JeanGreyarea
JeanGreyarea
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- JeanGreyarea
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Comments
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@Astel said:
In the new Roadmap devs released during Alan Wake Livestream, these 3 perks were added to change lists with Adrenaline and DS and UW and Twins etc. Why these ones were not in the patch notes unlike those?
i forgot those perks existed
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@Yagot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687823#Comment_3687823
What? DS is comfortably meta at the moment. It's an S tier perk already, so that's why it's strange to see it getting buffs
Current ds was never s tier thats just cope
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@Seraphor said:
No.
Your own anti-tunnel perks should never be deactivated by actions carried out by other survivors.
Another survivor can jab you with a syringe and fully heal you without any input by you.
How about: don't tunnel.
this^
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@GannTM said:
Thought this would be a fun thing to do to think back to our entire history of playing this game. Everyone’s tastes change overtime so we end up shifting our characters a lot. These lists are based off how much you think you have played each character on both roles in your entire time playing DBD, not how much you like each character currently. Make sure recency bias doesn’t get in the way.
I will start with mine:
Survivor:
- Yui
- Claudette
- Meg
- Zarina
- Jill
- Feng
- Yun-Jin
- Mikaela
- Laurie
- David
Killer:
- Spirit
- Artist
- Blight
- Wraith
- Huntress
- Pig
- Nemesis
- Demogorgon
- Trapper
- Shape
claire jill nancy kate cybil cheryl yun jin zarina
Demo pyramid head nemesis pinhead wesker
Thats all i could think off tbh
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the perk just got buffed please leave it alone.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687324#Comment_3687324
You really think any soloq player will wait for a chance of someone having Adre to finish the last gen?! No one would, especially since this perk will be played as often as COH after this nerf. This changes only punish soloq players and make a little difference in swf.
I don‘t care much about the speed boost, but no longer getting a heal of hook makes this perk, which already gives rarely value, terrible.
Most times I only get exhausted by this perk in endgame or I don‘t even get to endgame, which leaves me with only 3 perks in most matches.
You maybe get 2-3 times in 10 matches value from this perk, now even less.
agreed
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@glitchboi said:
This removes the need of the hilarious counterplay of dropping the survivor then immediately hitting them to waste their Adrenaline. It was really funny to pull off, yet pretty damn effective.
This nerf isn't really needed, to be honest. Having a perk slot unused just because you happened to be unlucky being on the hook as soon as the last gen got done only for Adrenaline to not do anything at all is quite the shame.
yeah it will still be good but only in swf. In solo? Your better off bringing another perk
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done discussing this, have a good day mate
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687315#Comment_3687315
Anti-tunnel doesn't exist. The word anti implies that it would literally be impossible to do without serious consequences. Removing someone early from the game has no consequences. It's more like barrowed time as its ACTUAL purpose is to buy more time for your team to do gens. Also you clearly never watch higher level play if people still bring DS in COMP which they try to maximise the amount of time they need in chase. The perk was still good at 3 seconds and not an "oops im gonna comp corner myself and now i can make it half way across the map LOL".
like i said no one cares about comp. Still your points are irrelevant
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686563#Comment_3686563
You underestimate the ability to make a killer take MULTIPLE health states per chase. If you're expecting the perk to just get you a free escape then sorry to be the bearer of bad news but thats not what the perk was designed to do. It's designed to buy you and your team a little more time and when used CORRECTLY does it's just extremely well.
It's not like the unhealthy perk it once was by allowing you to sit on a gen for 50 seconds in a killers face, get downed then start the chase.nah the perk is supposed to be for anti tunnel. They buffed it back to 5 seconds so its good now. Not asking for free escape just asking for something that helps with tunneling. It didnt do its job at 3 seconds. Since they buffed it, your points are irrelevant
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687175#Comment_3687175
99% of matches do not have someone "never touching a gen" and is a strawman argument used to justify a nerf.
If the killer hasn't killed you while you're stood around doing absolutely nothing, it's on them, conversely, the rest of the team has had to work even harder to procc your perk.
Nobody ever said you have to do the entirety of the work to earn it, not ever, not even once.yeah idk what this person is talking about
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@Beatricks said:
I know this update is stirring up the water quite a bit, but I really feel like this tiny little change was a huge QOL change for all of us that like our bloodpoints. I will no longer have to sweat just to get those pips which will result in a more fun experience.
Rare big W for BHVR.
yeah that was a great change
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687124#Comment_3687124
You didn't, you got caught while your team finished the generators. As long as you are not hooked as the generators pop, you get amazing value from Adrenaline. Getting a health state while hooked allows you to unga bunga throw yourself at the killer for effectively no penalty.
The killer beat you in they exchange and is punished for doing so, they'd have been better leaving you slugged and slapping you down as you pop back up.
That isn't healthy design.
nah the perk requires 5 gens to be done. Its an endgame perk which should be strong and effectively you had 3 perks the entire trial. The perk is healthy as it rewarded you for doing your objective. The fact that you get nothing even tho you are not dead is stupid. As i said the perk is dead in solo que because your teammates dont know you have the perk. The perk is dead in solo but still good in swf. Awesome
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@Reinami said:
You know what i'm talking about. Someone gets hooked, they have DS, they get unhooked, then they go OUT OF THEIR WAY to force you to tunnel them, by body blocking for the unhooker and overall getting in the way and various other things.
With a buffed DS (even though it was already fine before) it means more people will run it, and it again opens up this "offensive use" of DS. You can't tunnel the guy, because they have DS, and you can't ignore them, because they physically get in your way. The only option you have is to down them and slug them, and i'd imagine the DS +UB combo will still work fine.
Just remove the endurance effect on unhook, and create a new effect that gives the survivor no hitbox and collision, so they can't body block, and are even safer from getting tunneled.
“even though it was already fine before” no the perk sucked
the rest i agree with -
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687099#Comment_3687099
Point remains, you've been caught, and you shouldn't be rewarded for being caught.
The value of Adrenaline usually comes in the form of committing to completing the last gen while injured, because you know you have Adrenaline so you don't need to heal.
If you're playing aggressive and distracting the killer, knowing you have a health state coming, that can be huge for the team, but it must come with associated risk. If you can gain a health state on hook and still have a hook stage to hand, there is no risk, you can throw yourself at the killer and your team can then come for a mass unhook.
If you then have an extra health state off hook, you can body block for free, with no fear of borrowed time expiring, so it is basically a guaranteed out. This is not healthy. The reworked version is, and is still plenty good for soloQ.
Lithe, Resilience, Adrenaline and WoO is still perfectly viable with these changes.
“you've been caught, and you shouldn't be rewarded for being caught.”
You should be rewarded for getting all 5 gens done
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687085#Comment_3687085
Actually that isn't entirely true- Not many people realize this, but you can run either Sprint Burst, Lithe, Smash Hit, Dramaturgy, or Overcome with Adrenaline and get both speed boosts at once since exhaustion perks are actually just Haste instead of setting your running speed to a specified value like Fixated does meaning that they can potentially stack together with Adrenaline since it ignores the Exhausted status effect.
thats so situational tho
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I just thought it needed the blindness part gone
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Nah its dead in solo que
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687056#Comment_3687056
Most likely not- Y'all were saying the same thing about Pain Res when it was nerfed and its pickrate basically didn't change.
pain res has 25 percent regression which is alot, idk how this is a good comparison
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687056#Comment_3687056
Overreaction.
Health state is still a great effect, pocket Sprint Burst is still plenty.
Gaining a health state on hook being removed is a great change, you shouldn't be rewarded for being caught. If you're banking on this to get out of gate, it's better for you in the long run to learn not to rely on this, cause this is effectively a free escape after being unhooked.
Perk is still plenty strong, is far more fair, and far from dead.
Ultimate Weapon change is interesting. Gives stronger tracking, but requires better timed use due to smaller uptime, still warns the survivor by blinding them, but is on a longer cooldown to compensate. 15s for a 80s cooldown with a strong aura read and blind seems fair to me.
All seems reasonable.
Your teammates cant see your perks so they can do the gen while your in hook and you then get nothing. The perk sucks in solo que
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@Azulra said:
Adrenaline is still heavily used in solo que hence why its pick rate is so high and I think the nerfs to it were justified.
The nerfs to Ultimate Weapon I think were absolutely horrendous. Like, even though I mainly only ever ran the perk on Trickster/Huntress(two killers that I rarely played), it's horrendous because of the fact that it's giving survivors more of a reason to be running Distortion which is worse imo.
pick rate is not a good reason for a nerf, and its not gonna be used in solo que anymore
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@Marc_go_solo said:
Sounds fine to me. I'm all for people trying different perk combinations, so if this change is too dramatic for some and makes them change it up then great.
yeah I’ll definitely change it up by bringing awesome perks like premonition scavenger deception and corrective action
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@MissiCiv said:
yeah thats it ^^
good, anyone that was saying 3 second stun was was still good was just lying to themselves
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/409460/is-ds-really-as-bad-as-people-proclaim
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686502#Comment_3686502
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686508#Comment_3686508
My question is simple.
If the perk is bad, why is it run by a survivor in every single comp game still?
first of all no one cares about comp its a completely different game
and second because the perk is used as a game delay perk not anti tunnel
the perk is not good for anti tunnel thats the whole point
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@AmpersandUnderscore said:
DS is one of the most restricted perks in the entire game. You get, at most, 2 opportunities to use it, if everything goes well, and as soon as it triggers it's gone for the match, whether or worked or not. You only get 60s to use it after unhook, and you can't do anything to personally progress the game without losing it. It also disappears in end game.
For all of that, if it does go off, you get a single, 3s stun on the killer... Of which you are also animation locked (stunned) yourself for about 1.4 seconds of that.
The distance you get is a literal joke against most of the killer roster, and saying you can go down and use it strategically at a pallet or tile is, at best, also saying this perk is only useful if map RNG allows it. You know, map RNG: one of their biggest complaints the game has ever had.
Current DS is not for distance or anti tunnel, it's for resetting exhaustion once per game. It's a bad perk right now.
Yeah i dont get how people say its good💀 the perk is such a joke that killers dont respect it. “But if you go down a pallet or a window, if you use off the record and dead hard, if your teammates body block” if you need multiple things to make one perk do something, the perk flat out sucks
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@oreoslurpee said:
i saw otz's opinion on DS, and it really made me wonder, is DS really as bad as people make it out to be? it still does its job great, though i do understand how short the stun feels on the survivor side. since its obviously being changed, what do you guys think the change(s) could be? a timer pause, timer removal, stun increase?
Yes the perk sucks, stun time is just way to short. The perk is only good for resetting endurance for dead hard
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It’s getting a massive nerf. The reason why people are not excited about the change is because the perk is healthy for the game yet still it will get a nerf because of people complaining about losing a match
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Also anyone that uses the “survivors noise” as an excuse is just spewing bs
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@abrooks1 said:
Obviously hitting survivors on hook is demeaning and very off putting and festurating are there any plans to maybe do something about the like hinder the killer or make there recovory longer for hitting spmone already hooked If obviously it's not intended to be a nice thing. I have had 5 back to back games getting hit on hook or the killer just being the most toxic person ever
unfortunately there is nothing bhvr can do. I get I through, i don’t understand why some killer will hit someone on the hook that didnt do anything. If survivors were toxic, then the killer being toxic back is valid.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684567#Comment_3684567
BHVR should never add more lockers to maps, because that would be an unnecessary survivor buff.
BHVR should create a new killer-only locker, that killers can interact with, but survivors can't hide inside. And BHVR can fill in locker deadzones with these killer-only lockers. That would be the most fair solution.
What?
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684621#Comment_3684621
As opposed to unsafe pallets which are 80-20 favoring killers?
I agree God pallets should be incredibly sparse. But I disagree that unsafe pallets should be the norm.
To me the best pallet design is like the one in the main room of RPD near the front exit. It's not egregiously safe but it's not a free hit either.
The one next to the gen?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684534#Comment_3684534
And everyone knows it. Did you miss the part where i said that it probably is going to get buffed?
They cant buff it without making it Overpowered.
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@Aven_Fallen said:
Offerings will not be re-enabled:
https://twitter.com/DeadbyDaylight/status/1772273449383108748
Disappointing
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684499#Comment_3684499
This attitude of "it is a killer perk" is completely misguided.
Let me ask you, do you TRULY believe, that the perk designers at behavior, sat around and said: "######### survivor players, let's make a survivor perk that is so bad that it actually is a killer perk, that'll show those losers"
Or is it more reasonable that because this is a brand new mechanic to the game, that they are being super conservative with it because they aren't fully sure how it is all going to work out?
The perk is likely going to get buffed at some point, and pretending its not, or pretending that BHVR is in some way intentionally doing this is disingenuous.
The perk sucks, that is all that matters
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@nodforkiss said:
after the nerf of sloppy and mangled effect in general, healing become incredibly fast. you can injure a survivor and drop the chase and they will be back to healthy again under 30 seconds. i see medkits, coh, botany way too often in my matches. healing becoming this fast only encourages killers to tunnel more because you have to hit other survivors twice in every chase. this just creates unfun game for both sides.
either revert sloppy and mangled back to original, or make healing 24seconds base. and remove healing from adrenaline.
Good lord no
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@Commander_Nefarious said:
i think the perk would be so much better if hooked survivors didnt trigger it, meaning that if its off you can safely leave the hooked survivor but if its on then there is a survivor waiting to save, i dont think this change is too strong and promotes not to camp, thoughts?
Yes they should buff it
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@graveyard_7777 said:
I wish the perk was just limited to 1 survivor. Like if I'm Legion and the gens pop and everyone has adrenaline it kinda blows.
“I wish it was limited to one survivor” again no
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@graveyard_7777 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683554#Comment_3683554
I would say this and also the removal after being unhooked
No
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@Withered8 said:
Ok but why Is it only problematic now? Adrenaline has literally been in the game since release and no one's ever complained about it.
Because all the perks that killers asked to be nerfed, got nerfed and then survivors moved on to the next strong thing. More people run adrenaline now causing killers to ask for a nerf to a perk that doesnt warrent any nerfs (freddy change yes but thats a quality of life change)
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@GeneralV said:
Surprisingly good!
I've had some really interesting games both as Freddy and Skull Merchant. As for survivor, SoloQ has been good lately, except for the occasional Weaving Spiders user.
I can say I am having fun!
Weaving spiders vs ultimate weapon nurse lol
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Good for him
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I got it all on video i wont post it but the aftermath yun jin screaming in the basement from ultimate weapon was so funny
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670689#Comment_3670689
Why does it not exist?
Because there are no killer rule book?
Then why should killer need to be called tunnel if they want to focus on one object before doing another one?
They just the same.
The only difference is killer would be blamed if they try to do it in a efficiency way.
Gen rushing is the correct term and it feels awful to play vs that. But tunneling gens doesn’t exist
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@Yharwick said:
As we know MfT has fallen far from it's old glory and while it was a bit dumb I almost kinda miss it as the game felt more even during that time. Regardless MfT is never coming back in that form and since then I hardly see it anymore and while it is much worse I think the perk could still have potential possibly?
Tunneling as we know is very common in the present day perhaps more than ever and if they decide not to wait out the basekit endurance you get a free trigger for MfT and pushing it even further if they try to wait it out while you have OtR then you're still getting the trigger and now you're faster and much harder to track. I guess my question is has anyone already tried this and what were the results? If you haven't tried it do you think in theory MfT could still have use as an anti-tunnel perk?
Its not good for anti tunnel
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@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682156#Comment_3682156
Print Screen works, or if you use steam F12. Those will take screencaps for you.
Im on console
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@Bartlaus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681931#Comment_3681931
Thanks mate, I'm glad you remembered <3 My request for the Feng Min Panda Onesie is still to come :3
Oh trust me ill never forget that haha. Also i think their are only 3 characters with onesies so maybe they should do another collection
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@GeneralV said:
But if you don't get a Merciless Victory, then you are not exactly "Adept" with that killer.
Entity displeased has a better ring to it
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I also had to slug a bit yesterday to get the adept vs this one ttv that was super nice and i wish i could have let her go
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@Aven_Fallen said:
Reasoning?
I dont really think it is hard anymore with just getting a 4K. Getting a 2-pip was hard (even tho, still manageable when you wait until Grade Reset). But getting a 4K is not really that hard IMO. Might not work in the first game and you sadly have to slug, but not really something which needs changing.
To remove the slug for the 4k aspect. I hate when that happens but i get it if the killer has to do an adept
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@ImWinston said:
the problem is not "counterforce"... but counterforce along with 100 other niche/bad perks
some examples of niche perks:
- red herring
- self preservation
- cut close
- blood rush
- blood pact
- rookie spirit
- Visionary
the list could go on, but I'll stop here. Are they bad perks? No, in some niche builds they might work... but the time has come to wish for something better.
meta perks (apart from Off the record, Background Player , Deja vu and a hint of Flashbang) are still the same since 2017, it's not normal.
I completely forgot about red hearing, god that perk is terrible


