HexPleaseLetMeSpeak
HexPleaseLetMeSpeak
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@KingFieldShipper said:
1) Can we just stop with us vs them already like christ. I just don't get posts like this
2) Dead hard was only ever a problem with survivors that, as you said learned "how to play the game" - dead harding for distance requires map knowledge, game sense/situational awareness, timing and people who DHFD know they can greed a pallet or loop because they have dead hard - taking DHFD away doesn't make them any less of a looper - it will make them looping a little bit more safe and maybe prethrow a bit more, and my guess is the people who are really good are going to move to sprint burst - a 99'ed sprint burst in the middle of a chase is incredibly easy to pull off and a lot more frustrating than a dead hard for distance ever was imo
Dead harding for distance does not require literally anything of what you just said. At most all it requires is the survivor to know if they NEED to dead hard for distance or if they can make it safely without it. Nothing else. It's a safe tactic that at the same time punishes killers for literally doing well and catching up in a chase.
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@GannTM said:
Looks like they won in game and in the trash talk, because they got you salty enough to make a thread about it.
ah yea man im fuming with rage!
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3021247#Comment_3021247
IT's 1.8 seconds for 2.25 seconds. You gain almost 0.5 seconds from the interaction.
Whether or not it's worth to kick every gen immediately is a different question, but you can't say "it's nothing gain" when it is.
In the grand scheme of things. It's nothing. 0.5 seconds on a gen is nothing.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3021247#Comment_3021247
Well, if they stay on and Surveillance catches them, you go back and kick it again. Eventually, you'll catch them.
So what play a game of back and forth until you catch someone? And what just let everyone else do gens?
Again, the base gen changes are NOT enough to straight up butcher pop and ruin.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3021203#Comment_3021203
Don't forget they buffed kicking speed by 10% so it's 1.8 seconds to kick and the increased gen time to 90s means you are taking 2.25 seconds of progress off. Kicking a gen is always a positive drain now.
1.8 seconds for 2 seconds off. Literally nothing to gain. Especially because they will just get on that gen as soon as you leave. Is it better than what it is now? Absolutely. But it's not enough to butcher some gen perks that were fine as is cough ruin and pop cough
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3021198#Comment_3021198
Note that if they just tap it briefly, the gen explodes because Overcharge still has its original effect. Could use it with Surveillance to keep tabs on the gen.
They don't need to tap it.
@Brimp said:
Well 2.5% is still 10 seconds of regression instantly, Possibly 12 seconds because they're increasing the amount of time it takes to do a gen.
It's 10 seconds of regression in terms of killer regression time but that doesn't matter. It's 2 seconds off a survivor that they need to get that 2.5% back... but it takes nearly 2 seconds just to kick it and get that off. There's no gain.
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@Crowman said:
With Overcharge & Eruption getting buff on top of the immediate 2.5% regression on kick and faster gen kicks. Kicking gens is more ideal than it was before.
It's much better than it was before where kicking gens was actually pointless, because survivors could just tap the gen immediately invaliding the time spent kicking the gen.
Eruption is a good buff.
Overcharge won't see the light of day above 200% regression.
it has to build up over 30 seconds... a killer isn't going to just stand there for 30 seconds and camp it. So once the killer leaves someone will just touch it and move on. It's an overrated buff.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3021077#Comment_3021077
I mean, if you have a kill by 3-4 hooks, it means you already have tunneled someone out.
All you're saying is that if your early tunnel wasn't succesful, then you're gonna keep doing it harder.
What?
Bro nothing I said had anything to do with 3-4 hooks being a kill. That can be a hook on each person. one hook on 2 people and 2 hooks on another.
That's not tunneling lmao
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@jesterkind said:
Except that it'll heavily disincentivise tapping the generator to stop the regression, since doing that means the killer can kick it again for another 2% progress chunked off.
The problem with the base regression speed isn't really that it's too slow, though that might end up being true as well, it's that it never sticks around for that long since it only takes a second of survivor time to stop it completely. This won't be a substitute for a regression perk, but this combined with the longer generator times in general mean that kicking a generator achieves something.
But it doesn't. Because killers don't just stand around a gen waiting for it to regress. They will leave to where it's safe for survivors to easily make up that 2.5% and more so that the 2nd 2.5% is meaningless as well.
Any good survivor isn't dumb enough to just loop around a regressing generator and just letting it happen.
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/330436/kicking-gens-will-still-mean-nothing
https://forum.deadbydaylight.com/en/discussion/comment/3021069#Comment_3021069
Eh...
2.5 is more than it was before, plus regression starts instantly.
It's more discouraging people from going 'lol tappity tap' the second you kick a gen - now if they keep doing this, you can punish it somewhat.
Yes, but again. Good survivors don't loop gens. It's still meaningless. It's only meaningful if killers just stood around gens to make actual meaningful regression progress but that's throwing the game.
The gen changes were not nearly enough to butcher some perks acting as if they needed to be nerfed to compensate.
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Dude honestly, if I don't have a kill by 3-4 hooks. I'm tunneling someone out, you literally have to unless you're playing against literal babies.
Until BHVR adds an actual benefit to hooking multiple people without ever killing anyone, there's literally no reason for me to waste my time on it. I need to get a kill and actually apply pressure or else gens will just keep flying and I've accomplished nothing.
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@dugman said:
If you bodyblock off the hook with the new base kit Endurance you’re losing that 7% movement speed bonus you could have used to get really far away from the killer and ending up best case having to Mend afterward (assuming the new base kit version works like the current Borrowed Time). Depending on the situation it might be better strategy to actually just run away to a safe distance to heal yourself and/or start in on a gen while the killer chases the unhooker or someone else.
Either way it’s not any worse than the current game where basically all killers just assume all unhooked survivors have Borrowed Time anyway.
You can literally get unhooked, go get healed. Come back, and tank 2 hits without going down. Even IF you go straight off the hook. You tank the hit and get the speed boost so you just run away anyway.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/330398/why-does-bp-limit-still-exist
Its there that people actually play a new killer or survivor and dont just run them from zero to P9 within an hour of release, just to unlock their perks, their bloody cosmetics and their perk charms adn then never touch them again.
You know you can just farm BP on other killers and then just level the killer up right? Like... I don't HAVE to play Artist. I can just play legion, get high up in BP, and then upgrade artist along the way. (which is what i've been doing because artist is boring)
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@EntitySpawn said:
Corrupt will still be meta as you haven't adjusted the base game issue people use it for...
You said you understand killers use it because of the early game of everyone spawning on separate gens yet you did nothing to stop that.
Killers should of gotten a baby corrupt like survivors got baby BT, even if it's only 20-30 seconds base and corrupt now just extends it and that's why corrupt will still be used at the higher level especially on all setup killers.
Also the DS stun should still be 5 seconds, you're making tunneling less punishing.
"Making tunneling less punishing" They've made BT basekit and essentially buffed it. Off the record is now a literal better version than DS.
You don't need DS, OTR will be stronger in literally every single way.
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@AhoyWolf said:
There was this pretty dumb reason BHVR once (or mabye more times) said that they don't want people to instantly p3 newly released characters.
And why...
People bypass the limit by just saving their BP's in the tomes, so literally who cares. Hell, last I saw there was a literal pinned guide ON THIS FORUM of the optimal path to take on the tome to save BP. lmao
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@SmarulKusia said:
Sometimes even whilst hitting the great skill checks, you barely reach half way on the wiggling meter. The only times that I've genuinely wiggled off without interruptions (eg, flashlight, stun, bodyblocking) is if the killer is being silly with where they are going, or being OVERLY greedy.
Feel like especially with the new changes that are favouring killer gameplay in chase, there should be some change in regards to wiggling, hooks or the speed a killer walks at whilst carrying a survivor.
So you want me to chase you for 2 minutes, finally catch you, and then you just wiggle out... just because you think wiggling should be buffed? You're not MEANT to be able to just wiggle out for free. The whole point is you wiggle out with teammate help, or because the killer downed you in a deadzone where they already destroyed the hook earlier.
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@LordRegal said:
Counterplay there is that 5 seconds isn't a super long time and DS is now completely deactivated once the exit gates are powered. If they made it longer than five seconds I'd be concerned but as is I think there's going to be a lot less "guaranteed escapes" than on the current system. Not too many hooks within a 5 second run of the exit gate zone.
Oh don't worry about DS being deactivated. Since they casually reworked off the record into being a far more broken version of it! :D
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I feel like the biggest nerf it needed was honestly just the fact that it completely hard countered stealth killers. That's why I can't tell if the devs just don't know how to write a patch note and the ACTUAL change is that it doesn't work on killers that are undetectable, because it talks about a "stealthy approach" which makes no sense with the change they made because... killers have a terror radius, there's literally nothing stealthy about playing killer OUTSIDE of being undetectable.
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@Grandpa_Crack_Pipe said:
Because not vaulting the pallet = dying in a lot of situations.
Not true at all considering once you drop the pallet, you have an ample amount of time to leave the loop and go to a new one.
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/3018281#Comment_3018281
You know. We didnt even have the chance to play with everything yet. Something can sound good on Paper but be terrible when you really try it. Same goes the other way. Who cares if Ruin is now Useless ? They can just buff it later if it needs to be. Other Perks were useless for Years. Let other perks shine and others Fall.
But most importantly, lets just try everything out and let the Devs know what we experienced. After we could get a feeling for it.
But why... why let things fall when the only thing that needed to happen was buff other perks so they feel useful compared to others. Meta perks weren't meta because they were super strong or OP for killers. They were meta because of how much of a necessity they were. There was no reason to nerf them. The nerf to gens and buffing of other perks was good enough.
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@TurboTOne said:
https://forum.deadbydaylight.com/en/discussion/comment/3018233#Comment_3018233
One Perk Name: Call of Brian.
think about it.
Yes 300% base regression speed. I can get that part. But... then it's not just overcharged is it?
That's the same issue I have with ruin right now. It's practically useless without undying, because without undying it's gone and out of the game within not even 2 minutes of the game starting.
You HAVE to use brine with overcharge or else, overcharge is really just pointless.
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@TurboTOne said:
the Goal of this Perk Overhaul was to change the Meta. So to make Meta Perks less appealing and other Ones more.
Thats basically why they gutted Perks like Ruin or DS. to make Room for new perks like Overcharge and Off the Record.
That would be great if overcharge were to be good. But genuinely the regression speed has to ramp up within a 30 second time frame. A killer cannot just sit there and wait for it to reach 400%, that's just wasting time. So most cases it will get stopped before maybe even hitting 200% let alone 400%.
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@Bardon said:
So I can understand the reduction in Ruin's effect to a degree, though I think they went a bit overboard.
However it's that last sentence that kills it for me:
"After a Survivor is killed, Hex: Ruin will automatically deactivate."
That drastically reduces Ruin's effectiveness - to be honest why would anyone take it given that your Hex will be automatically destroyed after killing the first survivor? That's a far heavier nerf than the change in rates.
Yea so not only is the regression the sad depressing base default regression speed of kicking a gen, it's literally worse than kicking a gen as you don't get the 2.5% from kicking it. AND if you are simply doing your job and skillful you lose the perk when you kill someone AND it's STILL a hex perk. So there's still the chance someone can literally just find it and completely remove it.
Never in my life have I seen a game literally punish you for being good as much as this game does. If you get a kill? It goes away. If someone magically spawns within 30 meters of it (as per usual)? It goes away. They test to see if ruin is in the match and then scour for it anyway and find it in a minute and a half? It goes away.
Ruin my actually be the worst perk in the game now with these changes.
They haven't even addressed the issue of hex perks being purely RNG and 75% of the time being gone within the first minute of a match.
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@theboyitachi said:
these changes just made blight an nurse stronger you get hit your going down the cool down time between attacks has been decreased an blight an nurse still have there absolutely busted add ons what exactly are we supposed to do against them now or will they finally get the changes they need ? also some of these changes made solo queue more of a hell why play solo queue anymore it’s a major disadvantage i was hoping for at-least something an the patch notes about solo queue changes but now i see no reason but to play an a swf
Am I lost or do blight and nurse not gain anything from this change because both blink and lethal rush attacks have special longer animations by default after hitting someone. Or am I wrong?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3018082#Comment_3018082
What's wrong with her being able to go through pallets and windows demanifested? It's not like she can immediately hit you. There's easy ways to balance that, you can't balance a blink that lets you ignore everything.
Yea but I'm saying I doubt BHVR or survivors are gonna allow another killer to be able to go thru windows or pallets.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3018018#Comment_3018018
If only she could phase through pallets and windows, she'd be so much better.
Yea but then you'd get another nurse situation and we can't have that happen.
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@lauraa said:
Sadako new meta? /s
Unironically could be if they ever decide to make her demanifesting and manifesting not take 3 decades to do. But I love that about sadako, being able to ignore people who try to body block is hilarious.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/330152/is-this-otr-change-a-joke
Gotta remember they nerfed the run distance and the hit stun getting slug isnt a thing really cause they are a slug they cant do anything for the time they have the endurance effect.
I'm saying they can't get slugged like with DS. With DS, you can still go down from a hit. So if I suspect you have DS, I just down you and then leave you there. You either need unbreakable, or a whole 3rd survivor to come help you. Which is good for me. There is literally no weakness here. You can literally go and just body block with OTR.
Yes, hit recovery got buffed for killers, but body blocking is still a thing and will still cause issues and will still be a significant set back for killers. It's not like the recovery time was cut in half or something.
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@Nos37 said:
Title. And here's another sentence for good measure.
Literally the most balanced killer in the game lmao, and that's like well known too. This isn't some secret.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3016281#Comment_3016281
Not exactly.
If we buffed weak perks nothing would change. Or very little would change (kind of like DMS situation). They needed to nerf meta perks, but they overnerfed them way too much imo (Iron Will and Ruin just spring to mind).
And then we have WGLF and BBQ, which I doubt will be used for it's secondary effect.
That's not true tho. If you buff weaker perks, people would have a REASON to use those perks. The reason the meta was as it was, it's because those are the decent perks meanwhile everything else is virtually useless or hard to get consistent value out of.
Most of the killer meta perks, were not meta because "ahh OP super strong" no they were used because killers HAD TO or lose easily because of gen speed. All we had to do was nerf gens, not nerf gen perks in the process.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3015467#Comment_3015467
I mean sure, but this is just a murder to the meta imo.
Yep. Especially when arguably the only actual problematic killer perk was pain res, because of how much it could do. Hard nerfing perks wasn't the answer. Making weaker perks viable was, they just needed to buff weak stuff instead of hard nerfing decent perks to run. Just limits what killers can do all over again, which was the whole issue in the first place.
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@Norhc said:
It's really hilarious how hard they nerfed a perk that doesn't last more than 2 minutes in most medium/high-level matches. Not to mention that is barely is even meta anymore by 2022 standards. You rarely see it nowadays at high MMR.
Honestly. And even with undying, they find both totems in like a minute and a half once they realize what's going on.
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@Xendritch said:
https://forum.deadbydaylight.com/en/discussion/comment/3015905#Comment_3015905
Dragon's Grip also lasts on a gen 30 seconds, I know the first thing I'm trying.
Honestly after trying dragon's grip for like 15 games I could not understand that perk for the life of me. I swear I see people touch the gen between 30 seconds, and nothing happens. They don't scream and they don't become exposed.
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@Xendritch said:
They just buffed killers across the board and we have brine, pain res, and now buffed overcharge and thana. I think we'll live.
tbf. Pain res is still locked to RNG scourge hooks being good and placed well throughout the map plus it got nerfed so you don't even know which gen blew up, brine and overcharge suffer from the same thing. You can kick them, but chances are as soon as you go away someone will be back on the gen. I doubt anyone will ever see the full 400% of overcharge go to work because sitting near a gen for 30 seconds is just a giant waste of time.
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@MrsGhostface said:
I was alarmed seeing all the complaints, upon reading the new changes I can conclude the only people concerned should be campers and tunnelers. This is honestly a healthy perk for the game, a more fair and tone downed DS.
Tone downed DS?
This is literally stronger than DS BY FAR lmao.
There's no risk of getting slugged anymore with this, you get protection either way, and you can now just body block for teammates without having to worry of again, going down and getting slugged if they suspect the DS.
Off The Record is EASILY more powerful than DS. Not even the nerfed DS. Current LIVE DS is weaker than this changed off the record.
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@ButterFlee13 said:
This is chase meta they are going for. So understand the change tbh
Yeah chase meta when they haven't even looked at how every map is severely sided for survivors and designed like complete garbage. Can't wait for a chase meta.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015777#Comment_3015777
Well thats sorta of true, it also depends on map and the number of survivors alive. Yes this perk combination isn't as useful when there are 4 survivors and 5 gens... but 3 survivors and 3 gens... or 2 survivors and 2 gens left... At that point those regessions get hard to counter as survivor.
As I said in a previous comment... I feel like the combination is just really oppressive in longer games. I am not sure if they every will see use in this way. It was more of a, why are we letting slow downs stack like this... The community would lose there mind if you could stack dead hard and Sprint burst...
Thing is survivors don't need to stack to get insane value out of their perks. Gen speed is THAT bad, like 10 extra seconds to the gen speed is cool but it hardly solves the problem because in the long run the 10 seconds is nothing. Especially if it's a group effort on the gens.
If the perks only get insane value like you stated with barely anyone alive and barely any gens to finish, then it's honestly very niche and for only like 10% of the game useful. Especially since there's a chance they don't do gens at all and one of them literally just waits while you chase the other, so they can get hatch. To which they wouldn't be doing gens at all and the perks are useless.
Stacking sprint burst and dead hard will be all useful all the time, meanwhile stacking overcharge and brine is useful like you said. In very niche late game situations.
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@CosmicParagon said:
Bear in mind, generators in general have been given longer times, and you have the alternative of running Jolt for no cooldown on regression
Yes but jolt only activates with M1 so useless for killers who use a powered attack often. It's also only 8% (unless they make that the upgradeable part to the perk since the cooldown is what got lessened before when you upgraded the perk)
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3014565#Comment_3014565
Yeah, but that is more specific to one killer, which isn't great. But 600% on all killers I feel like is a little crazy... you can kick a gen and chase around it for 10 seconds and what, then gen is basically gone?
You'd have to be sitting around that gen for like 30 seconds for you to get up to 600% regression. Which is a waste of time.
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@[Deleted User] said:
I mean,, they said they were shaking up the meta. Overcharge and Jolt are definitely looking like some deliciously painful perks to go against soon lol
tbf at least with jolt it has to be a down with an M1 so killer powers still useless with it and also it's only 8%. Although that has to be changed because what else would upgrading the perk do, because currently when you upgrade jolt is lowers the cooldown... but that's not there anymore. So yea probably more than 8% regression I hope.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015314#Comment_3015314
Even without deadlock it got buffed. Which is so terrible. There is no reason to make fair play viable but then not nerf camping and tunneling into the ground, so killers don't have the option to win with little to no skill.
You could say the same about anti tunneling getting buffed but never adding any real reason for killers to actually go for multiple people. Getting multiple hooks has literally only negatives, all you do is waste time and that's it. Meanwhile tunneling has all the positives.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/3015144#Comment_3015144
That's a feature, not a bug.
SB's ability to set up a a favorable chase environment is going to far outshine whatever utility players manage to salvage from this weakened DH.
Think u replied to the wrong thing because I never mentioned anything about a bug.
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@Science_Guy said:
My brother in the Entity, it's an Exhaustion perk. They all help you avoid getting downed.
Yes but the other exhaustion perks usually SET UP a chase and don't benefit much mid chase. Smash hit and balanced are very niche and don't happen often. Dead hard is literally there to be used mid chase, doesn't matter how long the chase has been, and then just extend it even longer making the killer waste even more time.
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I mean yea it's a fun issue but at the same time. Congrats you got a free win because legion is garbage, so it's like... meh, who cares. Sure it will be a boring match but it will for damn sure be an easy one.
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@DoomedGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/3014960#Comment_3014960
But to have the max level perk for each character dont you have to p3 them now?
That's if you auto want it on every killer / survivor. I'm pretty sure, say you got P1 clown because you want Pop. You will get pop tier 1 on every killer, but now in the bloodweb you can go for tier 2 pop. Or you just keep prestiging clown til you get P3.
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@ad19970 said:
It's not nearly enough. Immediately the first thing I've noticed. The Endurance Status effect and Haste status effect duration needs to be 12 second at least, I would even say 20 seconds. And the hook phase timer absolutely needs to be increased to 80 or 90 seconds, now that gen time is being increased.
I don't get why they would be so careful with survivor buffs when they are buffing almost everything of killer.
Because killers are the ones that needed the buffs...
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3014795#Comment_3014795
Current Ruin is good, just only on strong chase killers like Nurse and Blight. Those killers can not only end chases quickly, but also quickly get into another chase. Which doesn't leave survivors a lot of free time to do gens, save their teammates, and cleanse ruin. And the base 200% regression can be really devastating in that situation.
Call of Brine needs you be kicking gens which is time spent kicking gens, which currently is not that ideal.
Now ruin is arguably on par with kicking gens since while you don't get the 2.5% regression, the regression happens immediately which means you save some time not needing to kick and can affect gens you aren't near. But it being a sidegrade to a basekit mechanic that not only disables itself if you are playing too well, but can be removed by the opposing team means that it's better to not run a perk to do a similar thing to what you can do basekit.
If a perk is only useful on 2 killers, I can't see it as a good perk.
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@Chocolate_Cosmos said:
Since DS is getting big nerfs, then Off The Record is probably even better than the current live version of DS we have.
Also it's free health state at the end game, you can just run to opened exit gate and byeee. It's kinda strange they nerf DS for late game but give this 80 SECONDS extra health state for the end game. I think this perk will probably be new replacement for DS, maybe even more annoying / powerfull than DS.
I'm already calling that OTR will be stronger than live DS. You get the same protection, no risk of getting slugged, and you can body block for teammates. It's literally better in every way.
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@Crowman said:
Ruin is pretty bad now. Not only do base kicks do 2.5% immediate regression, but you have perks like Call of Brine and now Overcharge that increase how fast kicked gens regress. Meaning you can get more consistent regression with gen kick perks rather than a hex that's at the whims of survivors not spawning on top of it at the start of the game.
I mean even in ruin's current state I think it's useless and call of brine is better. Having to use a perk that is basically up to the survivors if I get value out of it, is horrendous, especially when they can spawn within 30 meters of it. But they nerfed to death? Yea now it's even more useless than I thought.
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@meatisadelicacy said:
The events always bring out the worst. I see a lots of games where killers are the only ones not bringing cakes. I used to see tons of moris before the nerf. And survivors have to go harder because they have to win to get the cosmetics. Killers just have to show up.
I mean i don't get this though. Is anyone FORCED to run cakes? do the cakes disappear when the event is done? Like for me personally? Soon as I get a midwich offering I use it. therefore no cake. This is an issue?
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@Xendritch said:
I've converted to brine + dragon's grip over ruin because they can't destroy brine and they can't touch the gen for at least 30 seconds unless they wanna be exposed so the gets me a lot of regression. I don't know that I could ever go back to ruin now it feels too risky even with undying.
I tried using dragon's grip. Idk what's wrong with it but it seems like half the time it doesn't work. I kick gen, it activates, someone touches it within 30 seconds but nothing happens. No scream, no exposed effect. idek anymore with that perk. I just run brine + pop or surge + pop
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@BrokenSouI said:
I feel like its nurse. But to each their own. I never found blight hard to use. Even from the first game. Sure Ive gotten way better at blight obviously. But hes never been hard.
I mean honestly it was the opposite with me, to me there is just hardly any learning curve on a character as strong as nurse. Like AT MOST all I needed to learn was prediction and get used to how survivors play but that's also because I was new to the game in general. Once you know how survivors move it's really just blink and ignore any sort of map environment and get free downs, and ofc deal with the occasional (and by occasional I mean every game) dead hard.
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@MikaelaWantsYourBoon said:
This is seriously so annoying.
I know people don't love Nurse but at least try right? Nurse will not go anywhere. So how about you try adept against her?
And killing yourself is just helping Nurse, not your teammates.
I mean I don't blame them. A good nurse is quite literally unbeatable because there is just no counterplay, especially on certain maps where there aren't a lot of high walls (but then again even those hardly stop a good nurse)