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Foxy_Teltac

Foxy_Teltac

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Foxy_Teltac
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  • @Zozzy said:

    Afaik they never patched the ip leak and just waited for people to stop talking about it.

    Woah wait what IP leak?

  • @Mr_K said:

    DH has only been considered an issue in recent years. Sprint Burst was used far more around the time of DH's release.

    If that's the case then I'll edit the post, I joined around PH's release/that year's anniversarry but I was hearing DH complaints even then so I assume that it's been like this for a long time

  • @Clueless said:

    Clown got nerfed before dead hard, and I am not going to be shocked when Legion does as well. I think they genuinely don't have any idea how to nerf the perk.

    https://forum.deadbydaylight.com/en/discussion/comment/2934237#Comment_2934237

    Good thing a nerf will not affect you if you never use it.

    You're probably right on them not knowing how to nerf it at all. I commented on another DH post that they probably need to rework it entirely, ground up and all. It's design comes from the idea of it being paired with No Mither, giving you something similar to a health state back but obviously 3 people run NM and nearly everyone runs DH.

    Maybe something like letting a survivor press the button to give them Endurance for 5 seconds but they can't drop pallets during it, and then for 1s afterwards they still can't. I wanna keep it's nature but the free distance it gives with no requirement besides being injured is just outright flawed by design, at least Overcome is fair in the fact that it activates upon being injured

  • I don't care about it being nerfed or buffed, the thing needs an entire ground-up rework. With DH they also should nerf Sprint Burst to compensate, maybe down to 2.5s of the speed. DH as a concept is just flawed as it allows survivors to literally negate a killer's power or prime moment with a perk, not an item that goes away after 1 use, not a perk that only has 1 use a game, it is a perk that anyone can have, that anyone can use once during a chase, even then, it is used for in-chase distance that can be the difference between a kill or a longer chase. It can't be perfectly balanced by it's current nature, not without a rework from the ground up

  • @wizencrayfish said:

    Never thought DH was an issue

    It's a 1 maybe 2 time use at best. Shrug

    Too many crybaby about it.

    Survivor main here. I never use DH.

    Better perks out there for me personally

    Ok good for you I'm glad you came here but if you're a survivor main then i doubt you understand the things killers have to deal with at high MMR. I don't use DH myself as survivor as well so I get where you're coming from but you gotta understand what this perk does

  • @[Deleted User] said:

    That wasn't a thing on the ptb.

    • "Fixed an issue that caused The Mixtape Legions chase music to continue being applied in subsequent matches after using the mixtape."

    Ah damn, was a cool bug while it lasted I suppose

  • Yes, and it is awful, noticably worse in ever single way that isn't giving you harder and harder matches. This isn't me being whiny, I'm genuine, this game has gotten substantially harder and I've been having to be a scumbag since this MMR change has happened

  • I hadn't even read the PTB Updates yet, this Legion buff is gonna get me addicted all over again

  • Killer: Agitation, Bamboozle, Shadowborn, Enduring (Bamboozle and Agi varies between killers)

    Survivor: Resilience, Iron Will, Spine Chill, Rookie Spirit (May change Iron will)

  • Easily Wraith. When I started playing the game Wraith was my first ever main, he's so hard to try to make effective nowadays but he'll always hold a place in my heart when I think of playing him.

  • I'm gay but birds are cool asf

  • Shadowborn, I've dropped pretty much all gen perks and have replaced it with chase perks and shadowborn and oh my lord, I've yet to be juked twice in a match. Shadowborn is such a nice QoL perk

  • It's not a waste just for the satisfaction of it. I went against one of the sweatiest groups I've ever come across and didn't kill anybody, but oh my god Lightborn felt like an absolute victory. I even managed to act and brag about it so much that they got mad at me, funniest swf rage in a while, completely dismantled the way that they were trying to have fun and made them mad in the end

  • Yeah there's been hella DC's even if it's my first down of the match. They're prolly going here to rant about the balance or the game dying

  • Yes I'm aware that there are bullet points everywhere, I copy pasted from the wiki and didn't know it would do this, but I'm too lazy to change it now that it's posted so, oh well

  • Mouldy Electrode basekit, the normal Doctor shock has such a short range man (I woulda said something for Legion but Doc needs this more)

  • Very hard pick between Legion, Doc and Trickster

    Legion just goes hard

    Doc sounds batshit crazy and I love it

    And Trickster's is creepy when you know about his lore


    Honorable mentions to Blight, Twins, Nemi and Ghostface tho

  • @C3Tooth said:

    I would say increase FOV from 15 to 20 degree, all survivors will have glow effect like Freddy or Myer's stalking which make them unable to hide in the dark.

    Make the perk really worth a perk slot, not just accessibility

    Actually a really cool idea, shadowborn letting you see things in the shadows

  • @MaTtRoSiTy said:

    It is a luxury perk not a necessity. I used it a lot on Nurse when I was still in the early days of learning her but I had to wean myself of relying on it and ended up wishing I had just learned to play without it.

    Worthless perk as far as actually winning matches go but that increased FOV sure is nice

    I wouldn't say it's entirely worthless, sometimes it can let you catch someone with the extra view or it can spot a mindgame like a window tech since you see the bottom view more. I do agree though, definitely a luxury perk

  • @ElmosPayPig said:

    People do not care about medical issues that can happen with a low FoV such as eyestrain, headaches or migrains or motion sickness because they somehow believe a increased FoV lets the killer see them at all times or across the map.

    The base FoV is disgustingly low at 87 degrees. Even the 102 degrees that shadowborn puts it at is kinda low as far as normal FoV goes(I usually play games at 115 or higher).

    I also personally hate having to waste a perk slot just to not get headaches while playing killer.

    DBD's also just weird in terms of how the FOV feels compared to what it is. Because I play Rainbow Six Siege at like 70-75 FOV and that feels completely natural, while in DBD it feels like I'm playing at 55 FOV, it feels so horribly low and I think there just needs to be a base FOV increase at least if the code can handle it

  • @Yankus said:

    I've actually started including it on my builds on all killers. I just consider it an information perk and the game feels so much better being able to see that much. I see so much out of the corner of my eyes that I would have missed without shadowbourne.

    Agreed, it's the best intel perk that requires nothing to work, it's simply just seeing more

  • @VikingDragonXii said:

    Yes accessibility options should not be tied to perks, I agree with that. But it's bad enough with flashlights that blind at wierd angles and through walls I don't want the FoV to be moved anymore....

    Ahem but I digress, if they made it basekit and added it to the options then survivors will have even harder time trying to do flashlight saves that they shouldn't have to guess what FoV you have set. Besides making the FoV bigger would only give advantage to Killers allowing them to see things going on around them...ie eyes in the back of your head.

    The blinding is something I actually didn't even think about, you've got a good point there. It defnitely would make blinding inconsistent for survivors if they made it so that your blind window is tied to your FOV. I think the fix would be to just have it so that there is a fixed, unchangable angle where a blind source will begin to blind you no matter what.

  • @Mooks said:

    Yeah, you gotta wait until it’s available (releases at 17 CEST usually)

    then you have to right click in your library on DbD, enter the properties menu and there the Beta tab. There is a Dropdown where you can enter the PTB, once entered the download should start

    Thank you!

  • Oh yeah and Nemi changes, lemme know if there's been Nemi changes

  • I've already quit DBD for now, don't know when I'll get back into it but I've done it before for a couple months and it was really nice.

    If you gotta take a break, take a break fam, I've already noticed myself being happier and less frustrated/angry at every little thing and I've started to get back into Halo which has been a blast as well. It's always healthy to take a break when something makes you feel that way, it's just a game afterall.

  • I think Doc needs to be slowed down less when casting both of his shock abilities, maybe just bringing him to 105% is good enough because going slower than a survivor just to hope they don't abandon the loop can get really bad really fast. I love Doc, hell, I play him with no gen slowdown but like, he still needs more. Less movement speed slowdowns, a bigger base TR (In my opinion that'd benifit him massively, just play doc with Distressing and you'll see what I mean, obviously calm would need nerfs), longer snap out of it and they need to make some certain things basekit. I just wish addons weren't a thing, Doctor gets really held back by the addon system if you just wanna play him basekit

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587382#Comment_2587382

    Sadly kills are an irrelevant measure. And yet they still go off of them. You can literally have to tunnel someone off the hook. And get a compensatory kill at the end because 2 people can't get the 3rd out

    So you could end up in a 5 minute 4 hook game that's "balanced" because you got 2 kills

    Meanwhile if you have 8 hooks and everyone escapes on death hook. That's not balance at all.

    I'm not all for kills meaning the most or hooks. But their data and logic is flawed as hell.

    They really should look in to things like chase times. How good is the killer or survivor at ending or extending chases ? How good is the killer at finding people (aka how long are they not in chases in the game) how long is their average match ?

    Granted. Maps need fixed before they would consider chase times instead of inaccurate kills/escapes

    Exactly, here's the perfect MMR system for DBD if we tried to keep it realistic

    Killer: Hooks and Perk Utility

    Survivor: Pallets dropped in chase, Gen progress and Perk Utility

    These can't be that hard to gauge right? Like this can't be that unrealistic to do, Bloodpoints and Tokens already account for these things, why the hell can we not have SBMM do it

  • Trickster is highly oppressive in chase and will down someone eventually, it's just a matter of if you're wasting blades and time, fast chases can mean good snowballing, something that will benifit him massively due to his low pressure

    Huntress has more pressure due to her being able to snipe, but Huntress feels really bad to play at first due to how her wind up is and requires heavy heavy time investment to perform with, but she is objectively better than Trickster thanks to her map pressure

  • @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2584077#Comment_2584077

    You know this build brings to mind those hilarious stealth moments in skyrim when you played an archer. One dude asking 'what was that?' with an arrow stuck in his forehead. It often feels like that when i play perks like this and i just managed to squeak into a hiding spot and the killer is looking for the scoundrel who broke his bones.

    Killer: Who keeps breaking my totems?!

    Survivor: * Snickering in a corner 2 feet away*

    Killer: Must have been the wind.....

    Imagine if they made a perk that added the

    [Hidden]

    [Caution]

    [Danger]

  • Totem Espionage:

    Small Game

    Iron Will

    Urban Evasion

    Spine Chill


    The whole purpose of this is to just go completely unnoticed and break every damn totem you detect, it has been so fun and at my survivor MMR, half of the time we still get a good amount of gens done, it's dumb fun that I can't get tired of

  • Perks that inflict Exposed are pretty nice picks for Doc as he can locate the survivor easily if you have Static Blast up.

    Many would reccomend Save The Best For Last but I only reccomend this if you have the Restriant series of addons equipped.

    Doc doesn't really need chase perks all that much but if you go against a lot of pre-droppers, Brutal Strength is always nice to catch up to them.

    Bamboozle isn't the worst pick either as it allows you to feel really oppressive and you'll be forcing a lot of pallets out of people.

  • @BenZ0 said:

    I do enjoy Nemesis more than Pyramid cuz the tentacle has much more depth into it and feels much more smoother and fun to use. And the zombies are quiete handy and funny if you get a free hit or down.

    Agreed. I've been tryna get into Pyramid Head and it's been a bit boring using the power. It's really sluggish and clunky and kicks you in the mouth if you miss. Nemi is arguably stronger than Pyramid Head if we just compare anti-looping, but the tunneling potential with Pyramid Head is definitely something to keep in mind, then again, survivors will straight up abandon loops to avoid Torment just because they know how badly it can damage them later, so saying that Nemi is stronger than PH is honestly a toss up for who is better. Nemi also has way more depth to his attack just like you said and it honestly adds so much to the chase that PH doesn't have, along with PH being hilariously dodgable without range addons

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582860#Comment_2582860

    I think it depends on playstyle yeah

    I mean some people would argue why run it instead of 4 gen defense perks. It's all a matter of taste and opinion which is fine with me

    Yeah, it's just a matter of what you like, afterall I run a couple niche perks as genuine choices and they work fine, if a perk is for your playstyle it's all power to you

  • @Sabby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582870#Comment_2582870

    Agreed. Doctor is a character designed for newer players andnas it is he is already weak.

    Yea, as a Doc main I think he isn't as low as some people think but the counterplay for him is pretty simple, it's just a matter of Doc reacting to and reading the survivor's movements

  • @OldHunterLight said:

    Billy with stbfl....... Can't tell if you are trolling or not.

    But I will take the bait, stbfl is really good in most m1 killers, demo being the strongest user.

    It is decently good against hold W players.

    Probably one of the healtiest perks in the game.

    Stbfl has limits on what it can do, most of the snowball comes from survivors stacking up.

    Those points are fair enough but it's just my opinion

    Also ik Save sucks on Billy but I don't have Bamboozle yet ok it's a band-aid for now

  • Just don't camp the pallet or play predictably, it's simple enough

  • @Brokenbones said:

    I disagree, actually. I want to explain why:

    STBFL severely limits the amount of distance survivors get with their post hit speed boost, which is something many smart survivors will milk the hell out of by running in a straight line until they make it to a structure that's far away. With enough stacks, you can turn what would've been just a free hit into a free down in many many occasions:

    People trying to bodyblock you while in chase or while carrying someone? No problem.

    Borrowed Time? Not a problem, chew right through it. Free stack in 3/4 instances.

    Committed to camping a guy and their teammates are coming in? Not a problem, STBFL almost always guarantees an exchange with at least 6 stacks.

    Someone trying to finish a generator right in your face? STBFL can come in clutch and stop this in its tracks.

    Now for the downside: "But you can't hit the obsession!" Well, that's why people run this perk on Demo, Pig, Nemesis & Trapper most commonly because their power allows them to ignore the only downside this perk has. Which means they get all of that and more.

    Now onto probably the most controversial part of my post: I don't think STBFL is op BUT I think what a survivor can do to actually counterplay it is either limited or non-existant. Only the obsession can impede the stack gains and in your average solo Q game this will not happen and even in a team, the obsession constantly taking hits is free injuries and knowledge for the killer.

    Not sure what I would do to change it, but yeah. That's my thoughts

    You aren't wrong on the straight line thing, Save definitely limits a survivor's choices post-hit and it's At-Hook value can be pretty nuts, but we both have our own opinions here and that's ok, to each their own

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582768#Comment_2582768

    yup, however I miss Legion with save the best though, that was fun tbh. xD

    Its funny to see how many survivors dont know or underestimate Nemesis still to the day, btw a little Nemi brother tip, I am testing since a while Coup de Grace on him and it is leggit good on him. Since you never really M1 with him, just occasionally, you can save up the stacks very easily and then do a huge Coup de grace punch at a nice tile or loop where you cant really whip and catch the survivor off guard with that mostly.

    Had even some survivors DC cuz of that perk oof

    I might check that out then, sounds interesting, but yeah, it's great to see another Nemi main here

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/289185/save-the-best-for-last-is-lowkey-overrated

    I agree with Nemesis 100%. I dont get it what ppl see in save the best, the best thing you can do with it is to face camp a survivor and deny the unhook with more then 5 stacks. You mainly down and hit survivors with your tentacle since you can whip over 70% of the loops in dbd if you get the right angle which you should get if you know how to play him right.

    You sacrifice basicly your tentacle ability to become a slightly better M1 Killer, gratulations, just go play demo then. You have no reason to not use your tentacle or try to replace it, it is a very effective power. Ppl who prefer to play with save the best can ofc do that and play a more M1 heavy Nemesis, which is however a waste and a shame to not use his power correctly.

    I understand if ppl struggle to play Nemesis cuz the tentacle is rather hard to hit and the hitbox is quiete tricky, however this doesnt justify trying to go AROUND it by turning him into a M1 Killer. Unless you really enjoy playing a M1 Killer for some reason you can ofc go for it but I personally cannot understand the mindset of someone who plays a character to NOT use his features and abillities.

    Glad to see someone that knows Nemi's potential. He's one of my mains because he is very oppressive in chase and can really get hits that were otherwise unimaginable with a basic M1. Learning tentacle is a very very good idea rather than using Save, plus, relying on Save could make you rusty and cause more misses. The one thing Save is good at (Which is camping) could be achived with other killers as well, so there's really no point to using the perk

  • I'm not saying the perk isn't fun, just isn't meta, use what you want, afterall I use No Way Out which isn't that meta so I don't care what people use, just voicing my opinion

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/289185/save-the-best-for-last-is-lowkey-overrated

    Bro who tf uses stbfl on billy. Im sorry but you have an insta down and 230% in an ability. Why would anyone waste a perk slot on stbfl on an insta down killer that also has mobility.

    @WishIcouldmain said:

    STBFL on Hillbilly?

    @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/289185/save-the-best-for-last-is-lowkey-overrated

    First. You're correct. STBFL is pretty damn over rated.

    Second LOL STBFL on billy...Oof. Even with your explanation.

    Third. IF there is one character it's god like on. It's slinger. You say about his speed. Reality is you can shoot them and let the chain break and save 2 stacks. You don't need to ignore the obsession. You should also be willing to lose stacks when using STBFL. More to the point. You can hit and shoot before they get anywhere. You can even shoot over objects. The downside for demo. Is he can't shred through windows, etc

    To clarify: I just use it because I don't have Bamboozle yet

  • @Sonzaishinai said:

    he can't really afford to ignore someone all game unless you're cracked out of your mind.

    This struck me as odd. I always try to ignore one person no matter the perks i run. I would argue that spreading your attention to all survivors is delaying your first kill way to much and will really bite you against time efficient survivors.

    Other then that I do agree stbfl is slightly overrated. The thing is that it's just a fun perk to run. Getting stacks is a mini game in itself and the faster cooldown is just pleasing to look at

    I meant that in the sense of a survivor that gets ignored all game would just go do the gens, which is not what you want at all. I know I worded that one poorly and I apologize for not clarifying that so, my mistake for any misunderstanding, but yea that's what I meant, that a survivor that knows you don't want to chase them will go do whatever the hell they want

  • @Crowman said:

    I always thought STBFL on Deathslinger was overrated. It was still a good perk, but you can only injure a survivor to avoid losing the stack and it means taking a 4 second stun + reload. There's a few situations where having high STBFL stacks allow plays you otherwise couldn't do, but I wouldn't say that they were common enough that it was a necessary perk.

    Agreed, eating that stun and especially the fact that there'd be a bit of distance between you and the survivor, they'd get faaar before you can hit them again if you reloaded before you caught up

  • @[Deleted User] said:

    Reject Save The Best For Last, Embrace Unrelenting

    Fun Fact: My dumbass thought that Unrelenting effected the successful hit cooldown when I began playing the game so it was one of the perks I ran as a little baby Wraith lol

  • @Pulsar said:

    Running Nemesis with his best add-on (Marvin's Blood) completely removes the downside you mentioned.

    This is true, but I still think there is better choices for Nemi, but I will agree with you there that Marvin's Blood does compliment Save, I'm not saying it's a bad perk for Nemisis, just not the best choice

  • Killer:

    2k-4k

    2K is a win to me because I see it as a draw, in a draw nobody really loses so I count not losing as winning in a sense

    Survivor:

    Escaping or completing a personal objective, like using Small Game to hunt down each and every totem, but that was before boons, now I gotta find a new objective :/

  • I think it means just basic attacks so if you weren't playing a basic M1 killer you'd be getting way less progress

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