Kurri
Kurri
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@dspaceman20 said:
Hello forum friends. I currently have all the survivors perks available but I'm having trouble picking which perks I want (because I'm very indecisive)
So I ask you my forum friends please give me perk build to use. Thank you :)
These 4 perks I find are the most useful during a match, and you get value from all of them - every match.
Borrowed Time, Detectives Hunch, Lithe, and We'll Make It.
Not only that but they built to not only encourage you to earn more bloodpoints, but they ensure emblem points as well to easily grade to Iri 1
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@VikingDragonXii said:
Well the last one with the hidden ranks went smoother than normal but couldn't play that much due to work
Same I hope they remove grades from the end game scoreboard for good
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Obstacles impact sound too, even small prefabs for some reason. There are times I am literally standing next to a gen, but can't hear it at all because there is a sorting shelf and a wall between me and the gen.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2892411#Comment_2892411
Healthy how? No dedicated pvp gamers are going to stick around with a tic tac toe style game where winning nor losing matters in the slightest degree.
There is so much misinformation thrown around in this community. Grades never equaled skill, and that's how they have been treated. People would post dozens of threads that they a Bronze/Silver grade got matched against Gold/Iri grades. It's just dumb, like maybe they lost because they don't even know enough about the basics to know that Grade does not equal skill, doesn't affect matchmaking, and doesn't affect mmr.
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@Peanits said:
At this point, a full blown rework (as in an entirely new power) is very unlikely for The Legion. I'll never say never, of course, but the chances are slim.
Legion's in an interesting spot where in spite of not being the strongest, they're very popular. All these years later and they're still consistently played more than a lot of other Killers. If so many people are playing them even though they're leaning towards the weaker side, that's a good indicator that a lot of people like the way they work as is (even if they'd appreciate some buffs).
We're at a point now where we have 27 Killers in the game. If one of those 27 Killers isn't for you, that's totally okay, there's still 26 others to choose from. But we're not exactly looking to radically change a Killer that a lot of people like just to make it appealing to folks who aren't a fan. To use the example you gave, changing their ability to allow them to disguise may make them more fun to you, but it would destroy a lot of people's favourite Killer.
A full on rework is something we'd save for extreme circumstances, where the power is either very unpopular or creates a major gameplay issue (old Legion, for instance).
Thank-you for protecting my fast stabby family
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Yes! YES YES!
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There are so many salty people because they used their grade as a way to show off their skill 🤣lol
Yes keep them gone, let the game become healthy again.
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Can I have your games?
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Yesh
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2891549#Comment_2891549
Absolute copium. If grades meant nothing everyone would hit IRI 1. But since you have to string together 5 pips most do not. Tell us all about how skilled one can be while sitting in ash.
3 CHRS
You are right, the game is really bad at teaching survivors the basics of the game, but if you have the basics down getting to iri 1 is a breeze.
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Seeing how other exhaustion perks are stronger than Dead Hard. I would suggest not buffing them? Maybe Balanced Landing, but balanced landing is weak more that most maps can't use it - than it being a weak perk.
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@Peanits said:
I can confirm that it's part of the matchmaking tests, not a bug. As for what else changed today, that will remain a mystery until later on.
Keep it. Don't even need the test. This is best for the game as a whole. There's not much point to seeing "how much I played this month" at an end game scoreboard. Replace the spot with character portraits, or the average emblem you've earned that round.
my vote is character portraits.
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Good riddance.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2891596#Comment_2891596
No it isn't a typo, it's completely correct.
But no action gets taken for these reports without it? or is the goal specifically to throw people off? or is the support team actually penalizing people without adequate proof?
or just "yeah you got the option to provide evidence. The report is thrown out without it, but we're not going to tell you that".
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@KingFieldShipper said:
https://forum.deadbydaylight.com/en/discussion/comment/2891381#Comment_2891381
Interesting. So, any time I've run into a person exploiting, say an area where I can't pick them up (like that basement bug a while ago), I've always recorded + reported in game and through customer service - which from my understanding you need this video evidence anyway to handle these reports and (temporarily) ban accordingly. But the way that this document is worded, it implies that is optional to provide evidence.
Is there a reason why that wouldn't require video evidence to handle exploiting bugs/errors in design/undocumented features/etc, as compared to a hacker who is hacking?
Also suprised lag switching and botting fall under the evidence optional section too.
I could be misunderstanding and misreading this completely, too, just thought I'd clarify :)
Yeah it's a typo. They require video evidence, most things require video evidence.
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"have perks like Spine Chill that completely counter a killer's power so I don't see how one perk nullifying an annoying play-style can be much worse."
Yeah this game doesn't make survivors entitled at all~
It's not an "annoying play-style" it's normal gameplay, with is countered by just having a basic understanding of how to play Survivor and being aware for more than just a terror radius.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2891288#Comment_2891288
How is DS going to help you out there? It doesn't do anything except under the very specific circumstance that you
A) didn't do anything to help the survivors since you
B) last got unhooked
and
C) you get downed and picked up in under 60 seconds.
All of which is 100% circumvented by the killer hunting down literally anyone else.
DS is extremely conditional. You take too long on a chase against someone with DS, that's your fault. You get hit with DS, that is, again, your fault.
Survivors can win just fine without the use of Perks. Most killers have to take perks or are ultimately useless.
Well Otz managed to win with every single killer, without perks, and while sitting still for the first 30 seconds of the match. Sure, he tunnelled and camped his ass off to get there, but as long as those are options that killers can go for, they need to be considered when talking about balance.
You may not want to tunnel, but as long as you are choosing not to do so, you are not playing optimally and you can expect to be beaten by those that do.
https://forum.deadbydaylight.com/en/discussion/comment/2891426#Comment_2891426
It's still the killer's problem, because that bodyblock comes from someone who has done nothing to help their team and is, at minimum, going to eat up about 30 seconds of the survivors' manpower by getting slugged out. All you have to do is not pick up a survivor that was pulled off the hook in the last 60 seconds. They throw themselves at you? Slug 'em and focus on your intended target.
You were bad enough at the game you got hooked in the first place. I am not going to argue about this when there is literally millions of videos proving the current state of the game. I literally don't even run second chance perks myself, because it's pointless when I am good enough at the game I don't need them.
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I am just happy the grades are hidden. They were not a example of skill, and too many players have been bullying/harassing other players about them for far too long. It's so dumb that players put so much value in grades, when they literally only speak for how much you played in the last month - absolutely nothing more.
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@CEO said:
https://forum.deadbydaylight.com/en/discussion/comment/2891317#Comment_2891317
then why did u think i pressed m1 on a gen??
i mean i obviously said that that is not the only thing i did.
Hope This Helps; https://deadbydaylight.fandom.com/wiki/Emblems
The dev's really need to add something to the game to teach new players the difference between Emblems/Grades, Bloodpoints/Score Events, and MMR.
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@CEO said:
https://forum.deadbydaylight.com/en/discussion/comment/2891297#Comment_2891297
maybe u should read more instead of guessing
I read the whole thread lol
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I really don't understand why notification spamming hasn't been fixed yet. There is nothing less immersive than hearing that explosion every second cause a survivor is humping a pallet.
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I find Charles Ray (Chucky) laugh is most iconic. I would really like to see that in the game. Like when you appear seemingly out of no where, when you stab someone, and/or hook someone. Maybe throw some voice lines in.
Honestly since Pinhead, I just want all the licensed killers to get voice lines now
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Suddenly a survivor realizes that you have to do more in a game than just m1 on gens to be considered a win and pip.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2891117#Comment_2891117
I think you've got that backwards.
Every 'meta' killer perk is designed to give them some sort of advantage. The survivors' meta perks, by and large, are the band-aids that are meant to diminish the power of specific killer tactics. If the killer doesn't tunnel, DS does nothing. If the killer doesn't slug, UB does nothing. If the killer doesn't guard the hook, BT does nothing*.
The survivor meta has been plagued by band-aids that react to how oppressive the killer is playing. Killer perks support the killer in disregard of how the survivors are playing.
*With the exception of BT bodyblocking, which should obviously be removed.
Yeah when you don't know how to run to safe tiles, or escape the killer you take Decisive Strike, and Dead Hard (etc) to fix your mistake.
Killers have to take regression perks (etc) to slow the game down just to have a balanced match.
Survivors can win just fine without the use of Perks. Most killers have to take perks or are ultimately useless.
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Might be good to mention that Survivors take perks to gain advantage, and fix possible mistakes. Killers take perks to balance the game. "Meta" perks for Survivor are not the same as "Meta" perks for Killer.
This is a result of trying to balance the game around the use of "band-aid" perks.
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It would probably be easier to add quick messages in game, so it's up to the survivors to share information. Just a text radial, and messages appear next to the character portrait. Doesn't take much space on the screen, and a good indicator to let everyone else information you know or want to share.
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Doesn't The Game have the highest kill average or something? Someone quote me the latest stats for kill averages for maps please
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Have you tried running Dead Man's Switch, Scourge Hook: Pain Resonance, Sloppy Butcher, and Thanatophobia?
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@GannTM said:
I don’t think the issue is SWF, the issue is the survivors were just good.
"Good"
If only playing Survivor required even half the amount of skill playing Killer did, and this wouldn't be as much of a problem.
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I play both sides - more survivor lately and can confidently say there are more toxic survivors than Killers. Also I can tell that a lot of Killers become toxic, because of constant abuse from toxic survivors.
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As long as they don't do the snowman thing again - good. I like an event when you have something to interact with, but that thing shouldn't competitively break the game.
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I think Quick messages would be better. The icons would be too much free information for Survivors. At least with pre-determined messages it would be up to the player to inform their team of their intentions, what is happening, and what they are doing - just like in a voice call. Other asymmetrical games all use this feature, and it works best.
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I don't mind if the Killer was turned into a bot when the player DC's, but I do mind if it was Survivor. A bot survivor could create a lot of problems for a survivor team, like running the killer into player survivors, failing skill checks because it would be "realistic", wasting pallets, cleansing important totems, etc.
Custom's however. Yes. 100x yes.
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@ukenicky said:
https://forum.deadbydaylight.com/en/discussion/comment/2884581#Comment_2884581
This is great until the lit totem ends up being right next to where the killer hooks someone so then they just camp the survivor + their NOED.
I've mentioned that in another comment.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/2884824#Comment_2884824
Pinhead main detected
I wish. I do love Pinhead, the Hellraiser movies are apart of my favorite horror movies, but the Killer is just too weak and easily countered. I mostly play Nurse right now.
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I never lost to a Pinhead, and rarely see them, so I am baffled at the statistic they have the highest kill rate. I would even go as far as to suggest to give Pinhead more buffs.
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The power of never being able to hide with that bright yellow jacket
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@OniWantsYourMacaroni said:
BLOODWEB CAP
Even though the Bloodweb will regenerate indefinetely each time it is completely consumed,your level will not go higher than 50.
You can now increase your prestige by consuming the Bloodweb center node.
CLICK TO CONTINUE
This is the best copypasta
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When you throw a hatchet across the map, and then the Dwight falls over.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2884577#Comment_2884577
This exactly why i hate this perk so much. Because cleanse totems, give enough time to killer kill everyone. Or don't cleanse and get killed by NOED at end game. Ofcourse this is just one perk.
They have 3 more slots for anti-gen perks which will buy enough time for kill min 1 - 2 survivors.
https://forum.deadbydaylight.com/en/discussion/comment/2884581#Comment_2884581
Keep all locations at your mind? Travel all map again? Hope killer is not on you? Hope your solo teammates are doing same thing? 0 info how much totems cleansed? Need perk for this info while SWF has free info.
Totally fair and balanced.
Nah cleanse 1 or 2, that's all you really need for the emblem points, and then remember the other 3 locations easily enough (if the other 3 survivors in the match don't cleanse those to). Most often I find that if there is even one totem left on the map by the end of the match, I try to make it the one furthest from the doors. This way the Killer would have to patrol very far to stop someone from cleansing it, or they get stuck furthest from the door to camp the totem or a hooked survivor near the totem, giving the other 3 a free escape.
As far as remembering where all 5 totems are. That's possible there are 4 survivors in a match, and if it became common knowledge to just memorize where totems are - then ultimately NOED will never be a problem again.
Trying to keep things short, it's very easy to play around. I rarely ever see NOED in my games anymore.
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How long till players learn that you can just remember where the dull totems are, and then check them if NOED appears
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Saying GG at the end of the match is the equivalent of "Thoughts and Prayers"
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2884389#Comment_2884389
Most of your arguments are just about whether or not it's skilful to use or not, that's not the point. The point is its better. You're also acting like a killer will never eventually catch a skilful player - this is not true. Which is why when they are about to end the chase (even if it has already "skilfully" lasted 3 mins), dead hard is there to extend it further.
There are plenty of survivors who don't get touched at all with no perks.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/2882329#Comment_2882329
And now a brush off and a "calm down" to make it look like the other guy is out of control or emotional. As well as ignoring the question including the response to the question you asked. Typical. I am now more believing this is a bait posts. Oof.
No. I am pretty sure you are so far proving their point. It was a dumb question, and you're being salty now for being called out on it. I know quite a few people with lots of hours in the game and still think that blocking someone actually does something to the matchmaking. This game really doesn't teach players much the longer they play, that only happens if someone takes it upon themselves to actually research the information.
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or just break the totem when the Killer snuff's it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2883791#Comment_2883791
I totally disagree.
SB is a better perk in that it's well designed, has decision making and counterplay attached.
I'd never describe it as better than DH, unless you're facing an instadown killer.
SB gives you a nice boost, but you need to maintain it - with the tradeoff being that you can't run. I'm totally fine with SB as is.
DH is obnoxious.
@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2883791#Comment_2883791
DH makes you invulnerable and can be used at any point if injured. You have to micro manage exhaustion with SB (so you have to be inefficient walking sometimes). It also doesn't give invulnerability.
SB requires more skill to use in a chase and can be used to deter a killer from initiating a chase all together but I'd still say DH is much better.
DH also lets you go through traps and allows for extra 50/50**(ish?) mindgames which takes it to another level.
**What I mean by this is that if you're at a bad downed pallet (or even a window TL), you can basically guarantee the killer will eventually swing for you if you don't vault after a mindgame or 2. Once they start their lunge, deadhard into the pallet and vault it. They can predict this if they are really aware but the odds are they will lunge.
You're trying to convince a person who even thinks Lithe is better than Dead Hard. All Dead Hard is - is a gap closer, and a moment of invulnerability. That creates a very small window where that perk is used skillfully, but rather only get's used when the Killer out play's you, you make a mistake with distance, or need a free health state (which is usually because you lacked the skill to avoid the situation your in - in the first place). It's a second chance perk. It's only strength is giving bad survivors freebies, and that's why it's so commonly used. However players that have skill, map awareness, and can apply that knowledge and skill to their perks shows in perks like Lithe, and Sprint Burst where you control your status conditions, distance, and positioning - without going into a big lengthy description.
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Spirit Fury, Enduring
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Sprint Burst is better, if you are skilled enough to use it.
But they are not, so they use their "Press one button for free second chance" perk instead.
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The response is funny because in Hockey with base player skill off a lot more than just a teams win/losses.
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They could of just put a 100% cap on healing speed. Wow, suddenly stacking healing bonuses past 100% isn't a problem anymore.