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Exerlin

Exerlin

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Exerlin
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  • I feel like that would be a good addition to the game. It would give the devs a new tool to balance future perks and minimize certain synergies that are too powerful, like DS + UB. Plus, it would give the killer information about what perks a survivor will not have available to them after they use a perk with your "enraged" status effect.

    Also, maybe "weakened" is a better name for it? Since it makes you unable to perform a feat like stabbing the killer or stopping yourself from dying and all

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645586#Comment_1645586

    Still would be 2 people doing most likely nothing together, even if its a longer chase less would get done

    Good point, so it'll probably be fine under most circumstances. The only thing I'm really worried about is against 110% killers. If the blood pact couple stick together, it would be very difficult to get them.

  • @riotangel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645576#Comment_1645576

    This is why floating point should not be used for calculations that need to be "precise". It's simpler to use integer to represent percentages. e.g. 16 charges = 1600

    Oh yeah! I didn't think about that. That's a much better way to handle stuff like that than simple rounding

  • Blood Pact buff worries me a little. I love the perk and will be using it a lot more now, but it may end up being an issue in some cases! I do love how the devs are willing to experiment with perks like this though, it is nice

  • hmm... This is definitely a bug, and I might know where it's coming from.

    The healing progress and medkit charges values are likely stored in a variable type similar to a "double". This data type stores a number that can can include integers in the decimal place, but the big drawback is that these numbers tend to be inaccurate when processed. This is probably what's causing your issue. 24 + 8 obviously = 32, but the program may end up with 31.9998 or something because of the mentioned inaccuracy. You'd generally handle this by rounding the number up if it's within a certain boundary, but something may have messed that system up in a recent patch.

  • I like them all except the PGTW nerf. I know it's a commonly used strong perk, but for gen regression, it's either that or Ruin for a lot of the roster. Change Surge to activate on any kind of down and I'd be happy and use that instead most of the time.

  • idk, an idea I had a while ago was to make DS this kind of perk and rename it to Decisive Strife or something. Or add that effect to WGLF. I really don't know how a perk like that could be implemented well with Borrowed Time still in the picture as we'd end up with two perks that basically do the same thing... πŸͺ‘

  • Nea pls πŸ₯ΊπŸ™

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641027#Comment_1641027

    🀣🀣🀣

    In all seriousness though, why is it so low? Why is it still this way?

    idk, man's a ######### hobbit

  • lol holy #########, I think this is one of the funniest metaphors I've read for this guy's tiny cam

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640897#Comment_1640897

    You have a good point about Wake Up, but I disagree that the Surveillance nerf was bad. It actually was NOT like that when it was first fixed, it only started to leave the gens white rather recently. And it is ridiculously OP as there is no way to touch a gen without the killer knowing. If I was running Ruin/Surv/Undying on Spirit you would never be able to even start a gen before I'm on you. It was rather unfair. I'm fine with it how it is, adds a fair weakness to the build.

    Oh my bad, I was under the assumption that it was like that since its first buff that made the perk actually good.

  • Pieces of an outfit being in a set when they really, really don't need to be.

  • @bjorksnas said:

    Maybe they are just bug fixing the perks to overhaul them because the spagetti code was holding them back from changing them without being overly buggy

    Possibly. If so, they should really come out and say that instead of applying these nerfs with no further explanation.

  • Like, what's the point of "bugfixes" like this? It's not like Iron Maiden was doing something weird and completely outside the scope of the perk like that one Wake Up bug from a while ago. It literally just helped the perk do the one thing it was made for: To punish survivors that try to utilize lockers. It may have not been an intended feature, but it made the perk more interesting and seamlessly fit into the perk's function.

    The recent Surveillance "fix" is the same way. They can call it whatever they want, but it is obviously a nerf. One nerf to a useful perk that isn't ingrained in the meta, and one nerf to a perk so far outside the realm of usefulness that it fits into absolutely no one's build (like Hangman's Switch which honestly was more useful before the rework)

  • Can't wait for more "fixes" like that!

    • Fixed an issue that caused Tinkerer to activate when all gens are completed
    • Fixed an issue that caused Steak Out to not lose a token when succeeding a healing skill check on another player with Autodidact equipped
    • Fixed an issue that caused Blood Pact to give the user and the obsession a speed boost if they were healing each other when Adrenaline activated
    • Fixed an issue that allowed a survivor to exceed 150% movement speed when Adrenaline activates while Sprint Burst is in use


  • Ehh, I feel like there's enough risk involved with doing a gen with an active trap in the first place.

  • Blood Pact. It's just nice being able to keep an eye on one of your teammates whenever one of you is in danger, and I feel like it gives me and the other person a kind of special connection, you know? Like, we're connected, we need to protect each other

  • I haven't encountered it on either end myself, but I'd probably do what sulaiman does.

  • It's a cool idea, but I don't think there should be an incentive to be a try-hard other than the specific player's want to be the best. Having the streak being recorded and visible to the player would be cool, but it should not have any special rewards or visual effects.

  • I assume they would be cleaning up the code to make future changes and bug fixes much easier. I assume that there's quite a lot of unnecessary coupling going on, which is why we seem to get a lot of unrelated bugs when something changes. This would speed up their development in general as well, and it would give them more time to focus on bug-fixes, new content, and balancing changes which result in an ultimately better experience for the rest of the game's life.

  • I like all of their faces (except Quentin's)... does that make me 4/5ths of a mom?

  • This ain't the place to post that. Try reporting them properly in-game next time.

  • Game's a game where some people are competitive and some aren't. Some people are going to prioritize different aspects of the game than we do, and that's fine.

  • The DS stun bug wasn't fixed in the latest hotfix, no

  • @ClickyClicky said:

    Its not too bad with botany and botany is an underrated perk. So many heals I’ve made just in time with that perk, and you can feel it eat into the killers pressure.

    Botany definitely makes Self Care a super nice perk to have. My friend runs that combo all the time and I do occasionally as well.

    Although, I prefer DM instead of Botany now. If everyone's injured, it lops off 3.5 more seconds than botany does, and its hook save speed is really nice. It's only really worse if you're the only one injured, in which case there's not much of a reason for me to heal myself lol

  • The main issue people have with Self Care users is that a lot of them REALLY want to heal themselves. Like, all the time. This causes poor time management and can often be the reason generators don't get done fast enough. If the survivor knows when to use it and when to work on gens or save others, then they are good survivors that can actually make good use of the perk (like I'm assuming you are). I see a mixture of these good SC users and the heal-happy SC users in red ranks. I have seen people not use SC the entire game because there was no good moment to do so, and I have seen two people being on a hook while the one other survivor standing is self-caring across the map. It aint a good feeling.

    On another note: SC and Resilience is juicy af. Resilience and Spine Chill are pretty sweet as well. Slap Dead Hard into that build and you can basically Dead Hard while healthy if you play your cards right. Although, you'd still be one-shotable if you got caught really off-guard or make a bad play, but that might be a really fun build to try out

  • @BioX said:

    imagine having to run 2 perks to make 1 perk work well.... jeez.

    Its also because of botany knowledge excisting that Desperate Measures is so terrible, the possibility of running them together.

    Think about it, Desperate Measures gives you 14% per not full health survivor, so you need atleast 3 people wounded before it starts being more effective then Botany Knowledge which does, without any requirements, 33%....

    And as soon as one is healed by that, you drop back down to below Botany...seriously why would anyone use DM apart from just for the fun of it?

    If Desperate Measures counted hooked and slugged survivors as 2 healthstates, meaning a hooked survivor (as long as they are hooked) boosts healing by 28%, then MAYBE you would have something....

    I see what you mean, but you have to think about the scenarios when you will actually be using the perk. DM is only noticeably worse when you only have 1 stack of it, and it is nearly equivalent to Botany when you have 2. However, the only time Botany would actually be more useful than DM is when you are healing the only person that is injured or using a medkit to heal, and that's not including DM's extra utility of being able to hook save people faster.

    I don't think either perk is that great, but I really don't see a reason to run Botany over DM unless you're bring a medkit in.

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/discussion/comment/1624775#Comment_1624775

    I mean sure a green med kit is better compared to the Self-care meme but Resilience helps in everything... including totems, generators, VAULTS..

    Yeah, I'm not saying resilience is bad at all (I really like the perk myself), but if you're just using it for the increased healing speed, it only chops off like 1 second lol

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/discussion/comment/1624766#Comment_1624766

    My problem isn't the motivation itself, just how people value it so highly that they stop having fun because of it. Efficiency is fine, but in a game where you take on the role of a vicious murderer who's purpose is to torture before a kill, I don't see why kills should be the only part that we as killers focus on.

    And yes, I could have added more Survivor perks like Botany as healing helps slow downs and extends chases but I thought the point was made.

    Ohhhh ok, sorry about my hostility then. I thought you were taking a completely different stance

  • Resilience isn't worth it man trust me

    take pharmacy instead of something

    Also posting this here:

    image.png


  • @PigMainClaudette said:

    Well, now. If people cared less about "efficiency" or end screen result and cared more about the game, this wouldn't be an issue.

    I know that I've also stated clearly that survivor and killer shouldn't be compared, but this one I cannot leave alone. Killers have access to Hex: Ruin, Pop Goes the Weasel, Thanataphobia, Sloppy Butcher, Surge and Dying Light. They all serve the purpose of SLOWING the survivor game. Survivors have Decisive Strike.

    Survivors have Decisive Strike...and Unbreakable and Deliverance, all three of which remove the need for another survivor to assist them in various situations and can also bring the team back from what would normally be a complete loss.

    Also, are you really complaining about people caring about efficiency and the match results? You do realize this is a PvP game, right? Being efficient and trying to get good results is a crucial part of this and every other PvP game. Implying that the community and game would be better without that motive would be like thinking that chefs should focus on the texture of the plate and not the taste of the meal.

  • I think the bugged DS stun isn't as bad as people are making it out to be. It's enough time to get to a nearby pallet or window, but not enough time to get away if you're grossly out of position. 2 or 3 seconds is a long enough time to stun the killer and actually be able to do something. The fact that a survivor can literally just run to the opposite end of the map against most of the roster after being "tunneled" is just, really ######### dumb.

  • Going into the game with the mindset of "I want to deprive my opposition of all fun" is just awful. If you want to play for fun and be chill, then be chill and play around when survivors are doing stuff like that. If you want to win and play at your best, than you can't play directly into their hands like that. There is no playing "unfair", and you trying to play "fairly" is just not going to work out if your goal is to win.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1623395#Comment_1623395

    Locking Jane's and even Nea's heads I dont understand. Kate's has longer hair that would 100% clip with her cowboy hat and backpack so they're likely trying to avoid that.

    Sure, but some existing heads or outfits can clip terribly already. Players shouldn't be restricted just because something clips clips with certain outfits. If that were the case, we probably would have Nea's Stockholm Syndrome outfits locked as sets since the skirt clips terribly with some of Nea's clothing.

    I just don't think that a flawless cosmetic system that allows absolutely no clipping is a good thing to strive for in this game. Unless the devs implement a feature that hides the piece of whatever that's clipping through another piece, that can only be achieved by severely limiting cosmetic choices

  • Yeah, it's super annoying that we can't use the head cosmetics with other outfits. Kate and Jane both have head cosmetics locked into their set that should absolutely not be part of the set. I really don't understand why every set HAS to be a 3 piece set...

  • Freddy. He feels mindless to play and mindless to play against. At least Spirit is interesting and seems like I still have something to learn from facing her.

  • Ok! I think I figured it out! Thanks to @/Fibijean over on this thread: https://forum.deadbydaylight.com/en/discussion/104861/how-fast-is-self-care-with-botany-knowledge-and-resilience

    The formula seems to be (HEALING_TIME_AFTER_DEBUFFS / (ADDITIVE_BUFFS + 1)). This means:

    Self Care: 32 / 1 = 32 seconds

    Self Care + Desperate Measures (2 injured survivors): 32 / 1.28 = 25 seconds

    Self Care + Botany Knowledge: 32 / 1.33 = 24 seconds

    Self Care + Desperate Measures (4 injured survivors): 32 / 1.56 = 20.5 seconds

    Self Care + Botany Knowledge + Desperate Measures (2 injured survivors): 32 / 1.61 = 20 seconds (19.88)

    Self Care + Botany Knowledge + Desperate Measures (4 injured survivors): 32 / 1.89 = 17 seconds (16.9)

    Self Care + Botany Knowledge + Desperate Measures (4 injured survivors) + Resilience: 32 / 1.98 = 16 seconds (16.16)


    Pretty neat! I'm a little disappointed that I can't constantly heal myself in about 12 seconds, but this honestly isn't too bad. I'm not really sure it's worth running three perks to heal yourself that fast, but it's definitely going to be a build I use sometimes. Enjoy that info dump.

  • @ringwinning said:

    Did it go quickly enough that it was worth it though? I've been wanting to try that build.

    It felt fast, so yeah I'd say it's worth it if you don't mind only having one flex perk in the build.

    This is something I would like to lab out though. I know Painkillers did it a while ago, and in that video SC + Botany seemed to total up to 75% healing speed. 50% of 33% is 16.5%, so I really have no clue what the math going on is supposed to look like

    EDIT: Video in question: https://www.youtube.com/watch?v=KjWLd5D5mqE

  • It sucks ass. Scoring system is awful, the bugs make it even worse, and the casters/judges are making it incredibly unfair.

  • The only license I would be excited for would be something like an SCP or, bare with me, FNAF. I'm not really a horror buff and have only watched like 2 horror movies, but I do like reading about SCPs and playing that one popular SCP game with peanut (scp foundation?). I'm not a huge fan of FNAF though, but I just think a FNAF killer could bring some really cool gameplay mechanics to the table.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/190559/i-want-to-talk-about-spirit

    First of all, without an ULTRA RARE add on, she can't see blood, second, if you vault into a spirit you deserve to die, third, scratch marks aren't precise, fourth, you can crouch with iron will, muting yourself even if she has stridor. She is unbalanced, but you have absolutely no clue how to play against her, and that's why you always die.

    hold up: You mean to tell me crouching has given you +50% moan reduction this whole time?

  • It pisses me off so much that you can use Jane's or a hoodless version of Nea's set head with other items. It makes no sense and is just... so boring... I really hope they change how sets work and make them conditional or 2-pieces when possible.

    Plus, almost every one of Cheryl's cosmetics being part of a set is incredibly irritating. It really just feels like they're just making some outfits "sets" for no good reason

  • Pretty solid list tbh. I can absolutely see where you got most of those headcannons from

  • The only time I've seen this bug in the past is when a survivor gets permanently stuck on a hook and can't be rescued or sacrifice. I haven't seen anything this patch that completely prevents me from doing an action, but I have noticed a little "stutter" if I am on the boundaries of an action's activation point.

  • It's strong, but there are some scenarios where you can bait the dead hard, bounce back, and hit them.

  • @Breadz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1610956#Comment_1610956

    Yeah but to be honest I still wanted to reply to this dumb ass post. It annoys me a little that people can be this dumb and I still want to leave my take on it if any new visitors look at the post so they don't get guided to using ######### perks. If a new survivor saw this post he would start running dance with me+Lithe which doesn't work against basically all killers because they aren't brain dead. Also ######### you I do what I want. If you're so stoked about it you shouldn't have made an account for DBD forums because you knew this ######### would happen and also you can just change you're notification settings or just ignore the noti if you don't recognize the name of the post. So please solve your own ######### problem so I don't have to rant like this. By your logic you're wasting my time with your notification dumbass.

    you should try making new threads instead so that you won't ever get mad at someone calling you out for your bad forum practices again

  • @Breadz said:

    Okay, here's what I don't understand about Lithe; If you're at a window you're already safe. There is no need for a sprint burst and sometimes that sprint burst leads you nowhere or you can't even make it to the next pallet anyways. A lot of the time Lithe can ######### you over by being to fast in chases making a small mistake huge. Like if the killer moonwalks you run far as ######### and sometimes messes up looping. You also gain way more distance with sprint burst at the end of the game because of the amount of usage you get. Sprint burst is also really nice because you get to use it at the start of the game, And what about hook saves? There are a lot of hooks that aren't near pallets and windows that can proc this perk. I definitely think that this perk does shine when it comes to unsafe pallets though, but then again dead hard can do the exact same thing and if you are healthy you aren't really in much danger because you can already get a sprint burst on hit. I would rate this perk as the 3rd best exhaustion perk under dead hard and sprint burst. Sprint burst is better for coordinated SWF's and Dead Hard is way better for solo queue. Other than that Head On is nowhere even near as good as Lithe because good killers check lockers to keep saves from happening, It has really really low usage, and the last one being that you don't gain nearly as much time as any of the other perks save you. Head-on can be really good though if you're in a SWF and is actually semi-viable for locker jukes and locker saves when looping with friends.

    quit nerco'ing threads dude, no one wants these month/year old threads back at the top of general

  • Deathslinger gets to slap a survivor with a basic attack after using his power. Blight does not. Both of them use the same animations for their respective basic and "in-power" attacks, but only Deathslinger's counts as a basic attack. It's dumb.

  • yeah, his lunge feels really bad compared to the rest of his power. It would be nice if they changed it so that it feels more in-line with the dash.

  • i love this so much afsfdjigb

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