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DawnMad

DawnMad

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DawnMad
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  • I'm not an Adrenaline lover but I would say yes. If you were being chased by the killer when it triggers you must have already used Sprint Burst and if you were on a generator when it triggers you would be using Sprint Burst to get to a door anyways. I just don't recommend it with Dead Hard since in a way it also gives you an extra health state and Adrenaline exhausting you may be a hinder because of it.

  • There is no matchmaking right now. They officially tried twice to implement it (and allegedly a couple more times without mentioning) and it was awful each time. They also aren't planning to disclose the factors of it so people won't be able to play around it. Also the current Ranks will stay as a reward system rather than a skill rating system, at the moment they are purely cosmetic.

  • Nope, tried it but only the actual chest opening counted. I would still recommend it since if you are going to be opening chests why not make the most out of it.

  • Loading time depends on the player with the worst hardware in your match since all of you are supposed load in to the match at the same time. I have had matches load in less than 10 seconds while some longer than a minute, if it's really bothering you try disabling Cross Platform since PC players are less likely to have long load times.

  • Corrupt is better on good players who can capitalize heavily from that pressure while Noed is better on worse players who often fail to kill everyone by the endgame and need handholding. Corrupts strength is that is makes the worst part of a match for the killer, the beginning, a much less of an issue.

  • @Altarf said:

    It's one of the two, maybe three depending on how you see Surge, viable generator regression perks in the game. All the others are terrible, and its alternatives have their own problems - Ruin requires you to be exerting a lot of map pressure to get value and is often cleansed very early, leaving you without gen defence for the rest of the game, and Surge has, like, three conditions, a cooldown, pitiful actual regression and a basic attack restriction.

    Pop's reliable, usable by almost every killer, synergises very well with BBQ and is extremely helpful in defending single gens. And, importantly, it can't be cleansed. It rewards good play, and some matches are quite literally impossible to win without Pop to keep the gens under control. That's no hyperbole - Ruin and Surge are both unreliable, and you need your hooks to mean something against good teams, which Pop helps you to do.

    I like Surge actually, it does a 1/3 of a Pop without you needing to walk up to a generator, it can affect multiple generators and it works with slugging. Only problem I have with it is that it doesn't work on special attacks, which is most high tier killers these days, but I still think it is pretty strong and reliable on some killers (like in Otz's Clown streak).

    I like the idea of Pop, but it feels like you only get a few seconds out of it most times. It does help with keeping generators under control like you said, you can somewhat decide which gens can and which can't be done. It just doesn't feel like an actual slowdown, you spend time regressing 20 seconds on a generator while 1-3 other generators get around as much progress between them.

  • I really don't see any reason to pick it over Detectives Hunch. Detectives show you every totem in a 64m area which is just as good as having a totem counter.

  • Only if you have a basement build, and even then you don't really need it. Agitation is a much better choice, but 9/10 times you don't need hook perks. They are only good for gimmicky builds and Nurse.

    What killer are you playing and what's your current build? People may give you recommendations if you want.

  • If you don't like to pay money for skins you should prioritize licensed killers since you can't get skins for them with shards or from a rift. Otherwise go for what you play a lot, P3ing is basically a way to give yourself a reason to play more. I am trying to P3 and unlock all perks for all of my killers right now and if I didn't prestige them I would have been done a long time ago.

  • It worked the first game I pulled it off. Maybe they went down quickly after you unhooked them so you didn't get a safe rescue?

  • Ruin and Pop are only good on mobility killers while Corrupt is just a band-aid for how much in a disadvantage a killer is at the beginning of the game. If you don't want to see them instead of complaining about them you should start supporting to add an actual way to defend generators to killers basekit and for that early game rework to come as soon as possible.

    At the current state of the game a killer can down person after person rapidly and still lose all the generators before they get a kill if they don't have any slowdown perks.

  • If we don't get the only thing that breaks this games monotone gameplay, a chapter with a new killer and a survivor, we would lose a big part of the player base. The developers are supposed to balance game improvements and new features, they can't just give up on one to work on the other.

  • Killers should be balanced around S tier and survivors should be balanced around SWF levels information wise. I'm not surprised most people are choosing the second option, they should consider the competitive level of DbD too. If the game ever gets a good MMR system and best killers were matched with the best survivors, in its current state no A tier or below killer would have a chance at all. That's why tournaments are full of Nurses and Spirits and even they have to play dirty to do well.

  • We don't need a button to skip the whole grind, especially not with real money. We need the grind to be reduced to a reasonable amount.

  • I'm guessing you mean for a killer. Easily Haddonfield, literally every generator is a safe area and it takes killers two years to patrol them.

  • I need my 40 points I get by struggling when I'm the last person to get hooked. So why not just bring back the old mechanic of giving points relative to the time you were on hook?

  • Blight has been like this for a long time. They recently did a "fix" which made it so you can collide with a few short objects while rushing if you look down but the majority of the collision bugs are still there. You usually adapt to the collision bugs and learn what you can slam in to and what you will slide, it still sucks especially in maps like Ormond though.

  • @AhoyWolf said:

    I don't know if this is sarcastic or actually real.

    Anyway, camping is a unfun but valid strategy.

    It's sarcastic.

  • As long as you aren't taking the game hostage for an indefinite amount of time for reasons other than winning, it's not a problem. FYI she can't use a key when she is downed.

  • @xEzekanarioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164732#Comment_2164732

    Im pretty sure you re the type of player that drops pallets being healthy against slinger. You are giving him a hit and a pallet for free. You have to threat him like hes legion, only drop pallets when being injured.

    Once the pallet is down, you can now start playing around that, or go to the next pallet.

    No I'm the type of player who usually runs him around for the longest without using only a few pallets and still goes down quickly because the killer has literally no counterplay in chases. If he sees you and you are within 16 meters he can shoot you, you can't dodge a bullet when you don't even get a notification on when he is going to fire. He is a very boring killer to face.

  • I didn't really feel a lack of pallets, but if there are a couple less pallets in Fractured Cowshed I'm all for it, that map had back to back to back loops that made killer impossible sometimes. You can still do the harverster tech, you just need to swing on it rather than walk.

    @ChunWooHan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2170580#Comment_2170580

    3 years playing and never see a nerf so strong before... yup its just hurt not pallets in the center of the map+

    If you are talking about Fractured Cowshed, Rotten Fields or Thompson House, they never really had pallets in the center of the map with a few exceptions.

  • Being able to reuse god pallets with killer not being able to stop you would be broken. The perk is fine, you get to reuse pallets the killer left behind.

  • @Hektic3000 said:

    The only thing holding back dying light is that it speeds up the obsession's healing speed. At this point there's no reason a killer perk should buff survivors for free, they could just make it so that the obsession isn't affected by the slowdown but not buff their healing speed.

    I don't think the healing speed is as much of a problem as it not affecting the obsession. You literally have to push the obsession away from generators while still managing to hook non-obsessions to get value out of it. The perk is broken at its core.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2169417#Comment_2169417

    No no, you need to be more sure than "pretty much".

    Cause hearing the Terror Radius during the camera pan, meaning you are closer than 32 meters to a Killer, is not intentional.

    You'd better report it as a bug in that case, with video proof preferably.

    Even if they aren't inside 32 meters they can spawn pretty much at the edge of it. Just had a Pig game where I heard footsteps next to me by the time I finished crouching.

  • No reason to add even more RNG to the game. You can begin a match losing when you load in if you got an awful map or awful totem spots as killer or vice versa.

  • I can speak for Demo, try Corrupt Intervention. It gives you more time to set up portals at the start of the game. Keep at least 1 portal in every important part of the map and don't forget to hold right click to check on them once in a while.

  • No perk should have a direct effect to a killers power, that's why Small Game no longer works on Bear Traps.

  • They won't say when, because if they do even more people will start using all their keys before they get nerfed. It will happen sometime next decade.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168081#Comment_2168081

    So even the map wide audio cue is silent? Or just the Demo gurgling after exiting a Portal?

    It removes the mapwide sound but I don't think it removes the Demo's own getting out of the portal sound. It's not amazing for stealth but even good survivors will struggle a lot knowing where you are. You also get +8 seconds of undetectable which makes it a total of 11 seconds.

  • I just wish they didn't gutted Deer Lung. It gives less speed and takes away 2 portals now which is so not worth it. I'm in love with Black Heart + STBFL though, he is just so good with them.

    @DemoFrog said:

    Wait, so does Red Moss make you have no noise cues for portals or is it something else?

    Using Portals is quiet and you stay undetectable for much much longer after leaving one. Its even longer than your cooldown so you could stay undetectable the whole match in a way.

  • Injured sounds make Spirit overpowered while she is perfectly fine without them (in high skill matches). A good Spirit doesn't bring Stridor because she doesn't need it. She can finish chases very quickly already so bringing information or gen defense is more beneficial to her.

  • I would say survivor is much less stressful but the killer is much more fun. You have so much off time as survivor, you spend most of your time holding left click and any mistakes you do are 4 times as less important compared to killers. But on the other hand, as a killer you alone are controlling the whole game, you make the game altering decisions and every mistake you make matters significantly, which is a lot more stressful but also a lot more fun.

  • The problem with it is that if you are going to have the risk of bringing a Hex totem, Third seal isn't even in the top 4 choices. Then like you said, we have SWFs making it completely obsolete. And then we have the meta, where information perks are very rarely used by survivors already so this perk doesn't do anything other than making slugging easier most of the time.

  • I really loved what they did with Wraith, they fixed his problems one by one throughout multiple updates. I hope they do something similar with Trickster too, this has definitely been a good start to get him out of the D tier.

  • Most enjoyable is Blight, mainly because I play him a lot and I like to learn by facing him. He is also a very versatile killer with a lot of mindgames from both parties.

    Killer I hate most is Deathslinger. He literally has no gameplay, that's it.

  • He has chase potential and map pressure. He doesn't have any catch up ability though, which is a big weakness that keeps him from being A tier. With his new addons though he can perform like an A tier killer easily.

  • She needs bug fixes and tweaks to make her feel better to play. Right not the main reason people don't play her is because she isn't very fun to do so.

  • Maybe it's just me but I haven't really felt a difference gameplaywise. There are still loops after loops and the corn is as obstructive as always.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/247581/i-really-like-new-object

    Yeah the 30 seconds flash can be tricky. I have a little stopwatch in front of me. I just restart it immediately with a 30 second countdown every time the aura flashes. This way I can see when I'm getting close and can decide if I want to jump in a Locker or angle to be behind a Generator facing one direction or another.

    Does the cooldown start when it activates or deactivates? What I mean is the cooldown is 30 seconds between 3 seconds of aura reading so shouldn't it trigger every 33 seconds? Just curious.

  • It's one of the oldest perks in the game, it's unlocked by default in every survivor, they just have to find it in bloodweb. Detectives Hunch is superior though.

  • Does it happen on low settings too because I haven't felt it while I have been playing. You could try tweaking the graphic options in GameUserSettings.ini to disable it without losing much visual quality.

  • I haven't had any problems even seeing yellow Surveillance auras. Try upping your brightness or increase Highlights if you are using Nvidia Filters. You could possibly also use a colorblind setting to make the colors easier to see.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162163#Comment_2162163

    Paint Brush is garbo now that survivors get immunity to Hit-sleep from clocks.

    They spawn, rush to a clock, and then the first survivor you find won't get hit by your snares in the first chase.

    I think them running to a clock rather than getting on a generator is pretty beneficial to the killer. But you are right, if they were to get a clock nearby at the start it could turn out worse for you.

  • The teleport CD addons have really low numbers though, 2% and 3% per person in dream isn't much, you already get a 15% CD reduction per survivor by default.

    Black Box isn't much but it punishes 99ing gates and can synergize well with Blood Warden, also would work well if you don't have snares and you are in a patrolling exit gates situation with the last survivor.

    Lastly, Paint Brush is a pretty good addon since it lets you get your teleport much faster at the start and it passively helps keep survivors sleeping for you to use your abilities more.

  • A Billy with cooldown addons is pretty good but with how strong the killers are these days he doesn't really bring a lot to the table. He has high mobility with ability to instadown survivors in the open but not a lot of chase potential. His chainsaws also often require prediction against good survivors, which makes them less than reliable. Without cooldown addons he also gets punished for using his power a lot, which means he can't rely on his mobility all the time or do many mindgames back to back in loops.

    You could play Bubba and stick to a side of the map to make up for your mobility and you would do better in every way possible.

  • They made it so no perks affect their powers directly, they should have done this same treatment to flashlights too. Most good Hags I see feel like they have to bring Franklins to every game because of how broken finding a flashlight in a chest is against them. Then we have Wraiths who if even thinks of breaking a pallet or going through a window while chasing a survivor with a flashlight while invisible, they wouldn't be able to do anything to prevent the stun.

  • DS isn't supposed to stop tunneling, it is supposed to punish it but I agree that it is very niche in that against killers who can catch up fast. An idea I heard was to make it always activate after both hooks even if you already used it once. Since it's not as strong as before I think that would be an awesome change.

  • Yes, the description says it works on injured and dying survivors.

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