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Exerlin

Exerlin

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Exerlin
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  • I feel like it's less of a "DS is required" issue and more of a "there shouldn't be a neon flag telling the killer there is no DS in the match" kind of issue. I never run DS and generally don't have many issues with tunnelers unless there is no obsession in the match. I've been running Blood Pact though and have honestly been getting more value out of that than I would have DS.

  • Not much really. There's always going to be some form of BM in a pvp game, so there's no way to prevent it completely. The best thing the devs can do is make sure that people don't call others slurs and stuff

  • SCP-106 would be super cool. Its power could be moving through a thin wall (which basically means every wall and building loop in the game) and reaching the other side in the same speed it takes a killer to vault a window. That would be super fun

  • Probably No Mither. It takes up a perk slot, prevents you from ever healing, and gives you one and two halves of a perk in return.

    No blood pools ever? Cool! Not very useful, but can be.

    50% reduce injury noises? Okay, but the killer can still hear me.

    Infinite full recoveries? Great! If only I didn't have a massive symbol in the bottom left that tells the killer "hey you won't gain much from slugging this guy, you should probably pick them up".

    I can not stress how awful never being able to heal is. This perk needs to be looked at and at LEAST needs the full Iron Will effect built in. 50% is a joke.

  • oh #########, whatever perk blocks pallets after a hit for a bit. Blood Favour, mb

  • It can increase the lifetime of perks like Ruin, Dragon's Grip, and.... uh.... Thrill of the Hunt? at the cost of another perk slot. I can see it being used alongside Ruin a lot to get as much value out of it as possible. Undying + Ruin + Surveillance will most likely give you strong regression and knowledge as long as you need it to.

  • Old ruin disproportionately affected less skilled players. It made bad and mediocre survivors play worse while better survivors that could hit greats basically bypassed the perk. Perk kinda sucked ass when you needed it most

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1592052#Comment_1592052

    It makes dedicated not as bad, the killer will now appear at the correct distance he should be.

    Basically you should not be getting as many bullshit hits

    btw, has anyone that play killer noticed an improvement in grabs?

    Sure have! I've been seeing so many more people (rightfully) getting grabbed off of hooks and gens lately. Including myself. whoops

  • @Dreamnomad said:

    Yeah, I can't say I'm happy about the change to rift progress. It might just be my last rift premium pass if this is what I can expect in the future.

    Wait, what change? Did I miss a patch? As far as I know, it's been this way since Tome 1.

  • Billy and Bubba feel REALLY good after their latest change. Close to them is GF, but sometimes his stalking acts... weird...

  • I'm familiar with this concept. I agree that Spirit is the closest character we have in dbd to this archetype, but I do not think she embodies it enough to be a mix-up character herself. The plethora of information she has over survivors make her less about "mix-ups" and more about pinpointing the survivor's location via sounds.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1592353#Comment_1592353

    To be fair I'm not sure it was a DC. Someone else Dc/d and I might be reaching to say it was caused by a DC too lol.

    https://forum.deadbydaylight.com/en/discussion/comment/1592361#Comment_1592361

    I find it odd that there's always that person still in the lobby though. Why would they stay if not to make sure I have to quit? Idk it just seems fishy to me but I hope it's not something people are able to abuse on command.

    Someone has to DC in that scenario, yeah. It's like a ######### hatch standoff where the person that gives up loses all their points and can't play for 5 minutes. It is really, really dumb and there needs to be some fail-safe mechanic that automatically kills a survivor if they are on the hook for 3+ minutes.

  • @GeordieKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1592320#Comment_1592320

    it has been better then previous years but nowhere near as balanced or fun it can be there's always room for improvements. Killers maybe doing well but has it been fun? majority of the time nope it is not, you got the 4k but you didnt have fun you normally get stressed out due to the 2nd chances and the speed of the game can be stupidly to fast so it sours the 4k a bit. Plus you may get the 4k but the emblem system decides to say that game was a one pip or even black pip.

    Killers are not in as far of a bad spot as some people claim but there are nowhere near at a good spot. Majority of us want the game to be more balanced where we can do chases and mindgame you more instead of having one chase costing us 2 gens potentially 3 gens and us needing 11 more hooks or 8 more to be safeish.

    Vast majority of us are not asking for easy 4ks we just want the game to give us time and it to be more balanced to be a actual threat in the game and not a minor inconvience

    but these 2nd chance perks are needing to be looked at while on its own they arent that bothersome bar DS it when you combine them it is causing a issue for example UB and DS it just a lose lose situation for a killer which is not fair at all i hope they desync them like they did to ruin so it can free up the meta for more creative builds.

    The killers want to enjoy the game aswell the survivors it is a 5 player game but while it has been a bit better it is still very stressful for killers at the current moment.

    Similar to how exhaustion perks were given their status effect that made you unable to use them, it would be nice for the huge game-changing perks (like UB and DS) to have a similar cooldown. Although in their case, simply disabling the other perk(s) for the remainder of the trial would be healthy for the game imo. You should still be able to run UB DS, but you shouldn't be able to use both in the same match.

  • I don't think this is abuse-able. This bug (or one similar to it) has been happening for quite a while, and its trigger is unknown.

  • I enjoy the new bubba. I played him a bunch before the buff, and I still play him a lot now. I don't get the feeling of playing a supposedly weak killer well anymore, but his power feels a lot smoother now which is nice

  • Detective's Hunch is fine in its current state because of its massive radius and the fact it highlights much more than generators. Combining Deja Vu with Visionary would be good though, just make sure the 3 revealed generators that are closest to each other are a different color than the ones revealed by just your proximity to them.

    Visionary is a complete joke at the moment. I honestly can not believe that Behavior looked at the concept for the perk and thought "Wow, this would be a nice perk to have locked behind a paywall! I'm sure all the new players this perk is clearly designed for will buy the DLC and play Felix! It may be too powerful though, so let's slap a cooldown on it so that people can't use the perk when they need it most!"

  • @alex9er said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582555#Comment_1582555

    I mean if during phase she couldn't hear you how exactly would you catch a survivor during a chase?He will either simply run back to his previous scratch marks or he will start walking instead of sprinting

    She has to guess where the survivor is given the information she has (scratch marks, where they were heading prior to phase, what direction it would make sense for them to go towards). The survivor has to guess where the killer is going to go given the information they have (how long has she been standing still, what has she done before, how long would it take for her to get to you).

  • @boomer34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582555#Comment_1582555

    Okay, so you tell me that it is a mind game, how do I play in your simulator ?, because as far as I know these games are based on the information that your opponent gives you.

    At what point does Spirit offer me information?

    The nurse offers me information and from it I can do mindgames in the structures.

    As a main nurse I have to study the survivor and bet what he will do (will he go straight or turn around?).

    With the Spirit she just disappears, she doesn't offer any information but she does receive information about me... so that it was a mind game?

    The problem Spirit has at the moment is that she can hear you while phasing, and that kinda defeats this entire idea behind "mindgaming the opponent". If she couldn't then you would have 3 tools to play with: Information, lack of information, and habits. Spirit can see your scratch marks while phasing. While that's normally good for her, you could use that to feed her misinformation. For example, you could leave scratch marks towards a direction and go the other direction. You could also condition her to assume you are going a specific way. I suck at explaining these things, so here's a video all about this: https://www.youtube.com/watch?v=PElmAFZFoqQ

    I'm pretty sure that's what the devs intended when they designed the killer, but they overlooked the existence of audio and made her absolutely awful instead.

  • Survivor: Hope, Plunderer's Instinct, Kindred, and Déjà Vu.

    Killer: NOED, Sloppy Butcher, Whispers, and Unrelenting I guess? Killer generics kinda suck

  • Think of it this way: You know how in fighting games, some of the best players get into the competition's head by conditioning them to expect certain outcomes for certain actions? Spirit is dbd's embodiment of that idea. The only issue is that Stridor or the lack of Iron Will make it less about conditioning and predicting your opponent and more about the Spirit's ability to listen closely. If she couldn't hear you during phase, she would be a near perfectly designed killer imo, but she is incredibly one sided in her current state.

  • Because god forbid the meta changes at all

  • I've been wanting a big perk patch more than any other patch for the past year or so. The meta is stale and makes both killer and survivor more boring to play. Playing against survivors with DS, Unbreakable, ect is getting old and incredibly frustrating, and having such a large gap between the effectiveness of perks makes playing survivor less fun. You either run the perks that have been incredibly good for over 2 years, or you run the newer perks with all of their preconditions in hopes that you get to actually use them and get a minor benefit.

    This is an issue especially for survivors. In the last 11 DLCs that included survivors (from Quentin onward), only about 3 perks are anywhere close to the power of the meta perks. All the other ones have too many preconditions or a very small effect on the match in comparison to perks like DS, Unbreakable, Adrenaline, Borrowed Time, Dead Hard, or Sprint Burst. It would be so very nice to get a patch that balances out all or most of the perks.

  • I don't run anything that I think should not be in the game or that I think suck the fun out of the game for most others. There's not really much that is in that category for me, but the things that are there are Decisive Strike, NOED, Spirit, Freddy, Iridescent Head, and Rusty Shackles. I don't find them fun to play against, so I'm not gonna make someone else play against them.

  • A cooldown on a hex perk? why

    A cooldown on visionary? why

    I'm a little disappointed, but I'm a fan of the ideas behind dragon's grip, built to last, and desperate measures. I just don't expect them to be useful in comparison to the meta older perks and to be tossed to the side.

  • Seems like a solid idea to make regression more viable. I'm a fan

  • I see this exact same argument every time an LGBT character gets announced in a game, and it's getting really old.

    People like the things they like, and if you don't care about the lore and characters' backstories, that's completely fine. What isn't fine, however, is shitting on people that care about the lore and might want to see themselves in a character. If you don't care about the lore, than this shouldn't affect you at all.

  • I personally stray away from most survivor meta perks because I don't find them very fun to play with, but I do agree that the amount of "good" survivor perks is incredibly lacking. However, unless they do something about people stacking second chance perks like DS and Unbreakable, I can't be on board with bringing in the "next big thing".

  • That was either a really flashy dodge or a brand new technique. Did she just moonwalk over the trap?

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328246#Comment_1328246

    I kinda get what you're going for here... but picture this.

    New player, ends up really liking Wraith.

    Now... lets say he eventually ranks Wraith up to level 40. He gets 8 general killer perks.

    Let's say this guy gets really unlucky and is given the following perks in this order. Monstrous Shrine, Insidious, Distressing, Iron Grasp, Unrelenting, Deerstalker, Thrill of the Hunt, and finally Spies from the Shadows.

    This new player has leveled a killer all the way to 40 and has... 1 decent perk with Spies from the Shadows? All because Wraith's teachables are terrible and so are the vast majority of the killer base perks. Now this extreme of an example is unlikely, but in your new system, you could easily end up with a level 10 or 15 brand new Wraith with ZERO good perks. That is not good. Not even a little bit. At least with the current system they have a reasonable shot at getting tier 1 Sloppy or Noed by then which is huge. The new killer experience is already not very good... let's not make it worse.

    It'd probably be better to just make it so Bloodweb 41-49 have 4 perks total on them and let you grab 2 and then 50+ give you 6 and let you grab 3. With similar improvements to the bloodwebs below that. Like give players 2 options earlier. Give them the here's 3 perks, pick 2 earlier that is the current 41-49 webs. Etc. You don't need every perk maxed out but you do need some particular ones maxed out and in the current system, it is overly difficult to find what you're after.

    Yeah, sorry, but I meant to say that after level 25 or so, you'd get to choose between two perks, just like you do now.

  • Increasing the bloodpoint gain would also increase the amount of powerful stuff like ebony moris that appear in each match. The grind is mainly found in the perks, so decreasing the grind for perks would be a very fast and fairly easy way to reduce the grind without affecting prestige or the item economy. This could be done by removing perk teirs and changing the level of the bloodwebs with perks in them. Keeping in mind that new players will have only 14 perks to unlock, it is important (especially in the dev's eyes) to have new players unlock perks the entire time up to level 50.

    My idea is this:

    Perk ranks are removed, so once you unlock a perk, you basically get the rank 3 version immediately.

    From level 1-40, you get one perk every 5 levels. This means you will have 8 universal perks by level 40.

    From level 41-44, you get one perk every 2 levels. This means you will have 10 perks by level 44.

    From level 45-49, you get one perk every level. This will give you 14 perks by the time you complete level 49.

    At level 50 onwards, you get to unlock two perks every level, similar to how our current system works. This makes unlocking all the perks much faster.

  • I agree that flashlights shouldn't have any impact as drastic as a long stun or a completely safe removal of an already non-lethal trap.

    Hag already has a lot of counterplay without the need for flashlights to destroy her traps. You need to know when to disarm a trap or set of traps, and when it is dangerous to do so. Flashlights get rid of that requirement and just turn it into "break this trap if u can"

  • @GreenPufferFish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320879#Comment_1320879

    a load of shards would be good but not sure they would give any cells away for free i mean they never have

    They're giving away shards in the quiz raffle that's happening soon. I feel like they're loosening up on their auric cells, even if it's just a little bit

  • Some Auric Cells (250 or 500 would be a good number imo) or a ton of iridecent shards (something like 5k) would be a fantastic way to implement such a reward without implementing brand new cosmetics and/or currencies.

    I would still much rather have some sort of cosmetic you can unlock for specific characters using devotion. I'm not sure if anything is in the works for that though.

  • Favorite:

    image.png

    Yup! This is my favorite Nea cosmetic. The whole Neon Lights look is fantastic, but this is definitely the piece I use the most. The yellow visor(?) glasses(?) combined with the bright as hell punk hairstyle appeals to a couple of my favorite themes in art. I am a big fan of futuristic things and bright and colorful things, so having a yellow/pink cyberpunk head is pretty sweet.

    and everytime someone uses the full Neon Heights outfit but replaces this head with the other pink hair head, I cry a tiny bit inside


    Least favorite:

    image.png

    Awful. Horrific. Makes her look bald. The other pieces in the outfit are also boring as hell. There are so many Hag pieces that make her look much more appealing as a horror killer, but this really isn't it

  • I love the idea, but I can't imagine the killer being fun to play without some sort of "M2" ability.

  • @EmpireWinner said:

    I like to use flip flop, tenacity, unbreakable and boil over.

    Try to hook me build

    Whenever I see someone in the endgame screen running those first 3 perks together, they instantly gain my respect


    On the topic, I love running Breakout, Saboteur, MoM/Iron Will, and Dead Hard. I only have to make the choice between using MoM to get more value out of bodyblocks and to make trading with the other player worth the time and down, or go with Iron Will to make myself a little harder to down after a successful (or not) save attempt. Both builds seem fairly effective.

  • I think it's a good perk. I'm excited to see how it's utilized in my matches

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1313331#Comment_1313331

    While your math probly isn't too far off, you're neglecting to mention that there's around 40 characters in the game. So you might be off by a factor of 40.

    I considered that, but who the hell tries to unlock everything for every single character? To even get close to that goal, you'd need to play a ton. Every DLC that gets released would make you spend ~24 MILLION bloodpoints just to catch up with the ~40 characters. Most players don't even like playing all the characters and only try to max out those that they enjoy a lot. I doubt your scenario would apply to anyone that would mind the additional grind.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311588#Comment_1311588

    I don't see how anybody who has maxed out perks on a number of characters could be asking for even more random perks thrown into the game unless they're specifically OP perks. I just wanted to verify whether you haven't unlocked full tier 3 perks on a high number of characters.

    https://forum.deadbydaylight.com/en/discussion/comment/1311602#Comment_1311602

    With that many, you should realize why adding more random perks into the game isn't worth the effort. Modifying other perks would be far smarter.

    With that many, I know that three or so more perks isn't going to do much harm. To unlock three new perks on a character that previously had all the perks, it only takes about 250k-350k bloodpoints depending on your luck and pathing with the bloodwebs.

    You can only do so much by modifying existing perks. I think that all existing universal perks should have a similar function and only get buffed. New universal perks would give new and existing players more to play with, and would extend the grind significantly less than new DLCs do.

  • Two survivors and 2 killers I'm pretty sure. A few others are almost capped off.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311277#Comment_1311277

    Why not just buff the non-teachables we have already? NOLB, for example, should activate when the generators are powered and not when an exit gate opens.

    I also support buffing the existing universal perks, but I would still like to see some more perks added.

  • I do not like your perk ideas at all, but I do think we need more non-teachables.

  • @Dead_by_Gadfly said:

    Wait I just went and actually looked at the blood web, is this what you mean op

    https://us.v-cdn.net/6030815/uploads/XSLHYBOUV9BN/20200528-111931.jpg

    The blood web has 3 "starting points" you can just select dwight without doing kates, same at the top with huntress

    https://us.v-cdn.net/6030815/uploads/SOJZXUMSXDE7/20200528-112000.jpg

    The Kate and Boil Over challenges both reward you with pieces to Dwight's story. It is very weird and forces players to buy or own Kate to unlock Dwight's full story. Unless Dwight's story includes Kate in it, I see no reason for her challenges to contain bits of his story.

  • Did it count as a survivor escape, a successful sacrifice, or both?

  • I'm hoping that the matchmaking changes will match try-hards with try-hards and casuals with casuals.

  • woah, so many starting points! what's up with that?

  • Well, the killer has to have a hex perk, and it has to be active and giving you the "cursed" effect for it to work. Idk about you, but I think having my hexes stay up is incredibly valuable and offsets the usefulness of them picking themselves up like that a bit.

  • Hell yeah, never played the game, but I love how the character and its environment looks

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