Deadeye
Deadeye
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Because this is not happening inside the game only, that is an external source. Like they will never be able to detect comms, if you use a crosshair software/monitor etc. Almost impossible to proove and the solution to this is not in the hands of BHVR
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The first thing coming to my mind is that vaulting and breaking walls/pallets is both on the same key. They need to rework that and that will break the game for 2 main chapters at least
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@HamletEagle @metalklok It is called "the survivors rulebook for killers", to be precise
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"Scumbag"
When you are on the hook with the killer within 16m for at least 10 seconds, press the active ability button. You release a big fart, dropping a stinky bag that smokes the area around 16m of you. The killer moves at 90% ms while inside the gas and has no lunge anymore, and coughs for the rest of the trial
"Im not here to have fun"
Stare at a hooked survivor for 10 seconds to activate the perk. The survivor gets sacrificed instantly and 2 random gens pop
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I posted that also some time ago. I think the exclamation mark is notification enough to remember that there is something pending. A popup when you finished a daily this game that has not been finished before is totally sufficient.
In addition to that, I hate how the tome challenges always pop up and block chat!! until I waved the cursor over it for a minute to wipe it away!
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1352316#Comment_1352316
For the STBFL, i think it'll be extremely hard to maintain your stacks since his range attack is worthless in close range unlike demogorgon's shed. Hell, even pig and deathslinger is better in that area
Of course it is not equally easy to handle, always depends on the killer. For Pyramid, you need to see if the obsession goes for the right loops where you can use it or decide if you want to lose stacks or find another target. But the potential is there, even if not OPish like on Demo
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I think the more creative thing is better, because the "doesn't decrease during a chase" is the typical thing that was discussed a thousand times and is again easily abusable. I could also throw in that I think "deactivating under certain conditionsis easy fix" but there will be even more responses starting the same discussion again. So I say +1 to a totally new idea, breaks the self built borders.
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@Customapple0 said:
Until you get injured, then you have no hope. Especially if it’s a stridor Spirit.
Last week I had like 7 Stridor Spirits, all of them instantly phasing back to the hook as soon as the unhook happened. No joke. Not even the same killer everytime. First two survivors hardcore tunneled out of the game, first dead on third hook in the game, second dead on 6th hook. 7 times! Like people say "f* skill, don't wanna learn anything, just wanna ruin fun for everyone"
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@I_Teabag_Gate said:
https://forum.deadbydaylight.com/en/discussion/comment/1352205#Comment_1352205
Why would it be uniquely powerful on him?
STBFL is good because with your power you can control to not lose stacks. hit your obsession with the power. Also, quick hit recovery and a ranged blast to follow can end chases pretty quickly sometimes. And I agree with I'm All Ears, makes your power easier to hit, while the survivors can't see you aiming.
I'm a bit against Nurses because the ranged attack is only 8m, so even with Monitor you need to be too close for a surprise attack.
A good build could be Nemesis and Dark Devotion, to easily get your obsession into chase, down her with M1 and send her quickly across the map with your terror radius, while being undetectable for 30 seconds.
Meme might be Insidious hook camping.You hit through the walls, so they don't see you, BT won't trigger cuz lacking TR and both get hit if you time it correctly :P
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Another "crutch perk complain"... I guess you can put it into the oxford dictionary, that not every killer that runs NOED is bad by habit and still able to learn to get better with each and every game, but people will still parrot "crutch perk, crutch perk" til the end of times...
Did we have an Adrenaline-NOED standoff in this thread already? Didn't bring up the motivation to read the answers yet -.-
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@[Deleted User] said:
I agree it’s underrated.
It can have great synergy with Camaraderie. The killer can suddenly go from confident that they’re just about to secure a sacrifice to less than a minute later the save occurred and the rescued survivor used those 30 seconds to help pop a gen and is now back to full health.
This "scenario" sounds pretty much like a success rate equal to solo sabo or solo Breakout+MoM
Can be fun, strong when it works, mostly not worth the effort
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1349724#Comment_1349724
No I meant camaraderie, it's godlike against camping killers and great against killers trying to secure a quick kill at any point in the match. I should mention it is 100x better in a SWF than solo. In solo yea its pretty bad unless you can get it to work.
I mean it just saves/wastes 34 seconds of time and requires 2 survivors doing nothing near a hook. You can waste that killer time with almost any other perk and survivors waste almost more time if they "want to get value" from that perk
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/160661/second-wind-is-good-you-cant-tell-me-its-not
Most underrated perk alongside camaraderie. Slap on Second wind and we'll make it with an exhaustion + iron will and you have an amazing perk build.
Camraderie? Or you mean Off The Record? What value has Camraderie?
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@FondaDix said:
I think people are confused. Politics by its nature is ingrained in everything. From what you eat for breakfast to what you wear when you go out. When you eat food from a company you are giving them money, and in turn, tacitly approving of their practices. The same goes for everything you shroud yourself in, the video games you play, the films you watch the bitchy things you say to your friends. Hate, love, indifference. Our lives are political. People need to stop thinking that the things they do say or think aren't. Everything and I means EVERYTHING is political. This whole "leave politics out of such and such" Is such a poor argument for anything. If you're homophobic, racist, transphobic and antisemite, or sexist. Do everyone a favor and just admit it so we can move on. Hiding behind "remove politics from -blank-" is just tiring and makes you look like an idiot. Such a flimsy facade.
yeah, but it is also common sense how to distinguish when you say something is political or not. like soccer says "political messages are not allowed during the game" which would mean "nothing is allowed during the game" not even the commercials on their jerseys :P
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I think it is fine if you have the possibility to reach a lot of people, that you use this influence to support diversity and tolerance. I think it is a political topic in this case as the origin of the discussion is pretty political. BHVR just didn't point at it like "there, this happened, so we want to emphasize on diversity and tolerance".
DbD doesn't need it but I think it is fine for BHVR to do so
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If you have it activated at least once for 90% of the time, it is worth it to use, I had a different experience with more like 40-50%
I also noticed in general that people in general play super altruistic (for example I struggle to finish unhook challenges and dailies, need to run Empathy and follow the chase or swarm the hook like a camper noob), that's why I focus on gen when possible. So I don't get it activated on time before I get hooked. Therefore not really my playstyle because I like to see gen progress from time to time.
@thesuicidefox said:
The only things I don't like are 1) you need to do a full solo heal, so if someone else helps you get screwed out of SW, and 2) if you get downed while Broken you lose SW entirely. I think it should just reset, you keep the charge of SW it just won't trigger until the next time you are pulled from a hook. Just a bit dumb to require someone to get another heal if they go down while Broken. Like I understand making it not heal you anymore, that makes sense, but damn it sometimes it's hard to get that one full solo heal to get it charged.
Otherwise yes I agree, it's not actually that bad of a perk.
Yes, as this perk is pretty weak (maximum of 2 triggers and only a health state) I think it could at least save the progress. I would even say it should do more like Adrenaline, like wake up or cure other status effects. Maybe even go to full health, so a BT save against camping killers heals you completely. How is it working right now? I think it would only heal the mend if at all, right? Does SW deactivate after a hit with Endurance?
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https://www.youtube.com/watch?v=yDNWK1qe0DY&feature=youtu.be@KingFrost said:
Breaking NoED five seconds after it lights up.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1343421#Comment_1343421
He doesn’t have time to hate though, or so I thought. Like I said, I normally don’t make a personal remark but here we have someone claiming college blah blah blah but yet makes points that contradict his own prior points. Makes me sad how many people waste their time and money on an education and learn nothing.
Beneath that, "I have real life" is pretty much an insult to start with. And like hobbies are not part of real life 🙄
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I would also say doctor. He has the best combination of useful teachable perks, fun to play with decent chase ability and fun builds. Impossible skillcheck doc is still still a thing, unluckily Sniper doc got nerfed too hard but his addons in general are also fun.
Oni is the strongest in the list, and Nemesis gives a lot of options for many obsession builds on many killers (my favourite one is Furtive chase, Make your Choice and Nemesis to get an obsession on first chase and make each following unhooker oblivious and exposed for quite a bit). Would be my second choice. Only second because I think is power is harder to master than Doctor.
Deathslinger is in my opinion more fun to play but you need to aim well, otherwise he is weak and omega unfun, and his perks are crap. Legion can be fun if you like that slashing around, but is one of the weaker killers. Discordance is good, but there are also better tracking perks. Plague mostly depends on survivor gameplay, I don't enjoy her much. Although Corrupt Intervention is good on a lot of killers, but that would be like recommending Bubba because of BBQ :-P
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@FreddysMixTape said:
https://forum.deadbydaylight.com/en/discussion/comment/1340970#Comment_1340970
Maybe and I don't want sound rude but maybe it's because not everyone has the fortune of consistently playing against mediocre at best survivors or on incredibly favorable maps. Like I get it the power feels fine against most survivors as most people, and you can disagree with me here, are honestly not very good at the game/just play casually but Legions power is honestly bad and I dont get why people think otherwise, especially if you compare it to like any other power in the game you can see its heavy shortcommings and honestly ridiculous restrictions.
This thread was not really about discussing if Legion is strong or not. It was about using Dead Hard against Frenzy. If Legion is good in anything, then in spreading damage quickly. And why not "waste" a dead hard if you know it saves 2-3 others from being bothered by Legion? I mean, it is simply better to have 3 healthy survivors working on a gen and one injured without Dead Hard in a chase, than having 4 injured survivors and probably noone working on a gen but mending. No discussion about how much value mending gives the killer or how easy it is to dodge an M1 killer, just the above scenario is simply creating an advantage.
And we all know how bad ranking and matchmaking is. So it would not be uncommon to have something like this in the above case as alternative: eat the Frenzy hit instead of deadharding, start mending and 12 seconds later you see your whole team injured, one of them down. Reason: potatoes. Solution: Dead Hard and take the chase. This is not a 1v1v3 game, it is a team game, and you have to deal with whatever team you get
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1341222#Comment_1341222
"Guy starts thread, gets feedback he doesn’t like, then says he doesn’t have time to spend on the forums like us losers replying to his thread..."
I don't. I'm getting quite sick of having to repeat the same nonsense about how incredibly basic Legion's counterplay is.
Believe me, if I actually had the time to respond to you, I would. I genuinely hate people who think Legion is good. I hate them and think they never should have installed this game. But you're not going to be convinced any more easily than I'm going to be convinced, so no point in bothering.
"Also makes fun of people for “wasting dead hard,” but then straight up says legion is easy to loop even without dead hard..."
Still a waste of a Perk, especially since if you bring Dead Hard into a match, you more than likely suck enough to rely on it.
So we have a hate driven member here. Alright, I'm out. Explains like 80% of your posts to be honest. You are not arguing, you are hating. Waste of time
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@felipao_brabo said:
https://forum.deadbydaylight.com/en/discussion/comment/1340575#Comment_1340575
ehh I didn't know sloppy didn't work with legion, but I can still apply lots of pressure with him, I have no idea why people can't.
I didnt take the time to respond to that, looks equally ignoring like OP, so I'd rather guess it to be a second account to get some support to his opinion ^^
Like 90% being a randomly thrown in number, ignoring that Legion as M1 killer has to down survivors, so everyone will eat it sooner or later, or ignoring that a fully constantly exposed team is something in favour of the killer... felt like a waste of time. I also don't know what these guys define as pressure, if Legion can't apply pressure in their eyes
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1339577#Comment_1339577
- I probably shouldn't have said "forced" because in retrospect, nothing is "forcing" the Legion to chase you—quite the opposite, in fact; if the Legion wanted to chase you, he wouldn't be Frenzying you while you're injured. Just because he's not in Frenzy doesn't mean he can't go pressure gens.
- Pressure? What pressure? This is Legion we're talking about.
- Unless the team are grouped up together, running around Frenzying isn't going to stop anyone from doing gens. The second he goes to Frenzy someone else, they'll just mend and get back on the gen—or better yet, do the gen without mending because you have THIRTY BLOODY SECONDS to do so.
In short, you put him in fatigue, but that truthfully accomplishes nothing. Still a waste of a Perk.
"Pressure? What pressure? It is Legion"
Alright, I'm not even finishing the rest of this thread, seems like a waste of time
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@BeHasU said:
https://forum.deadbydaylight.com/en/discussion/comment/1339075#Comment_1339075
Let's say you are the last person in his TR without deep wounds, he will go for you with his frenzy bcs it's faster, won't hit you but he will try to get close, you deadhard for no reason since you are the last guy that's gonna get stabbedand you deadhard for no reason at all.
Well, this is pretty much the situation where Dead Hard makes no sense at all. Other people here are arguing about situations where it makes sense.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1339509#Comment_1339509
It's a Legion.
His power is countered by splitting up and/or holding W.
If your team can't do either of these and has to rely on you burning Dead Hard to not get Frenzied, your team is doomed.
This is pretty much laughable. It is only possible if everyone runs Bond, otherwise you run across each other by accident. Sometimes it helps also against Legion to team up and if everyone starts runnin when seeing another survivor you simply burn time. And if a single Dead Hard is able to save a non optimal team, then it is worth it. I wouldn't just say "**** them, their fault" because this is no team play and ****s you as well, cuz you are part of the team
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1339492#Comment_1339492
"Pretty egoistic view to a suggestion that it helps to save your team from a lot of trouble"
12 seconds of holding M1 =/= "a lot" of trouble
"4 Seconds of fatigue should be enough to get to the next loop and have a decent chase."
That fatigue is going to happen anyway, Dead Hard or not.
"Or are you saying without dead hard you are downed easily?"
If you're the type of person to run Dead Hard? Probably.
XD
well, you were the one who said "Dead Hard can't help you"
And the guy before was talking about a situation where 2 or 3 team members could be around, which you could save with a Dead Hard. It is not just 12 seconds mending, it is multiple people mending and healing or being exposed. I mean, the one power of Legion, if any, is to injure multiple people in a short time. You pretty much ignore the whole scenery by reducing this to "12 seconds isnt a lot of trouble"
"Fatigue is going to happen anyway" yes, and? Does that counter anything I said?
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1338926#Comment_1338926
- It's LEGION
- You're INJURED
- You have now put the Legion in a position where it would be best for them to go after you and only you, and you don't have your Dead Hard to help you out
Pretty egoistic view to a suggestion that it helps to save your team from a lot of trouble, probably even allowing them to stay on a gen. 4 Seconds of fatigue should be enough to get to the next loop and have a decent chase. Or are you saying without dead hard you are downed easily?
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I dont know. To be honest, most "movable parts" are bad. The weapon of Plague used to bounce around, Clown belly had weird muscle contractions for a very long time, when you move Kate with her double ponytails around, they always move the wrong direction, the gown style outfits of spirit and for a long time also Bubbas leather apron flipped up into the killers face... and remember Ghostface's PTB version of the original outfit?
I'm more happy when the physics stuff is kept simple and easy. Or working, but... well
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There are no holiday events anymore and somehow I doubt that we even get the rift related ones either. Bloodhunt is the only thing left and to be honest the last rift-bound event wasn't that great and the latest holiday event with only cosmetics, not even bonus BP and offerings for event gens / hooks, didn't even feel like an event.
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I think 10 seconds with the re-increased speed he got in his last adjustments is pretty much enough. Having perks to counter a power is not only Legion's problem and part of the game. And in many cases you can simply remember who has which exhaustion perk to decide to go for him, if you swing or not to bait a Dead Hard or Sprint Burst etc. 10 seconds lasts longer than 3 seconds, so not every use of an exhaustion perk means breaking the chain.
And it does not nullify your power, it cuts a bit of efficiency. Unless it is the first hit you don't get, but that means you either started Frenzy way too early or you fell for the bait and swing without being able to hit.
Btw with double duration addons, if I go for multiple hits, the average is normally 3 hits. I don't see a problem with his power
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1336382#Comment_1336382
Im in no way comparing the 2 other than they both have an effect on gameplay. Or in NOED's case it should but often doesn't.
Forgive me because i don't remember where but it was stated on these forums that DS is NOT intended as an anti-tunnel perk. It is in the eyes of the developers basically a 60 second styptic agent
Well, you said that in your OP
The developers have stated DS is not an anti-tunnel perk in responce to players stating they were getting hit by the perk eventhough they were not tunneling
I just said that devs did not really say that, except the one mention from Peanits, where he linked the Q&A stream summary, stating the complete opposite of his satement
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@csandman1977 said:
My thoughts are yes. Not just for the effect it has when you manage to use it, but for the effect it has on most killers through the game.
Similar to NOED, the 'fear' of DS being in play when there is an obsession, changes how killers must approach the game. However, as most survivors opt to not do totems, i would argue the fear of DS is greater than NOED.
Furthermore, when used at certain points in the game, there is zero counter.
The perk itself promotes slugging, an 'unfun' tactic, but absolutely mandatory should the killer not be in a position to eat the DS stun.
The developers have stated DS is not an anti-tunnel perk in responce to players stating they were getting hit by the perk eventhough they were not tunneling.
Basically, i feel like DS is an overall blanket perk that promotes hyper aggressive survivor gameplay, and also punishes killers who perform too well.
Im not saying nerf it. Just saying its pretty strong with way more impact than any other perk. Possibly even old Ruin.
Thoughts?
Two things: I would not compare DS with NOED because NOED is much weaker and way easier to counter. And the devs basically said retrospective that they... don't know... don't think anymore it should be an anti tunneling perk? No idea about their intention, but on the Q&A stream there was a clear statement to the question why they added 60 second cooldown to DS, that they tested 2 minutes before and that resulted in scenes that did not fit anymore to the purpose of protecting from tunneling/farming. That is pretty much a confirmation that DS is an anti tunneling perk. Only counter was Peanits saying that they never said that except in the mentioned Q&A, but that stream doesn't really support his statement. They would need to admit somehow that they designed it as anti tunnel perk but are now changing their minds being fine with the offensive power that the perk actually has unintendedly.
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@GoodBoyKaru said:
I would honestly say yes.
Not because of the fear of it on one person means you have to be afraid of all survivors stabbing you after 59 seconds, but also because of how much it breaks your momentum. You could be snowballing to hell and back but one ds and you've lost everything. 3 people can reset while you down the fourth and your map pressure evapourates like mercury when it's thrown into the sun.
It needs some QOL changes to make it feel better for killers (sis if you were unhooked 59 seconds ago, I've hooked 3 people since, and you still ds me you can bet I'll be pissed) but I wouldn't say it needs a complete and utter nerf. It doesn't need to be like it was when it was first released (that 3 second stun was pathetic) and I'm glad it's no longer a literal get out of jail free card because you got outplayed in a chase. It rarely gets used against me since I try and avoid unhooked survivors like the plague (pun not intended), so I can't comment on how effective it is when you're hit by 4 in a match (I'd assume that's just a loss for you by that point, or you're so far ahead losing is liteterally impossible).
Basically it's the strongest survivor perk in the game, but don't nerf it into the ground, just some QOL changes to make it feel nicer to face.
And it's not just one running DS. It is sufficient that the killer has an obsession perk, you have to decide each time, risk a DS or not
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@supersonic853 said:
My build is literally ds unbreakable deliverance and borrowed time. I have pretty much a answer to everything.
at least you dont have an exhaustion perk ;P
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What do you mean with "still"? What did change that could have had an impact?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/159132/is-this-a-good-michael-build
If you have Whispers or Spies From The Shadows, they’re great paired with Corrupt Intervention
Either that or Surveillance, probably Pop for later gen pressure. But basically the build is solid. What does the first addon do? I would think about Dead Rabbid instead
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1334469#Comment_1334469
Kinda tried to rewrite stuff in my comment.
Still don't get why you calculate 25 seconds + 7 for a heal. And there is no difference between a and b, both means 25% progression loss. That means, going down for it is so not worth it to be honest. And still all my other comments to your post are valid imo
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1334361#Comment_1334361
Don't do math at 4 am.
So what do you wanna tell me with that? Any feedback to what I wrote beneath that?
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1320148#Comment_1320148
With Self-Care you're in a much higher risk of being downed again. 32 seconds is a lot to go to a healed state.
Let's look up each scenario, considering that the gen isn't nearly done:
a) You waste 25 seconds healing yourself and the survivor fixes a gen within the same 25 seconds. One person fixes a gen at 1 one charge per second, meaning the gen gets 25 charges. (a gen has 80 charges, 25 charges - 25% of a gen)
b) You (injured) and your teammate do a gen together for 25 seconds. Two people fix a gen by 1,7 charge per second, meaning that a gen gains 42,5 charges within this time period (that's nearly 53% of a gen)
c) The survivor heals you up (16 seconds) and you have a gen fixed by nearly 9 seconds. Considering the same repairing speed, that means that a gen gains 15,3 charges (nearly 19% of a gen)
Now, let's say a killer with PGTW approaches you. Pop decreases the overall progress by 25% and a killer doesn't allow you to heal yourself when you're injured. Let's look up the result of each scenario in this case:
a) You need to heal yourself for another 7 seconds and a good killer won't really allow you do that, you need to move. A gen fully looses its progress. If a killer catches you, your overall 2 people progress goes to 0! Simply the worst case scenario.
b) The gen saves 28% of its progression. But you may go down, this one is surely better than the previous one.
c) You may juke a killer for a much greater time because you're healed. The gen goes down, however, Pop didn't use its 6% (if you only started to fix a gen and there wasn't any previous progress), meaning that if a killer encounters any other nearly fixed gen, it would be pretty sad to watch.
I don't know about you but I would certainly avoid A at all cost. Risks are too high and the reward probably doesn't worth it.
One thing for sure, Inner Strength is a much better healing perk, but I agree that it sometimes relies on luck. But I'm pretty sure that you'll find a totem or a locker by just going from one gen to another without wasting that much of extra time. Instead of wasting 32 seconds with solely Self-Care, you waste nearly 26 seconds with Inner Strength (include the time you cleanse a totem, enter and exit a locker).
All in all, the only worthy things you choose from to heal up by yourself are Self-Care+Botany:
- 2 perks!
- 5 additional seconds to self healing which can be affected by other perks
- You heal others faster and save 4 seconds if there aren't any slow-down perks (that kinda pays off the additional time you waste healing yourself)
- Your aura is visible (Say hi to BBQ and Nurse's)
- You have to waste 19 seconds during one period of time (Inner Strength allows you to separate 16 seconds you cleanse a totem and 10 seconds you actually heal up)
- Infinite amount of usages (usually helps when killers try to deal mass damage)
And Inner Strength:
- 1 perk!!
- 16 seconds to activate the perk, but 6 seconds less time to actually heal yourself up
- Stable result (isn't affected by any slow-down perk)
- No aura-reading (only one threat - Iron Maiden, don't think that Rancor, Infectious Fright do that much to this perk)
- Higher chances of getting rid of NOED
- Still a bit RNG based (locker and totem placements, plus, your teammates may cleanse totems you need to heal up)
- Only a few uses (but most of the times you need to heal up 2-3 times)
I don't know about you, but the fact that Inner Strength takes up only one perk slot surely makes it worth equipping. You have 3 super meta perks: Dead Hard (prolongs chases), Borrowed Time (prolongs the time your teammates live) and Decisive Strike (prolongs the time you live). I'm not sure which one you can replace with Botany, because the amount of time these perks give you during a match is incomparable.
(PS: sorry for mistakes, it's kinda late in my region.)
Of course Inner Strength is a better healing perk, that is not the discussion. It is about the statement that Selfcare is bad in any way, which is not true.
And I think it was often enough said that you can use it in a bad way, so in all of your scenarios you need to consider. If you prefer to work on a gen than healing, this would probably be a quick down. Surely a stupid idea when you are on death hook.
And a good killer doesn't allow you to heal? Are you saying that on average survivors are not healing? I wouldn't agree to that. Also an argument that has been raised, you need to find good healing spots. You surely don't heal next to a gen (or in the edge of the map) Btw if 32 seconds is too much to heal and the "good" killer would not allow that, you could also say that the good killer doesn't allow you to fix a gen for 32 seconds, applying the Pop in any case. This is a pretty situational assumption. I would again say, it depends. If you are not on death hook and this is a critical gen regarding a 3 gen, yeah, go down. If you are on death hook or the gen is far outside, don't grant the killer the easy down. That throws your team over if this isn't the last gen.
Regarding your Pop scenarios: Let's put Ruin in instead. If I have selfcare I would punch a survivor letting go of that gen to heal me. That would be a loss of 12 charges on the gen. So, again a situational decision, depending on perks.
And in the perk comparison, you again say "wasted time healing yourself". Again, mentioned several times, if you get healed by others, it is the others' time you waste as well. Again, especially with Botany, healing yourself is more efficient: it takes you 19 seconds to heal, someone else healing you takes 16 seconds for him and for you, which is 32 seconds of "wasted" time. And again: it is wasted when you don't finish it, otherwise you get it back during the chase. That is resource investment.
Beneath all the situations where you can simply play it bad, there is just to say that Selfcare is not wasting time, it is the survivor wasting time healing at the wrong time or in the wrong place. And the strength of Selfcare is simply that you can heal whenever you need it. No "nothing I can do right now, sorry"
Beneath that, I don't get some of your numbers. Why heal 25 seconds? Why stop in the middle? 20 charges of a gen is 25%, 25 charges is 31%. And how do you get to the 28% regression in 2b? Which 6% in 2c?
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1320148#Comment_1320148
I try to explain the math to people All... the... time, so thank you for going in depth.
Self care itself isn’t bad it’s just gotten a bad reputation because of some blendettes who hide in corners and self care against legion 10 times a game.
Yes, I know :P The "Selfish-care" is just a meme people like to parrot blindly without thinking about it.
Just as counter argument to show WHEN exactly Selfcare is bad are the ones that argue "unlimited heals" as plus for selfcare. Because normally you don't heal that often in a game. I would say the typical range is 2-4 times a game, and people that need more heals to exceed this average are actually starting to waste time.
The most valuable thing about Selfcare is, that you can heal when you need it.
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If you keep the statistics up to a thousand, I would bet it equals out more. What surprises me more is, that Badham with 5 mpas as well is just picked 4 times, which means there is actually at least one map that has not been picked at all. But with 34 it means a perfect average would be 3 picks per map, so I think 7-0 picks is quite a normal distribution
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Yes. Now that you already got it, I would suggest test it :P and next time ask before you get it to know if it fits you.
I personally don't like Dead Hard because it doesn't allow the timed dodges anymore on dedicated servers, too often exhausted on the ground if you try that
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The important park of this perk is the walking speed boost lol
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the original survivors rulebook for killers has a multiple thousand rules. This is a pretty thin attempt
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I just can repeat what was already said, and I categorize to have more options :P
As licensed movie chapter Id go for Alien, licensed video game chapter Resident Evil, and as original definitive a pirate killer
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@SnakeSound222 said:
How did you complete Darkly Obsessed (Hook the Obsession 15 times) in three games? Furtive Chase? Multiple DS or For The People users?
Nemesis to start off or when the chain breaks, Furtive Chase and Make Your Choice for the chaining. On a killer that can quickly travel the map. Probably Hag might be the best, but I don't have Furtive on her, I did it with Wraith with ms addon. But might also work fine with Freddy, Demo or Billy. But I think one or 2 DS were in these 3 games as well :)
Nemesis also helps with the aura reading, to see where the unhooker is heading to. Normally the aura reading is redundant, because the stun takes too much time and the aura reading ends before you can act again. But on switching obsession with Furtive Chase it is pretty helpful. And the audio cue when chasing the obsession then tells you "this guy is exposed" :) And on top, Nemesis makes the unhooker oblivious, allowing you to catch him offguard
I got 6 obsession hooks in first game, 5 in second game and at least 4 in third (I think that game also had 5 or 6 obsession hooks).
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@SketchyPenguin said:
That's so detailed. Great work there!
I'm so behind :D just recently got back from a DBD break and still in Level 1.
I might look into this for level 2 and 3
Thanks :) I did that for level 2 as well if you want to check ^^ just for level 1 I missed to capture the details
@Deadeye said:
EDIT (needed to adjust some numbers ^_^')
I just finished level 2 of the current tome and wanted to share my experiences and some detailed data, which I did not do for level 1 (I just have the overall data in mind). And of course see how you are performing with these, see where you have problems and if anyone needs help with certain challenges, feel free to ask, to get the remaining stuff done within the next week.
TO RECAP: The challenges were designed to be done with an average of one hour of gametime per day. Meaning, with 28 hours during the first 2 weeks (and the second two weeks for level 2) it should be possible to finish all challenges, and with the XP you earn during these 28 hours, you should be able to fill the missing fragments, to get to the average of one complete rift per day.
-> we already discussed several times, also for the first two tomes, that one hour per day is not realistic. This is based on pure match time, meaning 6 games per day of perfect length (10 minutes) to maximise XP per game. This is simply just in a perfect world, and 2 hours is more realistic, considering queue times, spending bloodpoints, creating your builds for the challenge and the fact that games last less or longer than 10 minutes.
So here my stats for the first two levels. The first level I finished in roughly 28h (I didn't note that exactly) which brought me to rift 14 (and some fragments, can't remember exactly). I finished that within one week, so I'm missing some "daily first match" XP on this one, but the gametime (including queue and everything) of 28h was sufficient to finish all challenges and get some fragments ahead of the required "1 rift per day" minimum, not counting in the missing daily XP of the second week. Second level is pretty equal, I needed less time (~22,75h) and got exactly 19,3 rifts, also having one week of daily XP to come. This is even better, regarding the 1 rift per day goal.
The challenges were in my opinion not too hard to grind. I did not farm them, because I don't like to throw games to get my challenges or dailies done. But I must admit that I play both roles equally and like to play them, and I can understand when a survivor/killer main thinks different about that. But regarding the progress in challenges, this is probably even better, because I take the time to finish them and don't try to optimize the attempts, while being still able to finish them on time. I think that is even more an argument that the design of the first two levels is quite OK.
Now some details on the challenges: I had a bad start with the first challenge, needing 2 hours for 6 games to get 5 safe unhooks. But the rest of the day went better, finishing with 5 completed challenges in 4,5 hours. There were 2 more challenges that needed 7 attempts, one was the 10 gens challenge, the other was the 25 silver emblem challenge (where 7 attempts is actually the minimum). But I also had several challenges done in one or two games. The 1 attempt ones were solely master challenges (not sure if another non master challenge could be done within one game, probably just the 75k BP one, since bonus BP are now counting, different from last tome :) EDIT: I actually got the 30 screams done within one doc game). Overall I had the following attempts:
- 9 challenges finished with 1 attempt
- 4 challenges finished with 2 attempts
- 2 challenges finished with 3 attempts
- 4 challenges finished with 4 attempts
- 1 challenge finished with 5 attempts
- 1 challenge finished with 6 attempts
- 2 challenges finished with 7 attempts
Making a total of 64 games, which is 4,5 games per day, if you spread them over 2 weeks. So the average of 6 games per day is an achievable limit. If you need the 6 games per day, you would even get more playtime XP fragments. So this also seems fine to me. And regarding queue and stuff, 3 games per hour should be possible too.
Alright, I hope you remember some of your edge cases to start a discussion :) Overall, I think this is fairly designed and achievable for the majority of the playerbase, if the average playtime BHVR revealed is still correct.
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@AvisDeene said:
I am pretty sure that the Devs have recently mentioned on the forums that it they never labeled DS as an anti-tunnel perk. Players were the ones who bestowed that title upon it. I guess it is just an over powered perk that forces you to slug. One of them did mention that they are looking into ways to make it more difficult to abuse. They're probably stocking up on potatoes before they reveal any changes in preparation for all the salt they are going to get.
(@csandman1977 ) Yeah, they said it came from the community, but referred to the Q&A about the DS change, saying "this is the only time it was said", and this is pretty much the initial callout to be an anti tunnel perk. That wasn't raised by the players (article linked, screenshot of the relevant part below)
@not_Queen said:

People of the Fog,
Decisive Strike is one of Laurie Strode’s unique perks, which was released with Chapter II: HALLOWEEN in October of 2016. We introduced Decisive Strike as a perk option to help give Survivors a second wind, and an opportunity to escape their inevitable demise.
Over the course of the last few years, Decisive Strike has been a point of contention amongst our community, and as a result, the perk has had an interesting journey since its inception.
Decisive Strike has gone through some minor changes to arrive at its current state. Additionally, we have also prototyped entire reworks of the perk, some that we previously spoke of with the community. Ultimately, most of these ideas were shelved as we felt that they did not retain the essence of the perk, nor did they provide an overall improvement to the current version.
Identifying Community Frustrations
To find a solution through which Decisive Strike would be valuable to our gameplay, we had to better understand our players’ irritations towards the perk. Here is a summary of our findings:
- Up to four Decisive Strikes in a match: This perk can take a lot of the Killer’s time and completely break their momentum. In combination with other frustrations, this often comes back as a point of resentment for most Killers who face a Survivor team with Decisive Strike.
- Risk/Reward: Not much of a downside using the perk, yet a huge advantage when used successfully.
- Dribbling: This is when the Killer intermittently drops a Survivor to avoid the Decisive Strike trigger.
- Obsessions: With only a handful of Survivor obsession perks available, it was often clear when at least one Survivor was running Decisive Strike. Killers would tend to actively avoid the obsession, or alternatively tunnel the obsession, forcing them to burn the perk early in the match.
The New and Improved Decisive Strike

For the new iteration of Decisive Strike, we have introduced certain conditions and outcomes for using the perk, while retaining the core concept of providing a second chance at survival for those who successfully use it.
The trade-off for using Decisive Strike comes at the risk of suddenly becoming the Killer’s latest obsession. The concept of changing the obsession while a match is in progress is something completely new to Dead by Daylight and is sure to create some interesting situations when combined with other obsession perks.
- Perk starts inactive: No longer usable from the start of the match on a first down.
- New condition: In a trial, any Survivor that has the perk equipped can activate and use Decisive Strike if they meet the condition - being saved from a hook or unhooking themselves.
- Decisive Strike will only stay active for 40/50/60 seconds after being unhooked. This window of opportunity (gag) gives the Survivor only a limited time frame in which to trigger the perk after escaping the hook.
- Decisive Strike skill checks will trigger during the pickup. This decision was made to help avoid dribbling and reduce the amount of time wasted for the Killer.
- The skill check area will be slightly larger to make it considerably more accessible to those who occasionally struggle with hitting skill checks.
- Stunning the Killer with Decisive Strike will result in the Killer dropping the Survivor.
- After successfully using Decisive Strike, you will immediately become the obsession. This will remove the obsession from any other player, and any perks that refer to the obsession will now refer to you.
We believe these changes should help enrich the player experience for both Killers and Survivors. We’re excited to get your feedback regarding our new and improved Decisive Strike perk.
These changes will be implemented in the next update.
See you in the Fog.
The Dead by Daylight Game Design Team
Beneath that: the game didn't expect anything from you. We simply just can wait until it gets fixed or accept that this perk is a pretty powerful offensive weapon for survivors, not a passive protection perk
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The problem why people hate cleansing is because everyoine considers himself a god looper and hates immersive playstyle. It would be fairly easy to counter her power, same like against Oni: just hide.
People complain about NOED but grant unlimited exposed with massive sound notifications is fine? Yeah, sure.
