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DaKnight

DaKnight

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DaKnight
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  • Alien would be sick, although I just settle with the Demogorgon for now. I'm not sure how they could implement it into the game though since a core feature of alien in games has always been wall climbing. Though an alien map would seem a bit....off? DBD is mostly low or present day technology, even Hawkin's is relatively realistic. Alien would need a futuristic map.

    That or the terminator. Pyramid head works similar to how I imagine him, not hooking people but just removing them or killing them on the spot.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742112#Comment_1742112

    As someone who players those games. No, you can't. A single player can lose you the entire game in league of CS:GO, but a single player can't win one for you. And in those games, matches can last upwards of an hour long. In DBD, if you get a crappy team, it means you are stuck in a game with them for 5-10 minutes. Much more reasonable if you ask me.

    I disagree with that. Assuming you are significantly better than everyone else in the lobby, you can single handedly win CS:GO by just killing everyone 1v1. I have won games of Apex legends solo after my team DCd or died early. Go watch Shroud or other really good FPS players dominate entire lobbies almost by themselves. I feel like that should just go without saying. Especially a game like call of duty where if you are melting faces you get killstreaks to slay even harder.

    League of legends? People smurf with 95% win rates from bronze to challenger. If that's not carrying, nothing is.

    DBD? If you are significantly better than the killer and are survivor, there is literally nothing stopping them from just going and killing your team. If your team is bad? They waste resources fast, and those are shared by you as well. All you can do is generators, and if they are dying too fast it doesn't matter how many generators you do because you will never complete them in time.

  • @Heckabecca said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742136#Comment_1742136

    Yeah, that's what people play the game for. Bloodpoints. Not victory or fun. An arbitrary number on the screen. I'm sure you'd be satisfied with all survivors escaping every game as long as you got enough good boy points.

    If you actually played the killer for a long time, which you clearly have not, you would know you can slug for it (if you even know what slugging means). If you have trouble finding the last survivor you can equip whispers, which you might not have at tier 3 yet because your killers are still baby ranks.

    A 3k is a killer victory as defined by the games ranking system and points system. A 4k is icing on the cake. I don't waste my time slugging for the 4k, you can if you want.

  • I do it. I had a lobby today where the match started with double discordance procs across the map on coldwind farm. Luckily I was Bubba so I was able to get a down super fast at the first proc and move to the next discordance proc immediately.

    You hit a team like that and you are on track for a 4 minute game, slugging is almost a requirement, any time it is beneficial to do so. Survivors can bring unbreakable / soul guard if they don't like it.

  • https://www.youtube.com/watch?v=wadnXlivQiA

    This guy, who has only lost 1 game in the last 300+ matches, plays a fair amount of legion. I think he does it in the second game of that stream. He does Ruin, Undying, Thanta, and Dying Light. I'd probably watch that closely, cause this dude almost never loses.

  • @Name123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742127#Comment_1742127

    I was judging this without perks. If we included perks, Bubba is the king of the basement.

    But even without perks, if someone saves in your face, even a base kit bubba saw will be able to hit them, trigger BT, then catch up and hit them again; while also downing the savior. He completely ignores BT if someone is coming off the hook in your face.

  • @Heckabecca said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742112#Comment_1742112

    Why is that the killers' problem? Why does the killer get punished? Because you're a biased survivor main who often incorrectly believes you're the one carrying the team?

    Because not working with your team is a feature of the game. The hatch is still a risky escape for the survivor with a significant chance of death. It's hardly punishing for the killer since you can pip all the way to rank 1 with 3 kills and nearly max bloodpoints every game. The reward for a 12th hook instead of 11 hooks is a difference of less than 500 points I believe.

    Assuming anyone who disagrees with you is a "survivor main" is laughable, and probably means you are not worth debating with.

  • @Name123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742098#Comment_1742098

    Well once one person is getting camped, no sane person will go in without good perks, especially if they know you are in there. Since the Twins don't have a terror radius, you won't use BT and you could get caught off guard.

    Bubba can cut straight through BT if someone saves in your face, assuming they can even get to the hook without being instadowned. He can bring stealth perks like insidious or trail of torment. Freddy ignores BT while camping as well. And that's for face camping.

    For proxy camping Bubba is still god tier, and the hag is probably the best for it.

  • @Heckabecca said:

    Survivors should die if they play poorly. There's no reason to give them an RNG win. Remove the hatch.

    So you should automatically die if you load into a game with bad teammates? It's not like DBD is a game like League or CS:GO where you can put a heavy team on your back. You can try, but the killer always has the option to just....ignore you.

  • No killer will be better at camping than bubba. That's why he is so scary to me, always has been. Any down could be your last.

  • I think it can be kind of dumb at times but also, as killer it is pretty satisfying when you play well enough as that the solo Q teams break down and start playing for themselves. As survivor, when my team are being completely potato, all going down at once, farming eachother off hook, etc, etc; I like having the option to just let them die.

    Key Features

    • Survive Together… Or Not - Survivors can either cooperate with the others or be selfish. Your chance of survival will vary depending on whether you work together as a team or if you go at it alone. Will you be able to outwit the Killer and escape their Killing Ground?


    The only real "Or Not" comes from the hatch honestly. Maybe leaving someone during the EGC instead of getting them yourself. So I like having it in the game.

  • I can somewhat remember my first few games that I played many years back, and i'm pretty sure it was getting spanked over and over as the hillbilly until I picked up the nurse.

    Low rank solo Q you should not have too too much of a problem with, i'd probably just play bill or david. Bill has an amazing kit right off the bat, though I doubt many killers will be slugging at low rank. You get left behind for easy hatch escapes, and BT to punish campers.

    Playing with higher ranking friends I can see being a problem, since you will likely be facing killers of their rank instead of your own. Your main problem there will be dying so fast you didn't get to learn anything from it. I would probably just hide and do gens in that case and let your friends take the heat.

  • Even if it did, I don't see it being better than ruin undying. It would only really impact gens that people are not working on, which ruin already does. Good survivors will hit the skillcheck no problem and even if they don't it is probably only a small regression penalty. The default regression is also a joke, and it has a huge cooldown. I see it being a "win more" kind of perk that won't really be the difference in super tight matches.

  • I mean c'mon, you can read the descriptions of some of the perks and know if they are gonna be good or bad. As far as the killer's power itself that's a bit different.

    For example, double items from chests? That's gonna be really good. One guy with plunderers and a purple coin can get like ~10x chances for a key.

    Notifications for people opening chest? Laughable, if good for the memes. Devoting an entire perk slot for something that might give you 4-5 notifications a game, that you might not even be able to act upon, is a meme.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1741797#Comment_1741797

    your not always getting the hit in 15 seconds, its wishful thinking that using that perk will significantly help you much less that you will get it to activate the insta down once survivors get used to this killer.

    unless your close to the survivor in the best situation that perk does nothing because as soon as a survivor notices you switched to charlotte they go and crush victor.

    edit: also as soon as a survivor notices your still controlling victor they can just rush back into a locker XD iron maiden wont do anything simply because of that and its short duration.

    Because he gives killer instinct, I don't really think he is supposed to be used mid-chase. Having to switch to him, then land a relatively hard attack (that is punishing to miss), and then go land another M1? You might as well have done two M1's.

    I will probably just leave him near a 3 gen somewhere and when killer instinct activates you ambush them with the baby.

  • Territorial Imperative + Hoarder Leatherface? Nobody will get the basement chest, ever.

    Hoarder sounds hilarious, now we just need a killer offering that can increase the amount of chests as well. 8 chests full of brown medkits and you can try and protect them all.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1738857#Comment_1738857

    Ah, solo queue is hot garbage? In other words, tremendously and excruciatingly imbalanced is what you intended to say. They play SWF because they know they will lose playing solo.

    Only if you hit a killer of a high experience level and your teammates are not. I have had plenty of good solo Q teams, but I have had plenty of 100 hour rank 1 baby dwight solo Q teams to go face off against killers with thousands of hours running meta builds with. I still win the overwhelming majority of my survivor games, but I don't like being put into completely unwinnable situations because of the matchmaking. It doesn't happen enough it's a huge problem to me, just really annoying when it does.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1738844#Comment_1738844

    Not the memiest build, but a meme nonetheless (who the hell would run EnduringFury on pallet Freddy?)

    Again, not tryharding. You would notice I have no gen regression, which is one of Freddy's specialties. I'm just trying to have a chill game

    Enduring fury is still one of the best combo's in the game you can run? It's literally free downs if the survivors don't know you have it.

    It's like you coming in here and saying "I'm only running an A tier killer guys, not an S tier killer, i'm a memelord"

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1738600#Comment_1738600

    You basically proved my point. Survivor requires too much experience to do well and killer does not. Then when a killer becomes really experienced they almost never lose.

    In contrast, a baby killer can use NOED, Ruin, Undying, Tinkerer, BBQ or any combination thereof and also easily pip and get a lot more points to boot.

    I mean, it's really not that mechanically difficult to play the survivor. It's mainly just knowing the loops and where to stand to avoid mindgames, maybe some attack dodging here and there in between holding M1. Or not even holding M1 if you know the menu trick, I don't bother holding M1 anymore personally. The team is allowed a ton of mistakes cumulatively, which are more just abused by the survivors to screw around than anything.

    Killer requires significantly more mechanical skill to play, is to a large degree much more stressful, requires more bloodpoints to play add-ons unless you are playing the strongest killers who don't need them, requires much better decision making in general, etc. You can stomp on noobs but once you hit survivor players of your experience/skill level it's not easy at all unless you are playing nurse or something. Most of the really good survivors play in SWFs since they know solo Q is hot garbage right now so the lobbies are even more stacked once you do run across them.

  • The enduring fury corrupt BBQ memelord freddies need an unranked mode? The BT/DS/Unbreakable memelord survivors need an unranked mode too.

    P.S. quit running dream pallets and embrace the mindless snare spam

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1735162#Comment_1735162

    So survivors are mostly terrible and killers are mostly good at the game? If this is the argument to say the stats are flawed, then it is a double-standard and biased reasoning.

    I think most people in general are just inexperienced. I doubt too many people are going to commit the thousands of hours to learn every map / loop / etc in and out. I will play survivor and 80-90% of the games the killer is getting clapped. The other games are my team getting pubstomped by a killer who actually knows what they are doing and is running the meta / mori's.

    I have seen a baby dwight with less than 100 hours at red rank. All you have to do is put on BT/DS, do a gen, farm a save or two, run the killer for 30 seconds, and you safety pip as survivor.

  • Why? Killers are strong enough as it is. Bubba can literally chase you entirely through a sprint burst at this point.

  • @Chilli_man2400 said:

    I think the perk is fine but it’s overshadowed by BBQ and chili cause of the bloodpoints and grind. Now about this perk it’s a great perk but I would lower the cooldown to 30/25/20 seconds and increase the times gens are blocked from 16 seconds to 20 seconds.

    Yeah, no. The killer could just spam pickup a slug person to block all the gens in the game doing that.

    People who consider it a slowdown perk are using it for the wrong reasons. It's just a tracking perk, and more accurate than BBQ until people know you are using it.

    I think it's fine, just maybe the cooldown could refresh when you get a hook because in a very fast paced game you won't get much use out of it. and it's overshadowed by tinker at this point if you have other stall perks.

  • I really like the changes. As survivor it felt pretty bad getting feathered to death attempting to dodge an attack that never came. Now if he cancels it at a window or pallet you have a chance to do something, but you can still get baited if the loop is long enough.

    As PH it's less risky to go for risky M2s or point blank M2s. It's still very hard to hit good players with it out in the open, I usually wait until they just walked around a corner to throw it.

    He is still extremely strong, especially with ruin undying since if you are getting the torment off you can throw people straight into cages and get back to responding to discordance / tinkerer procs immediately. I don't save torment for mori's since it's trivial to torment people in most cases.

  • Nah, it's probably still BT/DS/DH/Iron Will. That's been the tried and true survivor meta build since the balanced landing nerf. Some people dump the iron will for Unbreakable/Adrenaline/Soul Guard. Maybe spine chill if you don't trust your game senses.

    You really need the BT for when the killer starts to get desperate and camp. If you don't have BT, you are basically accepting that you will leave your team to die on occasion.

    If you hate ruin undying just bring a map.

  • Corrupt / Pop / BBQ Freddy. Super easy, practically plays for you. Put on bamboozle to keep it extra braindead.

    Enduring / Bamboozle Leatherface with yellow or purple chili. It's less about the survivors looping you and more about holding W around the loops not hitting stuff.

    Rusty shackles hag, any perks. Lay trap, press control, collect free hit / down.

    Ghostface/Wraith with an indoor map offering, any perks.

    Those are probably the easiest killer builds I can think of without a mori.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1731373#Comment_1731373

    Possibly.

    All I’m certain of is something isn’t quite right lately.

    But you are acting like it's just survivors experiencing it. I got a 3 man cheater squad tonight expecting I would be mad at them.

    https://streamable.com/ydo622

    I went onto DBD on xbox to be certain there were no cheaters, but the performance was so bad I went back to the PC. I even tried upgrading to the xbox one X and it was still just as bad.

    I don't waste my time playing FPS games on the PC for the very same reason. Now, it doesn't matter. "Otz-cheats.com" is a meme when there is a very prominent site that has not been targeted by EAC for whatever reason

  • Rancor is a tracking perk. If a gen popped she would have had your exact location.

  • You really think a rank 11 spirit is wallhacking? They would be rank 1 instantly. Just use Nvidia shadowplay. I leave it on and if I run across a blatant hacker I record the last 30 seconds and send it to the devs. Every report I have made resulted within a ban within a week.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1731237#Comment_1731237

    I would not see any conjunctions between that. BHVR is quite slow with changes, in fact, changing the Silent Hill-Perks so fast was an exception. So they most likely wanted to change PGTW for quite a long time but either feared the backlash of it (which was certainly lower, because with Ruin/Undying there was an alternative) or they just did not want to change it that soon after it got buffed.

    But, as with your line of thought, this is pure speculation. You can indeed be correct, but we will never know.

    https://forum.deadbydaylight.com/en/discussion/comment/1731229#Comment_1731229

    I can only bring in my own experience, and I simply know that I am not good enough to get 15 4Ks out of 16 games. So either I got carried by the Build or I had Potatoes for 16 games in a row. And I think the first option is more realistic.

    I call it like I see it. Instant medkits were nerfed. A few months later, added back into the game as a Zarina perk. Toolboxes nerfed, a couple months later, added back into the game through a Felix perk. It's just a way to get you to buy things. Nothing wrong with it, but at least I recognize it's going on.

  • It's pretty clear the developers are balancing killers around survivors running meta perks. Pyramid head is a glaring example. If you are not going into the games with the latest meta perks that's your own fault; because tons of people are.

    Pop was nerfed right as ruin undying came out, and around the same time soul guard magically comes out. Make up your own opinions about that.

  • Survivors love to do this, crawl away just to waste your time when the game is literally over. Some of them will even say "you didn't kill them" because they bled out on the floor and didn't die on a hook.

    Like dude, you died. It doesn't matter how. But that's the mentality of alot of those players.

  • He is really weak against a meta genrush squad. He will do fine against solo Q if you play well.

    I rarely use STBFL on him because against good players every hit is going to be a shred if you want downs in a reasonable amount of time.

    HIs portals do little to nothing until the game is a 3v1, by which the time you practically already won anyways. He can't down people fast enough to use the mobility effectively as pressure, nor is target swapping and spreading damage that viable when so many people are running healing builds.

  • No mither is crap. Are you really trying to say it's anything other than a meme perk?

    Given the current meta, soulguard gives the benefit of no mither without having to be a 1 shot all game. I was actually trying to slug for the 4k earlier and realized the guy I was slugging had soul guard and I had to hook him and play the hatch game because it was going to be impossible.

    Thantaphobia is trash on anyone who isn't legion or plague. The majority of other killers punish you not healing by downing you easily. Maybe you could argue it for Bubba or Billy but they have much better perks to run.

    Wiggling is also useless 99% of the time unless you are in a SWF who are going to bodyblock for you. It's only there to keep yourself from getting put into the basement.

  • You could stick territorial + monitor on him and guard the basement without having to even be there. Someone almost always goes to loot the basement chest so you will get more value out of it than you might expect, especially on Bubba since a basement hook is a GG's done early enough. You want the monitor so they don't have time to get out before you get there.

  • I find anything pretty hard to take over ruin / undying / surveillance / discordance on ghostface. It's so much information and stalling all built into one package and lets you stalk generators with ease while it's still alive.

    Sloppy butcher is almost obsolete these days. Too many people running healing builds and purple medkits. If you see a lobby with 2-3 medkits you may as well kiss off target swapping because it's not going to happen. You either commit to downs or they will be healed back up in 8 seconds.

    Mindbreaker can be nice but then again, if only 2 people have exhaustion perks it is a huge waste.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729585#Comment_1729585

    Yeah, that's not an incentive so much as it is a strategy. Those people don't DC when found first because they want to be found first and chased as part of their strategy. The people who DC don't want to be found first because reasons. The situations are not comparable in the slightest.

    For solo queue you could try running information perks to get a better idea of where your teammates are (and vice-versa), or stealth perks to avoid being found first, or just learn to play better. Regardless, solo queue requires learning to play the game without having a ton of information.

    https://forum.deadbydaylight.com/en/discussion/comment/1729587#Comment_1729587

    The sports analogy fits just fine, but I'll be more direct: you want to incentivize giving your opponent the upper hand. That's not how games work.

    You just said there can be no incentive for survivors to be found first. And I provided you with a reason you would want to be.

    I think solo Q is in a terrible state. It has always been pretty dicey; but with the repeated nerfs to survivors, the massive buffs to killers, and the overall nerfs to maps it is significantly harder than before.

    Load into a trial vs. leatherface and your team doesn't know how to loop? Instant hatch game. There will be literally nothing you can do. I basically only play in a SWF these days, my tolerance for solo Q is usually 3-4 games at the most. After that I wonder why I am not farming the potatoes instead of having to play with them. I am a shameless key addict in solo Q.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729511#Comment_1729511

    There can be no incentive for survivors to be found first without breaking the game's balance. That's like asking for an incentive to let your opponent's team score in football, it's not how competition works.

    The incentive for sticking around after you've been found is that you can play the game. It's built-in.

    There is an incentive to be found first, assuming you are the strongest looper on the team. That's why people run object. It means you get to use all the pallets how you want while your team hammers the gens.

    Your baby claud teammate can hold M1 just as good as anyone, but when it comes to looping they will camp the shack pallet. Better you doing the running than them, assuming the killer is foolish enough to follow you around all game if they are not playing a killer that ignores looping.

    But for solo Q? Screw it, just run left behind and a key. If you don't have a key run wake up and stand on a door. Or plunders and left behind.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729309#Comment_1729309

    Most the players in Hex's tournament weren't very good bar just a few teams.

    "I've beaten pretty much every popular streamer on the NA servers. So if those are not top tier, I don't what is."

    How many times could you have possibly faced them to have developed an opinion that they can never get away with not healing? Really that many games? Also, were they solo queue'ing? That makes it not mean nearly as much if they had bad teammates pulling them down.

    It's honestly irrelevant to your argument anyways. Give me the drawback of lightweight. "YoU HaVe tO rUN to Use It, tOP tIeR sUrviVors oNly waLk".

    Even if botany knowledge was a 1% increase to healing, that's still an advantage from a perk with no drawbacks. The only cost is opportunity cost.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729298#Comment_1729298

    ""Top tier players don't heal" and they only get away with that against bad killers. People who don't heal in my games usually die fast when I am the killer. Not healing against me when I am playing a killer like spirit / hag / wraith / ghostface / etc is a death sentence. You can try to get away with it if you want, at your own risk."

    They get away with it against good killers as well. Most survivors are just bad on average, your comment about them not getting away with it against you is using the average survivor you face, not top tier survivors.

    We can agree to disagree though.

    I play against the teams that played in Hexy's tournament on a regular basis. I've beaten pretty much every popular streamer on the NA servers. So if those are not top tier, I don't what is.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729229#Comment_1729229

    A youtuber meme'ing with some perks does not make them meta dude rofl. Even if we hypothetically say he was using it because he thinks it's crazy strong, that doesn't make it meta. That isn't what the word meta means. Meta does not mean strong, it means popular among top tier players for winning, of which it was not.

    Many youtubers make videos exaggerating how strong perks are for views(not saying there's anything wrong with that, but just making my point.). You are taking click bait on youtube too seriously.

    "And if you are telling me botany knowledge has a downside because you have to heal people, I don't know what to say. It's a core action in DBD buffed by a perk. There is no downside to that."

    Top tier players don't waste time healing when they want to win. So yes, wasting time healing is a downside.

    Well let's agree to disagree then. I think the vault build is crazy strong in the hands of a good player. I equate it to going into a game with light amour. You will be super hard to catch, but easy to kill once you go down. Where-as running the BT/DS/Unbreakable/DH combo is like going in with heavy amour. Easier to catch, but hard to actually kill off.

    "Top tier players don't heal" and they only get away with that against bad killers. People who don't heal in my games usually die fast when I am the killer. Not healing against me when I am playing a killer like spirit / hag / wraith / ghostface / etc is a death sentence. You can try to get away with it if you want, at your own risk.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729127#Comment_1729127

    If they're annoying you with 4 DS, then that's your issue with tunneling; legit, I get 1 in about 20 games where survivors actually abuse DS to be invincible, at most. And even those games, I usually do well in.

    http://www.youtube.com/watch?v=73gFrmdT0A8&t=6m30s

    Lol, watch the first game in this video up until 9 minutes. He eats 3 DS without tunneling anyone just because he is killing them too fast. It happens to me all the time.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729211#Comment_1729211

    No, Resilience was never meta at all.

    Botany Knowledge isn't getting its full effect without using a medkit and you're deciding to spend gen time on healing.

    Note that I said the criteria that the devs stated they want to get the perks to. I did not say that all perks currently fit that criteria.

    I think the devs were referring to having that criteria for stronger effects, not necessarily all perks in general. IE Bond would probably fit this criteria. However a second chance like Dead Hard clearly fits the top standard for this.

    lul.PNG

    All these "top tier" survivors say it's amazing because it's bad? Noob3 ran it, and after that video I saw it so many times in my games. I can literally tell when a survivor is running it when I am the killer because they go through the windows so fast.

    And if you are telling me botany knowledge has a downside because you have to heal people, I don't know what to say. It's a core action in DBD buffed by a perk. There is no downside to that.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729171#Comment_1729171

    No, perks are supposed to have a cost, downside, requirement etc per the devs own words.

    Not to mention you're talking about one of the strongest perks in the game having none of those. I could at least see your argument if it was a mediocre effect.

    The times Resilience is saving you is mostly in your head. It can make a difference, but it is extremely minute and more placebo than anything.

    Absolutely not. Resilience was meta for a while when the window hits were extremely killer sided. Now they have been buffed significantly, and the vault build is as relevant as ever.

    The only "cost" of most of the perks in the game is the slot they take up and what could be in their place. What's the downside of something like botany knowledge? Or the downside of bond, sloppy butcher, etc? There are none, only what you could have in that spot instead.

  • I've had some ridiculous things happen in DBD where I am about to call hacks but then the killer ended up being a streamer and I got to watch it from their point of view.

    Probably one of the biggest times was a myers who magically found me in a locker but when I watched the stream he had stalked me with the mirror shard and did actually have wallhacks on me while I found a hiding spot.

    I never want to call hacks because that's the biggest compliment you could ever give a legit player.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729151#Comment_1729151

    Those aren't comparable because you're referring to not being able to use an effect to help you escape a chase but you don't need the perk to save you in a chase if you aren't already injured. IE being uninjured negates the need for the effect in the first place.

    Your examples require you to be injured but they don't counteract themselves.

    If your two examples were second chance effects then they would be comparable.

    If you aren't injured you don't need a second chance. If you are injured you get the second chance. When is that ever a losing situation?

    It's a perk. It's supposed to give you an ability you normally would not have. It doesn't need to have a losing situation or downside.

    And resilience will absolutely save you in chases, even in spots where dead hard might not. With resilience and spine chill you lob through windows so fast the killer has to pre-swing at every window or they will never hit you.

  • I don't get the people who will complain about dead hard for distance when all the other exhaustion perks give you like 5x the distance. People will come here and say "dead hard for distance has no counterplay" when neither does people sprint bursting off gens. And sprint bursting off gens is significantly more annoying when used en masse by survivors since you will never start a chase in a good position.

    The buffed mindbreaker is a very good answer if you hate it that much and are on a killer who can close the distance on gens without spooking people off them, either through a natural low TR or by using monitor and abuse along side it.

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729108#Comment_1729108

    Spirit has a few distinctive differences:

    Firstly, she doesn't get Killer Instinct when Survivors make loud noises.

    Secondly, she can see scratch marks and blood trails.

    Third, her blindness is temporary.

    She can only see blood trails with an ultra rare, and it's not even that good unless you have bloodhound + sloppy butcher along side it. It's much better to just run stridor and something to make her phase stronger.

    Scratch marks are delayed and you will only teleport on top of survivors heads with sound.

    Her blindness is temporary but as an M1 110% killer you will be looped into oblivion by good survivors unless you are landing hits with her power.

  • I don't see any room for ToT on tombstone myers. Nor would I see why you want to use trail of torment on him, monitor and abuse gives him an 8m terror radius which might as well be 0.

    The best tombstone build in my opinion, tried and true over many years. It used to be dying light over nemesis before the dying light nerf.

    Spooky.PNG


  • Isn't this basically the spirit? Almost totally blind but just listens for survivors?

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