Jejune
Jejune
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Comments
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The upcoming change is horrible because before you could do a gen and maybe never use the DS.
Now I can't see why would people pick DS without UB and without trying to force killer to chase them.
DS never worked as anti tunnel perk. Now it still doesn't work as anti tunnel perk and you can't do anything while it's activated.
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@Zeus said:
It is slightly confusing, yeah but it would be tremendously useful if the Devs give actual stats of the addon but then it would take considerably long for them to do and will also moderately increase the amount of bugs in the game
Don't question devs, they know what to do. They didn't change it since the release. Why 2ould they change it now?
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@pandorayr said:
https://forum.deadbydaylight.com/en/discussion/comment/1919818#Comment_1919818
Actually there is a fourth survivor repair a gen while the killer tries to take down this 3 survivors, and the killer has to give thanks to "save the best for last" otherwise would never take them down nice try but ur answer very weak.
Then Play Bubba. Problem solved. Tbh I can't be arsed. There is too few good builds on survivors as is.
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They cant do gens when they heal...
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UB+DS is the new DS. There is no reason to run DS on its own anymore, since its was never anti tunnel perk.
The way I would play it now is straight up DS+UB+MoM+SB and med kit with borrowed time. Then force killer to go for me.
If they down me i get up, if they pick me up i escape.
The only good thing about the change is that you can deactivate DS yourself so that you can use it later.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1918448#Comment_1918448
Those 2 options screw the survivor side the most.
Camped/tunneled? Bad for the person being camped and tunneled.
Survivor suiciding on hook? 3v1 is not easy, and 85% of the times it's a free 4k for the killer.
Yeah, but it doesnt matter... because nobody is doing anything about it. I prefer to suicide on hook rather than feed killer point/watch other survivors do literally nothing (not even unhooking me)
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With the upcoming change smol pp build will be required to get any use out of DS. So you will see more of it.
Swf will be able to play around New limitations. Solo will get no use out of it.
The change doesn't fix the fact that if someone wants to tunnel you to death, they most likely will.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1916836#Comment_1916836
New DS will not become an anti-tuneling perk, It will become a "get slugged for a good 60 seconds perk"
If they REALLY want to make It anti-tuneling they should remove the timer and keep the interactions that deactivate it.
I feel like it having no timer would lead to slugging to death. So it would be better if timer was activated after you get downed.
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My two cents on the matter is:
- DS/UB will be more prevalent than they were before since the only way to use DS now is to agitate the killer to get DS'ed or to slug.
- With the new change DS went from having 3 requirements to 3 requirements + list of things you cant do.
- Killer can still cheat you out of the DS if you are under the hook, because there is not enough time for the proc to appear.
- The only positive thing about the change is that now you can turn off DS if you want to keep it for later.
- Realistically the new DS should be base for all survivors... They would have to modify what perk combinations would be allowed together.
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Hook suicide is survivor version of tunneling/camping.
Why killers complain about hook suiciding? Same reason why survivors complain about tunneling and camping...
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Its a good change for killers that play fair aka no tunneling. But, now this perk has so many downside for a potential upside. If they keep in this form, they need to make it pause the timer while in chase. It will become meme perk, or it will become a "throw the game" perk after a bad game.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1914791#Comment_1914791
*killer loads into your match*
Not a gg .
I rarely say gg, even if i play killer.
Realistically you shouldnt have a good game all the time. If all of the matches are gg's are any of them actually good...
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First off I have to mention that at least in my eyes gg doesnt have the same meaning as good game. For me gg is a decent game.
- If you win at 3-5 gens with 3-4 people dying it isnt a gg.
- If you slug to get 4th person without knowing where that person is not a gg ( except for achievements).
- If you constantly slug at 5 gens not a gg regardless of how many people escape.
- If you bring a mori not a gg regardless of how many people escape.
- If you camp/tunnel for no reason not a gg.
- If you use spirit with stridor not a gg literally uncounterable vs a good spirit.
- Probably few more ...
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@HectorBrando said:
The game is balanced with 4 perks per player in mind, changing that would throw it so much it would require massive amounts of coding, testing and pruning, its not gonna happen.
Well you should realize by now that majority of the forum is an equivalent to a wishing well. You make a post in hopes that it will increase the chances of specific thing happening, but at the end of the day you know that it will not happen.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1913037#Comment_1913037
Dude I play pig....and I'm a killer main....I use every tactic in the book there is no meta for me.....
Oh and for point of reference, out of the 100+ perks or whatever (there's only 78 btw) I use every single one of them except for a few that serve no purpose at all, like
Monsterous Shrine,
Predator,
Unrelenting,
Shadowborn,
and Territorial Imperative
^ Thats 5 useless perks out of 78 not even close to half.... everything else can be turned into a build, trick, trap, tactic.
So if you have any goofy suggestions maybe you wanna look at survivor side where they tend to only play 1 set of "meta" perks for the entirety of the games life span. Meanwhile....on killer side I could make a build out of damn near everything we have in our perk toolset and every single one of those builds be completely viable, and the only thing holding me back is not having enough perk slots to make the build even more complex.
There are more killer perks that are not usable. The thing about killer is that most killers have their own meta perk sets, which naturally make more perks viable. One the other hand i can make build out of most survivor perks, the problem is they are mostly useless or they are very good but you will never get a chance to use them because of how situational they are.
- Like healing builds are awful because how often do you heal others in a match without taking into account that people want to heal themselves with medkits.
- More charges builds are awful because even if you run it you will never be able to use them up. Unless you use toolboxes on gens.
- Alot of aura reading perks does nothing for you. For instance: Buckle up.
- Alot of perks that have high risk / mediocare reward (only in specific scenario otherwise it does nothing/minimal award) (Second wind is exemple of it)
- There is alot of perks that should implemented into the game as "Blessings" that should proc in very specific circumstances. For example: Left Behind or Wake up.
- There is also too many counter to counter to counter perks that should be dissolved and re-implemented into the game as a game mechanic.
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1912893#Comment_1912893
First of all, Gay Police Dept, amazing name. Secondly, please no.
I would only agree to it if they called it: "Smol pp combo #1"
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@SocialDistomancy said:
I got a bad swf vibe off of this idea...
Thats why i said 3 perks slots instead of 4
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1913045#Comment_1913045
Or you know, you can turn comments to friends only and disable the end game chat. Problem solved. It’s really that easy.
Thats not the point... You could have said: "Or you know you can stop playing the game" or " Or you know you can go Amish". Both scenarios would solved the problem just like yours.
You also act as if I care that they do that or that i consider it a problem.
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@SilentPill said:
I kinda wish it was like call of duty ghosts. Where you had a certain number of points to spend on perks and the dumpy perks would cost less.
So maybe the meta perks would be 4 points of 12 and would get you back to where we are now; but you could have 6-7 crappy perks instead.
Which is fair and i wouldnt mind that either, but i feel like alot of those crappy perks should be merged together. I dont believe that BHVR or anybody for that matter can make 100+ perks that are equally powerful and make people actually think what they should play. Those crappy perks cant be made into good perks, but put few of them together with similar crappy perks and you may have something usable.
This game should have enough perks to fill one page not 6 like it does now.
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My steam account is public, which means people ######### in the end game chat and then in the comments in steam profile... So my point is if there is a will there is a way.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1907084#Comment_1907084
It would actually. You'd end up with less customization if they halfed perks and merged them together, what if I wanna run a build that didn't have those previously merged, and now I have to deal with the garbage associated with another perk? Thats the worst Idea I've ever heard....######### like this is why people hate korean developers who do the same thing, 1 step forward and 18 steps backwards. Hell nah. Be better off with 5 perk slots and continuing what they've been doing by adding 3 for their killer and 3 for a survivor.
Your idea just....would be bad for the game on a dozen different levels.
How many perks do you use on average from 100+ that you do? I doubt you can go over 20... What would adding 5th perk accomplish? You would pick another meta perk. Which would lead entire game being unbalanced ( more than it is now) That in turn would lead to nerfing majority of the perks. Putting alot of limitations on how perks can interact and what perks you can choose. For example: You cant use more than 2 totem perks.
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My point on this will forever be: Make camping and tunneling (before all gens are done or before last gen is done, something reasonable) bannable. Delete DS.
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@Mr_K said:
I like the diamond shape four perks make.
3 perks almost make a heart
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@Gay_Police_Dept said:
If i was a dev i would merge DS and unbreakable just for the lolz.
If i was a dev i would try to "fix" camping and tunneling (before ECG) then remove the DS from the game.
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@Another_LegionMain said:
Why not 5? They'll make it a tleast 6 is they try to reduce the number with their spaghetti code.
Reducing the amount of perks by merging them would be easier than increasing amount of perks per game and nerfing every single perk in the game.
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It depends on how killer plays, if they are toxic; camping, tunneling etc. Then i will hide for 8 years on that map just so that you can enjoy that match as much as i did.
It also depends on the survivors, if i see that nobody did anything in the match i will most likely run up to you just so you will end my suffering.
Otherwise i might do a gen, get chased and finally die on the hook.
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@hiken said:
Survivors dont need more than an exhaustion perk, tunnel strike and borrow time (some could use unbrekabill if they are playing in coms) it woudlnt change a thing tbh... if anything would make the experience more misserable since you are just limitating survivors build to run just meta isntead of gimmicky builds that requires 3 to 4 perks...
Did you read anything? I didnt take away one perk slot period. I said take away one perk slot and merge majority of the perks. So in other words you wouldnt need 4 perks to get that gimmicky play because most of the perks would be merged.
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The reason why hook counter wasnt added to killer side is straight up, tunneling and camping, If they were to implement a way to get rid of those two thing they could add hook counter technically,
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1907084#Comment_1907084
If we don't have to pay extra for it. It's too much work for them -.-
Dude i can merge half of the perks just by looking,,,
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@CornHub said:
It'd be less fun with just 3 perks.
Would it tho? Lets say they halved the amount of perks by merging them.
Would it be less fun?
For instance Tenacity and flip-flop merged. Some of the perks could be retired entirely.
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@EvilJoshy said:
Even if we merged the crappy perks together to make half decent perks. People will still run the top 3 perks. It won't really change anything.
Perhaps, but it would make crappy builds better. I personally dont like DS, i only run it when i get tunneled alot. There is for instance there are builds that increase item charges, but there is almost no reason to run them since majority of the time you will not be able to heal more than twice.
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@Exerath1992 said:
Would be nice, but the coding and balance pretexting would take like 6 months if they dedicated the whole team on it. Wouldn't happen
They make it a 5th year anniversary surprise for all i care. The point is there is too many perks in both survivor and killer most of them are not used at all because they are borderline toilet paper tier.
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@Mister_Holdout said:
C'mon, you can do it. Just a little more grinding ;)
I cant... thats the point. Before they gave shards for emblems then they removed it and i am stuck with missing 2 points to an even number for about year or two, Level rewards give you an even number of shards.
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@horrortale_sans said:
2 what do you think there made of money
I am currently made out of alcohol to certain degree and if i can be made out of alcohol they can be made out of money
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@Hektic3000 said:
Almost like a "Road Map" of sorts, i wouldn't mind if they brought that back. I don't need specific details but just general knowledge that lets me know what's going to happen, but BHVR doesn't like that because of time restraints.
They could just make road map for 3/6/12 month and then add and "check" which ones they have finished (also showcase it there)
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What i love in posts like this is when people mention: "They are punished, they lose points".
Bruv if killer camps you can at best get 8K objectives, 5K for escape and some points in boldness.
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@Bwsted said:
So, do you mean being healed 1 health state even if you get downed? Because the issue I see with that is that you gain the broken status effect. So, the killer would know that once you get downed they just need to camp you for a few seconds to smack you back down again once second wind picks you up.
EDIT: no, it doesn't stack with deliverance currently.
They could just give it a timer with same value as broken status timer without binding them. I believe devs could manage this feat,
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@YOURFRIEND said:
I think these sorts of binary perk counters aren't very interesting or good for the game.
Most perks are counters to counters.
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@HR_Helios said:
https://forum.deadbydaylight.com/en/discussion/comment/1872058#Comment_1872058
There is a point in running it. It's an anti tunnel perk meaning if you're being tunneled it will help you. If not it won't. I've used ds countless times and never had to use it. I've only had to use it at end game and it's still.at it's strongest in the end game if this is the changes that were made. If a teammate saves in front of the killer without borrowed time and you both go down that's the teammates fault and it should be punished. You shouldn't get free escapes for playing badly. DS encourages risky and bad plays in its current state and that change would make survivors have to plan their saves more strategically. This change would help a lot I think. This game shouldnt give either side a free win without a reliable counterplay. Pretty much every killer perk now has reliable counterplay with the undying change. Killer should be the power role not the survivors. They should be rewarded for good play and team coordination and punished for bad play. You play bad you don't escape that's how the game should be.
Both changes make it unreliable and situational, aka high risk, low reward/no reward.
- There is no point in bringing a perk that stops working if i do virtually anything. Not unless you remove timer from DS. Meaning DS stays on until you perform any action. This could lead to killers being DS'ed by everybody in the game even if they didnt tunnel.
- I am not bring DS that has 45s timer and that can be disabled by virtually any random that dies while they unhook me.
As I said if you want to balance DS you have to balance tunneling.
Alternatively what you could do is:
- DS has 30s timer
- While in chase and you are injured timer goes slower (50% slower)
- While in chase and you are healthy timer goes slower (25% slower)
- While not in chase and injured (No change)
- While not in chase and healthy (25% faster)
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@Yords said:
It is fine as it is now and also with botany. I suggest treading lightly with a perk that can allow survivors to heal themselves without a medkit of teammates.
The problem is there you will never run BK and SC with medkit. If you want to run medkit you can take BK and Streetwise or Built to Last.
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@GoshJosh said:
I think it would too closely mirror Botany Knowledge. Instead, I would be down for reducing the healing speed by only 33% to compliment Botany Knowledge and not be so dang slow.
That would be cool too :)
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@Boddy604 said:
In a vacuum, I think DS is fine. Where I think it becomes problematic is when survivors weaponize it. It's a good anti tunnel perk but too often it's used as a "haha you can't touch me" perk & I can see why killer mains get frustrated with it.
I'm a survivor main btw.
So my suggestion is this:
Upon being healed a health state, entering a locker, or working on a generator, Decisive Strike deactivates.
Boom, now survivors who legit didnt get tunneled & got healed cant play dumb cuz DS will save them, they cant speed vault into lockers to get the killer to grab em n use DS as a getaway, & they cant just run straight to a gen n sit on it till killer grabs em then use ds as the gtfo.
The synergy with Unbreakable would still exist which can be used aggressively but is also a solid anti tunnel combo so it's a bit of a double edge sword there.
I just think Survivors should be trying to escape & survive whereas with how DS is balanced, the most effective way to beat killers is to get caught on purpose. Seems backwards to me.
Thoughts?
@HR_Helios said:
https://forum.deadbydaylight.com/en/discussion/comment/1871995#Comment_1871995
The issue with that is people with DS if it's close to running out will sometimes purposefully find the killer to stun them. It can still be weaponized even when tunneling isn't occuring
None of them are actually good solutions... First one is beyond neutered, there is no point in running this perk in that state, unless every survivor gets it for free as a base.
Second one would be abused by the killer when people die to unhook a person.
Realistically it would be easier to make tunneling slow killers down (after all gens are powered that rule would be turned off), and then changing DS to something completely different.
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@Terro said:
Either way I don't think the devs would do that. U'd be able to heal midchase again.
You can already do that with green medkit, botany knowledge and speed addon
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Weekly/Bi-weekly perk tweaks
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@DwightFairfield said:
Remove the fact you need to heal someone beforehand and increase the broken timer to 40 seconds, it's a free heal off hook at the penalty of your safety, and you wouldn't be able to stack it with deliverance, which would objectively be a way too overpowered combination.
In my opinion it should stack with all of the perks with broken status, BUT you get healed after broken status is gone.
So in deliverance example you would get healed after 60 seconds.
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I would change three things:
- Healing yourself or others grant you the use of it. (Get up to 2 tokens or no healing requirement.)
- Stacks with other broken status perks. (As in you get healed when you are no longer broken.)
- Healing isn't cancelled when you get hit, instead its cancelled when you get picked up. (Poor man's unbreakable.)
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If you included weaker version of ruin as a basekit you would literally have to nerf majority of killer perks as well as top tier killers... There is a reason why there are 4 perk slots and you are giving a pseudo 5th perk slot to killers by doing it.
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If I do its because 9/10 killers slug for the 4th kill. So i have a choice wait 5 minutes in the lobby or wait 5 minutes in game doing nothing (4 on the ground plus dying on hook)
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@AhoyWolf said:
Since now you can rummage only once per chest, does it also count already unlocked / rummaged chests?
Let's say that multiple people run this perk, and one guy does unlock and rummage every chest before you, would you be able to rummage it again?
Idk, but if any chest can be rummaged only once no matter who rummages then the perk is useless. Straight to the garbage can.