Archimedes5000
Archimedes5000
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@hex_genrush said:
Sure oni is strong and has a bad ass mori but he just feels like billy with a timer
Oni is definiely not a worse or a timer Billy, they are very different imo. They are similiar because they both sprint, but Oni is way more flexible, at the cost of having his power limited.
Demo is not that bad either, he is a Mid tier killer, other than needing addon rework he is almost fine.
But the perks... Just suck.
There is one ok/good perk on each of them, rest is almost unusable or incredibly situational
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I hate the Game. I dont know if its boring or not, I just hate it.
Its very confusing for surviviors, with a lot of RNG, while it also has shitton of pallets which makes the Game annoying to killers too. Oh yeah, and the window spawnd in the lower floor are annoying too, its a freaking labiryth of RNG... Oh, and that one staricase with an guiding arrow pointing at a dead end... Oooof. Geys me every time, on both sides lol.
Some people say Haddonfield is bad too, but I think other than loooooong fences its ok.
The maps I hate are CORN maps, these are definitely survivior sided, my "looping" tactic is to go into the corn and run in random circles until killer loses me 10/10 tactic.
So yeah, the Game sucks, but its only one map, you have way higher chance to be sent to the CORN realm.
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/1080508#Comment_1080508
No, how about you dont camp lol. If the killer is camping... you're going to have to farm them. D strike allows the person on hook to have control over that situation without having to rely so much on your team mates bringing in bt or taking the hit.
Going for an easy down by camping/tunneling deserves risk.
Its not always camping, you know? If I see scratchmarks going towards the hook, then I will follow them and down the rescuer. And this is not camping, this is rescuer misplaying. If the rescuer is able to unhook someone last second, and he has no BT, then I will down the unhooked too, because there is no one else to go for.
So its not always killer being ToXiC, camping and tunneling, sometimes its just surviviors playing bad and making an easy target from themselves or whats worse, from their teammates too.
I dont like DS not because its anti tunneling, but because person with DS can get rescued, go away, get healed, do 1/3rd of a generator, get caught in a bear trap, then hide in a locker and STILL have DS active.
DS should protect you from tunneling killers, not give you 60 seconds of immunity during which you can do gens, unhook other people, open exit gates etc.
And thats because killer CANNOT ignore someone doing objectives he is supposed to protect, doesnt matter if recently inhooked or not. Besides, if you feel safe enough to do gens, then it means you are not being tunneled, if you felt tunneled you would be running away or hiding.
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@siren_sorceress said:
No. How easy is it for a camper or insta down killer to down the rescuer, hook them and then immediately go for the unhooked surv?
Then dont do unsafe unhooks. Or use BT if you cant
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1079887#Comment_1079887
If a survivor is being unhooked in your face - you should be able to get a free hit in during it. That makes both injured and basically a hook trade (unless youre actively trying to tunnel one person out of the game).
The only thing I can see potentially working would be to have the DS timer pause if slugged. This would stop the killer downing the unhooked and then going for the unhooker to void DS (in your situation if I've read that right). Only then would it make sense to not let the survivor do gens with DS (would still need to let them do altruistic actions/cleanse totems though)
But catching the rescuer does not disable DS!
You can catch the rescuer, hook him, go patrol nearby gen and find the guy with DS workimg on it, you try to catch him, but he sprints into a locker. Quality gameplay.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1080441#Comment_1080441
Based on that Logic, Hag is the same then...
Hag has to catch them herself, she can spam traps and her traps are harder to spot.
Also, is Irong Grasp worth it? I think Agitation is enough on its own, you could get Mad Grit, Corrupt or Whispers instead
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1080420#Comment_1080420
I disagree, I can make them run to where I want them to go for them to step on my traps by doing things like breaking a pallet in a specific direction for them to have to go the opposite side I am when breaking it, I can change loop direction in specific ways to make them go towards my traps, now, darken them and bring extra traps and it's doomsday man.
Wanna know my usual build for him? It's a basement build:
Dying Light + Agitation + Iron Grasp + Make your choice
Blood Warden + Agitation + Iron Grasp + Make your choice
Trap the hell out of basement, it's a 3k+ every game.
You can guide them into traps, but you cant force them. And its not like traps are invisible (with few exceptions lol) They have to make a mistake and step into the trap themselves.
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@Hoodied said:
As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.
Your Aura cannot be read by the Killer within a maximum range of 20/22/24 metres for each killed or sacrificed Survivor.
Increases your chances of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
Quick question, why does the perk look inactive the entire trial?
This perk needs something done to it as I don't even think it actually works at all...let alone is a good perk from the start
Its quite useless outside of the OoO, DS, Sole Survivior synergy. Add SB, DH or Inner Strength and you have perfect toxic build
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Well, you got no proof, but but if they say TRAPPER is toxic then lol.
Trapper is literally the only killer whose power relies ONLY on surviviors being dumb...
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@aurum_exe said:
Killers it's time for us to use our Moris. I have a collection of 500. 4K X 500 = 2.000 potato 9ft. under. A deal.
But you can only use broken moris
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1080208#Comment_1080208
The devs stated it's a bug and they are working on a fix.
I know they said that, but its not exactly like that. Survivior hitboxes are fine, its just that killers attack "curves" to hit the hooked body. And that "curving" is not a bug, its a feature. Except it shouldnt work on hooked bodies. There might be also another bug I dont know about, but thats what I have seen and tested.
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@shane32 said:
That part I know. Here is what most of my scenareos are. Two dead, one down and one roaming around. 1 gen left. As soon as the down guy dies. The guy left just wins. Cause he found the hatch before me and it's almost instant.
- Try to patrol as effective as possible, start by going along the edges of the map, about 15m or a bit more from the fence. If you are lucky, you will find it before going a full circle.
- If you cant find it even after that, then go towards the center of the map, around 30m and then do another, smaller circle.
- If you still cant find it, then go straight to the center, that should be enough.
- If its a smaller map, then skip point 2. and go straight to point 3.
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@JawsIsTheNextKiller said:
Is this "Abusing bugs or errors in design to gain a competitive advantage?"
The "counter" of face-camping doesn't work as survivors never sit there long enough for the hooked person to hit struggle, meanwhile two survivors can get half a gen done each.
NO
Hook tech is not a bug, its called "tech" for a reason.
It exists mostly because Animation Enhancement alters your animation to hit the hooked body instead of the survivior, at least from my observation and understanding and I dont think devs ever explained this personally.
So no, its not banable, its probably not even a glitch, but a very bad feature.
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Well they are definitely releasing the next chaper, but after that? Who knows. I personally dont think a break will happen, at least not now.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1079489#Comment_1079489
I see that you quoted me twice? And edited the 1st quote to use as the second?
Do you understand that youre actually playing with real people? And not with AI bots? Do you understand that getting camped and tunneled aren't fun for anyone? All the perks listed have work arounds. And they have fairly specific and limited conditions to trigger. If youre not camping or tunneling they wont even come into effect!
No matter what changes are suggested and implemented it will result in one of two things.
- The perks will be changed and survivors will find the most effective way to use them. People will complain. And we're back to square one with nothing changing.
- The perk will be dead and nobody will use them. If theres no way to combat camping and tunneling then nobody will play.
I know because I play both sides, and I get tunneled and camped.
BUT the moment you start doing objectives, you CANT expect the killer to not go for you.
NOT tunneling as a killer means LETTING SURVIVIOR DO WHAT HE WANTS. And you can do that as a killer, but not if a sirviviorbstarts working on a generator. Killer CANT ignore a survivior working on a generator.
So, if you dont want to be tunneled, RUN AWAY after getting rescued, dont to a gen 5 meters from the hook, dont heal under hook, dont hide in a bush 5 meters from the hook. Just. Run. Away. After you are sure that killer has lost you, start healing, repairing whatever.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/128570/simple-qol-changes-to-survivors-meta-perks
No.
DS is already easy to work around. Survivor doing a gen in your face? Hit them instead of grab. Or better yet - go after the unhooker!
BT doesn't expire while in a chase to encourage killers not to tunnel once BT proc'd.
How does anyone complain about DH on dedicated servers?? It's almost unusable. IF a survivor gets it to proc then just bait it ffs.
If you're struggling with basic tactics like not tunnelling and camping then you just need to play more. The game shouldn't be brought down to new players level.
Survivor doing a gen in your face? Hit them instead of grab. Or better yet - go after the unhooker!
What?
Survivior doing a gen in your face? Go after the unhooker!
Do you see what I see here?
I thought killer was supposed to stop surviviors from doing gens, not chase around surviviors that are doimg nothing and let the rest repair all they want... But maybe Im playing it wrong...
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@Kurosuji said:
https://forum.deadbydaylight.com/en/discussion/comment/1077397#Comment_1077397
That was just an example. Anything in this game can happen. If DS was disabled by interacting with gens or whatever else or the time that it's active were decreased, then it could just make it as useless as ruin at its current state. If you don't want to believe that ds is balanced right now then I don't know what to tell you other than change the way you play so that you can avoid it. The only perk that I'd argue would need a rework or nerf on survivors is Object of Obsession, it's just plain cheating especially in the hands of swf.
I dont see how that would make DS useless. If DS purpose is to prevent tunneling, then it would do its job. You get unhooked, and you are protected DS. You run away to a safe place, disable protection and start doing objectives.
If you are using DS as a protection while doing gens, then yes, it would become useless for you. And thats what I want, because surviviors dont need a perk that protects them while doing gens, current DS leads to sometimes ridiculous situations, like when someone with a DS active is working on a gen and you cannot stop him, because he will DS you if you grab him and use Unbreakable if you slug...
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1078694#Comment_1078694
They shouldn't appear anymore according to patchnotes.
\_(°∆°)_/
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New player cant use these perks together
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078739#Comment_1078739
The Oni can still build it passively, meanwhile every Survivor can be 1-shot
He cant 100% his power passively
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@Nos37 said:
If you don't leave blood trails because your blood coagulates instantly, you should also not drop blood orbs for the Oni
So 4 man no mither means oni cant use his power at all...
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1076397#Comment_1076397
https://forum.deadbydaylight.com/en/discussion/comment/1076407#Comment_1076407
Why is everyone so butt hurt about no mither on your team. If someones running it they likely also have resilience. If they're decent, they will also likely escape regardless. I run no mither, resil, iron will, and dead hard/spine chill and escape pretty regularly.
Because 90% of no mither users are noobs/ memeing/ doing rift/ think they are gud but they arent.
I wouldnt dodge a lobby ofc, but No Mither is kind of a useless perk... Not to mention vs Oni........
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@theArashi said:
In one of the patchnotes they stated they disabled/fixed them.
I stopped getting ones for doctor and I've started getting them for the pig. I own all killers, thanks devs. Pretty good job so far.
@Lmronby said:
I get them too; I've but in a bug report, but they just went "Huh, that's odd"
Disabled what?
I know Smoking Splinter is broken, but I play with Bone, Black and Glass splinters all the time lol
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1078133#Comment_1078133
If you’re trying to hit an injured survivor with Legion then you’re playing Legion wrong. Deep wounds is 12 seconds, its probably not worth the distance travelling to them to apply deep wounds. You’d be better off body blocking or getting in front then canceling Frenzy.
As for Nurse yeah DH hurts her....but then it is Nurse afterall so she can come back from anything.
It hurts Huntress more hence why she gets exhaustion add ons.
You hit injured surviviors to recharge Frenzy, get killer instinct and reach surviviors farther away.
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1078670#Comment_1078670
Iron Maiden works every time you leave a locker.
But as I said, once someone leaves a locker and screams, no one else will enter a locker for the rest of the match
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@DocFabron said:
60 second Insta down for leaving a locker?
Maybe 20-25 seconds but 60 is just too much in my opinion.
Its just once per game, 1 survivior, no one else will fall for that.
(Yes, Calm Spirit helps the killer more lol)
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1078629#Comment_1078629
Yes but why does the 2nd deserve to get tunneled? The survivors should've unhooked slower?
I believe that yes, they should have unhooked slower if they wanted both DSes.
Lets say you have 3 people in the basement rescued by the 4th. And all 3 of them have DS. If all of them cant be tunneled, then you are forced to exhange 3 people for 1. And this is pretty stupid. It should be 3 people for 3 people, 2 for 2, the law of Equiwalent Exchange should apply to hooks too lol.
Another issue is that body block of 2 or 3 people cannot be easily passed through, they cannot be all immune.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1078599#Comment_1078599
I was talking about if DS got disabled in endgame. Disabling on gens, unhooks, and lockers is fine.
If we count opening gates as doing objectives then ok. You cant let the guy opening the gate do whatever he wants either.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1078584#Comment_1078584
Dude wth? DS shouldn't stay active if you unhook someone anyways. Try another scenario.
######### ur right, I need to write this again lol
Ok, so again there are 2 people hooked and 1 not. All of them have DS
1st unhooks 2nd and then 3rd.
Now 1st and 2nd have active DS.
So who should you go after? Obviously after the 1st, but lets say he got downed by Deep Wound or something, and he is in dying state now (NOT DEAD YET!)
So now you should go after the 2nd. Why? Because he was unhooked earlier.
So now your idea. Yougo after second, get DSed by 2nd, 3rd's DS deactivates and then you tunnel 3rd.
So you killed the most recent unhooked, instead of the earlier one you were supposed to go for.
Now my idea: the moment 3rd is unhooked, 2nd's DS deactivates and 3rd's DS activates.
You go after 2nd because reasons above, kill him, then go for 3rd and get DSed.
So the most recent unhooked is protected, and the eariler is now a target.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1078566#Comment_1078566
You should be able to tunnel because the survivors did well and finished their objective? Sounds fair enough I guess.
What?
If you see a guy working on a gen, then it shouldnt matter that he got unhooked recently, because you are supposed to PROTECT GENS. So you have the full right to attack him. He came here out of his own violition, felt safe enough to stop running/hiding and then started working on an OBJECTIVE YOU ARE SUPPOSED TO PROTECT, and the survivior is fulky aware of that. This is not tunneling, this is protecting generators.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1078557#Comment_1078557
Another DS activating seems really jank to me, maybe DS deactivates whenever the killer is stunned by another DS?
I think your idea makes no sense...
Think about this:
There are 2 people on hook, (1st and 2nd), both have DS.
1st guy gets unhooked (kobe), and then 1st unhooks 2nd.
Currently BOTH of them have DS active, and this is wrong.
So now, who is the "unhooker" and who is "unhooked"?
The most logical rule to follow would be that the "most recent unhooked is THE unhooked", so in this case it would be the 2nd guy. Why? Because the 1st guy became "unhooker", because he unhooked the 2nd.
And the "rules" say that you should go after the unhooked.
So basically in this scenario, 2nd guy has the right to DS, while the 1st doesnt have it (because he became the "unhooker" in the most recent rescue).
So how would your idea work here? You follow the rules and go after the "unhooker" (1st guy). You get DSed, because your idea is to "disable all active DSes after a DS stun". So now the 2nd guy DS deactivates and you kill him.
So in the end, you got DSed by the 1st and then tunneled the 2nd...
If "DS deactivated after another DS activates", then 1st guy DS would deactivate as soon as the 2nd is rescued.
So you would kill the 1st guy and then get DSed by the 2nd guy. Everything works as intended, unhooker is not protected, while unhooked is.
Hope I didnt confuse you lol
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1078253#Comment_1078253
and there are some like myself that don't tunnel because of DS. If I bump into someone who just got off hook I slug, I've been doing ok so far.
I also do that most of the time.
But so many people here say that to counter DS you have to "eat it early" and that basically requires tunneling.
So if I dont want to be DSed by a guy opening an exit gate/ doing gens right after getting unhooked (well 50s is not that right after), then I HAVE to tunnel him early... This makes no sense...
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1078227#Comment_1078227
I never said anything about healing under the hook. I said working on a gen near the hook (as in the general area). A killer could simply watch you from a far wait until you touch a gen and/or start to heal by which point your DS has already deactivated.
This is the entire purpose of the timer in its current iteration. Something that your idea is missing.
A deactivation simply because the killer walked away for a few seconds doesn’t make any sense. Same as if another survivor gets hooked. Killer can camp the hook and hook the other guy instead of the one with DS first.
Im not talking about healing either, im talking about doing any objectives in the proximity of the hook.
And no, it doesnt disable as soon as killer walks away, it disables as soon as YOU disable it. If you have enough intelligence, you can disable it after you are sure that the killer is not going to come back.
If you dont want to be tunneled, then at least do ANY effort to run AWAY from the killer before you start doing something that killer cant ignore (eg: gens).
And no, I never said hooking one person would disable DS.
I think I should clarify when DS should work imo:
DS TIMER IS PAUSED WHILE IN A CHASE
DS deactivates:
- When you perform any action for more than 1 second (except vaulting
- When all other surviviors are dead/hooked/downed
- When another DS activates (cant tunnel multiple people at once)
- When caught in a Bear Trap
- After 2 other people get downed (-30 seconds for each down)
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@gamerscrybecauseofme said:
https://forum.deadbydaylight.com/en/discussion/comment/1077544#Comment_1077544
Sweating into a rank you can't play in, is simply try harding to gain ranks. If you imagine that it takes 5 games to gain 2 ranks for competent players, it can also take 20-30 (even more) games for a bad player to gain 2 ranks. Understand?
The problems here are...
There is only one problem, bad killer moves during end game. Nothing else. Not a thing. Everything worked as it's supposed to for the reasons it's supposed to work, your subjective ideas about should happen based on the limit of your player skill and general intelligence are completely meaningless.
Seriously, what's wrong with running new ruin? Ok, end of chat.
If by "working as intended" you mean "immunity for 60 seconds during which you can do gens, open gates and unhook other survivors and number no circumstances have any effect on it",
Then yes, DS in fine. But I dont think its "working as intended" at all
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Pretty sure farming is not banable.
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There is already a stat tracker for PC, but not sure about consoles
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1075938#Comment_1075938
I can name quite a few "crutch perks" that killers have.
- NOED - Insta down at end game. "Do totems", but that's time + some maps have good spawns
- Whispers - Absolutely cannot be countered, and even lights up while in a locker
- Infectious Fright - Especially while used by a very strong killer, not everyone runs "calm spirit"
- Franklin's Demise - Maybe not a "crutch perk", but has 0 counter nonetheless
- Blood Warden - Subjective, but when used by a high mobility killer + NOED, ez 4k
- Haunted Grounds - Offers insta downs to all survivors for a period of time
- Make your Choice - Yet another free insta down perk
- Rancor - Free insta down + mori at end game
- Stridor - "Training Wheels" for Spirit + basically counters Iron Will
I'm well aware survivor has "crutch perks", but so does killer. Both sides do.
But killer mains often fail to admit they do.
...
Now .. What killer combos have good synergy together?
- NOED + Blood Warden
- Enduring + Spirit Fury
- Infectious Fright + Any strong killer
- Whispers + anything
- I'm all ears + anything
Really, any of the ones listed above have synergy with anything.
...
Now, survivor perk comparison??
Dead Hard - Not that reliable with servers as it doesn't always work + you can bait it.
DS - ONLY USABLE ONCE IN A MATCH!! Don't tunnel. Slugging is an option. Waste it early.
Unbreakable - ONLY USABLE ONCE IN A MATCH!! Whoopty doo!
Adrenaline - NOED? Honestly, at this point, you failed as a killer if survivors got that far.
...
Just sayin'
- NOED - should be reworked just like DS, these perks basically are the same situation. Counter: cleanse dull totems
- Whispers - useful only during very early and very late game, other that that its active for the whole game, so it gives you almost no info. Counter: none
- Infectious Fright - agreed, bit it os easily countered. Counter: spread out.
- Franklins Demise - highly situational perk, unles survivior has a key or map its almost useless. Counter: none, but items can be picked up
- Blood Warden - situational perk that requires you to be losing a game, but you have to menage to hook anyway and in a small time window. Useful only with NOED. Counter: 99 gates, destroy NOED, wait out.
- Haunted Ground - currently almost useless after the Ruin nerf. Counter: dont cleanse hex totems until Devour reaches 3 stacks.
- Make Your Choice - literally anti camping and anti tunneling killer perk. Counter: none (or force killer to camp)
- Rancor - gives informations when gens are completed and allows to kill obsession in the endgame, but REVEALS YOUR LOCATION TO OBSESSION. Counter: just use information Rancor gives you and avoid the killer.
- Stridor - situational perk that is not worth the perk slot, only useful on Spirit. Counter: Iron Will, wider looping.
Out of all these perks only like 3 are really crutches, (NOED, BW, Stridor on Spirit) and its not like they have no counters.
Now killer combos:
- Blood Warden + NOED - the only combination where BW is useful, NOED needs rework, but can be cleansed, this combo is not that good, you dedicate 2 perk slots to gamble on a losing game...
- Enduring + Spirit Fury - good combo, but 2 perk slots are used just to counter pallet stuns. Just drop pallets early like you do with Doctor or Billy and use windows more.
- Infectious Fright - just stay out of TR, spreading out is more effective anyway.
- Whispers - you really are overestimating it. All it does is tell you if there are ANY surviviors NEARBY. This is not accurate at all, useful only to find first survivior, last survivior and to patrol Exit Gates.
- Im All Ears - not sure why its good with anything, but Quick and Quiet completly counters it. Also you can bait it at the start of a chase, it has a long cooldown. And its not good on every killer
Survivior perks:
- Dead Hard: bugged with servers, but so are killers attacks, you often miss because of that too. Can be baited, but it also forces killer to not lunge and wait it out, sometimes letting you get to a pallet/window. Also you can DH through Bear Traps without triggering them...
- DS: its not once, there are 4 surviviors in a match and everyone could have it. Slugging is often disadvantageous and is countered by Unbreakable. Eating early requires you to tunnel someone, wastes you time and breaks pressure.
- Unbreakable: Again, once for every survivior, so 4 times total. And again, synergy with DS
- Adrenaline: basically survivior version of NOED only a bit more fair. Allows surviviors to escape way easier, can be countered ONLY by NOED (that can be cleansed) and its an unfair perk. Perk that can only be countered by a toxic perk... This tells somethinh about Adrenaline.
- Sprint Burst: great exhaustion perk, allows you to gain a lot of distance when found, helps you escape after getting unhooked. 99ing it allows you to completely outplay the killer and extend the chase greatly.
This isnt as simple as you are saying, both sides have some broken perks, this means both sides need to be fixed, not that none of them need.
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@ClickyClicky said:
You can’t remove DS now.
Ever seen how hard a killer tunnels once they know a survivor doesn’t have DS? Changing DS would result in free tunneling and a tunneling epidemic of epic proportions.
I know this might be a shock, but killers actually tunnel harder if they suspect DS.
Why? Because they want to trigger it in early game and get it out of the way quickly, so it doesnt bother them in lategame/engame.
Surprising, I know, but no one wants to have a person on gen for 45+ seconds that cant be caught because they will just hide in a locker and you will have to wait the DS out.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1077288#Comment_1077288
I'd agree with that, if DS was not a one time use perk. Part of the problem is the survivor moves away from the hook for 3 seconds and starts healing, but the killer already returned to hook and followed the blood trail and tunnels anyways. Thus your version of DS disengages when self healing starts, but they are tunneles anyway.
The only thing DS needs is to deactivate within lockers or when gates are opened. Otherwise it is absolutely fine and tunneling killers can whine all they want.
There is a simple solution to that. If you dont want to be tunneled, just dont heal under hook. First run away to a safe place, then heal. There is nothing hard to do here. Also its kind of a loophole, but it would only apply to self healing, if someone else starts to heal you then it wouldnt disable DS.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1078190#Comment_1078190
So let me ask you this then.
Cuz I feel like at this point if this perks gets nerfed it will be as useless as Mettle of Man is.
Say I get unhooked and my DS activates. I see a gen I can work on close to my hook. Not 5 seconds from touching the gen the killer decided to come back. According to you the fact that I touched the gen deactivated my DS. I am now left with nothing to protect myself with. How is that even a good design?
It would easily be abused as a killer... to pretend not to tunnel but turn around and do it.
As a killer I like the way DS works now because at least i believe a survivor WOULD find a way to stab me as a killer. What I couldn’t get behind is this notion that I need to somehow tame myself from tunneling because I get punished? When has that been a thing in any horror film or media. I don’t get it.
I think you need to inderstand something first: IF YOU DONT WANT TO BE TUNNELED THEN RUN AWAY. Simple as that. If you decide to heal directly under a hook or do a gen 5m away from it, then dont talk about tunneling.
What is killer supposed to do if he sees you doing a gen right next to him? Let you finish it or what? I dont understand how killer could abuse it, YOU are the one that decides when you want to disable it.
So yes, if you get unhooked and then start doing a gen, then you will be defenceless.
But there is incredibly simple solution to that: DONT DO GENS UNLESS ITS SAFE. When you are unhooked, run to a safe place, and when you are sure the killer is not following you, disable DS and start working on objectives.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1077797#Comment_1077797
For DS to be strictly an anti tunnel perk, that would mean that any killer who comes back to the hook cannot be allowed to slug. Because then what is the point of it “protecting you”. This applies to the soft campers with long range attacks like Huntress.
I don’t think you understand how bad a deactivate feature would be. You could easily camp a survivor, let them get unhooked and down them again while downing the other survivor. Hooking the survivor who came for the save, and bam you just lost your DS.
Eating DS does not waste time if anything it prevents it from being used in EGC. It’s all about position, of course if they are in an extremely good spot they will have the upper hand but if they are in a dead zone they will go down again seconds later. Again RNG.
DS exists because of the luxury that killers have to slug, camp and tunnel. Not saying those things are bad BUT it is a luxury nonetheless.
You cannot have anti camping, anti tunneling and anti slugging in one perk lol. You need separate perks for that.
I never said that hooking one person would disable DS, so no, it wouldnt work like that.
I think you dont understand how bad current DS is, it gives survivior 60 seconds of immunity, in that time he can do like 60% of a generator without a toolbox. This is way too much, DS shouldnt work if you start repairing.
Eating DS pervents it from being used in endgame, but it also wastes your time and destroys built up pressure. It literally makes one hooked person into injured person that can do gens or unhook other people...
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@ThisLadyRightHere said:
DS IS FINE. Just Decreased the timer to 20-30 seconds During EGC. Problem solved. :|
Well not really.
And 20 seconds is more than enough to crawl to the exit gate, this would solve nothing
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@InnCognito said:
Lobby dodging and the fact that everyone would argue at the start of the match about what perks to be running.
I dont think anyone would lobby dodge with 10 minute queues because someone has a perk they dont like.
Just disable the chat if you dont want to see it. Some people want to work together when playing survivior
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@LetsPlayTogether said:
Well another thread lacking any logical sense. The Myers obviously wasnt that good. Getting played with so easily was entirely his fault, and not the "power" of any perk or item.
Otz was the Hillbilly, but ok
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@Gloriana said:
5 matches in a row we've not been able to make any real progress because every killer has face camped, tunneled, and took the game hostage. Why even log in to play at all when there is 0 punishment for players who camp and tunnel? There needs to be a point penalty for hooking someone within 30 seconds of being hooked, and a point penalty for every second you stay within 15m of a hook.
But also the gens do go too fast, and they need to be slowed down.
Like I get since ruin was nerfed it's harder to play killer, I play both killer and survivor after all. But when you get downed, can't get anything done because you've been slugged, then finally hooked, then camped, then tunneled if someone gets you off the hook there's NO point in playing Survivor.
When you walk away with less than 10k points while the killer walks away with a ton, esp. with BBQ. They get rewarded for playing in the least sportsman way possible.
I'm tired of having to tell friends I'm playing with, "... Don't come for me, he's just face camping..." as I sit there waiting to die so that my friends might actually get some points for the round.
Killers already get less points when they are camping.
They camp because they are toxic or ######### on solo surviviors not realising that they are camping, so point penaltioes would solve nothing.
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@TruffleTurtle said:
The idea is interesting but there are a few other maps with only 1 basement. I believe shelter woods and rotten fields only have 1 basement. I dont think they would add it if it doesnt apply to everyone but I do like the idea
Always have the same basement spawn? I think there are always at least 2 different spawns, normal and killer shack.
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Change "Idea" to "Discussion" in the title
I like the idea, but im not sure how would it affect map RNGsus
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1077800#Comment_1077800
Your experience does not equal to the actual stats
Thats why we want the data. Provable data.
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@gantes said:
How would that even make a moderate amount of sense I wonder?
These perks already have counterplay, just like destroying totems is counterplay to NOED. The only thing that should go is locker DS.
*Unhook DS too
*And Genarator + Unbreakable DS
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1077837#Comment_1077837
Bear traps have everything to do with tunneling. If a survivor is caught in a bear trap they were caught by the killer's power. Should DS also deactivate if hit by GF's sneaky attack or Spirit's post-phase lunge?
Eeeeh the difference is that it was survivior himself who stepped into the trap? Not sure if you know, but Trapper cant throw his traps into surviviors lol. If surviviors will ever get an option to commit sudoku and put themselves into a dying state, then it should also deactivate DS.
Seriously: tunneling is a decision made by a killer to focus on a perticular survivor. Trapper does not know when survivior will step into his trap, its outside of his control. Its not a conscious decision, so its not tunneling.