Dead_by_Gadfly
Dead_by_Gadfly
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Its ok, I dont care for it personally but it has its benefits when used correctly. The only exhaustion perk I like running is Adrenaline, but its also tge only healing perk I run soooo....
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1325165#Comment_1325165
Thana + Sloppy + Pop + Rope will make the game VERY VERY slow. They nerfed the add-ons but it's still incredibly effective. Throw in Dying Light and Swing Chains and it's even stronger. All he has to do is hit everyone once and now it will take 24 seconds to heal another survivor, 49 seconds to Self Care, and 99 seconds to solo a gen. If he gets 6 stacks of DL and also has Swing Chains, now it will take 33 seconds to heal someone else, 65 seconds to Self Care, and 132 seconds to solo a gen. All Freddy needs to do is equip the perks/add-ons, hit everyone, and get a few hooks. Then when you factor in Pop, it will be damn near impossible to finish a gen unless you triple team every one and the guy in a chase lasts long enough, which is difficult considering how strong snares are at breaking loops.
Pretty much every game I've played as new Freddy with the Forever Freddy (by Calvin Klein) build has ended in a 4k with no more than 2 gens done. Maybe 2 groups made it to gates ever. Sometimes a guy gets hatch because I can't be bothered to drag out the game any more. Almost always end with 30k BP, most often end with a perfect 32k.
He is quite ridiculous if you use this build and are a skilled killer.
Effective, yes, forever, no.
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Im confused on what you mean. Two survivors are standing with in 4 meters of eachother, what happens?
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I like them the way they are, its an "oh #########" moment for me as survivor. And anything that gets me saying "oh #########" is a good thing.
And before anyone says it Ive literally never ran it while playing seriously so its not a "dont take my toy away" thing.
Everyone needs to chill
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@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/1325433#Comment_1325433
If you dont tunnel you wont see DS or BT.
This is just factually inaccurate. Survivors that have bt love to run up and unhook people just as you hook them, and then the guy coming off the hook likes to try and jump in front of you to take the hit. This happens ALOT and you KNOW the guy coming off hook has ds. Its gotten to where i just follow the unhooked for a count of 15 then down them and leave them
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@McCree said:
Basically me getting chased I use it while the killer starts the hit animation. My animation starts too, the exhaust thing appears but I still get downed and then for some fudging reason the exhaustion resets but like what's the point if I'm gonna get on the damn hook (or in this case moried) anyway...
Use a better perk π€·ββοΈ Exhaustion perks are kind of cheap anyway. Except adrenaline, if you need that you earned it
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Its weird that so many people run into this, its so rare for me
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First of many π
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@Gomolazoli said:
https://forum.deadbydaylight.com/en/discussion/comment/1325856#Comment_1325856
I never tought this is what 2020 brings but here we go...We canβt stand this vermin in our servers anymore. Itβs time to stand up for the glory of DbD!!!
I let yerv know too π
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@Gomolazoli said:
https://forum.deadbydaylight.com/en/discussion/comment/1325741#Comment_1325741
Sure soldier. New recruits are always wellcome.
Did we just declare war on Claudette?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1325434#Comment_1325434
Good survivors know how to work around slugging and insta-downs. There are perks for the former and strategies for the latter.
Killing survivors is the end-goal. Everything else - chases, damaging generators, using your power - is all for one singular purpose: to kill. That's why they're called "killers" and not "chasers" or "generator demolition men/women".
There is no way around skill. Either you have it or you don't. A mediocre killer with every single insta-down in the game will never be able to crush top-tier survivors the same way they would complete noobs.
Your solution is literally the same as "play worse". If a killer can end a chase in 30 seconds because the survivor is new, why should they be punished for it?
Just...sort of as an aside...unless you use a mori you dont actually kill anyone...hooker...were hookers...then the entity kills them
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1325270#Comment_1325270
Crouch, pickup, burn trap, tbag.
True
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1325602#Comment_1325602
Gearhead is a great example, and someone summed it up nicely before. gear head takes two hits to activate which probably means you downed someone so why use gear head if youβre gonna just hook someone and use BBQ or pick them up for tremors.
If youre running a slugging build maybe π€·ββοΈ
Ots the 2 hits AND a skill check that mess it up
Like gearhead would be great if after 2 hits the nearest generator being worked on lit up for 4/5/6 seconds. THAT would be useful. No cooldown either :/
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@Aven_Fallen said:
Usually Killers are at the better end when receiving new Perks. I dont consider anything outside of the Base Game (on PC) and the Halloween-DLC worth running. This includes stuff like Head On or Inner Strength, those are ok Perks but they compete with Meta-Perks. This is for Survivor.
For Killers, they usually bring at least Perks which can be used on some Killers.
If we look at Darkness among us for example - Jeffs Perks are garbage. Legion on the other hand has Discordance which is really good and Iron Maiden, which can at least be used on Huntress. Demise of the Faithfuhl - Jane has Head On, which is more gimmicky than good, Plague has Corrupt which is a strong Perk and Infectious Fright which is also strong on some Killers.
But recently this went down, even on the Killer Side. Ghostface had Thrilling Tremors, which is a strong tracking Perk - but not used that much, because BBQ exists and provides double BP. Remove the double BP-Part from BBQ and more people would run Thrilling. As an example.
Demogorgon was...meh.
Oni had Nemesis which is used sometimes and Blood Echo which can be used on Plague or Legion - but again, those have better Perks to use.
With Deathslinger and Pyramid Head I feel they released Perks which are not used, for both sides.
Aside from MoM, which was a pure cashgrab (you need to make a Solo Survivor-DLC good for people who neither want to collect very character nor like Bruce Campbell or Ash vs Evil Dead), there was no really meta-changing Perk on the Survivor Side.
So yeah, probably they dont want to bring strong Perks, which is a shame. I would love to have some Perks which make me think about changing my Build instead of 3 Perks which are like "Ok, I level this Character and afterwards every other Character to have 3 more Perks".
Also, Perks become more complicated - look at stuff like Brutal Strength or Iron Will. Easy, straight-forward Perks. And now we have "Do this to do this. Then this will happen. Cooldown of X seconds".
I agree thats most of the problem. To many conditions to make a perk activate for a miniscule effect. Gearhead is a good example. As is the new one where you go undetectable for 15 secs.
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@Peanits said:
Not really afraid, no. We aren't setting out to make the new best perk every time we add one. We've always been sure to avoid making things pay to win, of course, but we also want to make interesting perks; things that let you make niche builds, allow you to make use out of something you might otherwise ignore, or make you reconsider the perks you'd run against it.
Simply put, it's easy to make the new best perk and ship it, but that is not and has never been the goal.
I think those niche builds on killers will be appreciated more after the changes are made to the beginning of the match, assuming those changes put killers in a position they dont feel they have to run meta perks to even come close to having a chance
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@Peanits said:
The perk you've suggested is very similar to one of his other perks, Deathbound.
Food for thought, though: It doesn't only work with basic attacks. Any attack can trigger it. Huntress hatchets, feral frenzy, etc. will all trigger Forced Penance.
Then this will be a really good perk on legion π
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@tixerp said:
https://forum.deadbydaylight.com/en/discussion/comment/1325261#Comment_1325261
What good is a perk that needs another perk to be even MAYBE useful. That's not even a niche situation, thats a ludicrous situation to imagine more than 1 survivor is gonna continue to bodyblock once they realize you're running FP and MG. Survivors aren't that dumb. Let's say this does work in one game. The survivors are gonna realize what you're doing, and stop. So now you have 2 perks being wasted for the rest of the match, cool. 1 or 2 broken survivors fleeing from each other isn't even worth it. It's not like they're gonna group together close by so you can down both easily.
Im not saying its a good perk, im just saying it does have a use in a niche situation.
And you would be suprised, if i see 2+ flashlights i run lightborne and RARELY do survivors stop trying to flashlight me once they should realize I have it on. Survivors do some funny things sometimes.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/1325381#Comment_1325381
People actually still think looping takes skill?
Theres some skill involved but yeah its really silly to think looping is harder to master than most of the killers on the roster
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@5thPerkSlot said:
It is easier to play surv, it is harder to master surv specially at looping
You think running in circles is harder than learning nurse?
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@Aven_Fallen said:
Expecting Rewards when winning against Potatoes? Nah.
Yeah but since matchmaking is based on rank you should go up and they should go down. That way you dont continue getting people way below the appropriate skill level. So yeah, if you kill every survivor before a single gen is done, you should double pip, and they should lose 2 pips. If they had done this MM and ranks wouldnt be so jacked up.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1325313#Comment_1325313
I've gotten to 1 as both sides, although I do play Spirit, Huntress, Oni, Myers, Hag and sometimes Nurse. So I don't really play the 'bad' killers, aside from the odd Demo, Pig, Leatherface or Trapper. Maybe I just have a more level head as killer, since as survivor bad teammates REALLY stress me out, and I always get them. Strangely enough, I face good survivors as killer all the time lol.
Or maybe bad teammates just dont stress me out for some reason, theyre annoying sure, but its not "stressful" (for me at least). I dont even care if I die as survivor, if I do I usually know what mistake i made and/or what mistake a teammate made that put me in that position.
Playing as a strong killer or not theres still a lot more information you have to keep track of in a very short amount of time, thats just an objective fact. MOST people find that stressful.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1325280#Comment_1325280
"Rambo: First Loop"
Bahahaha πππ
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@Poweas said:
No, but survivor (solo) is definitely more stressful than killer. That being said though, I only play the harder killers, and some killers like Freddy would be easier than survivor (solo) from what I've seen. (No shade to Freddy mains ily guys <3)
What rank killer have you gotten to?
Im r1 in both and find killer far more stressful. You have to keep track of 4 different people, what theyre playstyles are, which gen theyre working on, where'd the guy with the flashlight go, how many times theyve been hooked, which gens are currently being worked on, where is that guy with the flashlight, is anyone trying to work on one of your three gens, seriously where the ######### is the flashlight, where are the dead zones, is the survivor running the tile in the direction, is that a key?, am I about to get pallet stunned when i pick this guy up, nope theres the flashlight guy.
Solo survivor its who is the killer, how bad are my teammates, where are the dead zones, what perks is killer running. Its chill af.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1325273#Comment_1325273
Ah yes, I remember that one. The Rambo movie where he couldn't fight and ran away without hurting anyone or using a single weapon. π
πππ yeah he just kept chucking pallets at those bad guys then running back into the bush
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I love playing solo and going in with no items. I feel like rambo when I escape
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@immortalls96 said:
As we stand they are the only 2 killers who have weaknesses to a rather annoying item..flashlights, wraith isnt strong enough to allow flashlights to be a ranged stun..and for hag..last night I had the worst match I've had in ages..thsts saying a lot since I'm a nurse main in 2020..I never thought flashlights were that bad as hag..but last night showed me otherwise.
This dwight I faced..used an auto haven map offering and a yellow flashlight ..i could not use my power vs him because hed disarm the trap immediately and hag is so slow hed still make it to an abundance of pallets..to make it worse he followed me and made sure i could never set up against his team and they would force disarms on my traps as well..i was in practice..utterly powerless to stop them..all because of 1 yellow item...this is an old out dated design..and should be corrected...why does it seem like every killer I love to play is plagued by these..decisions..so if killer power could NOT be shut down by an item that would be a nice start
Next time you see a flashlight bring franklins, then trap said flashlight.
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@tixerp said:
https://forum.deadbydaylight.com/en/discussion/comment/1325154#Comment_1325154
It is beyond niche. It's useless. Being broken means nothing to good survivors. Especially for 30 seconds. What's the point in using this perk. "Inflict broken on body blockers and continue chase with the original victim." Okay, well the blocker wouldn't have been healing anyway, and now they're probably doing gens, nice. How about "Inflict broken on body blockers and chase the body blocker instead." Alright, well how is them being broken now any different from chasing a body blocker in DBD without this perk. They're not gonna be healing mid-chase anyway, so it's useless. But now, it's actually WORSE using this perk than not, because maaaaybe if you have Nurses Calling, you could try to track him down while he heals mid-chase for some reason. With FP, now you can't even maybe do that. No difference, pretty useless.
I do think FP instadowning survivors EVERY time might be a bit powerful, but my solution to that, is have it go by tokens. Every 3/2/1 protection hits, the next will be a instadown. Instadown is the only way this perk could make a dent in being useful. And not only useful, it'd be interesting and open up a lot of different choices for both survivor and killer, instead of now where it does nothing. Talked about some possibilities, scroll up to see more of what I said before.
I meant in the very specific situation in which youre carrying a survivir to a hook and people start jumping in front of you to stop you. You pair penance with mad grit and in that situation its pretty dangerous for the survivors. If they run off they arent getting very far and wont be able to heal before you find them. And you can hit them thanks to mad grit.
At the very least its 30 seconds before they can heal, couple it with sloppy butcher and its even worse. So with all of that said, it seems like the best build/scenario for this particular perk is bbq, mad grit, penance and sloppy and if its a bully squad that likes to body block its going to punish them. A lot.
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@Hamburger said:
I was having a discussion with somone who plays and their take was that playing killer is Way easier than survivor. The examples they used is that playing Bubba and running up to people and chainsawing them pretty much gets u 4ks. And that A good bubba vs a good swf he'll still dominate no matter what. What is your guys take? I personally believe that survivor is easier than killer. I personally steer clear of playing killer cuz its too stressful for me.
I think your friend has never gotten out of brown ranks π
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1325165#Comment_1325165
Technically it still does, mainly because his teleportation has the best synergy with Pop+BBQ. Meaning he can regress generators faster, get into chases quicker, get more downs, which then leads to more Dying Light Tokens as well as Thanataphobia stacks, which then leads to more Pops.
His rope add-ons and ruin being nerfed definitely helped, but it still exists.
Yeah but hes not unbeatable in that scenario the way he was before, or at least not nearly as bad. Good teams can still stomp him. I know because Ive run the build and lost to good survivors
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@bingbongboi90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1324673#Comment_1324673
Because people want to use the dreams snares( best power of freddy) so they waste one add-on slot. And reducing the slowdown add-ons means that forever Freddy gets nerfed and these are the biggest complains.
You dont want to nerf a killer way harder than this immidiately. If he is still powerfull then go further nerfing him.
Forever Freddy no longer exists. They nerfed his rope add ons already and then nerfed ruin.
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@immortalls96 said:
Just make it down them..otherwise it will always be a trash perk..broken status is laughable when they're already getting injured normally
That would legit be OP I think. Them being broken means they cant use that inner strength immediately to go heal themselves after trying to body block. Its niche but could be useful in certain situations
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@GreenPufferFish said:
https://forum.deadbydaylight.com/en/discussion/comment/1325095#Comment_1325095
might be alright buut i think this perk could be less terrible than it actually is if you use it with legion
Yeah you might be right about that if legions feral frenzy pops it
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Windows block after vaulting them 3 times. They do that to stop you from running the same loop 50 times in a row. Tge lore reason is tge entity is getting bored with you doing the same thing over and over.
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@Valor188917 said:
Tunneling is actually the most effective strategy if done right. Most tunnelers do it wrong by only running after 1 guy and effectively ignoring the rest but if you focus on killing 1 person without giving up pressure by not hitting other survivors, not hooking others etc when you have the chance etc then tunneling is very effective since a 3 survivor match is way easier to handle.
Yeah but thats not tunneling. Thats targeting and is very different. If youre hooking other people in between hooks of your target its not tunneling. Tunneling is when you chase the same person through all 3 hooks, rest of the game be damned. Its short for tunnel vision.
Juggeling is where you bounce back and forth between 2 targeted people so theyre both out of the game early π
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I actually think this perk is decent in a very niche scenario. It pairs REALLY WELL with Mad Grit against sabo/body blocking squads.
That said it should be buffed a smidge
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1324507#Comment_1324507
I think they should use the Scarecrow from S1. A Scarecrow killer is something Iβve wanted in this game for so long and since weβll never get a Jeepers Creepers chapter, this would be the next best thing.
I think theres a cosmetic on billy that makes him look like a scarecrow. But yeah scare crow would be cool
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@Sadsnacks said:
https://forum.deadbydaylight.com/en/discussion/comment/1324508#Comment_1324508
Judging from the matchmaking I would have thought there weren't any red rank killers.
Plus most red rank killers all say the match depends entirely on whether the survivors make a mistake or not, which from the sounds of it they rarely do, when playing against red rank survivors.
With the way ranks thats not really true. You can have ranks 3 and 4s that legit play like yellow ranks and they get slaughtered. Its true killer is largely dependant on the messing up but those survivors mess up a lot.
You go back 6 months ago, the survivors in red ranks were really good. Those same survivors today are stupud good and get gens done very quickly. And they make very few mistakes. But you cant tell based on the ranks anyway.
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Play killer, more are needed and ques are short
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Supernatural would be cool, who do you think for killer? Yellow eyed demon?
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I finished couple of days ago :/
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@AvisDeene said:
I disagree with the concept of buffing solo in order to bring them closer to swf. There isn't a need for it since anyone can make friends and play swf if they want more information. I find that it is just an excuse for survivors to get more buffs.
What needs to happen is:
A. Matchmaking and Rankings need an overhaul. Thankfully, the Devs are working on this and hopefully, this would fix a lot of frustration with having bad teammates at higher rankings.
B. The game needs to be balanced more around higher ranking players rather than average solo players. This isn't to say that lower ranking matches shouldn't be considered. They should implement a system to where Perk Slots unlock depending on your ranking rather than your character level. So people that are rank 17-20 should have 1 perk slot available, 13-16 should have 2 slots available, 9-12 should have three available and 1-8 should get all 4 available. Then they could make it to where certain perks only unlock at specific ranks as well. This would make it easier to balance the game for each of those rank groups and to not overwhelm newer and weaker players while ensuring a more fair matchmaking.
I am not a game developer so I know I my suggestion can be bad, but with the way things are not, some of this stuff needs to change.
Thats an interesting idea. It also encourages people that belong there to stay at the higher ranks.
However, unless I missed something, I dont think theyre overhauling tge ranking system. I think tge plan is a hidden skill level and then ranks hidden so only you can see your rank, which is essentially completely meaningless at that point (not that it means a ton now).
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Wait really? I do that all the time. If you max your bps out at the 1 million mark youll zero it ouy almost everytime
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Maybe space it out a little more? So its not quite so thick? Hard to say honestly.
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I havent played on it yet but it looks dope af. In my head before this i was thinking there should be a prison map and this is pretty similar in concept to what i was thinking for that.
We'll see how it plays out
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Almost anything would be nice at this point
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Alright i get why this is broken and why people want this fixed.
That said using bone clapper rn is hilarious
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1324274#Comment_1324274
You can save them for free DLCs...
It takes longer for me to grind out that 8k shards and/or 650k bps than it does for me to make 10 dollars to spend on dlc. So for me st least, the 650k bps is more valuable. So spending the 8k on bps just makes more sense, for me I know not everyones in that situation
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1323868#Comment_1323868
I know that wasting bloodpoints on perks after lvl 50 without prestiging looks psychopathic enough.
But wasting iridescent shards on bloodpoints? So much rare currency for some bloodpoints???
I-... I just...
I make good money, uf i want a cosmetic Ill buy it π€·ββοΈ
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I like playing against and with him π
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@yourfavcampingbubba said:
https://forum.deadbydaylight.com/en/discussion/comment/1324032#Comment_1324032
It is more of a pvp game than assymetrical.
And anyways this game doesn't specify anywhere it is "assymetrical" when you're buying it, and a lot of gamers dont even know what assymetrical means.
Add this update and let's see how the killer queue go :)
Its LITERALLY an Assymetrical game. Are you high? Its 4v1. What the hell is going on in this thread π
