Avatar

Gnarly

Gnarly

About

Username
Gnarly
Joined
Visits
318
Last Active

Comments

  • @Volcz said:

    I was thinkin this as well. The amount of people that will be using Lethal Pursuer will be high, at least I think so at the very beginning of the release.

    Definitely and imagine being the killer and everyone just gets the mindset of it being garbage.

  • @Mr_K said:

    Reverse Uno card, doesn't bring Lethal Pursuer to make survivors waste a perk slot.

    Maybe that's my plan all along...😈

  • @TauNkosi said:

    I'm begging y'all. Please run DS. killers are tunneling and camping far more and it kills me to see y'all die like so quickly just because you refuse to run a perk that was nerfed. All the camping and tunneling you go through is on you, not the killer.

    DS only is helpful if your not doing anything after being unhooked. I prefer Resilience and just do a Gen...plus dead hard gots my back. Is tunneling lame? Sure, but DS won't prevent it. In fact it relies on you getting downed within a said time.

    I can make an average chase last 40 Seconds if I'm not caught in a dead zone.

  • @JimboMason said:

    https://forum.deadbydaylight.com/en/discussion/223439/a-basic-summary-of-the-dbd-forums

    And if your wondering, yes I am a toxic killer/survivor main, I bring op perks cause I'm insecure and I use certain items and add-ons cause I can't win a game without them

    Toxic Mindset to assume everyone is that way. Everyone has issues with things they love. Nothing is Perfect. Just be positive bout the good things and do you.

  • @onemind said:

    Why the games go by fast enough and it soft counters the stealth killers and twins

    Well the game isn't balanced for 1v1 or a 2v1, a 4v1 is heavy survivor favored, if they are efficient. A killer should be able to get two kills on a average match. When you have 1 getting chased, 1 doing a gen, and 2 others who don't add to the team. Killer has the advantage.

  • @Mat_Sella said:

    Second Wind is better if the killer is gunning you down, if you can live for 20 seconds, Second Wind gives you...second wind.

    Resurgance is great for when you dont have any opportunities to heal, because then a person who does have a dedicated healing build (except Autodidact, you poor thing) gets to put you in full health in a fraction of the time it usually takes.

    Really, it depends on the urgency of the situation

    Hindsight with lot of perks. Just Resurgence is a reward for being hooked.

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221842#Comment_2221842

    Wouldn't say outclassed. Inner Strength is good, but requires 14 seconds of totem cleansing, while Resurgence only requires being unhooked. Both really have their places. I'd even say you could run them together. Save a heal with inner strength (which is better for healing after escaping a chase). Then come off the hook, and a survivor can heal you up in 8 seconds (4 if they have we'll make it. Less if they also have Empathy). I'd say both have their own strengths.

    Aw but Counterforce

  • @Bwsted said:

    They're both outclassed by Inner Strength.

    Not the point😂

  • @Volcz said:

    Combined with Jill's Resurgence, I'd say Self Care is going to come into play more now than ever before in red ranks. Same with totem/locker builds.

    By itself, yes I think its incredibly weak and a time waste.You're going to be seeing some self care/locker builds after the chapter release so I'd just say, get used to it cause Self Care players aren't going to stop anytime soon lol.

    The perk is only bad when it wastes time. Resurgence would make it more tolerable honestly.

  • @Luciferr_2nd said:

    Ranks don't mean anything, so never use them when making a point.

    Doodoo survivors can get to red ranks, so can new killers, the emblem system is broken.

    As for self care, some survivors rely on it too much. I remember what it was like in 2018 too, but like many others i moved on when the meta did too.

    You do got a point on the rank thing😂. I got to red rank when I was utter crap. Fair point. Check mate

  • @SalmonDean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221759#Comment_2221759

    Perk shaming hasn’t been and will never be okay. And that’s just a fact. How can you shame somebody for using a perk that the game developers put into the game? It just makes no sense. Are you honestly telling me that if somebody using No Mither sat and teabagged you in the exit gate, you’d start shaming people for using that perk? 😬

    No, but anyone can use the perk, I just don't get it.

    If No Mither tbag players were as common as Self Care with DS players especially back then. I probably would not expect a healthy fun game.

    YOU CAN USE THE PERK, just don't hurt the team. I will die for others, if it means they survive. I don't appreciate the players going in a corner healingz especially ignoring me who knows I am a healer. Hurts the team.

  • @Yatol said:

    this is coming from someone who despise self care users and loves nurse calling and Legion ( guess why i get free 4k against players who are way better than me)

    Self Care is not a bad perk i wouldn't even call it a selfish perk, its very strong if you know how to loop the killer well, it allows you to make safer unhooks and allows your teammates to be more flexible in certain situations. The best use of selfcare is with a medkit and

    now the problem with the perk is survivor who are obsessed on staying healthy, just because you have self care, doesn't mean you have to use it constantly.

    Yeah, that is fair. Efficiency is just not used around that perk. Has a stigma, but tbf that Claud did ignore me for heals instead of doing the gen first, or having me heal her.

    I hate the playstyle it can bring.

  • @tak47888 said:

    I always jump into a locker next to anyone who selfcares, they deserve no better! >:-)

    I'M PROMOTING A LOVING HEALER LIFE STYLE and being ignored for Self Care is a mood

  • @SleepyWillo said:

    We still having this conversation? Telling people what perks they can and cannot use?

    As for self care specifically - its a very good perk. The main thing is using it at the right times and not running to a corner to self care when a gen is at 99% etc.

    Always seems to be used wrong with the randoms I get😂. Hurts me

  • @SalmonDean said:

    I think one of the bigger issues are the survivors like yourself that get off generators to chase down survivors to heal them. Just leave them be and get back on the generator. If they’re able to use Self-Care whilst you sit on a generator, they’re actually helping the team because you’re able to continue to further the objective.

    Self-Care isn’t the issue, it’s the way some survivors choose to use it. I’ve used Self-Care and Botany Knowledge plenty of times and it doesn’t take long at all to heal, especially when you continuously hit great skill checks. It would take more time to track down a survivor to get healed and I have plenty of moments in matches where I need to be healed, such as trying to get a hook rescue against a proxy camping killer or picking an entire team of slugged teammates up.

    People need to stop perk shaming and let people play with whatever they want to.

    Idk same people I've seen bring self care and ds tbag at the gates often.

    Perk shaming is fair, but Ig my problem is the way the perk is being used. Just wasting time in this situation.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221728#Comment_2221728

    No that would make it useless without a medkit. With selfcare you use exact the same amount of time as when you get healed from another survivor. There shouldnt be a time gain, you are just more flexible.

    Technically you are faster, when someone selfcares near a gen and one survivor does the gen then if you first heal and then do the gen together. So selfcare can be a time gain.

    It be a time gain in hindsight. She just knew I had Botany

  • @Viktor1853 said:

    then i am selfish just i use self Care

    How do you use it tho

  • @TheMadCat said:

    I'm wondering what the others were doing if not finishing a single generator because a Claudette was healing herself drive you all to die.

    You were all on the same generator against a Bubba? I think the smart way to play is to split up. More pressure, as the Killer can't patrol different generators in the same time.

    Or you had the last generators close to each other?

    I don't think it was Claudette's fault for healing herself in a corner. Especially if the four of you were still alive at this moment.

    Well you see, Bill wanted a flashlight out a chest, with Ace in the Hole.

    Jake wanted aggro but struggled using tiles on Wreckyard.

    I was doing a gen with Botany, Second Wind, and Empathy. Claud new I was capable of healing her.

    She just self cared multiple times, but if she helped with the gen it would of definitely been done. She just wasn't efficient with the perk. She used it right after being unhooked by Jake.

  • @TicTac said:

    Self care is a decent perk. But most survivor use it wrong. They dont know when their actions kill the entire team.

    I just want a good MMR-system and a decent team, so that i dont need to see this people anymore.

    Mayb if they make it normal speed again, but can only be used when ur health progress is at least 80%/75%/70%.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2221033#Comment_2221033

    You just inspired a perk idea:

    "Cauterize"

    You take advantage of open electrical panels in dire circumstances. When repairing a generaror while injured you heal yourself 2%/4%/6% but are Exhasted for 60sec.

    Numbers can be played with here obviously, and the down side of Exhaustion could be changed. And I bet both gens being done would increase and SC use would drop.

    Resurgence is a great solution to people who feel obligated for Self Care, but it mght actually make more people run those two perks together.

  • @Junylar said:

    After being in about a hundred games where closer to the end of the game I was injured and unable to escape or go for unhook just because of it, without any means to heal myself, I think self-care is not such a bad perk for soloQ. I run bond, and it doesn't really help me to find survivors so that they could heal me, because soloQ teammates are either who knows where on the other side of the map, bombing the hooks or just plainly don't heal me (especially if they are console players, I guess there is no option to heal teammates on consoles). And I don't feel like wasting medkits for every game. Self-care is a waste of time only if you play in SWF, but then again, SWF is a different game and all the perks work differently in it. In soloQ, especially after crossplatform multiplayer was implemented, self-care often is a deciding factor between life and death.

    The perk just only comes off as self preservation before anything. I don't think it's a useless perk. It just is outclassed by a lot of other options. Also Self Care when your teammates aka me, are right next to you, it is a waste. Why do I even bring Botany

  • @Momentosis said:

    Record vids so we can analyze

    I guess I can do that. Do I post them on the forums? If so how?

  • @MrPenguin said:

    I haven't had a problem with it personally. If I see him I can break him out.

    My friend had a big problem with it, and I would look over at his screen and he'd be staring at the killers knees and be like "I'm looking right at him, why isn't he breaking out? Buggy power."

    I aim for the chest/neck/face, idk if that has anything to do with it. Like if "looking" at him is different for people as for where they look at him. Just my guess but I wouldn't be surprised if its just buggy and I'm just not affected for some reason.

    It's not buggy, it's just inconsistent with how it works. Like he was awful when he first released because if you were seen then you were screwed. Now Ghostface can get that free exposed because he wouldn't be broken out of stalk.

    They just stare at him suggestions haven't worked. They just don't man...😂

  • @SunderMun said:

    Corrupt is an incredibly powerful perk and those claiming it's bad don't know how to utilise it properly, tbh.

    But, some maps do cause it to have bad spawns...however, those maps are generally much smaller and as such, its purpose isn't even necessary. It's just a bandaid perk for big maps however can become very oppressive on the more balanced maps in terms of size, which is problematic, imo. No idea how to fix it.

    That said, it's insane how often spawns bug and cause the survivors spawn separately on gens randomly dotted around the map, and Corrupt also serves to minimise this issue, too, since this alone on a map like Disturbed Ward or Mount Ormond Resort can net an almost auto-loss if the killer gets unlucky in these large maps.

    It's not a bad perk, but I just don't think it's pivtol to the point where I encounter it in every match.

    It's not even a fun perk either Imo.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2220405#Comment_2220405

    Yeah playing killer at higher ranks is a joke vs a team that gen rushes correctly...killer always loses

    Its a balancing issue. Like 4v1 are survivor favored, but 2v1 gives the survivors no chance of getting gens done.

  • @hknee said:

    So confused as I work on gens without realising corrupt intervention was run sometimes

    Ah, but you see Corrupt always has two survivors next to those block gens somewhere. You were seperated.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218487#Comment_2218487

    And with hex perks about to get slaughtered with the new dlc what else can a killer really use...I know I am going to be gunning for ruins and devour hopes with those new perks

    MAYBE IF GEN RUSHES weren't so easy

  • @latinfla4 said:

    Corrupt tells you where to go early game and helps set up a 3 gen for end game most of the time...and it isn't for free you give up a perk slot which weakens you later by helping you in the start to apply pressure and not lose gens immediately to survivors that spawn next to them

    EVERY PERK TAKES A SLOT to be fair and most need requirements for a payoff. I don't hate the perk, it clearly is being overused in the higher rank games. It's no the perk, it's more of the reliance of said perk

    It can help in end game by setting up a three gen situation. You can be offendsive till it's gone and then be defensive. It is worth that ONE SLOT to the point I get it very often when I go play survivor.

  • @stikyard said:

    Saving another survivor with a Flashlight, pallet stun, Sabotage or, Breakout is the most fun thing to do in DBD.

    When you in SWF and everyone gets hyped over your flashlight/pallet save

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2212713#Comment_2212713

    But when I play survivor I see Pop or Ruin WAY more then I see corrupt

    Mmm werid. I haven't actually gotten a ruin all weak tbh. Pop a bunch, but Corrupt was just on a mad 11 game streak over a past few day span.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2212449#Comment_2212449

    Unlike Pop and ruin, at least for me, as survivor I don't feel oppressed by the perks.

    Pop only gets stronger as there are less gens, same with ruin. Corrupt is only strong where there are multiple gens because well that is the only time it works.

    Ruin isn't a problem as survivor if you just cleanse it right away or within the first 2 minutes, but after a 2 minute mark, ruin is gaining A LOT of value in the game. Pop is always valuable.

    In case it's not noticeable, I really only like perks on my killers that I would want to play against as survivor.

    I understand that. I'm the same, but Corrupt isn't SOOO GOOD it has to be in every match.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/251480/corrupt-intervention

    So as someone who mostly plays killer, Corrupt is one of the few slow downs I like Ruin is RNG, it'll either do nothing, last about 2 minutes, or make the game impossible for survivors depending on where it spawns. Pop is just way to strong of a perk. I don't want the survivors to have to do 1-2 extra gens worth of time.

    I prefer corrupt because its consistent but not over bearing on the survivors end. Corrupt gives me early game map pressure in which I can turn into downs with means I can get end game pressure easily too.

    Difference between Pop and Ruin, they have requirements. Ruin is limited as long the totems up. Pop needs a hook.

    Corrupt is just Free 3 gens that survivors spawn by. No actual skill to have it pay off.

  • @Tsulan said:

    Instead of hating the perk, people should actually think about the reason why killers started staking gen slowdown perks.

    Obviously agree, but I don't even think it's the best perk to slow gens down.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2212250#Comment_2212250

    If it's literally upsetting you then does that mean it is inconveniencing your play in some way? Does that imply that is it a good perk?

    No because I can do totems or open chests. It's not a inconvenience, it's a common annoyance more like it. I DON'T HATE THE PERK, just I don't know why it's used so much.

  • @bowo said:

    I don't mind going against corrupt as a survivor at all. i'm not sure why people are so irritated by it

    Mostly annoyed that it happens every match. Like honestly didn't care the first 4 matches. 5 got me bothered and 6th match got me so upset. Not even that good

  • @Givti said:

    So she is like clown but with mending, glowing and injuring though you need to reload after each Mixture Combination to use it again -> seems like an even weaker clown, because to actually hurt someone she will need to reload everytime.

    Perks:

    My Domain - okay, helps camping basement which isnt cool and will probaly lead to boring games, because survivors will try to stay as far away from the basement as possible or they unhook with two people : first guy gets the effect, runs away and hides + second guy unhooks

    Aint No Rest - okayish, kinda like blood echo, but they scream and only in terror radius

    Maneater - way too strong, because for "Pop goes the Weasel" you need a hook to instantly regress the gen by 25%, and for this you just need a quick hit (should be like 5%-10%)

    Self Assured - if you dont get healed immediatly and you just recover from status effects, it would be a decent perk

    Burning Flame - you will probaly get no use in 8/10 games from this perk

    Dragged From The Ashes - good

    Made some fixes. Hopefully that helps, did agree with you on somethings.

  • @Givti said:

    Updated Perks:

    Hex: Lone Wolf - i really like the idea now, but i think you can make it a normal perk now

    Strong Sense - okay

    Updated Ability:

    Fierce Howl - great

    Pursuit - what does the 20 seconds mean? Is this the maximum cooldown? I still think a Pounce shouldnt get rid of the cooldown from Fierce Howl, maybe it could increase the length of Pursuit, but do what you want, its your chapter-idea

    [The stats should be standardized, if you want to see this chapter in-game, the Devs hate when its not (Pig's terror radius was first at 28m, but they changed it later to standardize it)

    The 20 seconds would represent the charge to get the pursuit ability back. Like spirits ability has recharge time and the longer in the phase walk, the longer the cooldown. So if you do a full 10 second sprint, that's a 20 second cooldown. Open to that changing as I'm no dev, just the idea is to work in a similar fashion without being so spammable.

    Good idea about standardized stats❤

  • @Givti said:

    Killer Abillity:

    Fierce Howl - Like doctor's Static Blast, pretty cool but 1. What is the range exactly? 2. How long is the cooldown? It must be higher than doctor's (which is 60s), because there is an extra effect.

    Pursuit - How long does the pounce reach? And removing the cooldown from Fierce Howl after one pounce is probaly too strong. When does pursuit end? Is it on a timer, after starting it or can you decide?

    Perks:

    Hex: Lone Wolf - Its kinda like old ruin, because you dont have to do anything to get value from it, which is not good + if the numbers stack, it would be absolutely OP -> unhealthy for the game

    Feral Sense - way too random, i would never run this perk, because sometimes the obsession isnt cleansing totems all game

    Strong Sense - Its a worse Nurse's Calling, but with unlimited range -> I dont think its useful, because when they're healing far away from you, you have to get to them first and they will probaly just run away (+ its rare that two survivors heal one)

    Place of Home - this would be a great rework for Jeff's perk Distortion

    Here I Come - cool, but pretty useless, just take Prove Thyself and you have the +15% all game for repairing generators

    Sense of Courage - probaly too strong, the numbers need to be like 4%/5%/6%, because you can combine it with Spine Chill + Resilience

    Fixed somethings around, appreciate the feedback.

  • @PureDoctorMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211554#Comment_2211554

    I dont think It's nobel of me i just think they deserve it more than the claudette who sat in a locker for the 2 minutes they ran me for. Its just a given to me y'know.

    Don't forget the corners...they also dwell there too

  • @Brokenbones said:

    Does anyone else feel like Corrupt is slightly overrated?

    Just to clarify, I don't think it's bad - I'm just of the opinion it's not as good as people make it out to be

    Yea, it's not good, just annoying and feels cheap. I don't know why everyone is using it honestly. Much better perks, like SAVE BEST FOR LAST.

  • @Patrick1088 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2207815#Comment_2207815

    I run Corrupt Intervention with Doctor and Whispers. I do see people try to hide next to the corrupted gens but it rarely works in their favor. Survivors typically spawn at the furthest gens which are locked. So its almost a big arrow of come look here lol

    My goal is to get 2-3 hooks before 1st gen pops. If I can tunnel 1 out from the beginning, then that means they have 3 survivors and 5 gens.

    That's the key issue though. Is the game is balanced for a 4v1 and if you are behind on gens say like 4 or 5 with 3 people left...kind of at disadvantage. Then if it's 2v1 and there is 2 or more gens left than it's a gg go find hatch.

    I don't need the perk personally, JUST OMG SO MANY PEOPLE ARE USING IT

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211556#Comment_2211556

    Already way ahead of ya.

    Popcorn-wise, heh.

    No candy :(

    WHY NO CANDY!!! Do you at least have beverages?

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211235#Comment_2211235

    That's very noble of you, indeed. Most killers do the opposite: if a survivor outplays them or loops for too long, they just camp and tunnel the ######### out of them.

    Hey I let anyone go unless a challenge must b done or TBAG is tossed my way😂. Flashlight blinds are fine, cuz thas my b, just TBAGS and clicky clicks might get you a m1 after I hook ya.

  • @glitchboi said:

    Me lonely, none of my friends play DBD (currently).

    Join me on PAULIE'S STREAM❤

  • @lemonsway said:

    I don't think gen speed is a problem per se, Survivors need an objective since i doubt BHVR would make a different game mode that focused on chases instead. So i think the problem resides in the gymnastics that killers have to go through to accomplish their objective. finding a survivor can be time consuming, Double chasing a survivor for 1 hook is time consuming, getting to a hook might be time consuming then there's the possibility of all this being denied by flashlights or sabo or bodyblocks or pallet saves... time wasted for nothing.

    It's not survivors fault that 1 or 2 guys can be cranking gens while killer is failling to apply pressure on gens just like it's not a killers fault if he can't pressure gens if he is chasing 2 or 3 people all the time, alternating hooks and never getting to go after gens, killers objective isn't gen defense it's sacrificing survivors. It's the chase and hooking aspect of killers gameplay that can take too long sometimes and some killers suffer more than others on this aspect.

    So either remove gens, remove a huge balance issue and focus the game around chases, speed the whole process up, maybe have all 5 players rotate between roles on fast speed rounds of killing or surviving so everyone experiences both sides and the better they do the more BP they get. This would solve alot of problems in the game and community, namely reduce grind, reduce balance issues, reduce perks cause gen regression perks aren't needed, reduce the gap between SoloQ and SWF since good Solos will save their ass more often. This may offer more room for sandbagging sure but you get your turn as killer to absolutly chase and murder the hell out of that survivor too. We could balance maps better cause we don't need to account for gen location, we can balance killers cause they don't need to have their kit tailored to offer slowdown, they can focus on lethality or chase potential, it would help the community understand both sides better and have a better consensus on what balance changes should be made if bHVR would listen.

    Another idea is to keep everything mostly the same but everytime a killer hooks a survivor that survivor gets timmed out and they stay timmed out untill killer gets another hook, this reduces map pressure from survivors, helps Killers that need some set up since they can gain time by removing someone from the game, would reduce the need for gen slowdown perks. This would allow killers to genuinly focus on chasing knowing they can buy time every now and then.

    Love those ideas and appreciate you sharing your thoughts.

  • @Tsulan said:

    • Killers are stacking 2 or more gen slowdown perks.
    • 2 or 3 gens go by the time the killer gets his first hook.
    • NOED always triggers when killers equip it, despite very easy to find totem spots.

    So yeah, i´d say gens a still a problem.

    Problem with NOED is you can do gens, have someone take the NOED/chase till hit while others check for it. By the time they are hooked you can just save them with BT.

    Shame NOED is also a fun perk suffering from the gen speeds. Haven't gotten it much however recently.

  • @dspaceman20 said:

    A personal rule I set for myself is to not use more then 1 meta perk.

    I personally hate being meta...makes my builds feel less unique and I like to have my build stand out.

    I have a rule that you can't be titled about NOED, especially if you have Adrenaline.

  • @BlueFang said:

    My personal rule is just to have fun and not be a sweat, so my playstyle is the one I would like to play against. If a unhooked survivor bumps into me I'll knock him down but move on to the other survivors. I play pretty chill like nowadays but That doesn't mean I'm giving off free gifts I show "mercy" only when I can afford it and I'm in a position to because I don't see a reason to sweat in that scenario

    But yeah my playstyle is pretty unsweaty

    Glad to hear, playing for fun is the way to go.

  • @Yords said:

    Playing the game how you want gets you flamed by 11 year olds.

    If you're a killer, you will probably get crap 1 in 3 matches. Just do you as long as it's not cheating.

1 … 3 4 5 6 7