FFirebrandd
FFirebrandd
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Tenacity. It's probably the 2nd most powerful perk for when you personally get slugged.
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I mean... basic lunging as well? Plus some killers have super lunges as part of their power or a side effect of a speed boost in their power. Wraith, Spirit, T3 Myers, Pig, and debatably Demogorgon all fit into one of those categories.
Edit: Also one could argue that Nurse has the most super lunge in the game. 300% movespeed for a maximum of 20 meters that does not care if there are walls and other obstacles in the way.
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@TheDuhJ said:
https://forum.deadbydaylight.com/en/discussion/218750/ptb-is-buffing-mangled-add-ons
Wait... does that mean they get the blood drip increase too?
the extra bleeding is a separate effect called Haemorrhage. So no. But the Survivors not being able to just wait out your mangled effect and not having it tick down while their hanging on a hook or in chase is still incredibly nice.
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@[Deleted User] said:
Wait but I thought this patch was just a round nerf to killers because the devs are all survivor mains /s
In all seriousness, excellent change imo and I wish they'd take a look at some of the other timed add-ons as well. Something like blindness until you heal to full would make it a much more compelling choice; right now blindness add-ons usually have such a short effect that they're basically only useful for freezing the survivor's game when the status effect is applied.
To be fair, the fact that they were doing this was not in the Developer update a few days ago. I wasn't one of the ones saying it was overall a killer nerf but with the info we had, I can see getting that impression.
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@Bwsted said:
That's just to make sure survivors slam gens even harder.
Sure but there's a reason why I frequently run Tinkerer on Deathslinger and M&A and Trail of Torment on Legion. You don't heal? Fine I'll just use my stealth perks to put your butt on the floor without you being able to react.
They usually start healing in spite of Mangled after that.
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@[Deleted User] said:
Wow, they basically gave a 5th perk slot for Sloppy on killers that have mangled addons, that's nice.
Yeah kinda. Maybe not for Wraith who already has a ton of good add-ons, but I am very interested in Deathslinger and Legion mangled add-ons.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1868312#Comment_1868312
It was still a nice side effect I would say.
not that I ever used it, but it’s still a (minor) nerf to a perk that is already super underused. And is in dire need of a rework.
You're not wrong. However I'd say about 80% of the time you got hit by mangled it was from Sloppy Butcher which already wasn't effected by Vigil. Meanwhile, we're giving a pretty nifty buff to ~10 add ons that kinda really need it.
On the plus side, a bunch of not great perks got buffs this PTB so hopefully Vigil will get its turn soon.
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@Chilli_man2400 said:
Can someone send me the patch notes for this PTB I need to see what it is
Here you go.
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@AhoyWolf said:
I'm also big sad that Vigil was nerfed thanks to this change.
I mean... yes... but did anyone run Vigil for anything besides recharging exhaustion faster? That part of it is still the same.
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Oppression exists now. Maybe try that? Its actually surprisingly good on people with limited mobility. You could even go all in on that and run Surveillance + Oppression + Overcharge + Brutal Strength. Boot all the gens!
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1867635#Comment_1867635
Except you’re basing that on here say.
My killer games improved dramatically when I stopped treating DS (and Unbreakable) as a threat, and instead starting seeing them as something to simply eliminate as fast as possible.
I’m talking from actual experience because this is something I ACTUALLY do. This isn’t theory. I prove to myself time and time again that neither of these survivor perks are very powerful, and that intentionally getting survivors to waste them rather than me playing around them is always the right choice.
All of you scared kitty cat killers can keep whining and complaining about DS all you want. If all of you have convinced yourselves it isn’t possible to eat DS without losing pressure, then you all need to re-evaluate your pressure game.
I’m just gonna keep doing what I do...
With Clown of all Killers....
At red ranks...
Without meta perks...
Eating DS...
Getting my 3k and 4K games.
I mean there's definitely 2 schools of thought on this one. There's yours where you just steam roll your way through every defense the Survivors have available to them which... honestly Clown excels at doing that. Then there's what I do, where I essentially get the Survivors to waste so much of their time on things that aren't generators that them having DS up for 60s doesn't matter.
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It depends on who I am.
If I'm on a medium/short killer, Swamp is miserable because I'll be eating swamp grass all game. Similar problem with new Autohaven... the ground is super bright but the walls are mostly super dark. So unless you're looking down at the Survivors, it seems like you are chasing shadows.
If I'm on Huntress I really really don't want to see Hawkins.
If I'm on Myers or Ghostface on Ormond... I mean that's just super unfortunate. New Ormond is much more open and wearing all black sticks out like a sore thumb against all that snow.
Midwich is terrible on any Killer who isn't stealthy or maybe Blight.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1866217#Comment_1866217
https://forum.deadbydaylight.com/en/discussion/comment/1866223#Comment_1866223
Where did you guys get these numbers?
The math doesn't work out with what they're going for. By the fourth try you should have a 68% chance of escaping. We don't see that with your numbers.
How they got 68%: 1-0.75*0.75*0.75*0.75 (chances of not escaping 4 times in a row. Reversed is the chances of escaping)
Your numbers: 1- 0.84*0.67*0.5*0.33 = 90% escape chance.
We don't know how the numbers can shake up. They can do 1-0.8*0.8*0.8*0.6= 0.68ish, which means a 20 percent chance of escaping until the fourth attempt which is at 40 percent chance of escape.
https://forum.deadbydaylight.com/en/discussion/comment/1866262#Comment_1866262
I don't think so...
I hope not... I ran the numbers and those numbers would be a bit of a buff on the first attempt... second attempt is about equal... then after that those numbers they put up are a very harsh nerf. Like the current number give you a 42% chance of still being in the Trap after 3 attempts and theirs give only a 28% chance of that. Then it just gets worse with 4 being 31.6% and 9% respectively.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/1866115#Comment_1866115
I dont think so.
The old escape attemp: 25, 25, 25, 25, 25, 25, 25, 25, 25, 25... (1/4 chance of each try)
The new one: 16, 33, 50, 67, 84, 100 (1/6 on first try and add up by another 1/6)
There are many times Survivor escape on a single try (25%). The new one at 2nd try (33%), their chance to escape is already super high.
The first try sure will get much harder, but from the 2nd try, no.
There is only 2sec of animation getting trapped, and 2sec for each try. I feel like the best a trap can hold survivor is around 5-8sec.
Are those the official numbers they're going with?
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Its nice I guess but doesn't really address his biggest problem.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1859998#Comment_1859998
Let me ask this another way:
As killer, would you rather a survivor run a perk that removes generator explosions with no additional penalty, or DS/UB/Adrenaline/Dead Hard? It's a niche effect that should almost never come into play for skilled players, even against Doctor. You basically need to stack Overcharge/Unnerving Presence to have a good chance at forcing a miss... Technician will do absolutely nothing for decent survivors in like 90% of their matches, and in that other 10% of matches the benefit is small. It does not need a downside.
If that doesn't work, let me ask yet this another way:
Let's imagine we buff Technician such that it removes the 10% penalty entirely. As in, no loud noise notification and no also no regression for missing a skill check. Would it be meta?
The answer, of course, is absolutely not, because survivors should seldom be blowing up generators. If you can substantially buff a perk and it's still not strong enough to get consideration for non-beginners, downsides just don't make sense on it.
As a Killer Main who lately has been primarily playing T1 Myers with Oppression at Rank 4... I would rather see DS and Unbreakable than that buffed version of Technician. I hate Adrenaline with a passion so that one is worse and Dead Hard is crazy dependent on how well the Survivor uses it. Oppression being half regression and half tracking is crucial for what I've been doing and losing the tracking aspect would be horrible.
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@Aven_Fallen said:
Yeah. Same like "Ruin is not good because it gets broken in 20 seconds". Meanwhile, before it was reworked, nearly everyone used it despite way worse Totem Spots.
Back in the day only The Game had decent Totem Spots and still nearly everyone was running Ruin.
People just like to complain I guess.
Old Ruin effected everyone from the word go assuming they got a skill check. New Ruin doesn't do anything unless the killer pushes the Survivors off the Gen. If you aren't able to do that in the first 30 seconds and New Ruin gets cleansed, you gained a total of 12 seconds from the guy cleansing it and that's it. On average in those 30 seconds, the 3 teammates on gens will get 0.9 skill checks but could get significantly more. Old Ruin buys you 4s on a good and 1.6s on a great. So you probably got more than just the 12s from cleansing it even if it did only last 30 seconds.
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That would amplify Legion's problems.
Legion can already stomp teams that don't know how to prevent them from chaining because mending and healing end up eating way too much of their time. Legion starts having problems against teams that know how to prevent them from Frenzying more than 1-2 people.
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@Woot1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/1863287#Comment_1863287
I never understood the preference of Whispers over Spies from the Shadows. Whispers is nice as you don't need crows and can be good to find the last survivor urban evading around the map during EGC. But you don't know where the person is outside of the general area. Crows, on the other hand reveals direction.
Whispers is more reliable. Either there is a Survivor within 32m of you or not. There's no ambiguity. There's no reliance on Crow spawn RNG, and there's no requirement for a Survivor to move and spook a crow. Also one of the more underrated things about Whispers... if it is off, you know with 100% certainty that you need to be elsewhere, unless you have a really good reason for being where you are.
Edit: Now for Unicorn in particular, Spies might be better. Unicorn mentioned that they have trouble with losing Survivors mid chase. One thing that Spies can tell you that Whispers can't is if a Survivor left a tile or not while you couldn't see them. However I'd be tempted to say that I'm All Ears is better for that than Spies is.
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@TheRealHansGruber11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859880#Comment_1859880
Lets talk about skill for a moment tho. A rank 1 survivor doesn't care about the yellow gas, they know your trying to bait them with it. Making it useless in that situation.
The main reason I dont like this "rework" is that I felt clown needed a lil bit of map awareness or control, and instead they just made him chase even better.
These aren't the worst changes in the world. But I wouldn't call them good.
He's getting that better control too though?
Cutting his reload time by 40% alone gives him more control because he's burning less time reloading. In addition to that, Clown should be able to use the Speed bottles to patrol Generators faster to cut down on the amount of time he's not in a chase.
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@Freddy96 said:
So now every time a survivor is in tier 3 with dw he'll go down no matter what?
No. 20 seconds is how long you have to mend with current T3 Borrowed Time. Snapping out takes 12 seconds so you have 8 seconds of wiggle room.
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I mean... if we're being honest, FoV should be an option slider and Shadowborn should do something else completely.
I agree with ReverseVelocity on the predator and bloodhound changes.
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If you play kind of Scummy they're strong. If you try to not do that, they're pretty poor.
The worst part is if you happen to down someone with Victor then decide to hook them. Now you've got both twins in a very similar location next to a hook and literally no way to quickly relocate both. It would be incredibly helpful if Charlotte could recall Victor at any time if he's just standing around somewhere instead of having to wait 90s for him to come back on his own.
Also as the Twins, you technically have 3 ways to use Victor. Slugging Machine, Jockey, and Radar Station/Obstacle. The only one that really works is Slugging Machine. Using Victor as a Jockey sort of works, but he really doesn't take long enough to remove for that to work. The last option flat out doesn't work because you can't drop Victor on the ground and stay in control of Charlotte for some reason. I have no idea why. On the PTR I tried to use them that way, and it worked but was too slow. Got several Charlotte M1's against people who paused looping to kick Victor, but the setup for deploying and switching back was way too long.
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Alright so here's what I think the deal is.
People eventually get burnt out on any game. Playing the same thing for the 100,000th time is just not going to be as fun as the games in the 50-200 range(ish). So yes I'm sure both long time killers and long time survivors are quitting.
Here's the thing though... I'm pretty sure a lot more new Survivors stick around.
Firstly, Survivors can play with friends. That alone makes nearly any game more "sticky". Killer is a strictly solo experience unless you have exactly 5 people and do a KYF.
Secondly, the Survivor base perk set is far superior to the Killer's base perk set and the set of perks they can get with only Bloodpoints is insane while Killers almost have to spend shards to get their best stuff. Seriously, as any Survivor you can run Kindred, We'll Make It, Spine Chill, and Resilience and have a reasonably solid perk load out. Get just the Teachables from Bill and Meg, now you're running Sprint Burst, Adrenaline, Borrowed Time, and Unbreakable. That is the survivor meta right there minus Decisive Strike. As a base set Killer your best options are Whispers, Bitter Murmur, Sloppy, and NOED and 2 of those barely work for Huntress. What's the current Killer meta? BBQ, Ruin, Undying, Tinkerer. That's on 4 separate killers. 1 paid, 2 shard, and 1 free and the perk from the free killer is the least important. The previous killer meta wasn't any better, with BBQ, Pop, Corrupt, and one more of your choice. That's another 1 paid, 2 different shard, and 1 wild card.
Thirdly, the set of Killers that are given for free are kind of pathetic. Wraith kind of needs both good addons and good perks to function and all 3 of his teachables are pretty bad. Trapper requires Bags to be good and his teachables max out at "Huh, that's kinda nice". Hillbilly admittedly is both pretty good and is fairly approachable but that got worse after his rework, though his teachables are all pretty solid now. Huntress can be difficult and her teachables suck. Nurse is crazy difficult but has arguably the best teachables in the bunch.
Fourthly, the fact that there's not as many high rank killers as there needs to be means that newbie killers are much more likely than newbie Survivors to get pulled into games they have no business in. Like a rank 16 ending up against a crew of all Greens. A fresh green ending up against a full Red Squad or 3 reds and a Purple. Of course, the newbie will get stomped and if it happens too much, the newbie may not keep going.
In short, being a new killer is a lot like trying to deal with a rosebush. It looks really nice but if you aren't careful you will get your arms scratched to hell. It really shouldn't be surprising that a lot of them don't stick around. A few of the free killers need buffs, the Killer base set desperately needs buffs or reworks and Legion should be made the 6th free Killer.
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I'm hoping for the following.
Blight's PoV raised.
Wraith's base kit buffed.
Trapper can carry 2 traps by default.
Twins: Add 2 mechanics. Pushing the alternate power button to deploy but not switch to Victor. If Victor is out and idle somewhere, you can call him back. Seriously the biggest issue the Twins have is that it is really hard to not be scummy while playing them.
Also I've heard that they're doing Huntress's addon pass this midchapter but I don't play her enough to have an opinion on that.
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I don't play survivor much, but if I'm sitting at the exit gate it usually means that there's at least one teammate who I have zero clue where they are and I'm waiting to see if I need to go back in.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1854933#Comment_1854933
It slowly regresses the generator without the need to kick it. Cool concept. Only really useful if you can keep survivors off if gens for an extended amount if time, so practically useless against survivors that spread out.
Its a late game hex perk so you have a strong likelyhood of it being destroyed before you even get to see the effects of it.
It is only useful-ish when combined with undying because it can help the perk remain alive at least till endgame so if you manage to get 3 close proximity gens you can try and keep pressure off.
Unfortunately ruin just doesnt have enough if a kick to be really viable.
What it does do successfully though is stop generator tapping. But that is a waste of a perk slot to stop gen tapping, which is a poor bandage fix at best
Considering the baseline regression is 25% of a single Survivor's repair speed, how is 75% of a single Survivor's repair speed possibly considered slow? A 99% generator will fully regress in about 320 seconds, a 99% generator will fully regress in about 108 seconds under the effects of Ruin. That is way faster.
Think of it this way... the survivors split up and do gens. You get a really fast down and hook on someone, so his gen is regressing. You find another person, now their gen is regressing. A third survivor now needs to rescue the guy on the hook so his generator starts regressing. Fourth survivor is now the only one repairing generators and the total amount of charges on generators is actually going down fairly quickly. It's going up by 1 c/s and going down by 0.75 * 3 or 2.1 c/s. Seriously... look at those numbers again. The total generator progress is NEGATIVE.
Does it effect Survivors who 0-100 Generators? No... but... that's why you as the killer with Ruin now need to go around and bother as many Survivors as you can as much and as often as you can. Don't like that playstyle? That's fine... there's other perks that might suite you better like Pop, Surge, Oppression, and Overcharge. That doesn't mean that Ruin is worthless.
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No.
I've not even been playing him that long, and have mostly been playing him as T1 Myers but even though Tier 1 Myers isn't amazing and I don't have all the perks I want, I'm still loving playing him that way.
Also... who doesn't love popping T3 and instantly stabbing a full health Survivor?
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Addonless Wraith.
That's one of the bigger reasons. Wraith's set of Add ons are incredibly good but without them he's pretty much the weakest killer in the game. If you want to have Addonless Wraith work you kind of need strong anti gen perks (Pop or Ruin) or strong chase perks (Save the Best for Last) or both.
Hit and run Wraith can work but you kind of need to have both Windstorm and a Clapper to function. Windstorm so the running around wastes less time and a Clapper so the person you're about to ambush doesn't know they're the target.
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Alright. Here's my tips I give to almost every person new to Killer.
- Don't play Huntress or Nurse. They both can be very difficult to play and honestly both make it painfully easy for Survivors to avoid you all game. Of the free Killers, I would recommend starting with Trapper (though for your sanity... bring a bag every game) though Hillbilly is also not a bad choice if you can get the hang of his saw.
- Don't play any Killer before you've gotten them to level 15. That isn't nearly as high or expensive as it sounds and having all 4 of your perk slots open is super important.
- I recommend getting Legion ASAP. Legion definitely isn't the strongest killer in the game but his Power is very straight forward while also being very very good for preventing both Survivors hiding all game and attempting to bully you. Legion also has the upside of being very serviceable with Perks only from themselves, the base set, and the free Killers.
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4 man Christmas Tree in Shack Basement. Also will probably remain my fastest 4k forever.
Playing as Deathslinger with a backpack build.
I load in and start patrolling Gens as you do. There was a Generator in shack and as I approach I can hear its being worked on. I come in... all 4 survivors are there. As I enter the Jake is looking like he's gonna leave out the other door. I lunge at the Claudette who's nearest me, hits. I rotate over to the Yui and grab her off the gen. 1 Survivor down.
The Dwight is still sticking the Gen so I walk over and stab him twice and he goes down. 2 Survivors down.
The Jake, probably not realizing I have Mad Grit body blocks to try to give Yui more time to wiggle and runs off after the hit and drops shack pallet. I then go down to basement and hook Yui. I come back up, pick up Dwight. Claudette finishes the Gen and starts heading towards the down shack pallet. I don't think I can fully cut her off so I take a swing I know I'll miss to scare her that won't slow me down cause Mad Grit. It works perfectly, she blanches, I don't get slowed, then Agi gets me close enough and I stab her. 3 Survivors down.
I go hook Dwight in the basement and come back up to Jake slow vaulting shack pallet back in to probably try to rescue someone. I swing and hit him as he's revaulting shack. 4 Survivors down.
Hook Claudette and Jake in the basement... Christmas Tree fully decorated with me standing there being like "I can't believe that just happened".
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Adding automatic Gate Regression to Remember Me might be a neat way to go about it. Then use the spots where the lights come on as check points that the Regression can't go below. Seems like it'd be a good buff to a perk that's currently kinda bad and add some synergy between Remember Me and Blood Warden since then Remember Me would make doing the ridiculously easy counter of Blood Warden much harder to do.
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Oh man. That makes perfect sense and is fantastic.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1852404#Comment_1852404
"Maps can run out, both from your inventory and total usage time during the match. Also maps generally require that you pass within 8m of objects before it starts tracking them. For all of those reasons, maps cannot replace Detective's Hunch."
If your map runs out and you didn't find all the totems, like WHAT THE FUDGE were you doing with it then? That's literally the point of a map, to find totems. You shouldn't be even coming close to running out if you are using it for this purpose. Not to mention you shouldn't even be using it until you ran the map at least once. The game tells you when something gets tracked via Bloodpoints so run in a circle around the map then light it up. Do some totems, then only use it to track down the last few by waiting for more BP prompts. Again you should never be running out.
This besides the fact that, like I said, Detective's is barely worth running if you know how tiles/objects spawn. The entire purpose of the perk is negated by just lots of experience. Where no amount of experience can make up for how much value you get from Dead Hard or DS or BT etc.
And by your own argument, the aura from Detective's only last 10 seconds. If you are in a chase you don't exactly have the luxury to look around when a gen pops so you can miss stuff. And you only get 5 procs, that's 50 seconds, and since gens tend to go in pairs or triplets thats means you lose a lot of time. If you were the first one chased you lost 30 seconds of aura reading.
Tenacity just isn't that great though. Majority of kills pick you up right away, and if the killer is slugging multiple people well they could very likely have something like BBQ to find you, so you're not going to hide that well from them. A good killer will still find you. I'll admit I've lost some people using Tenacity, but then when I catch them again I make sure they don't get away.
"Where no amount of experience can make up for how much value you get from Dead Hard or DS or BT etc."
Again... I'm saying Tapp should move from D to C. Why do you keep comparing his perks with perks that are far higher up than where I think he should be?
Can you make a solid case for why Aftercare is better than Detective's Hunch? Can you make a solid case for why Deliverance is better than Tenacity? If you can't, then maybe you need to reevaluate.
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I think you've got Doc 1 tier too low. Monitor and Abuse is way way better than it looks for a multitude of reasons. Yeah his other perks aren't great but you've got Legion up a tier and he's only got 1 good perk.
Edit: Also Surge did get a change so that it can effect gens that are already regressing. Just thought you'd want to know that.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1852056#Comment_1852056
I like Detective's Hunch, but the problem with it is that it can be replaced by a map, or by just understanding how objects/tiles spawn. Like yes, it's great to be able to see the totems and run right to them but it's not entirely necessary to get them all. I know where every totem spawn is on almost any map, if I really want I can just run the map once or twice and get them all, or just check for them as I move from gen to gen. Not to mention that if the killer doesn't have a totem it's kind of pointless. And on the off-chance they have NOED, well if I just make a mental note of totems, maybe doing the ones that would be hard to get or find otherwise, NOED is almost a non-issue. Maybe 1 person gets hit but that's all the killer is gonna get against a survivor like me. So while it's a nice perk, it's just completely unnecessary at the end of the day. It's more of a QOL buff than anything else.
And Tenacity is not good by itself. Not like Inner Strength, Lithe, Balanced, or Iron Will. It's the perk you pair with another perk to actually get value.
Maps can run out, both from your inventory and total usage time during the match. Also maps generally require that you pass within 8m of objects before it starts tracking them. For all of those reasons, maps cannot replace Detective's Hunch. Also one could argue that Medkit + Hunch is better than Map + Inner Strength or Self Care. As for just knowing where all the totems are... That's simply not practical for most of the player base.
Tenacity can absolutely be useful without comboing. I have had it save me several hook states and has even gotten me the hatch or an open exit gate on its own. It isn't as strong as unbreakable because it can't handle multislugging but it can absolutely save you when you get slugged, and it can do it multiple times. Even if it doesn't outright save you, if the killer takes 5 seconds longer to find you after you get downed it's still decent.
Now I'll admit that because its an anti slug perk, it is inherently less reliable than those perks you mentioned. However all of those perks you mentioned are currently in your B rank. I'm not trying to get you to move Tapp to B... Just from D to C. Tenacity vs Deliverance is a far closer comparison... And Tapp's other 2 perks are debatably better or at least on the same level as pebble and autodidact.
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Both. Blight, Nurse, and Deaths longer (my phone has renamed Deathslinger apparently) are all great. However sometimes I am just not awake enough to make them work.
When that happens I need my resident edgy teens who absolutely do not require precise aim.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1850298#Comment_1850298
https://forum.deadbydaylight.com/en/discussion/comment/1850334#Comment_1850334
https://forum.deadbydaylight.com/en/discussion/comment/1851425#Comment_1851425
You guys don't seem to understand how a tier list works.
A tier list is a relative ranking of some thing. That means that any particular thing on the list is ranked in comparison to every other thing. So while THING A might be a good thing, if it's not objectively more impactful than THING B then it will be lower on the tier list. This does not mean thing A is bad, just that compared to thing B (and everything above it) it's not as impactful on the game.
None of Jeff, Cheryl, or Tapps perks are as impactful as the perks for characters above them. Would you say Jeff's perks, despite being pretty good, are as good or better than perks in tier A? Better or as good as stuff like Dead Hard, Self Care, Prove Thyself? If so then you could say it's tier A but I doubt anyone would say Aftercare or Breakdown are as valuable as Dead Hard and Self Care. Same with Cheryl. You don't see Repressed Alliance being as impactful as BT or DS. Not even close. Soul Guard you could make an argument for, but at the same time it's reliant on other actual meta perks like UB or DS to get real value. On it's own Soul Guard is not a very good perk, at least not on the same level as UB or DS.
It might hurt to see your character low, or see a character whose perks you love to use low, but you have to remember it's all relative. Just because a character has F tier perks doesn't mean those perks are COMPLETELY useless, just that literally every other perk is better.
Did you miss that I said Tapp should be in C?
I honestly would say that Detective's Hunch and Tenacity are about on the level... if not better than Aftercare Breakdown and Distortion. Similar story to his and Cheryl's perks honestly. They both have 1 perk that's... kinda meh but can be nice (Stake Out/Blood Pact), 1 perk that can counter the current killer meta of Ruin+Undying (Detective's/Repressed), and 1 anti slugging perk that kinda needs comboing to work really well (Tenacity/Soul Guard).
Honestly I could make a similar comparison between Tapp and Adam's perks too. Probably Felix's as well.
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@Almo said:
Legion's performance is average; right in the middle of the pack.
Any chance Legion can stop losing some of their power when they M1 people or their whole power when they pick people up? Overall I really like Legion, but those 2 things bug me.
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Legion does have some problems, but they're definitely not the worst.
Those Injuries plus Deep Wound are their map pressure. Frenzy stabbing 1 person takes them out of the game for 28 seconds assuming they have a medkit to heal with. It gets worse if they have to get healed by self care or someone else without any healing perks. In that situation, the Legion has wasted a minimum of 44s of survivor time. That's half a Gen for a single stab that is very easy to land. Survivors can mitigate that slightly by healing with 2, but that's just begging Legion to show up half way through and Frenzying their way through 75% of the team.
Now yes, Survivors do try to just not heal vs them, but any decent Legion main builds their perks around that. I personally am currently enjoying running Trail of Torment on them. Budget Night Shroud suddenly makes not healing an absolutely terrible idea because that Legion could suddenly step around the corner and stab you, completely bypassing their normal weakness of having to get downs with M1. Alternatively I've also run Play WIth Your Food on them. Even a single stack of that makes attempting to loop them so much harder and if you haven't healed, that single stack turns into a down.
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@CountVampyr said:
People always take about spooky myers but I never hear about Pig which has a similar add on.
There's a good reason for that.
Scratched Mirror gives 32m worth of aura reading and T1 Myers walks at 105%.
Amanda's Letter gives 16m aura reading, crouched Pig moves at 90%, crouching and uncrouching is much clunkier than stalking, and lastly Letter is a pink instead of a purple.
Overall, if you're going with that play style of super sneaky super intel with minimal looping potential, Myers is just better. Though if you want to not go all in on it Pig with Letter is better since she can uncrouch for normal looping.
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I think Tapp deserves to be in C at least. Yes, Stake Out is kind of underwhelming. Detective's Hunch is just info but it is all the info, which is particularly useful against Ruin/Undying. However, I think you are severely underrating Tenacity. Some of it is that its pretty infrequent people play around it, but if they don't play around it, it can be just as brutal to the killer as Unbreakable but it isn't limited to just 1 use. I fairly frequently run Tenacity without UB or SG and it still pays off handsomely. Not always of course, it is still an anti slugging perk and you don't always get slugged but it works fantastic for what it is.
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Ngl I recently got Myers and Tier 1 Myers has been so much fun. I don't even have enough Mirrors to run them... I just don't Tier up until end game where being sneaky sneaky stops working and I need more looping power.
It has seriously been the best.
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That would basically kill Legion. That annoying mending is one of my main reasons for playing them. I like standard M1 Looping, but you need quite a bit of slowdown for standard M1 Looping to not be waaaaay too slow. That's what Legion's Deep Wound does. It buys them the time they need to down people with standard M1 attacks.
Also, I'm pretty sure Survivors would pitch a fit about 2s cooldown Frenzy. I've seen people complain about when their team feeds Oni or Myers and they get punished for it. This would be a very similar deal to that. You didn't make the mistake, but you get the punishment.
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I have and usually enjoy Pyramid Head. My one problem is that I like coming up with interesting builds. Because of his powers, running perks that need basic attacks or pick ups or hooks doesn't exactly work.
That makes making fun and interesting builds for him tricky at best. I prefer Death Slinger to Huntress for similar reasons.
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I would say the Twins. I just picked them up and they're quite fun. However, there are a lot of killers who desperately need Plague's Corrupt Intervention and several more who become a lot better with Infectious Fright. I got lucky and got Corrupt from the Shrine and don't play many killers that like Infectious, but if you don't have them, getting plague for just her perks is not the craziest thing in the world.
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@dspaceman20 said:
Can anyone explain what was wrong with old legion? (Genuine question) why was he charged
I wasn't around for Old Legion, but from what I heard Legion got nearly guaranteed downs. Between Frenzy's extra speed and vaulting, Survivors couldn't really ever do anything to get away or even delay going down. However, Legion's Frenzy got its downs quite slowly. So Legion probably wasn't going to win, but they were probably going to doom at least one person to a very slow, drawn out, guaranteed death.
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I honestly think the Cooldown is fine.
Power Recharge is indeed too slow especially for how powerful it is.
Frenzy isn't useless though?
Frenzy is good if the Survivor you are after is healthy still. In that case I've sometimes ended up getting downs incredibly fast because Frenzy hit is nearly free and they messed up dealing with my fatigue time.
I don't know what you mean by cool for chase.
Frenzy is better at keeping track of Survivors. Doc's power is good for info, but it is one pulse of info every 60s while Legion can have 10s of info with a 20 second cooldown, though it does need you to stab someone.
True, Legion can't down, but I like that they have a 1v4 power that allows them to annoy and waste all the survivor's time.
Legion does have some stinkers of add ons though.
Edit: Honestly the 2 things I most want changed about Legion is that they stop losing their power bar when M1ing people or picking people up in Frenzy.
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Blight is a very strong but difficult killer. The only thing Blight needs at the moment is his first person camera moved up a bit because he just... can't see over anything. However, the devs know its too low and are working on it but that means changing a bunch of his first person animations so it might be a bit.
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There's a color blind twitch streamer I watch who didn't know scratch marks existed for months if not longer because she couldn't see them. I was going to suggest looking into Windows 10 Colorblind filters because that's what she uses... but if you're friend is on Switch... well honestly I don't know what options the Switch has for that. I wish you all the luck in the world trying to figure it out.
And yes, Dead By Daylight needs colorblind options.