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Exerlin

Exerlin

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Exerlin
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  • I was playing against a Hag on Gas Heaven. I was hooked in the basement with a ton of traps, and decided that it was game and no one could save me. I gave up and started trying to unhook myself, and I successfully pulled myself off the hook! As I ran up the basement, I triggered two traps. The Hag teleported and whiffed an attack, giving me just enough time to escape. What would have probably been a 4k turned into a 1k because of a bit of luck!

  • This would make it so injured survivors can be downed by one FF attack. That is way too strong.

  • No Mither just needs to have T3 Iron Will built in. 50% groan reduction is useless

  • Wait, S actually does something?? I can't believe I never tried that. Does it just decrease your movement speed?

  • It would honestly be a lot better if you got a 100% reduction to moan noises instead of the 50%. 50% doesn't really do anything in my experience, so you only really get the recovery and no bleeding benefits. However, every killer will know you're running No Mither, so you probably won't get slugged. That only leaves you with the no bleeding part, which isn't very useful by itself.

    Give it a proper built in T3 Iron Will and you'll have one perk slot that makes you as stealthy as a healthy survivor while injured. This would make it a 2-in-1 perk at the very least if the killer refuses to slug you.

  • I feel like I flick my mouse across my entire desk, and I don't turn 90 degrees. Am I doing something wrong?

  • I only see the Nemesis + PWYF synergy being useful on Plague. For everyone else, it's a gimmicky use of two perk slots that will probably hinder you more than not. Getting 3 tokens on PWYF takes a while, and unless you can down someone by only spending 1, you probably won't get much value. Plus, people can throw pallets early if they're worried about it.

  • Reduce their cooldown coming out of FF to 3 seconds. That's their main issue right now.

  • Absolutely! As killer, I get a lot of info from listening to footsteps. If I didn't hear them, I would end up hesitating or going in the wrong direction at forks in the road more often.

  • I kinda want to see exhaustion slowly recover while running again. I can see it being potentially balanced if they increased the time you were exhausted for

  • Something that can increase a survivor's FOV

  • Teir 32. I did all of the killer challenges, so now I need to do the survivor ones. I've been stuck on the "heal 10 survivors" one for the past 7 rounds. I only have 3 heals so far, and it's incredibly frustrating.

  • I think it's mainly because of the bugs released with the dlc. Killers getting trapped and survivors falling into the infinite abyss easily ruins games.

  • Same with Windows of Opportunity. These two perks should absolutely be universal perks

  • The only bad thing from the recent patch that really effects him in high ranks is the mending buff, which only reduced the time it takes to mend by 3 seconds. Most killer perks that trigger on hit are only really useful when survivors are healing, so high ranks that don't heal against Legion aren't affected outside of very niche scenarios. The speed boost he got was definitely worth losing some other stuff imo.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/109340/new-legion-dominates

    Im currently trying to get bamboozle but i will admit being alittle faster is nice (dont like they killed his synergies but im saying now that everythings cooled down i think i can make him work).

    Fire Up is a good alternative if you don't want to/don't have bamboozle. I run it all the time with Legion

  • Sounds like a fun idea! Although I think that the devs have said that they don't want new players to run out of perks to get before level 50, and with the new bloodweb changes, these mystery boxes could cause that to happen.

  • Brutal Strength, Fire Up, PWYF, Nemesis

    Break pallets insanely fast or get stunned for a temporary speed boost. I run the first two on my Legion already, and it works wonders

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/879061#Comment_879061

    i mean, if everyone if ready and no one has to adjust anything, click on "ready" and the game will start in way less than a minute.

    and i as a killer would not want to constantly have Franklyins or Lightborn (or both) in my perk loadout. that would suck, since most of the time they would be literal useless / dead perks. if i were to just equip all the counters for possible stuff they bring, that'd cost me my perk loadout. that can easily cost me the game.

    Keep in mind that survivors could unequip their item just as the timer runs out to bait you into using franklin's. You don't really know what you're dealing with until the timer runs out.

  • @Mister_xD said:

    Well, the first lobby is ment to just find you a game with players. i think its obvious why we have that one.

    the second one however is ment for you to see who you are matching with and maybe adjust your loadout accordingly.

    lets say you matched with 3 others who are a SWF and want to do a certain strat. they chat with you through the chat and ask you to please bring certain Items / Add Ons / Perks / Offerings.

    you now have some time left to quickly equip said items.

    the same applies for the killer.

    they too only see who they match with in their second lobby, though they may need to adjust their playstyle accordingly to those players. 4 toolboxes? - Franklyis. 4 Med Kits? maybe get rid of Sloppy / Thana and bring something else to slow down the game.

    and so on.

    players need the time to prepare for the game they are about to play. this is mostly used by- and implemented for killers, however it can be used for both sides.

    I that it's good to know who you're about to play with and all, but I don't think the positive of knowing who you're playing with outweighs the negative of waiting an extra minute. If you're worried enough about survivor items to equip a perk to counter them as killer, it won't do you much harm to keep that perk on you whether or not people bring in items. And on the survivor side, I can't say I've ever had a SWF ask me to join them and their build.

  • A good fix for the pick up/vault window/open locker problem would be making picking up the survivor be prioritized when looking down enough. That way you'll easily be able to select what you want to do.

  • If the perks and killer power are fun and interesting, then sure, but I definitely wouldn't be excited for it because it's a Resident Evil DLC.

  • Autodidact

    Botany Knowledge

    Empathy

    No Mither

    He could save others from death, but not himself

  • @Dwight_Fairfield said:

    Not surprised the indoor maps have the highest kill rates. Nor that the farms and Haddonfield have the best survival rates.

    Was very happy to see my favorite boogeyman Myers holding his own in the kill rates in both red ranks and across all ranks, too. Love ya, Mikey.

    One stat that didn't surprise me was seeing Hag last in the popularity picks at red ranks because I hardly ever see her myself. It does make me wonder why though because she is a solid killer.

    Hag might not be in red ranks often because she suffers with the chaser emblem and early-game gen pressure. I know that when I played hag with the current system, I rarely pipped in purple ranks despite me performing well. Contrast that with my Legion, who I don't do as well with yet have no problems getting to red ranks.

    Most hags are probably stuck at purple ranks because of how her power interacts with the emblem system

  • @Killmaster said:

    It's a perk that will never work the way the developers intend. The only way I could see it being viable is

    1. You start the trial at full health.
    2. Being hit puts you in the mend status instead of downing you immediately but the timer goes down while in the killers terror radius.
    3. 100% bonus bloodpoints for you and your team if you run the perk.

    I don't think someone running No Mither should ever start the trial healthy. That would make builds that run perks like Dead Hard and Resilience rely on the killer injuring you first. The one thing No Mither still has that's unique to it is spending the entire trial injured

  • I think a better synergy would be with PWYF. Especially since it happens when you get stunned, it'll become incredibly easy to lose chase with your new obsession.

  • @Peanits said:

    They'll be the exact same rarity as the normal versions. The rarities for each cosmetic can be found next to their name in the list of cosmetics.

    Awesome, thanks for the quick response! I can see some people being disappointed that they won't have anything to show for owning it before this date, but it makes sense for the purchasable cosmetics since some people probably would just buy them for the special rarity

  • Removing collision during phase and giving her a vault animation is gonna make her feel much less hopeless to face. I might even start playing her more after this patch goes live since I won't feel so bad for playing her

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/837205#Comment_837205

    I feel like cells or shards are more likely to happen. But I doubt even that.

    They've done it for every other ex-exclusive, and it would be really weird not to do it now.

    @Peanits can you please confirm this? It would be really nice to know, and I'm sure some people would be happy knowing that they still have something cool to show off

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/837102#Comment_837102

    So you want to get an exclusive even though they're doing this to get rid of exclusives? That's completely contradicting what they're trying to do.

    Not really. It's just a unique item teir that says "hey, I got this through the event/code/whatever". It's already in the game for some items (such as the streamer items that were later included into the charity case)

  • You should be getting a special Artifact version of the item if you own the exclusive version, so it wasn't all in vain.

  • I'm not sure if it's even possible to not make survivor challenges easier for SWF groups. Every single survivor challenge (other than maybe the self care one) can benefit from having people take more hits, not get chests, make sure you're on gens when they pop, ect...

  • There are a few problems with the rift, the main one being how reliant it is on an XP grind. If they made it more challenge based, such as having a few daily and/or weekly challenges that grant rift progress similar to the archives challenges, the rift would provide a viable goal that is fun to actively work towards.

    There's nothing different for me to do right now. The archives gave the game a new, tangible goal to work towards, and it felt good to complete each challenge. I finished all of them a few days after the release though, so now I have nothing to focus on in-game. I'm just doing what I've been doing for the past 2 1/2 years, and it's burning me out.

    We need something more than XP and the very limited amount of archives challenges. XP farming should never be the only way of progressing through anything, especially in a game like this.

  • I think it's fine. A survivor is just wasting their time if they run straight into you just so they can get the DS stun off. Taking up ~8 seconds of your time really isn't worth the perk, especially considering you can just slug them if they run at you and make them waste even more time.

  • I feel like it needs more of a distinction from the 4M version to the chase version. The tracks already in the game change a lot when you go into a chase, but the only difference here is a higher pitch. A chase is the PERFECT time for some dramatic power chords to come in

  • No one should feel compelled to run any perk all the time. That's why I hated the old pallet break time and Brutal Strength, that's why I hated how amazing self care was, and that's why I kinda hate the existence of BBQ. Each one of those perks were/are so useful that they felt like a perk you needed to use, and it would be stupid to not use them unless you didn't have it.

    I don't ever want to take BBQ off because then I'll only get half the progression I would normally. I can't play killer without it because It'll feel like a complete waste of time. I can't experiment with many fun killer builds because there are still so many people I need to level and prestige, and I would much rather have the BP bonus from BBQ and WGLF be baseline so that no one feels compelled to run them all the time.

  • @NitpickDropkick said:

    https://forum.deadbydaylight.com/en/discussion/comment/821104#Comment_821104

    I like most of your ideas, but removing Billy's sensitivity gets rid of curving (which is a huge nerf to him)

    Fair enough, I knew i would be lowering the skill ceiling with this change, but it just feels like such a forced gimmick to make him work in certain situations. Like in the hillbilly's world, why does he have this bizzare ability at this one moment in time. It just feels wrong imo

    disabling Hag's traps while carrying someone gets rid of an important part of her counterplay (a huge buff to her).

    Not wrong, I believe the hag needs a buff. If this is too strong then I would advocate for something else to bring her up.

    Newbie buffs are good, but veteran penalties are not.

    Normally I would 100% agree, but these moris/keys are so unfun to play against specifically because they just end the game prematurely in most situations. Sure, some people would derank just to keep them, but speaking for myself, I would gladly give up using a mori to guarantee I wont have to deal with a key and vise versa. They just waste everyone's time and personally I think vet players should be above using them anyway.

    Thanks for the input and if you have any ideas for how to change/fix the hag or billy let me know. Im always interested in what people come up with.

    For Hillbilly, I think the main reason it feels weird is the sudden change from extreme sensitivity to 1 DPI. If that became a smoother change, it would feel much better and less like a bug. To make it smoother without changing how he plays too much, start linearly reducing sensitivity .25 seconds before it currently switches the sensitivity, and stop reducing the sensitivity .25 seconds after it currently switches sensitivity. This would create a .5 second change period that should end him up in the same spot. However, I don't think that this change is really necessary in the first place, and changing it to be smoother in any way would end up nerfing his curving capabilities slightly.

    For Hag, making her able to teleport to any triggered trap regardless of distance would be fine if you want to give her a buff. It'll make her less map dependent and let her play more aggressively, and I think that's healthy for her. Plus, there's also the downside of the Hag teleporting to a poorly placed trap far away from everything and having to waste her time running back to where she should be.

  • @KillermainBTWm8 said:

    Because she is #Overperforming. I think she is fine and could use some add-ons changes. She is fine base that is my opinion. Also what the heck is Over performing even supposed to mean? Such a weird word choice.

    Pretty sure over-performing means that she's performing way too well for the level of skill that's required to play her.

  • I wanna see some goth cosmetics for Nea. It would fit her very well

  • Played a game at low ranks with a basement chest-defending ghostface that my dumb ass got downed by.

    Couldn't even try to escape from the hook because of that perk reduced my chance to -1% >:(

  • I was trying to learn Hillbilly, got Ironworks and a bunch of survivors that stayed at the main building and abused the ######### out of the window. I was very bad as I went on a 5 minutes chase with one guy and eventually got close to downing him, but then he got Adrenaline and escaped. At the end I had one last chance to backrev him, but I missed, he escaped, and I got called a bunch of names in chat. The general bullshit of the match along with the end-game harassment made me feel the worst I've ever felt playing any game, and I haven't touched Hillbilly since.

  • Honestly? The only thing that really bugs me nowadays on the killer side is toxicity in end-game chat. Playing as survivor bugs me a lot more. Getting 2-hooked because of my teammates, having to play games that last way too long because of how defensive the killer is playing, and the large amount of down-time there is when you play survivor frustrates me and makes me want to stop playing.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/821180#Comment_821180

    We all thought the same thing during the Legion fiasco. The Spirit wasn't complained about as being unfun until the Legion changes came through and the dust settled.

    You never really know what the community is going to do.

    Yeah, but no other killer feels like they have such a small amount of counter-play as old Legion or Spirit does. Any complaint about another killer's basekit would be objectively not as big of a deal

  • I don't see any other killer being deemed "un-fun" as much as Spirit. The only two things I can think of that people will complain about are "hostage docs" (3-gen strat doc that builds towards and only focuses on defending those 3 gens, not downing survivors) and "forever freddy" (freddy with maximum slowdown addons and perks). Those aren't entire killers though.

    I can see some people getting annoyed at the other strong killers (like Hag, Huntress, Nurse, and Billy), but I doubt we would have a community-wide outcry about anyone else.

  • I like most of your ideas, but removing Billy's sensitivity gets rid of curving (which is a huge nerf to him) and disabling Hag's traps while carrying someone gets rid of an important part of her counterplay (a huge buff to her).

    Also, not letting red ranked players use certain items will cause a good bit of them to de-rank. Newbie buffs are good, but veteran penalties are not.

  • I highly suggest getting P3 on any killer you plan on spending bloodpoints on after you reach level 50. Being able to lose everything I worked hard for feels awful to me, so I always get P3 on someone before trying to get all of the perks on them.

    Since you seem happy with your current build, I wouldn't worry about it until you start wanting new perks. At that point, I suggest that you reach the bloodpoint cap and then prestige Legion. Do that a couple times and you'll be P3 in no time without having to deal with your killer being below lvl 30!

  • Getting a 3k off of a very competent survivor team with 2 flashlights as Hag. That game made me feel like I could win just about anything and shot my ego through the roof as a Hag main

  • I haven't seen many nurses recently, even before the patch went live. I just don't think she's as popular as the community seems to expect

  • No one's forgotten about true infinites. You and I both know that people are referring to windows that require M1 killers to either bloodlust the survivor down or have the entity block the window for them

  • I'm very glad that I always have something to work towards. That being said, I don't like how much grind there is for the time locked rift. I think that it should be knocked down to 600xp for 1 fragment so that 1 game roughly equals 1 token instead of the 0.75 games equals about 1 fragment we have now. Still, that's 700 games at the least to unlock the entire rift without the archives.

    I think I got about 7 levels from the archive rewards (can't look at it now to confirm), and if the next 3 tomes grant similar rewards, we'll only have to grind out 42 levels. So that's about 525 games in the current system, not including the 300xp bonus from the first game on both sides for the day. Factor that in, and you only have to play 475 games of Dead by Daylight within the 70 days allotted, assuming you can complete all archives and play at least 1 survivor and killer game everyday.

    If each game takes 20 minutes on average, including the lobby and loading times, that means you must play 9,500 minutes, or 158.3 hours, over the 70 days. This means that you should be playing about 23 hours every 10 days.

    Hopefully there's something wrong with my math, because that's a bit much. It would be nicer if we had either 90 days to complete the rift or only had to get 600xp for a fragment. That would bump the hours per day from 2.3 to about 1.75 for either change.

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