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Exerlin

Exerlin

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Exerlin
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  • I think it would be better to have ~3 different pallet/window setups for each individual map. That way we'd still have some variation, but obstacle spawns that are deemed too powerful will be guaranteed to never spawn.

  • It would make high level play more balanced, but it would be at the expense of everyone else's experience. If I was purely a killer main, I'd love that change! But the problem is that players like the friend I often play with despise ruin and have a very hard time dealing with it. Having that be a guarantee in every game would make survivor much less fun to play for most people.

  • @gizmo said:

    Imagine asking them to go back to square one with legion. LOL. Yay for no counterplay!

    did you read the post

  • No, he moves at the same speed as most other killers. Press F1 in the select killer menu and you'll be able to go through each killer and see their movement speed

  • @Umbrae_pk said:

    https://forum.deadbydaylight.com/en/discussion/comment/948917#Comment_948917

    https://forum.deadbydaylight.com/en/discussion/comment/950015#Comment_950015

    Just because a killer gets looped doesn’t mean they’re weak -_- I mean, look at Billy, Freddy, Hag, etc....

    Each one of those killers you listed can close the distance between them and the survivors by using their power. Plague cannot unless survivors cleanse, which many of them don't.

  • She seems really bad when the survivors run as soon as they hear the terror radius. I played a game on Pale Rose and got destroyed because I couldn't hit anyone since they all just ran to pretty safe areas away from the gens. Chasing them would let the other 3 survivors finish the gens, and not chasing them would allow them to slowly get them done anyway. M&A seem pretty necessary on her if that's a big counter to her power.

  • Probably not. It'll become pretty stale with no new perks or killers, and any hope I have for the devs to change things I want them to would be lost. I might play for a few weeks, but I doubt I'd play any more than that

  • Sounds like you're just bad at Legion if you keep getting 0ks. I'm at red ranks and I do fine as them, rarely getting 0k

  • @Absolute_Zero said:

    I like the changes. Both killer and survivor perks look good and quite balanced. Good job!

    But i STILL want a perk for killers that increase Brutality like distressing does, so I can go full BP mode :D

    Unrelenting would be a perfect candidate for a Brutality perk!

  • @immortalls96 said:

    Hmm..ok so..streetwise..exhaustion should never be tampered with in chase..its just asking for trouble..monstrous shrine encourages tunneling and honestly is pretty meh..I'd recommend a penalty for the unhooker on a cooldown or a buff for the killer of some kind ..not sure what though..but itd be more interactive..

    Wake up seems like a tad much...especially the aura blocking..that should be avoided as well..as it's already been hit very hard..and technician..as nice as it would be it rewards failure and such perks should be avoided

    Thanks for the feedback!

    Exhaustion is dangerous to have recover mid-chase, which is why I made the number so low. It would take 3 minutes to recover from exhaustion if you're running, so I don't think that would be too broken. A different buff that would be good is having exhaustion recover at 100% speed while running, but only outside of a chase.

    Monstrous Shrine is a poorly designed perk that is practically useless. It needs something added to it that actually impacts the survivor, and giving them broken and exhaustion definitely makes it rewarding to hook people in the basement. If you're worried about it promoting tunneling, a different proposal would be giving the survivor Broken and decreasing their gen repair speed by 20% for 40 seconds, but that doesn't seem like a perk worth running.

    Wake Up is trash right now, but the speed increase and aura blocking would make it safer to open the exit gates. Although, the only aura reading you'll be blocking would be BBQ's, so it wouldn't come into play that often anyway.

    Finally, Technician doesn't reward failure. It just makes sure that the killer doesn't know that you blew up a gen. It still regresses 5% (or more with Ruin/Lullaby) like normal, it just doesn't audibly explode. It would become a useful stealth repairing/great skillcheck training perk that I might even use myself.

  • @PistolTimb said:

    Open handed should be buffed to 16 meters but it shouldn't be stackable.

    That would be a great buff too, especially if it also affected Boil Over and Maps.

  • Personally, I'm indifferent to them. They're fun to use as survivor, and all they really do is end the game early as killer. If people need to key out, you've basically won anyway.

  • It feels ######### to play against. You aren't a bad person for running it, but it feels like a scummy perk that gives the killer a free kill that they didn't deserve.

  • 1: Re-balance maps to get rid of "god windows" and powerful tile chains.

    2: Add some sort of survivor passives to make each one unique in some way. They don't have to be huge differences.

    3: Add a set of three or four addons for each killer that are weaker than commons, but have unlimited stock. These could allow killer players that don't like using consumables to still have some options when choosing addons. (I wouldn't be opposed to common addons having infinite stock either)

    4: Let players choose a specific perk to buy for 50k bp. This would make it so that no one spends 50 bloodwebs looking for BBQ or something.

    5: idk

  • @FJSJ_Lunar said:

    https://forum.deadbydaylight.com/en/discussion/comment/946170#Comment_946170

    It's good cause ruin slows the gen progress in the early game to allow you to get all your hits in, thana kicks in, you get a down that feeds dying light, and activates pop.

    I play a lot of Legion myself (they're my 2nd main!), so I'll try that out. I've been having a lot of fun running Blood Echo with Thana though, which could replace Dying Light in your build if you want a decent chase perk. Not having to worry about people using Dead Hard is pretty great

  • @FJSJ_Lunar said:

    https://forum.deadbydaylight.com/en/discussion/comment/946170#Comment_946170

    Nope. My tryhard build is : ruin, pgtw, thana, dying light. Lol

    That's not even a Tru3 build! Those guys really are just salty

  • The exposed part is the worst part of it IMO. I'm all for buffing the perk's speed boost to a powerful level and removing the exposed effect

  • @FJSJ_Lunar said:

    https://forum.deadbydaylight.com/en/discussion/comment/946156#Comment_946156

    I even asked "does tru3 play legion or something?" And they were like "are you serious"

    Like yeah, ######### is happening right now lmao

    I'm not kidding that it happens at least once a day.

    Are you running the Nemesis, PWYF, Ruin, ??? build? That's his current legion build (I think) and could explain why people think you're a "fanboy" or whatever

  • That's so weird! I never had that happen to me when I was running my tryhard builds. They're probably just salty that they lost lol

  • Luck doing more things would be really nice, but I think slowing the skillcheck needle would screw people up more than it would help them. A lucky skillcheck increasing the great success zones by 50% or something with a (luck% + 4) chance of happening would be fair.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/115187/i-am-not-a-red-rank-survivor

    I want you in my killer matches, but it seems I get "you" in my survivor teams

    To be fair, I do loop well sometimes, and I have a lot of knowledge about the game and what I should do in specific situations. I just, you know, vault into the killer sometimes

  • @ASpazNamedSteve said:

    You're a red rank survivor in my heart.

    <3

    someday I will be a true red rank (which might even be soon since I'll be paired up with better killers more often)

  • They are only too powerful when paired with a utility belt. Having 3 insta-down hatchets is very strong, giving you a good bit of room for mistakes and never having to land more than 1 hatchet to down someone. This is a long-range insta-down that you can use three times before having to go a locker.

    If the max number of hatchets was 1, it wouldn't be nearly as oppressive as it currently is. You could even pair it with the Babushka for easier hits or the Deerskin Gloves to get your hatchet back faster.

  • Haunted Grounds and Devour Hope are really the only other ones worth running, but they're less likely to be as effective as Ruin. In my experience, Devour Hope is just a "win harder" perk, and Haunted Grounds is sometimes a free down. Neither of them seem good, but they at least come into play sometimes.

  • I feel bad when I run NOED on anyone, or MYC on Hag. It just feels cheap.

  • I wish that borrowed time didn't use deep wounds. BT would be fine and less frustrating to deal with if it used the old BT health state.

  • I think if there was a killer specifically designed to have two people control two different bodies that would be cool, but being able to choose any two killers would be incredibly unbalanced and probably not very fun after the first couple rounds as survivor.

  • Slippery meat is really only useful if all 4 survivors are also running Up The Ante. Deliverance is much better alone, but it's still unreliable. At least when Deliverance fails to work, you don't lose a hook state

  • Hag. I have a lot of time in her alone, and I even tend to do very well with her against a team with multiple flashlights.

  • Easily the entire Nightmare chapter. The only things I would miss would be the maps and Fire Up, but never having to play against Freddy again would be worth it.

  • Plague and Legion are pretty good with it

  • She's the killer with the highest potential and also the killer with the highest skill floor.

  • Hag with Corrupt Intervention, Agitation, Mad Grit, and BBQ. If you don't play a lot of hag though, it might be hard to keep everyone around the basement once everything gets started

  • I've been playing Hag since before her big buff, and the only perk I'd say that you need is either Corrupt Intervention or Ruin. I suggest Corrupt Intervention over Ruin since it helps pull people into your web of traps.

    Here's a list of perks that I think are good on her and why:

    Agitation - You want to be able to teleport to traps as often as possible. Picking up someone signals good survivors that it's prime time to run around and trip your traps. Running this not only gives them less time to do so, but it can also help you position the hooked person in a better spot.

    Make Your Choice - If you're the kind of Hag that likes long-distance camping, this is for you. I personally don't like it since it feels cheap, but it is very strong on her.

    Monitor and Abuse - This gives you a 16m terror radius, helping you get a hit on survivors without the need for a trap and giving survivors a false sense of security.

    Barbecue and Chili - Knowing where survivors can come from to save someone can help you know what and where to trap. Consider placing traps between the hooked survivor and their potential savior, or just run it for the bloodpoints.

    Mad Grit - I wouldn't run this without running Agitation. For some reason, I tend to get a lot of value out of this, even when I'm not going to basement hooks. If you are going for basement hooks, running this perk makes it so that someone can't save someone that's hooked in the basement while you're carrying someone down there. It happens more than you think.

    Sloppy Butcher - An injured survivor is an easy down if they trip a trap. Keep them injured for longer, either lengthening how long they'll spend healing or shortening your chases.

    Hangman's Trick - If you are trying to stay in one area the entire game and it isn't the basement, having all of your hooks available is very useful. This just makes sure that you'll always have a nearby hook, even if someone previously died on it.

    Blood Echo - Dead Hard can screw you out of hits. This can help you end chases earlier than you would otherwise, but since it requires the other survivor to have an exhaustion perk to be useful, you may not always see a benefit to it.

    I've also heard some other hag mains say good things about Save The Best For Last, but I personally don't like that perk on killers that can't injure the obsession without losing 2 stacks.

  • Cannibal. I just feel so useless as him

  • I just hate how if you have a one-match challenge, you either get it done or you make no progress. I think it would be better if each one-match challenge had a prolonged challenge attached to it. Completing the main challenge would get you all the points instantly, but if you aren't ever able to complete the main challenge, you are still able to chip away at it overtime.

  • Idk, it's been pretty useful to me.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/928417#Comment_928417

    10 extra seconds won't hurt, especially with the huge downside

    What huge downside? You just have to be on a gen when someone goes down. That's pretty common.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/928322#Comment_928322

    Better together would be a Kindred for slugging so not that op but I agree with you on other points.

    If that's what you're going for, making is so that you can read the aura of all survivors when one survivor is on the ground would be much more balanced. Though personally, I'd prefer the flat 10 seconds of aura reading we get now.

  • I like most of your ideas, but the one that stood out to me is the Up The Ante change. You're proposing a pretty big nerf. Its main utility comes from the stackable +9% it gives every survivor from the start. 4 survivors can run this to get a 40% chance to unhook themselves, pairing it with Slippery Meat as a fail-safe. This perk is definitely not overpowered, especially since it's very risky to try to use without all four survivors running it and SM.

    Besides that, a lot of buffs you suggested basically slapped on needless aura reading to a perk that doesn't need it. Calm Spirit showing you survivor's auras isn't necessary, and the Better Together buff would show survivor's auras for way too long.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/928230#Comment_928230

    I can write down some tips here and if it’s wanted enough, I could try and stream and keep some clips. The only games I don’t do well in are games where I personally make mistakes

    Some tips:

    • My build is Nemesis, Play With Your Food, Pop Goes The Weasel and BBQ&Chilli. Nemesis and PWYF lower the threat of being pallet stunned as you make yourself harder to detect to the new obsession, keeping them on edge and you gain a haste buff which also stacks with your demon dash speed. BBQ&Chilli works great for finding survivors and generators to dash to. PGTW ties into BBQ&Chilli in finding generators to go to and bash progress off of. Sloppy Butcher works well with him since survivors who stay inured for longer drop more orbs.
    • At the start of the match, only down a survivor if they’re an easy target and the second hit is secured, immediately leave a survivor after you got them. Bonus if there’s multiple survivors around.
    • My usual pattern is to injure two survivors, collect orbs in between injuries, use my power and immediate begin traversing the map. Patrolling generators and catching a healthy survivor off guard. When the insta down happens, there’s two situations:
    • 1. You have two injured survivors who have been healing (not doing generators) and a hooked survivor, creating a lot of pressure.
    • 2. You have 2 injured survivors NOT healing who are feeding you your power by dropping an entire pool of blood at generators and a hooked survivor.
    • You don’t want to dedicate yourself to chases like any normal killer would, you want to spread injuries and keep people wounded. The longer people are wounded, the more orbs they drop, the more frequently you get your power.
    • A large portion of your downs will come from insta downs during your power. Your basic attack is mainly for wounding survivors or finishing them off when they’re out of position or end up being an easy down.
    • His mobility during his power is incredibly good. You have much more steering capabilities than Hillbilly.
    • While his melee hit in his Fury mode isn’t the easiest to hit, it’s all about muscle memory. The more you use it, the easier it is to land. Even when you master it you might still mess up, but that’s what makes him fair. His one hit melee is not an easy win every time, it takes skill to use. Be patient and track the survivors movement while keeping in mind it’s range and where it will land.

    Those are the basics of how he works, but he definitely takes a lot of practise to get right. You need to learn what to prioritise and what not to. When to use your power and how etc.

    Thanks a lot! I've been prestiging him since he seems like fun, but I was doing very poorly as him. Seems like I still have a lot to learn with this guy.

  • @[Deleted User] said:

    Yet another huge assumption from someone who hasn’t taken the time to learn how to play Oni without an unintended bugged mechanic.

    IF👏YOU👏PLAY👏ONI👏LIKE👏AN👏M1👏KILLER👏YOU👏WILL👏LOSE

    Do NOT play him like a normal killer, there’s a reason he’s labelled as hard. And I know I’m not crazy because there are others out there who share the same opinion and believe he is incredibly strong, which he is.

    But please, KEEP whining how incredibly weak and boring he is so that the devs don’t do anything to him but buff him and make him even stronger.

    Do you know of any streamer or youtuber that plays a good Oni? I'd like to learn how to play him well and you seem to know more about him than I do

  • You need to place traps in places people commonly go to. Placing them in jungle gyms, by windows, or by pallets is generally a good idea. Also place them in choke points or places you know people are going to cross.

    If you think someone is about to trigger a trap, start spamming control/your teleport button. This will guarantee that you teleport ASAP, netting you a hit if your trap was positioned properly. However, remember that hag does not get a lunge instantly out of teleporting, so wait a second before you lunge or you will do a short attack.

    Hag takes a lot of practice, and you'll eventually figure out what survivors do and where they like to go. Just remember: Don't chase someone in an un-trapped area. That is the most important thing to learn, and it seems to be what you're struggling with. Place more traps instead so that you can end chases quickly later.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/926352#Comment_926352

    They could of split off back then as well. Didn't stop the Devs from gutting STBFL and removing the earlier buff given to Unrelenting.

    This suggestion adds back Unrelenting's succesful attack cool down reduction.

    I've rather not have a situation where the Devs overreact and nerf everything that would orbit this combo.

    I doubt that they'd gut both perks again if they buff Unrelenting. The devs seem to have gotten a lot better at not utterly destroying things when they nerf them since then.

  • Anger Management - Being hooked fills you with immense anger. The first time you become unhooked during a trial, you gain a 3% haste effect, become broken, and breath 25% louder for the duration of the trial.

    Tunnel Vision - After 8 seconds of healing, repairing, or sabotaging, Tunnel Vision activates. When Tunnel Vision is activated, you become oblivious and turn all good skill checks into great skill checks.

    We're In This Together - When within 8m of an injured survivor, they gain a +4% haste effect. Taking a protection hit gives the other survivor a +50% haste effect for 1 second.

  • @Mr_K said:

    @Exerlin

    What made that build strong is when survivors crowd up. With the proper amount of STBFL stacks it will be very much like the old build.

    Survivors can just split up or start running from the killer a little earlier. It seems to have a fair amount of counter-play and build-up time, and it requires two of the killer's four perk slots. It would be a bit too powerful if it was like before where the only condition was the obsession be alive, but the change to STBFL and the proposed change to Unrelenting wouldn't make it as easy to pull off and snowball from.

  • @Mr_K said:

    Machine gun build.

    Look it up.

    This doesn't seem as busted as that though. The killer would have to have a lot of stacks on STBFL and also would have had to hit someone in the past 30 seconds to actually be like the old machine gun build. It's a strong effect, but pretty situational.

  • MoM just needs some complimentary perks to work well. Try pairing it with Breakout. That way you may get a lot more value out of body-blocking people being carried. I that perk cuts the wiggle time by ~3 seconds to about 13 seconds if you're next to the killer the entire time, so you should be able to get someone off the killer's shoulder if you tank a hit or two.

    It's also important to note that getting hit while a killer is carrying someone always counts as a protection hit. Tanking two hits while breakout is active seems like a pretty good way to save someone and grab two stacks doing it. Just make sure the hooks are far enough away from each other.

  • @LordRegal said:

    I would like to note that running No Mither against Oni means you can never give him his massive power meter gain from hitting a healthy survivor, since you’re never healthy. That means that blood orbs are the ONLY way he can work on his power off of you. Winds up being yet another trade off in regards to No Mither.

    This is a pretty important thing to note. One hit = 64 seconds worth of dropped blood orbs, and he doesn't have to spend the time absorbing the blood orbs when he injures someone. This makes it so that if a No Mither player is found first, the Oni will either be slightly slower in chase so that he can absorb blood orbs, or he will not gain much power from that chase. This helps prevent him from snowballing early on, either by him leaving the No Mither survivor alone or getting little power out of the first chase.

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