Break, Inner Healing, Quick and Quiet. Just play the game normally and try to cleanse one totem before you get into any chase. Then its as easy as getting hit, zooming off through the killer, quick jumping into a locker and patching yourself up in the time the killer trying to figure out where you disappeared to. I actually haven't gotten much use out of the Lucky Break buff, as its somewhat hard to coordinate, but if it works its a nice bonus.

  • Junji Ito.

    Give us Tomie-Yui, Spiral-Corrupted-Dwight, Avantgard-Human-Chair-Felix and Human-Slug-Bodied-Ace.

    On the killer side we get Soichis-Beloved-Pet-Faced-Huntress, Fuchi-Fashion-Trickster, Spiral-Hair-Day-Spirit and Gyo-Shark-Oni.

    I bet there are other creative appliances of Junji Itos work :)

  • @Dunkinspunkin said:

    Can you maybe type a full sentence like an adult if you're going to post a discussion on the forums?

    "Rofl. Lol. Me so funny. snort "

    Something along that lines, I guess? In all honesty, between all the upheaval I totally had forgotten about monstrous shrine. I guess I will try it out tomorrow for a scourge hook centric basement build. Could be fun. Could be a now meta lol. Could be ez game. We will see :)

  • @Remedicist said:

    If I recall, they did say that P4, 5, and 6 gives the bloody cosmetics. Although that is disappointing. Especially since I don't feel the grind being any easier than before.

    Yes, indeed, P4-P6 are the bloody cosmetics. I am humorously shining light on the aspect, though, that if you previously got a character to P1, so that they would be increased to P3 post patch, the next step in their progression would be P4, whose bloody cosmetic you already got, so you gotta wait till P5 to get anything new. Its not that big of a deal, just a smol tidbit.

    I am much more happy that I now got nearly all perks on all my killers. I can finally play all the different builds that I always wanted to try out ... well, sorta: nearly everyone is missing Jolt, for some reason :D But that can be aleviated with some 80k BP or so per killer.

  • You got a point there. BHVR is working on a solution to bring soloQ gameplay much more on par with SWF via icons that showcase what action everyone is doing. The original plan was to first buff soloQ to semi-SWF levels and then balance killers accordingly, but I guess they had to sidestep their original plan, because the killer experience was getting worse and worse, tanking killer numbers to unprecidented low numbers.

    I totally feel you and think that BHVR is still working on that action icons. It sometimes sucks that things that are important to you are proceeding so slowly, but believe me, this buff for killers was sorely needed! I wish though that the action icons are coming pretty soon, as this will help even soloQ players to somewhat coordinate and not waste precious time on redundant actions.

    What sticks out as a sore thumb, though is that BHVR hasn`t touched the camping and tunneling problem in the slightest. DH needed to go and the 10% killer buff was also needed to shake the killers role as a punshing bag and party gag, but camping and tunneling now seems to run even more rampant then ever. I can't understand why, because the game is finally fun again as killer, but here we are. I hope that we will see more like a carrot solution instead of a stick, but only time will tell. Maybe give the killer a crow notification of the furthest survivor when hooking, so that they are incentived to move there while also slowing down hook progression while not in chase and too close to the hook.

  • @xSymantha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080316#Comment_3080316

    One of the times for me was similar - someone new in my match, or I am assuming. There was a teammate who was Claudette, whose only perk was Self-Care Tier 1. We were against a Pinhead with SH: Gift of Pain - I don't blame her what-so-ever, she was new. Felt sorry for her - she probably was wondering why the healing in this game took too long

    Omg that poor girl. I wanna give her a hug and tell her its all ok, this game can be fun :D

    But really, playing Killer I still see the same old, same old all the time: people smack me at a short loop with a palette and while I am pondering if I try to go around or crack the darn thing they kneel down to self heal. And I am "oro? What mad sorcery is this?".

  • @Firellius said:

    How about 3 second DS baseline, and DS itself adds 2 seconds?

    Honestly: why not? Camping and Tunneling seems to have become a great problem post-patch, so I would be cool with this.

  • @Fantasy said:

    50 extra seconds...minimum.

    While this thread on a whole is pretty spicy and probably not helps to calm things down in the slightest, this statement isn't true in most cases, its only true if you count "total seconds worked on gens", which isn't how this works. Normally survivors either descend on the first gen they spawn at and slam it out existence together, or they split up. In the best case situation its 1 survivor in chase and 3 working on gens, adding up to 90s eacj, ie +10s compared to before patch.

    In the best case scenario after that you would have two groups of survivors doing two gens, ie +10s again for a lofty +20s compared to before.

    Granted that's not likely to happen most of the time, but by now I have seen some gen rushing that riveled the olden days.

    Not saying that things haven't shifted or anything, but survivors are already adapting and matches feel much, much fairer then pre-patch. Still, BHVR gotta adress camping and tunneling somehow and I hope they will do it via the carrot and not the stick, but we will see.

  • @PBsamichShoe said:

    Dead Hard was the only exhaustion perk that activated when you wanted it to.

    Imagine how much better sprint burst or lithe would be if they only became active after you hit the activate button. With lithe you could run a strong vault until it forced you to use lithe and then you could extend the chase further.

    Same with sprint burst, if you could activate it when you wanted it to become active you could use it to extend a chase.

    Same for balanced landing. You could run a strong height loop a couple of times and then activate it to extend chases.

    The iframes were OP, for sure, but that's not what made dead hard useful. Even the little dash forward would be generally useless if it activated in the same way that sprint burst, balanced landing or lithe does.

    I never had issues with DH as a killer before the nerf. You just wait that ######### out. That's it. It's so simple it's almost braindead.

    I want an exhaustion perk that triggers when I tell it to. I don't need iframes or for it to even last very long, but just to activate when I want it to. It would of course still cause exhausted for whatever the timer is but the key is that it would trigger when I choose for it to.

    BHVR make this a thing.

    Honestly, I could see this being done for Lithe or Balanced Landing, as it would make this perks much more reliable to use, but never on Sprint Burst! SB balancing act is that it works like it does right now. If you could save it for a rainy day it would be distance on demand and super duper busted. Hard no on that one, but on most of the other exhaustion perks it should be ok and even fun.

  • I guess the thing with OTR is that not everyone had Zarina. She is cool, bit wasn't highest on everyones shopping list in the past. I guess many, many more spend their shards on Fengs, Mikaelas or Felixes then Zarinas. But give it some time and every serious survivor player will pick her up for OTR.

  • @tendyhands said:

    1/4 of my games the killers are tunneling people off the hook. I thought 5 seconds was enough to do a bunch of gens who knew tunneling would still work after this update.

    Thats true and I appologize. But also, the survivors need to re-learn how to unhook tactical, I guess. Today I had someone hooked and then gotten unhooked while I wasn't even fully finished turning around. What do survivors expect me to do in such a case, ignore that? For fun I tunneled that one survivor and they did it again! This time I downed the cheeky, farming unhooker, but really, just wait 15s or something!!

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/335821/why-did-nobody-tell-me-how-fun-autodidact-is

    I really enjoy running Autodidact, but way too many times it has bit me and my teammates in the butt if I can't get stacks really early.

    I wish they would revisit Autodidact and just give it a 10-15% additional chance at skill checks. 10% definitely would not be game changing, but would help the perk so much! Especially with it being such a fun perk to use when it does actually work.

    How about this tweak? You get the negative healing progress as a bonus chance to trigger skill checks. So fresh out of the box +25% chance and then +10% chance with one token and normal chances from then on. A tiny tweak with a cool effect.

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