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Justalittlepeeck

Justalittlepeeck

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Justalittlepeeck
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  • Then I remember how many streamers (like Tru3) pick perkless huntress with only iri head and survivors still instaDC. Doesn't seem that some of these people actually try anyway.

  • That could only apply to freddy. All other killers were a mess before rework, either brokenly-op or just weak.

  • @Slickstyles said:

    https://forum.deadbydaylight.com/en/discussion/196970/so-can-somebody-explain-me-why-iri-heads-are-the-problem

    I'm a pretty decent huntress and if I were to run Iri head, games would be over in 3 minutes. Now imagine people who actually main Huntress. Even the devs know Iri hatchets are a problem and asked the community on how they would go about fixing it.

    I bet most of these games end so quick because once survivors acknowledge you have iri head, they just give up and start memeing/throwing instead of actually trying to win.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1670146#Comment_1670146

    Not remotely the same. You have to be injured/broken to be one shot by Plague's red puke. Iri heads can one shot a healthy survivor. They're ridiculous.

    Exposed basically means you are injured.

    You are not healthy. You are injured. Your 2 healthstates will count as one.

    Plague makes survivors broken. That means that they have 1 healthstate. Coincidentally, Plague has an access to a ranged attack that just so happens to be used most often when survivors are broken.

    Iri huntress basically means you are facing 3 (or 1) hatchet huntress while being injured the whole trial. Yeah, that's difficult, I'm not saying otherwise, but there's nothing changes that makes it impossible. You just have to make less mistakes and be more concentrated. It's not that hard if you try.

  • @[Deleted User] said:

    The problem with Iri head is that it allows the huntress to get up as close and personal as she likes to and instant down you without any effort or chance for the survivors to dodge it.

    What do you mean "no effort"

    Is still having to land a hatchet (with much less chances for a new try) not an effort?

    Or having downsides of either not being able to use wind-up or running with 1 hatchet all game isn't enough even though it significantly increases amount of effort required to put in making your decisions due to less amount of chances to make a mistake?

    Both you and killer have +- twice less chances to redeem a mistake. You have 1 life and killer has 2-4 less chances to take that life. That's fair.

    Or you truly think that any strong boost mustn't just come with strong downsides, but rather require a player to rip their ass in halves in order to get a chance to use that boost once and if it isn't the case, you, people, just can't live peacefully with that?

    Spoiler Spoiler Warning ▲▼

    I'm not going to bring up (except this one time, I won't consider this an argument though, I have provided enough above already) certain survivor things that surely require no effort and have no downsides, but if you use them and then talk about killer having to put effort into "earning a oneshot" you really should think about that.

  • @Dreamnomad said:

    You really just don't see an issue with ranged one shot attacks huh?

    In that case plague would've been op wouldn't she? She can brake all survivors without even contacting with them and since the most effective strat against plague - don't cleanse and do gens, she basically can become ranged one shot killer any time she has fountains available. Does anybody have problems against running red vomit plague while being broken? No. But somehow running iri huntress, whose hatchets are much less trouble in chase is a tragedy.

  • I would rather see short/long cutscenes or stories than actually playing, since I doubt that'll look good or be interesting to play.

    Unless there's a separate spin-off game which is already made to be played in a certain way, then I'm down for that. For example seeing a spin-off about Benedict Baker and his investigation&first time in Entity's realm and until his last notes before his disappearance.

  • Idk mate, playing in evenings when games are found almost instantly is awesome and I barely have any troubles with survivors.

    I'm writing this comment while another game with "sweaty-tryhard" had been loading and I got sent on swamp as Blight where I got my "super op" ruin undying combo broken in first minute, with undying going first, so I had to play with two perks. Needless to say I was able to win that match even with two perks.

  • Scummiest? None.

    Most annoying? Key escapes + DC for hatch tech from survivors and perhaps 3 gens strat on small map from some killer like doc.

  • DH for distance = unfair, uncounterable and broken mess that must be fixed, unless devs want survivors to have stuff that have zero counterplay.

    DH to dodge hits = balanced, fair and counterable.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1666783#Comment_1666783

    HOORAY.

    Sometimes right in the corner of a swamp map, and the furthest away from all the survivor activity.

    What an awesome solution.

    you know, she used not to have even that. Be grateful for what you have. Also, what's the problem in using her as default m1 killer who basically faces 1 shot survivors?

  • @Xzan said:

    Pyramidhead. I just leave a trail under the survivor and pick them up to force them to be tormented. It's a bit of planning ahead.

    don't bring up Phead since he's a special story

  • Some sources that have proven themselves trustworthy tell the release date is 20th october.

  • Yeah, blight is really difficult to play at fullest potential

  • So basically old legion?

    Would've been 100x better if his power worked like:

    1st survivor hit in frenzy = injure + deep wound

    2nd survivor hit in same frenzy = injure + deep wound with 66% of the timer left + mangled for 60 seconds

    3rd survivor hit in same frenzy = injure + deep wound with 33% of the timer left + mangled for 60 seconds + hindered for 15 seconds

    4th,5th and so on survivors hit in same frenzy = instadown.

    If survivor has healed from deep wound and you hit them again in same frenzy, they are counted as new survivor. So you don't lose your instadown when you suddenly get rid of 1+ survivor and that would also make instantly mending more punishing.

    Also, vaulting pallets should break them as basekit.

    Red addons could be like "You can mori 5th, 6th, 7th and 8th survivor hit in same frenzy" and "feral frenzy has unlimited duration, unless you are in 1 chase for more than 10 seconds. FF cooldown is increased by X seconds for every Y seconds spent in frenzy"

  • If dodging a oneshot was a once per trial, they perk would've been good, otherwise it is broken because it 1) Negates instadowns all the time 2) Doubles the distance gained by the survivor once they are hit which extends chases even more.

    Not being able to run other exhaustion perks doesn't justify the effect.

    @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661833#Comment_1661833

    It sounds like when people complained about Soul Guard as being overturned... when it reality it wasn't strong enough to compete with the meta perks at all. Just because it sounded like a crazy concept

    are you talking about the perk that is used by like every 4th tryharding claudette with smallpp combo? Soul guard is used very frequently because of 2 extremely strong effects it gives.

  • He is strong, but difficult. He's just very bad in closed maps, but he is killing on any open maps.

    His power gives him a very huge 'lethal' range so survivors should stay really far away from him.

    His power (with compound 7) shuts down most loops. And due to pallet breaking power he can just power through the loops he can't shut down.

    Good killer. His addons are mostly useful which is rare.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656294#Comment_1656294

    It never was a mistake, it only was a mistake to release some exclusives for everyone but some not besided their reasoning.

    Otherwise there is nothing wrong with exclusives.

    It WAS a mistake to release exclusives and event skins and then NOT to release legacy. Especially with the reasons they used:

    • we distributed excl/event because some people lost them and we couldn't find a way to give them back in any other way. Somehow this doesn't apply to the legacy.
    • we know you are upset, but this is for the better as we don't want exclusive things in out game. Somehow this doesn't apply to the legacy.
    • you should be happy that you got to use these skins earlier than others. SOMEHOW THIS DOESN'T APPLY TO LEGACY USERS.
    • we know these skins had a lot of value to you, but you can still enjoy that value even if everybody else has access to them.

    SOME-#########-HOW THIS DOES NOT APPLY TO LEGACY USERS, they are just special, this is different, we just don't understand

    This all is a big ######### hypocrisy and I'm literally sick of it. They are devaluing efforts and feelings of one (much bigger) side of the community and then make a minority into special kids who don't care about rules. I'm not even talking that most legacy we see today is either bought (account sold) or just hacked (devs have NO way to prove for sure some people hacked that legacy back then, otherwise some people I know would've been banned) and actual legacy users either quit long ago and don't care or JUST don't care and wouldn't mind shiny skins being given to everyone.

    Devs must either back off and take away events/exclusives from people who didn't earn them, or APPLY SAME RULES TO EVERYONE AND DON'T MAKE SOME CERTAIN PEOPLE SPECIAL.

  • Nah, just remove penalty from failing skillcheck.

    Like entirely.

    Instead it would make you unable to progress gen for some longer time without any penalty.

    Much better

  • @Steel_Eyed said:

    What is it?

    An addon that instantly turns you in the direction of the nearest survivor within 16 meters from you.

    Firstly it feels clunky, then you figure out that you do some really nasty things with it like instant 170 turns.

  • No bming from other side.

    I don't really care about playstyles, perks or any other stuff that some people despite, as to me these all are just different ways to enjoy the game.

    I also don't get very triggered if I lose. Surely this frustrates me, but not much if the other side doesn't act like the biggest ######### in the world because of that.

    However I never forgive BMing or trashtalking in chat. Literally the only thing apart from the ones banned by rules I truly despite.

  • You just have to accept they have avoid 1 hit card unless you are running exhaustion/one-shot

  • @Clockso said:

    thx for the useful tips <3

    i got some tips of my own as well

    You can also attack during a lethal rush to end it instead of being forced to dash away from the survivor.

    something i also noticed is that you can lunge and curve sliiightly before cutting a corner to be able to hit a survivor since blight's weapon loses it's collision while rushing unlike oni

    Yeah, I do that too, it's very useful when you get ######### by nonexistent collision

  • @arcnkd said:

    Mmm, gotta disagree. Hatch is annoying and I believe its spawn (and totems, but that's unrelated) should be 100% random so you can't just memorize 'common spawns' on a map to greatly increase you chance of escaping/closing the hatch; but I think the EGC just needs to automatically trigger the moment the 5th generator is finished so neither side has to trigger it manually (killers don't have to find hatch or open a gate for Survivors; and Survivors can't 99% a gate to gather their friends before opening it). Then, rework perks like Blood Warden and Remember Me using this new EGC system.

    Hatch camping and downing the 2nd-to-last Survivor to go find the last one isn't anything new and while it does suck, it is done so primarily because those last 2 survivors usually begins the mindset of "let me just hide until the other dies" and drags the game on and on.

    An interesting take on the Hatch would be allowing the killer to 'damage' the opening mechanism/lock on a spawned Hatch - prior to EGC - and thus preventing it from opening up. If the killer comes across the Hatch (4 gens done w/ 3 Survivors alive; 3 gens w/ 2) they can 'disable' it ahead of time - and give a match-wide notification of Hatch Broken - and then there is no longer a need to slug one of the last two Survivors because the Hatch isn't an option anymore. Of course, any change to the Hatch practically screws Survivors if they get limited to one or two remaining with too many generators left to do.

    I guess another interesting take would be to remove a generator from the "remaining total" needed to be repaired whenever a Survivor is killed or DC's; which would only leave 3 generators in total that need to be done if the other two survivors are killed before any gens pop.

    So where do you disagree? You just agreed with my points and then just named your own suggestions instead of giving any arguments why do you disagree with my opinion

  • There's blindness addon on freddy, but, according to many spirit haters "if you have to take something special to counter something that couldn't even be a thing, this is a bad counterplay" so just don't mind what I'm saying

  • I like playing killers like Caleb, default chases are getting really boring for me in 4 years and killers like him bring something new. Of course it feels extremely difficult, as I have much less experience against them, but that's where the fun is.

  • @Gay Myers (Luzi) said:

    I do understand wanting legacy come back and be given to those who have lost it, but as stated here https://forum.deadbydaylight.com/en/discussion/164287/news-unlocking-event-cosmetics#latest there are no plans for it to be brought back.

    What about exclusives&event skins? They also required certain efforts to gain and they too had special meaning for people, but somehow that didn't bother anyone.

  • Forget about it, everybody (especially bhvr) won't ever admit giving out exclusives was a mistake in the first place, so they would rather remain hypocrites.

  • You need these perks if you want completely free cleanses any time.

    You don't need these perks to cleanse totems, just get good at finding them and starting cleansing when killer certainly can't reach you in time.

  • @Snapshot said:

    I also don't see any issue with Undying. Just run Small Game or Detectives Hunch and you're good as survivor...

    Or just learn totem's locations so you wouldn't have to change one out of 4 second chances into an utility perk.

    Somehow learning the game is beyond understanding of some people.

  • If they buff DS or any other usedin99%redrankgames perks, killers will actually riot.

  • Dude, are you really comparing talking how "I could do better" and actually doing job?

  • @skarsguts said:

    The real kicker is killers defending their strong combos yet crying about survivor combos every day.

    My personal position on any survivor vs killer stuff is always the same:

    if they are allowed, so should we and vica-versa.

  • No, he is fine. He's a bit difficult to me, but I never had serious issues with him apart from occasional fps drops

  • @MadLordJack said:

    It definitely needs a nerf. It isn't healthy to punish solo survivors more than they already are. That being said, it doesn't need a direct nerf: Soul Guard could be the first of many perks to buff cursed survivors (though a totem counter is definitely necessary and really should be added, I honestly don't know why it hasn't been).

    Solos will always be in disadvantage.

    Solos can always use perks like hunch to compensate that disadvantage.

  • @catnip18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650725#Comment_1650725

    The problem isn't that the two effects are powerful, the problem is that undying counters its own counter which is bad gamplay design. I was simply giving an analogy, that if DS let you stand up as well as having the pickup stun, it would be a similar situation, one where the best way to counter a perks effect is in itself countered by the same perk. A killer sided analogy could be if they released a version of bbq that proced when someone was unhooked, but it also had iron maidens effect. The best way around bbq is to use a locker, but the iron maiden effect would counter the counter.

    Undying wouldn't help you if 2-3 totems are being worked on at the same time. Save one, lose another.

  • @catnip18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650627#Comment_1650627

    I understand how its different but the problem behind it is the perk has two abilities, 1: the hex shifting and 2: the vision. 2 by itself would be fine as a non-hex perk, and 1 by itself is fine as a hex perk, but together you have a perk that counters its counter which is bad game design. It'd be like if they added a nomither style stand up to DS, causing it to counter its counter (slugging) without requiring unbreakable. To counter ability 1 you need to do dull totems, but doing dull totems is countered by ability 2. TBH i think swapping TotH's primary ability and the vision on this perk would be ideal. Undying only notifies you with a sound notification when they're starting to break a hex totem which lets players do dull without being punished by the same perk forcing them to do dulls. I dont believe that undying should be nerfed, just that its power shifted away from countering its own counter.

    Unbreakable does give recovery speed in addition to standing up, Soul Guard gives endurance when you stand up (You can compare this perk to Undying as they both have 2 powerful effects tied into one perk) and no mither hides your blood, makes you quieter and allows to stand up as much as you want.

  • @catnip18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650275#Comment_1650275

    Your whataboutism is as strong as your comment is irrelevant to the thread.

    https://forum.deadbydaylight.com/en/discussion/194944/dont-nerf-undying-ruin-combo-it-is-healthy

    I really like the combo together, the only thing I think should be changed is a minor nerf to undying, i feel like it does too much. Either make it so it only shows auras while they breaking totems, or only shows auras around hex totems not all totems. Even when playing killer it feels like way too much info to have if the totem placements are lucky

    Thrill of the Hunt does the same things as Undying - Makes breaking totems harder and reveals when totems are being broken. I don't think Undying needs a nerf like that, it's basically TotT but with different focus - instead of keeping certain hex alive in one spot (prevent from breaking) it prevents a hex from disappearing, giving it second life.

    Both are countered by cleansing dulls first so their primary defence mechanism is turned off.

  • @WishIcouldmain said:

    I agree if survivors can keep DS, UB, DH, BT for years if I'm correct. Then Undying and Ruin is fine.

    It's not about survivors having a strong combo, although I could use that as one of arguments why Und&Ruin shouldn't be touched.

    It's about this certain combo being healthy. It adds depth to the gameplay and forces more active gameplay from both sides.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647366#Comment_1647366

    Compare it to the CONFIRMED stats from the devs- Ruin was used at 45% across all ranks, and an astonishing 80% at red ranks. And contrary to popular belief, the high usage of Ruin was NOT the reason for it's nerf. But if that's what people want to believe, we can play that game here with OP's data.

    Even if you took OP's data and pretended that all 314 instances of DS were brought solely by the red ranks in his data (719/1000 survivors), that just barely reaches 44% usage in red ranks. And I guarantee you that the DS usage was across the board and not only concentrated in red ranks, bringing it closer to the score of 31% in his data overall. Even accounting for the DS stun bug (many survivors brought it anyways despite it being virtually useless against many killers while it was bugged), OP said it was decreased in use by 10%- a decently large percentage number, but still doesn't bring the perk usage up past pre-nerf Ruin numbers.

    I actually was surprised by the lack of DS (and the notorious DS+UB perk combo, only being about 9-10%)- for how much I see it get talked about, it's not quite as prevalent as I was made to believe, at least by his data.

    I'm sure BHVR has even better and more clear and accurate data that pinpoints the usage of "crutch" perks across ranks and at high ranks. But if I go by OP's data I definitely don't see the raging epidemic of every game having multiple DS/UB survivors. 250 games at r1/r2 is a pretty okay sample size.

    Like I said, 250 games is a nice sample size. But it doesn't account for all regions and all players, of course. I would actually love to see BHVR release something like what ZCerebrate did, maybe not with numbers but at least showing percentages of perk usages. I would 100% wager that DS would be the most highly used perk (because it is, without a doubt, the BEST survivor perk in the game), but it would be nice to see their data on it.

    Bother to enlighten me how 719/1000 survivors bringing DS equals 43% of usage?

  • Agreed, there's no mindgaming in his power, just see red ######### appearing and flick, PH is countered, bravo.

    He is only good at hitting survivors fixed in animation or in thin corridors, he really could use a buff.

  • @Deadeye said:

    This sounds like a bandaid solution. Don't want to discourage new thinking though.

    Just saying, there was also someone saying "classify a list of perks as S tier and you are only allowed to pick one S tier in your build"

    I don't like these solutions because they don't adress the problem, they create a workaround. And I'm pretty sure that they won't implement a new status effect just to fix two perks

    KInda like Exhaustion perks?

    OP's idea isn't perfect, but I think putting some limitation on bringing 4 second chance perks could be a way to go. Maybe not shutting down entirely, but making each other less effective than standalone.

    F/E making survivors do more actual work to earn activation of perk or have survivor be affected by some nasty effects or simply weaken other perks when they are used together.

  • Compound 7 is literally SS+ tier, because it removes any limitations human reactions put on you and allows to instantly chain rushes which is unbelievably useful in shutting down loops and cutting corners.

  • DS is the most used perk as I can see from these stats, 314 times this perk was brought by survivors in 250 games, then comes Dead Hard with 299 uses.

    This is certainly not a reason to nerf or rework that perk like it was did to some other perk

  • Deathslinger shouldn't be nerfed like that because you aren't always under risk of being hit with his power, same with demogorgon.

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