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KayTwoAyy

KayTwoAyy

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  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148179#Comment_2148179

    It was semi-believable but the overuse of exclamation marks and "Nooo" gave you away.

    what?

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148154#Comment_2148154

    If you get head on stunned once , just be careful when you chase the person again, headon is so easy to bait out

    Nooo, Dead Hard is easy to bait out. Head On is impossible--you don't even know if the survivor is in the locker! I don't have the time of day to check every locker before I carry a survivor. I'm getting genrushed enough as it is!

  • Have you seen Head On? There are so many lockers on the map. Survivors could be hiding in any one of them, and they can stun you while carying a survivor if you walk past the one they are in.

  • Convert the information from Windows of Opportunity to memory, and you'll no longer need it.

    Windows are stronger than pallets, so while WoO is great for taking inventory of pallets your teammates have/have not used, it is an even greater tool for helping you learn how to become better at looping the killer.

    Once you feel that you have a solid grasp on how to chain windows together in a chase, you can remove WoO. Without the perk, I advise taking mental notes of where your teammates are/are not taking their chases, and just assume the pallets are used wherever they looped the killer. ...so dont run the killer over there if you can avoid doing so.

  • I struggle because if I don't the killer backpacks me until they find hatch.

    Do they give me hatch? Not usually.

    They'll hook me next to it then close hatch while I'm being sacrificed.


    Sorry, but I don't swing that way. I'm not wasting a second more of my time so someone can cash in an extra 250 bloodpoints.

    I'm struggling so you put me on the closest hook and we both move on to the next trial as fast as possible.

    ---

    If I run into a corner of the map because I know you won't be able to hook me from there, I don't blame you for watching me bleed out. I've been bled out for four minutes because a killer didn't want to pick me up on a pallet while I was running power struggle. We both will do what it takes to complete our objective--so props to anyone willing to wait out those 4 minutes to secure a kill.

  • @Momentosis Noob Stomper is the perfect title for Doctor.

    I used to think he was the best killer in the game. Now I just think he is mildly annoying lol

  • @kassamell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130483#Comment_2130483

    Good thing i like math but yes I have been watching ayrun and ohm and have gotten alot of tips from them but for sure I will look into that video.

    I've never watched much Ohm, so I can't speak about his content. While Ayrun is incredibly entertaining, he isn't the most educational (thats not to say you can't learn a thing or two from him), so just keep that in mind if your intention is to improve quickly.


    A general tip: If you find you're constantly struggling against a specific killer, playing that killer yourself will make you a much better survivor against them. Nothing really beats learning a killers' strengths and weaknesses first-hand.

  • When you strip DBD down, its really just a grade school math equation.

    If a Survivor begins running around shack at X speed, and the Killer starts chasing at Y speed from Z meters away, how many meters will the Survivor need to run before they are overtaken by the Killer?

    I doubt you'll be crunching those numbers in your head all game, but the more you play DBD the better sense you'll have for the answer to that equation and the variables that could increase/decrease the solution.


    While nothing can truly substitute for gameplay experience, tutorials and gameplay review can rapidly increase the rate at which you improve. The more Youtube videos you binge, the more tips and tricks you'll pick up on.

    When I was just getting into the game two years ago, OhTofu's Pallet Tutorial was the single best video for helping me improve as both Killer and Survivor. I highly recommend this video, then move onto a video that breaks down Maze Tiles & Structures.

    https://youtu.be/VPr_bQdVkj0


  • @Friendly_Blendette said:

    TBH if you are forced to run meta build to stand a chance in games then you should just depip until you can run any perks and still have fun games. I was at rank 1 for a while and even though I did change my build up a decent build I oculdnt have fun running scratched mirror or backpack builds anymore so I just depipped until I could use those build and still enjoy the game.

    I second this.

    Just run the builds you want to run, regardless of how oppressive they are. Shift your win condition from "4 kills" or "12 hooks" to "perk value," and focus on how you can make certain builds as effective as possible. Hone in on mistakes you make within a specific build, and try to improve upon them as you move into the next game.

    Think of yourself as a pioneer, if you will--discovering the limits of Dead By Daylight's killer perk combos. You can make hypotheses about how effective a combo might be, but don't try to compare your results with other builds. Just load in, give it your best, and see if you can continue to push the limits of whatever youre using.

  • @bm33 said:

    If ruin is active 99 gen won't work.

    If it's last gen (which I'm assuming when you say Cheryl looped her for 4 gens) can finish it, open gates, leave and person with activated trap can leave through hatch.

    If a pig is running add on that hides auras until a gen is completed finishing a gen will help the teammate.

    If pig was keeping Cheryl off cages to guarantee a kill she probably would've slugged until bleed out or tunneled/camped had that last gen not been completed. Pig was probably pissed she wasted match on one player, she was going to ensure Cheryl died.

    It was the first generator of the game. Cheryl proceeded to loop her for 4 gens with her active RBT, then died to her trap with one generator left.

  • @MadLordJack said:

    No, you should pop gens. Leaving it 99'd opens it up to regression and time-wasting, and the RNG nature of Pig means you're probably going to get the RBT off relatively quickly regardless of whether or not it's active. It's just safer to finish gens.

    I hate to break it to you, but that is not how RNG works. You're just as likely to have the trap come off at the first cage as is the last.

    Unfortunately for me, its usually the last.

    Why would you voluntarily cripple your team?

    The moment you pop that generator you are taking your teammate out of the game. They cannot go for an unhook, cannot heal an injured teammate, progress another gen, cleanse a totem, etc.

    Reverse Bear Traps are (completely avoidable) ticking time bombs.

    We're talking about a 30s headstart after the survivor was unhooked or picked up off the ground. You can cleanse nearby totems, loot chests, or start another generator in that time. If the killer comes around, just go tap your 99'd gen so it doesn't need to regress.


    @mintchapstick said:

    The trap timer doesn't go down while the survivor is being chased, though.

    Yes ...and, no. The timer doesn't go down if the game recognizes a chase, but there are plenty of situations in which the killer can be chasing you, and you're not technically "in a chase." In this particular game, the Cheryl looped the Pig around fun-bus. I watched as Cheryl vaulted the window three times, and the timer ticked down the whole way thru. That loop was too big, and the pig was too far behind, for the game to recognize it as a chase.

  • @IOIOO I agree with you 100%.

    I was able to pick nurse up in about 5 games, and since then every game is a cake walk. I'm not even amazing with her, but I'd be beating a dead horse if I invested any amount of time improving with her. I'm better than the competition, and at this point nurse is so easy that I find her boring to play as.

    Slap on both her Blink Recharge Add-Ons and she's a joke--you get both your blinks back before she finishes fatigue.

    ---

    All that said... people come into this game from different backgrounds, and what comes naturally for one might not come naturally for another.

    Just because I only need 5 games to learn Nurse, doesn't mean that everyone will.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128958#Comment_2128958

    TBH it is not that big of an issue and hardly ever happens I have just seen some survivor streamers bragging about pulling them off when the killer has no option but ignore the person in the locker.

    Yeah I've seen plenty of clips showcasing how easy it is to pull off.

    I have nearly 2k hrs in the game now, and I've never seen people go out of their way to coordinate locker saves. I've hit a few myself, but never went into a lobby looking to bully a killer with it.

    My best advice is to ignore both of those survivors and go find the two dedicated gen jockeys. The locker duo will likely shadow you looking for flashy plays, so you can expect that very little progress will be made on objective if you don't commit to chase against the players that clearly want your attention.

  • @Seanzu said:

    You know the majority of people don't actually struggle against SWF. The ones that do just seem to congregate on this forum and create a huge echo chamber, I would suggest putting more hours into killer, it's not that hard.

    It looks like this point has already been belabored, but this post is adressing matchmaking issues + the overkill of a coordinated squad who is stacking all the cards in their favor.

    "Putting more hours into the game" is not a solution to DBD pairing a Rank 13 killer against three red ranks, and a fake Rank 20.

  • Lightborn, Franklin's or Starstruck

  • Twitch is the biggest echo chamber you'll ever find.

    I'm not surprised you were chat banned for apologizing/contextualizing the situation.

  • That red rank lobbies are ALL sweats.


    ...i wish.

  • Games with Workshop compatability, custom games, servers & lobbies often live the longest.

    In my opinion, BHVR doesn't have a lot to lose by investing time in this front. Not only will the community create content that helps keep the game thriving, but people who pick up DBD just for the custom content will need to buy cosmetics with real money, because they wont be earning shard through pubs.

  • Hot Take: Deathslinger is B- Tier, and Trickster is right there behind him.

  • “Well, this game is over.”


    I’ve lost so many games wasting too much time looking for Ruin. Its even harder to win a game when everyone is exposed searching for totems.


    Also just my luck, the killers always manage to hide Devour Hope until the 5th guy is on the hook. So I always see killers camp their slug for the mori

  • I have mixed opinions about the length of Starstruck and its cooldown. Starstruck begins cooldown the moment a survivor is hooked. So technically, it only has a 30 second cooldown.


    The perk promotes proxy-camping, because the killer knows if they find someone and hit them within 30s, theres a high chance they get a free down. So they’re not inclined to leave the area if they didnt see everyone on BBQ.

    This essentially guarantees that the survivor will be on the hook for at least 30 seconds, and that anyone trying to unhook before 30s is hook-trading.

    If a killer downs someone near hook with Starstruck, their best play is to proxy-camp both survivors. Once Starstruck is about to be off cooldown, they should pick up the downed survivor and walk towards the hooked survivor.

    In theory, they will be catching a survivor in the act of saving their teammate before he reaches Stage 2. They’ll hook the survivor where the previous had just been and then immediately chase the full health survivor who is no doubt now exposed by Starstruck.


    On paper, 30 seconds is not a long time. But in my experience, the average survivor can’t loop a killer for more than 15 seconds. So the game snowballs here into a vicious cycle of proxy-camping and insta-downs.

    As OP stated, it becomes quite evident the game is lost.


    I don’t think Starstruck is OP, but I do think a killer playing the numbers game can cheese a lot of value out of it.

  • The Hammer

    Hammer_Set.png

    I'm actually thinking of writing these up as add-ons for the toolbox that allows survivors to sabotage/repair breakable walls.

    Going to give it some more thought, then put a full post together and share in the Creations thread.

  • I found 3 purple keys 3 chests in a row across two games. I was not running plunderer's or anything that would have increased my chance of finding a key.

    I don't usually loot chests. But I might just get into the habit...

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2120024#Comment_2120024

    If you stomped them so hard that gens are no longer a viable option (2v1 at 4-5 gens) they are no longer playing against you, they are betting against each other for the hatch.

    I have no advice to give under this circumstance, I play doc most of the time so finding one is easy as pie.

    and that is why hatch is an awful solution to endgame problems.

    2v1s should not become a 1v1v1 dog-eat-dog world where solo survivors need to pray their teammate is willing to complete the objective or bad enough to be found and down.

    it is unfathomable that someone can loop the killer for 7 minutes and see no progress towards the objective. That is enough time for all 5 generators to be completed.

  • I completed it. Yui is my main.

    I DID NOT buy the rift.

    It is the first rift I did not buy. I've been really disappointed with the content released since Twins, so I won't be giving BHVR my money until the RE release.

  • @KingFrost said:

    Sorry if I don't want to take chase against infinite tier 3 tombstone myers on a map where getting stalk is very easy with teammates who just let him stalk them.

    I do feel like they should give the killer the option to power the exit gates, though, if a certain amount of time has passed. Say 15 minutes into the game.

    Respectfully, I have to disagree.

    This is handing survivors a free opportunity to escape, and promoting an incredibly unhealthy playstyle.

    Survivors who do not engage the objective, and force the killer to play hide-n-seek for minutes on end, have not earned (and therefore should not be given) a chance to survive the trial.


    Survivors need to understand that they are responsible for fixing the generators, and they need to continue doing so, even if the stakes have become higher. Nothing is more frustrating than a single survivor chasing a killer for 10 minutes while the only other survivor alive crouches in some corner.

  • Claudette is the best killer in every single one of my games

  • @jakesotto said:

    https://forum.deadbydaylight.com/en/discussion/comment/2118191#Comment_2118191

    Anything! Add ons that give them heat sensors, zooming in on things across the map, removes blindness effects... the possibilities are limitless!

    I really like this--super original too.

    If I do decide to put together a little mini-series of posts, I'll tag you on this and credit you for the inspiration.

  • @Phasmamain said:

    Some kind of hammer or special toolbox that has the ability to rebuild walls

    @Crazziiboi97 said:

    I’d like a hammer that allowed you to smash breakable walls yourself. It would take time and trigger skill checks also a noise notification at the end, but there are some maps where survivors need to break the walls themselves like the game or the preschool.

    @Dragonshensi said:

    Honestly I would prefer a crafting system. All my unused add ons crafted into ones I actually use instead of just sitting there. As for a new item maybe a hammer to open breakable walls for survivors

    A Hammer or Wrench are both things I've thought about since the introduction of breakable walls! Glad to see its a thought others have been having.

    Would be cool if a survivor could rebuild a breakable wall or break one themselves.

  • @Mooks said:

    Here are links to some of my item concepts:

    Sling Shot, Spray Paint Cans, Salt Pouch, Smudge Sticks, Smoke Bomb, Voodoo Doll

    https://forum.deadbydaylight.com/en/discussion/comment/2117711#Comment_2117711

    maybe instead of a free escape it could add x amount to the wiggle bar? That way the killer can estimate if they can make it to the hook or not (as he can see if the surv carries the knife)

    Thanks for sharing the links--I'll be sure to give them a read thru so I'm not "double posting" ideas that have already been presented.

    Also just excited to see what you've created!

  • Pro Tip: Stop standing still and tbagging a myers at the start of the game.

    I swear, every time I play myers some clown thinks they're the bees knees for giving me free stalk. Okay, cool. You don't have to worry about me hitting T3 mid-chase the rest of the game. But who says I'm not running Infinite?

  • It depends...

    Assuming there is an obsession, and both the unhooker and the unhookee are running the same direction when the unhookee jumps in the locker, I will just continue chasing the unhooker.

    If no one else is in sight, I will give the survivor about 3 seconds to try some goofy slow-leave locker animation to bait me into a grab animation, then lunge at them and slug them before walking away. If they don't try to bait out a grab, I'll just pull them out of the locker and eat the DS, then most likely commit to tunneling them out of the game.

    If survivors want to play offensively, I have no problem defaulting to the most optimal strategy to win.

    ...all that said, if I am feeling generous, I will turn around the moment I even see the most recently unhooked survivor

  • @Sonzaishinai said:

    Babysitter could actually really use the new ds style of deactivates whenever you progress your objective.

    Giving the unhooked survivor no scratchmarks or blood untill they touch a gen or totem or whatever would make it so much better without being abusable

    I like this idea

  • This is some bat-######### crazy tinfoil hat-type conspiracy theorizing. ...but I kinda like it.

    Realistically tho, I don't think that is what is going on, because it suggests the developers do not feel confident in their ability to design and refine new killers. It also means that when the RE content drops, the spotlight is going to be taken off of say... Nemesis and placed on Trickster instead--because technically, Trickster is the "new" killer in that moment.

    Nemesis would just be a reskin of a killer the community already knows and despises.

  • I love talking trash. But as @kaeru just said, theres no reason for your opponent to insult you if you play "relatively fair."

    Whether or not you care about whats "fair," is totally up to you.


    That said, if I win and talk #########, I look like an #########.

    So I rather talk ######### when I've got not legs to stand on.

  • I hope so--but theres also a ton of great humanoid killer's in literature still to pull from as inspiration.

    That said... I've been wanting to see a Lovecraftian killer for some time now.

    image.png image.png


  • I feel your pain.

    How do people expect to escape when they don't contribute toward the objective?

    Better yet, how does a killer not take pitty on you in that situation?

  • @Mysteriouschild said:

    https://forum.deadbydaylight.com/en/discussion/comment/2107120#Comment_2107120

    Real talk. I played against a red rrank, moonwalking swf's yesterday who were all really good, and as Wraith I was able to bait out every dead hard. You have to time it right, and as some killers its easier. I was playing Wraith, so I just had to partially cloak and it worked. For other killers the pressure of being right up on you will force survivors to use Dead Hard. I have no idea what this guy is saying.

    Save your breath for another thread. This one is clearly a lost cause.

    It’s a lose/lose conversation, because none of these Dead Hard haters want to look in the mirror (or have an actual conversation).

    They’ll just tell you the survivors you played weren't actually using Dead Hard “correctly” if you were able to bait it out.

    Hell, you could create a montage showing us all how you bait out Dead Hard from every DBD player on earth, and these people would still say “moot point, they’re not using Dead Hard correctly.”

    Its ######### cringe, man.

    You know Dead Hard is not a problem. I know Dead Hard is not a problem. Plenty of other people know its not a problem.

    ...so I guess the only real insight we can offer this thread is “git gud.” Sucks to suck.

  • Generally, I don’t really think I need it.


    I’m almost never left on hook for over a minute, and if I am, its because of the killer’s actions.

    I also don’t experience many avoidable hook trades or BT plays that Kindred would have helped.


    As for when my teammates are on the hook, I practice common sense (closest full-health survivor has priority for unhook), and use context clues to inform my decision making.

    Audio cues, HUD status changes, and what I can see all provide plenty of info for me to make a decision.


    The only thing Kindred gives me that I’m otherwise lacking is knowledge about what gens people are working on.

    I often feel like i’m the only one who notes the location of other generators being worked on when Kindred is up.

    If i see a killer chase a survivor off a gen I’ll go over there to either stop the PGTW regression or finish the generator.

    i will never understand why my teammates prefer to start a generator with 0% progress over the one they should have seen me cranking on Kindred.

    I ######### you not, i’ve seen teammates start working on 0% gens that are 24m away from 90% gens they clearly saw me get chased off of with Kindred.

  • @kyogul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2111324#Comment_2111324

    I mean that's fair, everyone has their own experience/opinion

    https://forum.deadbydaylight.com/en/discussion/comment/2111301#Comment_2111301

    Much like you misused the word irony before, you misused hubris, and it's very evident you don't know what either mean. I also wasn't aware irony was now a proper noun.

    Keep up the practice though, I'm sure someone will get a lot of upvotes on reddit by screencapping your cringe drafts on r/iamverysmart

    https://forum.deadbydaylight.com/en/discussion/comment/2111294#Comment_2111294

    Try the "i play both sides"/"i'm a killer main" credential tripe with someone else, that's meaningless. No one cares.

    Never stated anything about the game being balanced around the best players. What's laughable is how you evidently read nothing I said and have such poor comprehension that you resorted to making up things I said.

    The cringe attitude of "i get to make up things about what other people say and superimpose it onto them" is what baffles me but I'm not surprised by people who do that who act like clowns.

    You're the waste of time here. Ciao

    https://forum.deadbydaylight.com/en/discussion/comment/2111262#Comment_2111262

    I was about to respond and then I saw how you intertwined more meltdowns and fissy fits in your posts and showcased more irrational hostility and unnecessary aggressive behaviour, on top of being dishonest and not-so-great talking points. You're nothing special, just a twit who substitutes logic with aggression.

    I'm going to end the charade as a clown like yourself is inept enough to be capable of entertaining itself with its own stupidity.

    I don't know you, I don't care about you, and I'm going to continue posting what I feel like, when I feel like it. And you can die mad about it.

    I'm actually crying at how much of a meltdown you had over a god damn video game perk lmao you made it so personal and it's clear it made you hot and bothered from the get go without me even talking to you or saying anything about you. What a tyke you are, how sad.

    You won't respond, because you have no logical argument to present.

    People with actual ideas don't hide behind pretentious jabs while standing on glass pedestals.

    I read your OP (in its entirety), I addressed all the points in your main argument while speaking to another member of the forum, and you have zero rebuttal. Get off your high horse, kid.

    You lost this argument.

  • I love when I hook someone in basement, then the game snowballs into 3 slugged around shack, and survivors try to tell me I was camping the whole game.

    Like... where the hell am I supposed to go when Im in a constant state of downing, picking up, and carrying survivors back to the basement?

    Not my fault you ran into shack in my LOS before I even walked 16m away.

  • I was a bit frustrated with this design choice as well, as its happened to me many times.

    I'd much rather the EGC does not begin immediately, and I'm given some time to search for signs of survivors before they can work on gates.

  • @kyogul because you conveniently chose to ignore a rebuttal that actually shuts down your issues with Dead Hard, I'll repost...

    image.png

    Stop asking why it is the most used exhaustion perk.

    Historically, there is no correlation in DBD between the best and the most used.

    Freddy is the most picked killer, but he is not the best. Nurse is the least picked killer, but she is the best.

    Dead Hard is being used for similar reasons.

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108138#Comment_2108138

    Because this isn't a tournament ready game or sports game?

    I enjoy feeling like i used years of experience, knowledge and skill to outplay someone. Not just guess correctly or die? With 50\50s there's no skill or difference between great players and average or sometimes even bad players?

    A football player uses knowledge and physical skill to beat others or sees something coming and reacts to it.

    There is none of that vs a great blight or spirit, especially with bad RnG. Much like how a huntress can feel defeated by getting Lery's or Hawkins.

    When skill is irrelevant due to things out of someones control, they don't have fun.

    Why do you think Spirit and Slinger or Freddy get hate? Not because they are "op" but for the fact 2 of them are braindead and strong with a low skill cap. I feel like great Billy or oni outplay me and respect them, i feel like i guessed in correctly to a mediocre player and lost a coin flip out of my control to the 3 i listed. Slinger is just too oppressive in chase but lacking in 4v1. Bad design.

    50\50s are unhealthy. Im guessing you don't play much survivor so I'll word this for you better.

    When Survivors gets 20+ pallets on a big map with lots of clutter and you spawn in the middle. Do you feel like you were "outplayed" if you guess the wrong gens at the start and lise 1-3 because a bad first chase and spawn.. or do you feel like there was nothing you could do?

    You need to step back and look at what you are saying. You're contradicting yourself.

    50/50s require knoweldge and technical skill--the virtual translation of physical skill--to beat opponents. As I said, its not guesswork.

    There is a one-to-one comparison between sports and dead by daylight here, regardless of whether or not DBD is "tournament ready."


    It sounds like we agree here, but I think theres some miscommunication going on.

    The game is not perfectly balanced, and for that reason there are a handful of scenarios that feel out of our control. But by and large the 1v1 gameplay is filled with so many opportunities for skilled counterplay--even if it doesn't always feel like it.

    I play survivor more than killer, and the only killer I really think has little to no counterplay is Spirit. The rest of the cast I feel comfortable in chase against; some I wish had more skill requirements (looking at Freddy and Clown), but I never feel as though I was in an unwinnable situation.


    I've seen people on these forums swear that Spirit has counterplay ...so maybe one day I'll figure it out. But as it stands, I don't like running Dead Hard or Iron Will, so facing Spirit is a boring game of "where do you think she'll appear next?!"

  • @Dweet_Unfairfield help me understand why you so adamantly believe that 50/50s are strictly coin-tosses?

    Have you ever played a sport before?

    50/50s are the closest thing DBD has to IRL Sports.


    Hockey is the perfect metaphor.

    If a hockey skater is the survivor, then the goalie is the killer. In a shootout, the skater (survivor) makes the initial moves and the goalie (killer) is trained to position themselves for the best chance of success until the moment where they react to the opponent's movements and commit to a specific action.

    In a shootout, no one is guessing what the other is doing. DBD chases are exactly the same way.

    VIDEO OF Survivor's Winning Chases

    https://www.youtube.com/watch?v=mv5pjz0fIjg&t=33s

    VIDEO OF Killer's Winning Chases

    https://www.youtube.com/watch?v=r6SFCSwJJsA


    If you think 50/50s are a guessing game, then I'm sorry but you're playing the game all wrong.

  • @D3spair what about my disagreement with this opinion suggests I didn't read the OP?

    Do you find the contents within truly so convincing that I am to be magically won-over by the argument being made?

    ...because if I'm being honest, I think OP is a hypocrite and just as ignorant as the people he is trying to undermine.

    The problem with Dead Hard is that it's a crtl+z command for survivors in an exhaustion perk, and is the only exhaustion perk that is all reward, no risk, and has exploitable i-frames.

    ^^ Do I seriously need to break down how incorrect this statement is, or can I respect your intelligence enough to let you come to the sound conclusion that Sprint Burst, Lithe, and Balanced Landing have equal or less risks and provide bigger rewards when used effectively?

    Dead Hard for distance can't be baited out.

    Sprint Burst, Lithe, Smash Hit, and Balanced Landing cannot be "baited out," either. This argument is irrelevant, because the reality is that most people use Dead Hard incorrectly and die immediately after using it (or the moment they press E), so tip your hat and applaud the survivors who use it effectively.

    You can Dead Hard to prevent from getting hit by exploiting its i-frames.

    This is not an exploit. Dead Hard explicitly states that a survivor will "avoid any damage during the Dash." It is the express intent by the developers that Dead Hard renders the survivor immune to all damage the moment they press E.
    If your argument is that "other exhaustion perks don't make you immune to damage," then we're arguing apples and oranges. It is not the design intent of other exhaustion perks to make you immune to damage. You cannot point to them and say Dead Hard is broken, when Dead Hard was designed to trade distance for protection.

    Dead Hard is available to you whenever you need it and you have no need to put effort into maintaining to get it.

    This statement is so blatantly false, that I'm not going to insult you by wasting my time with it.

    RE: WHY IS DEAD HARD ONE OF THE MOST USED EXHAuSTION PERKS IN THE GAME?

    1. Because the majority of people who play Dead by Daylight are too lazy to invest time learning how to master systems with higher skill floors, and are obnoxiously content with using the same thing in every game. Disagree? ...lets go ask Freddy & Spirit why they are so popular.
    2. Because Head On, Lithe, and Smash Hit are behind paywalls for many players.
    3. Because Dead Hard is flashy--it looks great in content creators' montages. Content creators are influencers, and people like to emulate what they're doing. So naturally, people will immitate them and use the same perks.

    RE: Dead Hard involves no effort on the survivor's Part to Use

    False. People who use Dead Hard "correctly," as you say, are veteran survivors with enough experience in the game to know how to use Dead Hard effectively. You are doing them an injustice by saying its a lazy perk, and undermining the time and energy they spent learning how to leverage the perk for every ounce of value.

    What looks to you like "press E to win," is a survivor who has spent hours on end running Dead Hard learning how far they can push the limits of their chase to use the perk at the most optimal time. The same can be done with every other Exhaustion perk (even Head On), and they are all equally capable of extending a chase long beyond its natural limits.

    Does Dead Hard bail bad survivors out of their mistakes?

    It can. Does this mean its a broken perk? No.

    ---

    I don't know any other way to respond to this post short of sharing hours of gameplay footage demonstrating how Sprint Burst can be reliably used in greater ways. And I'm sure if I invested the time, I could share equal amount of footage demonstrating just how great Lithe and Balanced are when used "correctly."

    ...after all, Dead Hard is only a problem when used "correctly."

  • Frankly, these posts are getting redundant.

    Dead Hard is not a great perk.

  • @OP I always find it amusing that killers take personal offense to being outplayed by a good survivor, to the point where they shake their head or excessively slug you as if to say they are better than you for catching you after all that time

  • I agree with the Yes comments above, but I don't know if the number change will seriously hurt him. Some maps only spawn with 7 or 8 pallets, so he'll never feel like he isn't getting value out of the add-on.

    Its only on large maps like Mother's Dwelling where he may feel short handed--but even then is a Freddy playing well if they're wasting time kicking that many pallets?

    If anything, the real nerf to pallet freddy comes from the fact that survivors will be temporarily immune to sleep after waking up at an alarm clock.

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