BlightedDolphin
BlightedDolphin
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548799#Comment_3548799
I have tried it on a variety of m1 based killers. Myers, Trapper, Freddy and especially Pig. The most value i got on Myers in tier 3 because and i quote the survivor: "i didnt find pallets without windows". On Trapper and Freddy it was completely useless. I tried to interupt Boxes with Pig but then i realized that when im in terror radius and i know that they are on the box, i can just interupt them myself. No perk needed.
Ultimate weapon is very strong on Nurse, Blight, Wesker, Oni, Plague and against players that rely too heavily on windows of opportunity.
From what ive tested, thats it.
It’s useless on Freddy because of his built in Oblivious. He pretty much can’t use the perk at all.
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Join me as the only other Jake main :D
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I find both sides to be pretty fun right now. Killer more so than survivor, but that’s because I’m much better at playing killer than survivor.
Occasionally there is the unfun and incredibly frustrating game, especially on Borgo/Garden or facing an Alc Ring Blight, but the fun games are still more common in my experience.
Once the anti-camping mechanic releases (hopefully with some tweaks) and both MfT and Blight get some much needed nerfs I think this game will be in the best and most fun state it’s ever been.
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@sluc16 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548869#Comment_3548869
Distortion is not even close to be as commonly used as ultimate weapon is right now
I never said it was, but it’s a still a very common perk (I see at least one every second or third game) and still makes killer aura perks useless.
I was using Distortion as an example of how hard countering an entire category of perks with a single perk that takes next to no effort to use is unhealthy. This goes for both Distortion and Ultimate Weapon. Bonus points for Ultimate Weapon only really working on the already strong killers.
Ultimate Weapon and Distortion both have the same problem, which is that by simply existing they make aura perks less enticing to use.
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That’s the risk you have to take now if you want to run multiple aura perks. Same thing with killers having to risk playing against Distortion and having their aura perks removed.
It feels like aura perks are slowly getting weaker and weaker. And most aren’t even that good compared to most meta perks anyway so I don’t see why they need so many hard counters now.
I personally don’t think Ultimate Weapon or Distortion are very strong perks, but I don’t think they aren’t healthy for the game either so I wouldn’t complain about nerfs if it means aura perks aren’t made near useless by a single perk.
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Personally I would hate this as it removes the counter play with Blood Echo and means I still have to deal with it every game :(
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I just wish the movement speed penalty didn't apply to destroying turrets. Right now hitting turrets with your tail loses you so much distance and you often have to do that multiple times per chase.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542895#Comment_3542895
I think its quite the opposite lol
Never had a problem with killer on this map, but I don't play Hillbilly, cannibal or Blight, so I don't know how they feel on that map
Absolutely one of the best maps for Huntress, Deathslinger, Trickster, and now the Xenomorph
I honestly don't think the map needs rework, but yeah, everything needs to be killer sided now (thats why they never touch Midwich, Rotten Fields, Wrecker's Yard, Shelter Woods, etc)
They literally just updated Shelter Woods with the Skull Merchant DLC.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540878#Comment_3540878
By what you say about able to save more stacks, I can say you can only need to get 3 stacks (2.43) and the cooldown is still better than 4 stack pre 6.1.0 (2.40)
If it needs to be nerfed (which I don't think it does), why not just reduce the bonus from 5 to 4.5%? It would end up at 1.72 seconds at 8 stacks which seems like a fair middle ground.
Or they could just fix camping and leave STBFL as is.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541638#Comment_3541638
6.1.0 (the meta shakeup) wasn’t fine. It was really bad for survivors.
I was talking about Dead Hard's second nerf. Dead Hard was still meta in 6.1.0.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541393#Comment_3541393
it honestly pisses me off.
every single time a character gets deleted from any game, someone's favorite character can never be played again.
happened with freddy, happened with aatrox, probably many characters I never knew about...
it's awful and should never be a thing.
except for the water elemental monkey evolution...
https://archives.bulbagarden.net/media/upload/thumb/0/08/0516Simipour.png/250px-0516Simipour.png
I think once they made a poll in japan and it was the only pokemon that was no one's favorite... poor dude/dudette.
That was SImisear not Simipour.
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The bug needed to be fixed and is much quicker to fix than adjusting MfT is. So I can understand why Xeno was changed first, especially when the MfT changes might be more than just bug fixes and simple number changes. And let’s not forget there was a Xeno friendly bug fix as well that removed the turret protection after tunnelling.
The thing that annoys me though is that they fixed this but STILL haven’t fixed Clown!
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541660#Comment_3541660
Any perk that relies on your opponents ping is bad.
Disagree. Post rework Dead Hard was also ping dependant but was still meta. It’s definitely weaker and no longer overpowered but it is by no means a bad perk.
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It’s not.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541018#Comment_3541018
Because it encourages players to run something different, try something new.
I cannot speak for eveeyone, but I thought we DIDN'T like the stagnated meta with the same perks being meta for 7 years.
Replacing overpowered perks with other overpowered perks isn’t the way to change up the meta though.
The meta already shifted when Dead Hard was nerfed and it was fine, now it’s back to having an overpowered perk run almost every game. And Dead Hard is back in the meta again thanks to MfT so the meta feels samey again.
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Ghostface.
He has a similar strategic gameplay to him that old Freddy had, but doesn’t really have the same feel to him.
Old Freddy was so unique that I don’t think any killer will be able to have much resemblance to him. I really miss it :(
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537630#Comment_3537630
Yes.
The average player will not get much value from the speed boost and they certainly won't feel it. They will feel and use the Endurance more often to go for dumb plays and get away with it.
Unlike Buckle Up FTP, MFT doesn't really prevent or delay tunneling with its effect.
No one is running it purely for the Endurance. If the average player was wanting to go for those plays they would use Buckle Up.
The only times I ever see the Endurance part activate is when it’s a good player who is playing aggressive. The “average player” never does. They are too scared to go for risky plays like that.
If the average player does use MfT, it’s probably because every content creator is spamming it and they go “oh look Ayrun says this is OP so I should use it!”
And if the average player doesn’t get value from it, what’s wrong with nerfing it then? Most players won’t notice it and the people who do don’t need it.
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Ghostface.
I really like the more strategic gameplay of him and how even if it appears you are losing, you can quickly change the outcome of the game if you’ve prepared and got a sneaky 99% off earlier.
Also having someone 99 their healing and then finish healing in your face only to become exposed a second later because you’ve already 99 stalked them is the funniest thing.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540741#Comment_3540741
If you're nitpick about 0.04sec nerf and dont want @Pulsar 's idea that bring it back to the maximum cool down of 1.84, which is 0.04sec less than the pre 6.1.0
Then why you're okay with extra 0.18sec of 6.1.0?
Plus, Pulsa's idea isnt a nerf to pre 6.1.0; where you have to earn 8 stacks to get 1.8 ; you only need 6 stacks to get to 1.84
A good change is to give player a few cookie from a jar, and if they want they can have the remaining in the jar. Not giving a few cookies for free on top of the whole jar.
6 stacks is a nerf as well though. Currently if you down the obsession you keep 4 tokens but with 6 you would only have 2, which is barely anything.
Also 1.84 is wrong, it’s actually 1.89 at 6 stacks currently. So yes, it would be an overall nerf.
I don’t see any need to nerf STBFL. It only works on the mid-low tier killers and has no benefit on the strongest one. Needing it would just make the gap between them bigger. If camping with STBFL is an issue then just nerf camping instead.
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@rvzrvzrvz said:
they only killswitch if it affects killers, xeno can block hook in crawler mode and literally "facecamp" to death but you don't see them use killswitch on xeno, or even his tail slowdown bug
They kill switched Wesker and Dredge because they could turn invisible yet they haven’t kill switched Blast Mine which can do the same thing right now.
They never kill switched Red Forest when there was a fat shaming spot that could be used to hold the killer hostage.
So no, they don’t just kill switch things that only affect killers.
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OG Freddy. I miss my old main :(
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Save Wraith because he is the least likely to kill me right after.
Save Jeff because he has a dog.
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Often times I'm not sweating or even trying but my opponents still accuse me of it because I won :/
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A few reasons
- There are much better info perks now such as No Where to Hide and Ultimate Weapon
- Often survivors just won't heal and will just use Adrenaline to heal up. And with Made For This and Resilience being meta survivors are less inclined to heal up.
- If they do heal, they usually won't heal up near the killer or heal in an area where the killer shouldn't be in
- Distortion is pretty common and hard counters the perk. Using Nurse's Calling on a stealth killer just gives away your position if someone is healing with Distortion.
- Off the Record is also fairly common and hides the survivors aura during the time they are most likely going to heal up (90s after being unhooked). So unless they are being healed by a teammate, you won't even be able to find them during the time that they most likely will be healing.
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This happened to me when I first bought him. He would only say something when the match starts and then stay silent.
Restarting my PC fixed it for me.
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The “running circles around the killer” thing is dependant on the killers skill, not yours. 360s will almost never work on a good killer because it’s very easy to counter. I’m sure you’ve probably seen a bunch of content creators performing it constantly but remember that they tend to only show the games where they actually pull stuff like that off and most times it’s because they are paired with a killer lower than their own MMR. Against killers of their own skill level, they most likely pull of very few 360s.
As for not knowing where the killer is coming from, headphones won’t really make a difference as the heart beat isn’t directional. It’s more about looking around to seeing if you can spot the killer and knowing where is safe to run and head over there. Even if you don’t know which direction the killer is coming, have a plan and when they start approaching head over there. Don’t just run aimlessly and accidentally run into them. Run where you are safe no matter which direction they come from.
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@Nun_So_Vile said:
What have the priorities shifted to? What has been so pressing that they changed since last year and this year?
Gotta nerf those Demo and Knight add ons!
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They didn’t even fully answer the shirtless Gabriel and animal questions.
I don’t see what the point of these are if they’re not allowed to answer anything aside from giving a couple “thanks for the feedback” “possibly but not now”
They weren’t even allowed to say “Maybe” to seeing teammates perks.
These really show the disconnect between player feedback and Bhvr’s beliefs. The fact that Freddy, Myers, and Blight have been asked about in every AMA and still are low priority is really disheartening.
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They also said they have nothing planned for Myers right now :/
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535303#Comment_3535303
Its common knowledge at this point that an Exhaustion perk is a one that has a requirement, gives you a short burst of speed, then makes you Exhausted. Now before we begin, MfT and Dead Hard are not bad perks by any means. How ever to say they are/were the best perks is far from the truth imo.
First lets talk about DH. (quick disclaimer, I'm going to refer to the "DH for Distance" as OG DH, and "Endurance DH" as Old DH) Whether we talk about either version they both had the same issue, being only really useful when a Survivor is already at their strongest at base-kit being in a chase but absolutely useless outside of it. OG DH is the only real contender here to being better than Sprint Burst since it was a bit more versatile. Not only could it be used for distance, but it also had i-frames meaning it could counter a few Killer powers, not just M1's. It allowed you to play A LOT more greedy by going around a loop one more time, if the Killer respected the pallet, you could maybe even go for another loop. If the killer didn't, continue around the loop and DH towards the pallet for distance.
Old DH was/still is more risky than its predecessor, but has a better reward. You couldn't go for these risky plays anymore how ever it was able to buy you A LOT more time. How ever it still has the issue of being completely useless if you're caught in an area with nothing at your disposal. All the Killer has to do is simply wait for the Survivor to make the first move and the Killer can react accordingly. That being said this can only really be done if the Killer is aware that DH is in play, which should be the case if you haven't seen any of the other Exhaustion perks in play yet from that Survivor.
(Another quick disclaimer, I'm only going to be referring to the 3% speed boost. The Endurance effect it provides has no reason to be there, and could be an entire perk on its own) Made for This is probably the worst out of the bunch viability wise since you only get value out of it if the killer makes a mistake, being committing to a chase for WAY too long. Large majority of the time after getting a hit you should be leaving that Survivor to pressure the other Survivors to get them off gens to drain out their resources faster to make snowballing much easier as the game goes on. That being said a 3% speed boost while injured isn't going to do anything if the killer decides to leave you after getting a hit. It also has the exact same issue as DH being if you're caught with your pants down, it does absolutely nothing. Now, is MfT the difference between being able to reach a pallet or window in some cases? Yes, how ever its like saying having 1 or 2 stacks of STBFL is the reason why you were able to catch a Survivor before they reached anything. Does it happen? Yes. Does it happen often? Its so negligible that it shouldn't even be taken into consideration.
Now onto Sprint Burst. The reason why it is still the king of Exhaustion (and you could probably make a case of it just being the king of all Survivor perks in general) is because of just how versatile it is. Its main purpose being to start a chase you had no business starting. Being able to stay in an area with nothing around to then reach a safe area is nothing to scoff at. How ever it can also be used to greed pallets to an even bigger extent than OG DH by 99ing it. The best part? The killer has no tell which way you're using it. Just like both versions of DH, you could be neck deep in a chase and all of a sudden the Survivor just Sprint Bursts away for distance. Next time they see you? You Sprint Burst away towards main building/a set up of several good loops with strong pallets when you were initially in an area with absolutely nothing. That being said it is the harder perk to use to get maximum value out of it, but it is without a doubt the strongest perk.
I can GUARANTEE you the moment MfT gets nerfed, (which lets be real, it will be with the amount of complaints) Sprint Burst is next.
Agree to disagree. I personally think being near invincible at loops with both previous versions of Dead Hard was more useful than being able to reach a loop easier. If you position yourself well or left earlier you would've made the loop anyway.
I think Sprint Burst and MFT are both really good perks and using either is fine but it depends on the player I think. If you get caught out in the open or in a bad position often, then yes Sprint Burst is better for you. But if you're a good looper who can avoid being out of position than MFT is better.
The other problem with Sprint Burst over MFT and old Dead Hard was that if you see it activate, you can just leave them and you wasted no time on then. With MFT and DH, the perk gives value mid chase and so when you do have to leave them you've lost so much time and pressure. With Sprint Burst you didn't lose that much.
I personally run Sprint Burst myself because I find it much more fun than MFT, but I think a good survivor would get more use from MFT than Sprint Burst, especially on the newer maps like Garden, Borgo, or Red Forest where there's tons of pallets and vaults nearby that you don't really need to to worry about not making a loop.
But then Dead Hard comes into it. Sprint Burst is better than Dead Hard on its own, no question about that. But when paired you pair MFT with Dead Hard I think MFT beats Sprint Burst as the best Exhaustion perk. The weakness of MFT, as you mentioned, is that if you are in a bad spot you go down but Dead Hard removes this weakness and you've just used MFT to extend the chase and now Dead Hard has kept you up when you should've gone down.
Old Dead Hard was much better than Sprint Burst (and MFT). Again, it was bad it the open, but a good survivor should rarely be caught in the open. At a loop, you were near invincible.
"I GUARANTEE you the moment MfT gets nerfed Sprint Burst is next"
People said this both times Dead Hard was nerfed (even before it was nerfed actually) and it never happened. Lithe received more complaints here than Sprint Burst did after DH was nerfed the second time.
This is like saying "once Blight's add ons get nerfed people will just complain about someone else!" Yeah that's true, but that doesn't mean Blight's add ons don't need to be nerfed.
So basically, I agree Sprint Burst is an amazing perk, probably in the top 3-5 survivor perks, but I don't think it's as good as MfT or the previous Dead Hard versions. I think giving up Sprint Burst for MfT is worth it if you are a good looper.
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@C3Tooth said:
I think the aura should stop when killer is 12m close to survivors. So with Trapper requires 5sec to get close, he will get 5sec of aura. With Blight requires 2sec to get that close, he gets 2sec of aura.
I really think all aura perks should go like that. The closing distance of 12m can be changed for balance.
Same to No where to hide isnt op, just Blight and Nurse can put a hit on survivors before the timer runs out, while Trapper cant make it in time.
Ultimate Weapon doesn't show auras though.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535019#Comment_3535019
Why run DH with Made For This when you are most likely going to get more value out of Resilience with DH since both can be up at the same time, serve the same purpose, and Resilience gives you a little bonus even outside of chase
Dead Hard has also fallen off immensely compared to what it used to be, and doesnt even compete with Sprint Burst anymore which is now the obvious choice for best Exhaustion perk
So then how is not being able to use Exhaustion perks with Made For This a downside if the best perk to pair with it is not an Exhaustion perk?
Old Dead Hard couldn’t pair with Exhaustion perks either but no one called that a downside.
Maybe this is just my experience, but Sprint Burst is the Exhaustion perk that has fallen off. Made For This is everywhere so no one bothers to run it anymore. Dead Hard is still more common in my games than Sprint Burst.
Sprint Burst is great, but Made For This is still the best Exhaustion perk.
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No I think it was one of the best things to happen to the game, especially now that they’ve addressed a lot of the issues the update caused.
- The base kit killer buffs didn’t have that much of an impact and in the end only really helped the weaker M1 killers so a good change in my opinion.
- The reduced post-hit speed being reduced is noticeable though and I think it was a good change to help counter the hold W meta.
- The base kit BT and Haste on unhook should’ve been in the game years ago. The later patches that since buffed it made it even better.
- Same with the 2.5% regression on gen kicks. Should’ve been base kit ages ago.
- 90 second gens are much healthier, especially now that they’ve added a bunch of new gen speed perks and nerfed most of the regression perks.
- The perk changes were for the most part good. Dead Hard needed to go and it’s now a very fair perk.
- Some perks were overnerfed, like DS and Ruin, but I do think it’s better they are needed rather than being as prominent as they were before. But they should still receive some more balance changes.
- Some perks were over buffed (Eruption, Overcharge) but thankfully they’ve been dealt with.
- Calm Spirit and Pharmacy changes were unnecessary though
Overall it’s been better for the game in the long run. It might have been a bit rough at first, but all the changes they’ve made to the update since then have removed most of the bad parts of the update and left all of the good ones and overall had made the game much healthier and more balanced. So no, I don’t think it was a mistake and was one of the best updates in the long run.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532951#Comment_3532951
Dont really know what kind of brainfart someone must have to rate a Killer which is "not really dependent" on Perks or Add Ons as "mid to low tier". Not having to rely on Perks or Add Ons would bring Xeno to Nurse-Level, because she is basically the one Killer who does not need to rely on Add Ons or Perks.
Xeno is not Nurse-Level, but very likely a Top 5-Killer.
You're the one having the brain fart. They said 'mid to low A tier'.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533006#Comment_3533006
When they spot you, they know the end is near.
Whenever you open a Locker, Ultimate Weapon activates for 30 seconds:
- Survivors entering your Terror Radius scream and reveal their location to you.
- Those Survivors suffer from the Blindness Status Effect for 30 seconds.
Without saying the 30 seconds the perk is activated, what CD?
It does have a cool down, the wiki just doesn't list it for some reason.
The actual in game description is:
When they spot you, they know the end is near
When you open a locker, this perk activates for 30 seconds.
Survivors entering your Terror Radius scream, reveal their position and gain Blindness for 30 seconds.
This perk goes on cooldown for 40/35/30 seconds.
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Shame Freddy can't use it. Would've been kinda fun on him.
Oblivious screwing him over once again :(
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532584#Comment_3532584
Bro, no one except cheaters run DH anymore. You can still predrop at 80% of the loops and the killer can just hit you around the loop. I think the only adjustment you make knowing the killer has coup, is that your chase will be very short. The only reason people don't know Coup is busted right now, is because almost no one runs it.
DH is still a popular perk since it pairs really well with MFT.
Unless I’m playing against memers, there’s usually one DH each game.
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@Majin151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532018#Comment_3532018
Doesn't feel changed to me as every time i get my 3 required eri medals it's usually a merciless
Just make sure you chase a decent amount of time not in close proximity of downed/hooked survivors and try to get all your kills with at 2 or more Gens left
Edit to include picture of the medals I had when I got adept xeno
https://us.v-cdn.net/6030815/uploads/AQ6TAJTDSYML/bac6b080-88bd-4c08-aa8b-d04179959549.png
Merciless Victory is based off of kills now. They changed it back in January I believe.
As for bleeding out, unfortunately it does not count towards the Adept/Merciless.
From what I understand, kills for Merciless Victory are treated the same way as the Devout Emblem, so bleed outs don't count as a kill and only Sacrifices, Moris and special killer powers like Pig and Sadako count as a kill.
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Didn't this same thing happen with Singularity?
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Honestly, how is MFT even fun to use?
I understood when people said Dead Hard was fun but MFT isn't even that fun to use. You don't really see the benefit as a survivor, it's just a background perk that wins chases for you for doing nothing. It's like saying Eruption or CoB were fun. The only fun thing about them were that they won you the game.
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Shadowborn and Spies from the Shadows
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Just remove Oblivious from Freddy and the problems solved. It does nothing but prevent him from using terror radius perks while having no benefit from the lack of a terror radius.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527023#Comment_3527023
Just before Made for This released I could swear these same killer mains were complaining about Sprintburst and Lithe being OP. Lol.
No one complained about those perks as much as MfT. The only people I ever saw say any of those perks were OP were Scott Jund, very bad killers who complain about everything, and survivors who were just using it as an excuse to keep Dead Hard meta.
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The problem with a status HUD is that certain perks would just give away survivor locations.
Fearmonger would tell you whenever someone is on a gen. Starstruck would tell you someone is nearby. Retribution would let you know whenever someone is cleansing your totem.
There should be more feedback about certain effects being activated, but a HUD is too much.
So instead they should just make it more clear that something is active or has activated. Some examples:
- Endurance - if it’s due to a perk, just show the perk icon like how DS does when it stuns you. Or in the corner of the screen like when Dissolution is active.
- Haste - give their feet/legs a yellowish glowy effect to let you know that it’s active
- Hindered - same as haste but make the effect red
- Exposed - give them a smoke effect around their torso or modify their walk/run animations to look scared, similarly to how Madness makes you run differently
- Oblivious - if it weren’t for Retribution, this would be fine to show next to the HUD so you can sneak up on them, but Retribution would make totems too strong. So maybe only show it on the HUD if it’s applied by add ons?
- Exhaustion - shouldn’t be visible to the killer
- Mangled and Haemorrhage - most times it remains until the survivor is healed so it’s already easy to tell when someone is afflicted with them. I guess you could make the scratch on the HUD of an injured person bleed more to make it obvious?
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525937#Comment_3525937
Yeah, matchmaking is turned off at these times. That's the problem. Sometimes I'm getting lobbies with everyone dead at 5 gens in under 10 minutes and I could've easily won playing perkless. Or I'm getting lobbies that some P100 Blight dodged and everyone on the team can loop for days or disappear into the fog like stealth gods. But rarely do I face a fair fight. Nowhere to Hide is good against the last type of survivor, but there's little you can do if everyone can loop really well.
Thematically, Legion should have a great chase power and yet they don't. It's quite easy to counter their power if you know what to do. Spread out and avoid their terror radius in frenzy and if they do hit you, get out of the radius before you mend to deny the 5th hit. Easy. Turns the Legion into a Trapper with no traps. That said, it's true that most survivors have no clue how to play against a Legion.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525948#Comment_3525948
Oh there are plenty of builds that I'd like to try. But I don't have those killer perks unlocked yet and I'm not sure I'd want to buy certain killers just for their perks, knowing full well that I'll never use them. The best perks aren't free for most players. Hence why I think a boost to earning iri shards would help attract more players to the role. The grind for shards is unreal.
I'm still relatively new to the game. It's funny that I've put in 500+ hours and yet I'm still considered to be a beginner by many players. Crazy if you think about it. That's more hours than I've put into any other game except Tetris and Street Fighter II (2 games I've been playing for 20-30+ years).
Ruin seems strong whenever I've faced it in survivor games, though. I do have Hag with my Switch version, but my focus is on doing the rift/tome for my Steam account, so unlocking that perk will have to wait. Enduring + Iri button + Julie's Mix tape is a fun combo that I like to use a lot.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525953#Comment_3525953
This is more or less pretty much how I already play the game. I can't keep track of hooks very well, so I tend to play more organically (I find I chase, unless they just got off the hook). I average about 6-7 hooks on games that I "lose". It does feel good to get a 5th hit down or complete a tome challenge though, so I do try to focus on these goals instead of just winning.
It would be nice to win by spreading hooks but in reality you're just accepting a loss against decent survivor teams (with the obligatory teabags at the gates for playing nice). Makes you not want to play fair, if I'm honest.
Ruin isn’t a very good perk right now, so I wouldn’t worry about using it. There’s way better slowdown perks such as Pop or Pain Res.
I play a lot of Legion myself so if you want some tips or build ideas I’d be happy to help :)
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Nah Warrior Puppers and the rainbow bird are the best.
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Does it actually last 5 seconds or is it just a visual bug?
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525132#Comment_3525132
The pig one kinda works if you chase a survivor who hasnt gotten their trap off yet since it has no limit. As long as they have the trap. But yeah then you have other ones that are weird like artists.
https://us.v-cdn.net/6030815/uploads/0JSKJUDE8SSS/screenshot-20230825-124232-chrome.jpg
Since if your that close you should be hitting anyway.
Gonna make an assumption and say the Artist add on was made that way specifically to counter the old Dead Hard.
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Light-Footed is probably going to be like Lightweight and Lucky Break where they are pretty good perks but people just don’t use it.
Chemical Trap is decent, but not meta worthy. Will be annoying to deal with as some weaker killers, but not a big deal against the stronger ones.
Lucky Star is awful.