GoshJosh
GoshJosh
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Self-Care is a good perk. It allows someone to heal themself anytime, anywhere. Even more efficiently with a medkit and/or other perks. A survivor Self-Caring means another survivor isn’t taken away from doing generators or anything else. You actually save time for the team when you factor in that co-op gen speeds are less efficient than solo gen speeds.
People still need to figure this out mathematically. Coming from someone who admittedly was in the Self-Care hate camp post-nerf for the longest time.
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The one buff he is still missing is the option to destroy his own portals. And I don’t mean with a brown add-on as you enter the portal you want to destroy.
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Might sound great at face value, until the killer opens the gate themselves with it. Then they have infinite NOED the rest of the EGC.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2498982#Comment_2498982
Basekit for killers should be a Killer Instinct on the Obsession (2 seconds?) at the start of the match.
So one random survivor gets punished just for being the obsession? Nah.
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Lethal Pursuer was the early game change! 😂
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Reviving this thread, because we still have luck only affecting attempting to escape the hook and escaping a bear trap. Can we please buff luck to include chest and rummaging searches? I'd also welcome Hoarder having back its original effect, which was survivors having a lower chance at rarer items. Maybe shake up the meta a little.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2498338#Comment_2498338
Well. Eruption does 6 % instantly. And surge does 6 % instantly as well. It's not true regression. Unless you mean surges regression AFTER the initial continues. Which would be weird.
Surge is 8%.
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@VikingWilson said:
Also remember, once upon a slew of community outreach against generator speeds, they buffed Prove Thyself from 10% to 15%.
These are dangerous waters we tread, but tread we must.
Prove Thyself was buffed to 15% at the same time co-op gen speeds were nerfed from 10% to 15%. So it only offset the nerf if you use the perk.
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Deliverance and Flip Flop also need help. Deliverance should not light up after a safe hook rescue if you’ve already been hooked, and Flip Flop should only light up while in the dying state.
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@Wiitab360 said:
https://forum.deadbydaylight.com/en/discussion/comment/2491810#Comment_2491810
Keys can still open hatch without charges. The charges are just for aura reading.
Note the part underlined in red, the same is listed under Skeleton Key.
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If Kindred is in play, I can see the other survivors are farther away on gens. I can go for a safe unhook healthy if needed with Self-Care, while they continue their work.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2491307#Comment_2491307
Then heal each other. The Killer is most likely never going to camp when there are still generators to protect.
And if they do, they're ######### themselves over for only ONE KILL.
Healing myself with Self-Care prevents me from needing to find another survivor or item to heal me, especially in solo queue matches where I don’t always have the benefit of coordination. It takes just as much time for two survivors to heal each other as each using Self-Care, unless other healing perks or items are in play.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2491284#Comment_2491284
if you seriously need self care to deal with a camping killer, then I'm sorrt you have not heard of a perk called Borrowed Time.
Try again, BT prevents tunneling and won’t help you reach a hooked survivor if you’re injured.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2491278#Comment_2491278
In no world is self care a good perk. In every single game I'm playing right now every single time everyone but me uses self care the entire team falls apart.
Sure it is. You are healing yourself at half speed, but allowing other survivors that would have to heal you do whatever else. If an entire team is injured versus a camping killer and there’s no Self-Care or other healing abilities, have fun!
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NOED of course. Self-Care is a good perk.
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@Triadequinaxor said:
https://forum.deadbydaylight.com/en/discussion/comment/2490267#Comment_2490267
mate there are only like 8 perks in the game, the other 100 are useless
There are 182 perks, and far more than eight are good. Don't confuse meta with good.
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I, for one, am grateful all survivors play the same. With 27 now in the roster, it would be totally unfair for a killer - or even fellow survivors - to have to memorize some sort of discrepancy amongst each one.
The issue isn't teachable perks in and of themselves (because there are some good ones), but bad perks that need buffing.
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At least the mascot of DbD isn't the weakest killer anymore.
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@Apollos said:
I don't think keys need any rework. What else can you do? They already have a poor spawn rate, have counterplay and get filtered out of the match fairly quickly if they're seen, and require a charge to even use. They don't even come into play until at least 4 gens are completed and one survivor is dead.
Not true. Hatch spawns when the number of generators completed outnumbers the number of living survivors by one.
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Moris 1.0 bypassed up to three hook states. Moris 2.0 still bypassed up to two. Now moris are still an option to not need to hook a survivor, and still potentially bypass Decisive Strike. I would agree to some mori changes, but nothing less than requiring all survivors be hooked at least once for the green and pink rarities.
Keys have never had such unfairness about them. They require a decent amount of game progression and/or survivors to die to even be usable. And that’s if you find the hatch and still have your key. And killers have a perk that can completely remove an item from a trial just by performing one basic attack, which is pretty ridiculous if you ask me.
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They must think I'm a pretty bad killer with over 3k hours. Fair to say I rarely play Blight, but this is my matchup - two survivors with one yellow perk each???
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How about a little lion cub onesey?
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As a survivor main I agree the perk is broken, but they already nerfed our only meaningful anti-tunnel perk. So we have to try to get matches over as fast as possible if we want a chance at surviving. And as long as camping, tunneling, and Ruin (undoing up to 79 seconds of a generator) stay in their current states, I can't agree to a PT nerf.
In the current meta, killers will need to deal with survivors committing to generators foremost.
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@bjorksnas said:
is this the 3rd or 4th time the map has been disabled
Losing count, think third though.
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It's just not fun to find out after you burned the map offering. This would be a nonissue if they would just disable the map offerings like they did before.
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The whole box feature is usually a waste of survivor time. You go pick it up, chains are attacking you, and/or killer teleports to you before you can even finish it. Almost always a lose-lose scenario for the survivors.
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20m is way too generous. I wouldn’t mind if it was up to 12m most, and sabotaged hooks respawn twice as fast or something.
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While all-in-all it would be a buff, man oh man would we see survivors intentionally using Deception on their allies with Head On active. Or simply peeking into the locker.
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@Underdawg said:
I want to be able to vault sandbagging teammates - leapfrog style. Or if they are slow-vaulting a window, or slow-crawling over a pallet during chase and I would have been in fast vault animation, I want to just chuck them out of the way as I fast vault ^_^
(I'm mostly kidding btw)
I mean, better than our current option of just letting it happen (sandbagging). How there’s no in-game feature to stop it five years later is beyond me.
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At least we have recorded PTB memories!
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He is 115% MS, the fastest available base speed to killers.
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The given excuse:
You be the judge if and when it will come back.
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95% chance not, they want you to pay to win for his licensed counterpart. Who also comes with BBQ and Chili, a must have for new players facing a terrible grind ahead.
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Yes.
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Yep: as is, Pinhead will be the #1 worst killer in the game. At least among the 115% MS killers.
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Well sheesh, it woulda helped to mention you’re freakin’ rank 13 in your post. Nothing out of the ordinary for that rank I would say, and nothing you mentioned sounds like the bots in DbD mobile.
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As @DaBawb said, mainly for sabotaging only.. which is very situational - especially without the help of a perk or many perks. Otherwise in the slight chance the generator I’m repairing is near completion, and I know the killer is on his or her way.
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@Raihje said:
https://forum.deadbydaylight.com/en/discussion/comment/2470274#Comment_2470274
It's not zero input, they can cherry pick the gens they want to start on, send their best looper forward, the killer has no choice but to get downs/hooks that's their whole objective lol why act like it isn't? If they afk whatever it's one minute before you slam the gens and leave.
I think having all gens blocked for 1 minute or until chase is better than just making corrupt intervention base kit for all killers.
If we just wanna make something "base kit" making Corrupt Intervention base kit, and Kindred base kit, would be a fine trade / improvement to the early game and solo-queue survivor.
Yes, let me send my best looper forward as a solo queue player. Is it me? The Xbox player I can’t even talk to or see their profile? Hmmm.
This is just handing games to killers.
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This idea should never see the light of day.
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I’d rather have a killer start balanced.
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@cyniChris said:
I love how every argument here is against killers, and for some reason bringing moris into the equation.
Have you ever played survivor with a solo queue random who brings a key, does nothing all game, then jumps out the hatch as soon as it spawns? I find that far more stressful as a survivor than going against keys as killer. 3 survivors trying to work together while 1 hides is a miserable experience. I'm all for the removal of keys, or at the very least a reworking of hatch spawn logic so it only spawns when 1 survivor is left or after all 5 gens are done. You get to keep your achievements as they are, that way.
Apparently the devs are working keys and moris into a core mechanic that has to be earned, if the 5th anniversary stream was anything to go by. I have my doubts, though. We've still had no word on the start of a match equivalent of the end game collapse from the 4th anniversary...
Their early game slowdown introduction was Lethal Pursuer. As with almost all of their ‘fixes’, a perk.
🤣
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Could possibly convince a killer to farm it with you (if you're ok with getting it that way). Otherwise you might have a good chance on RPD, and SWF helps too of course. Spine Chill + Resilience + Wake Up?
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You'll get to use it one every 100 matches - maybe.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2466146#Comment_2466146
What’s the machine gun build? It sounds fun.
The old versions of Save The Best For Last and Unrelenting.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2466146#Comment_2466146
Killers are ok I think. The bigger problem is both gen speeds, and maps. Maps being the bigger problem balance wise. Most maps don't allow killers to create the pressure they need to make people be off gens.
The reworked maps have been given total dead zones, and co-op gen speeds have also been nerfed since release.
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Well to be fair, killers also had machine gun build and instant kill moris back in the day. So yeah there have been some major balance changes for both sides. Killer is in its best state to date.
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Just released yesterday, at least on iOS.
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Disregard comment, I made a mistake. Can be deleted.




