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MadArtillery

MadArtillery

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MadArtillery
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  • Maybe it was the hag titties.

  • No way to avoid giving him the info. The demo doesn't get it automatically though, has to be holding a shred. Mostly if you just run by they are unlikely to notice.

  • Ya it's been happening frequently. Hearing a terror radius immediately, or spawning face to face will a billy is a little rediculious. I also spawned in the centre of 4 survivors as pig yesterday, was quite something.

  • Ya it's a really good perk. It's the perfect type of niche that you actually have the information available as to if you should bring it or not.

  • He's decent. A little loud but he has some nice cheap skins like his purplish red security outfit. Love that one.

  • Pretty sure they just keep hearing lullaby. It's actually pretty good on her because the lullaby is so big for the most part it's not actually useful to the survivors. Monitor will get you extremely close before they start to panic.

  • Honestly secret offerings should just not show up in the offering screen so they are actually a secret.

  • Can't do that with seal, deletes lullaby from the game. Honestly given its a weaker hex totem having it light up two totems and requiring both to be broken might make it better. Honestly surprised they haven't tried durable multi totem hexes yet.

    Predator, broken as #########.

    I like that for overwhelming

    Fire up, again movement speed too op. Just pumping it's numbers a bunch would be better.

    Fertive chase, would probably help that garbage perk

    Penance, doubt even that would make it functional as a perk.


    Beasts, hell ya!


    Unnerving, needs to shrink greats too to ever truly be good.

  • Tapp main over here. WTB higher resolution cosmetics.

  • Mm it's hard to beat things like speed limiters. There is hags waterlogged shoe where you give up your power entirely for 4.4 movespeed. There's also the hemorrhage bear trap addons for pig, skill check addons for pig.

  • Hard agree there perks make a massive difference, especially if it's like an aemy of second chance perks of a big gen control build. It's one of the reasons the new player experience is such a trainwreck. The grind is so long you have to play a lot better than someone with actual perks to have a chance and that's just a thing you have to deal with on a the long term, it's hella stressful.

  • So you want what, infinite god mode?

  • @Gonourakuto said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315370#Comment_1315370

    Its so fine that its never used and you never get full value out of it by playing normally and only if you half throw the game by doing nothing and following the killer around

    https://forum.deadbydaylight.com/en/discussion/comment/1315521#Comment_1315521

    and you are in desperate need of learning how to read and write you said "get 1 token and do a bunch of greats" no my fault if you can't express yourself properly

    again you don't know how the perk works and you are wrong "you should be able to escape a chase with a bunch of tokens" you don't get tokens while being chased

    https://forum.deadbydaylight.com/en/discussion/comment/1315526#Comment_1315526

    false , learn how to properly read the perk

    https://forum.deadbydaylight.com/en/discussion/comment/1315884#Comment_1315884

    i mean maybe in a special stealth build it would be okay , but as a perk on itself it sucks and also stealth builds are not good in the high rank

    PS : diversion is a bad perk probably one of the worst in the game you shouldnt use it

    https://forum.deadbydaylight.com/en/discussion/comment/1316016#Comment_1316016

    i don't say that it as no value but that you cannot get full value out of it without throwing what is never good for a perk

    The build up and drop off before and after chase should leave you on average atleast two tokens. Your unfamiliarity with the perk is obvious or you'd know that A the perk doubles great skill checks, B requires tokens to double, and C that it doesn't expend tokens for greats. Instead you said and I quote "you don't even know how the perk works too , the perk works only when you hit normal ones , hitting great skillchecks make the perk irrelevant" Please sir stop pretending you know litterally anything at all about this perk. It's bloody solid and the better you are at the game the further the perk will take you. Each token is just there to pad your failures like an extra life. You don't want to run out, you certainly never want to expend them. No one's perfect so eventually most people will eventually run out but it's far from hard to replenish. It's definitely a perk that rewards skill in skillchecks and could never reach its peak on someone who can't regularly hit greats. You can go an entire match without ever having to go refill tokens.


    Ps. Before telling someone an accurate perk description is wrong you should go ingame and actually read it. I don't know what outdated websites you are trying to base everything on but lol, just lol. Hell at this point I wonder if you even have the perk unlocked. Perhaps this thread is just one elaborate troll. Greats by default give 1% with perk its 2%. Double, simple.

  • It would certainly help the new player experience a lot. Hell just having a way yo just practice things like billy curves would help even older players. I approve of all the suggestions.

  • Wouldn't mind an answer to this myself. She has so many things she needs to juggle making her extremely complicated to play.

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315102#Comment_1315102

    Well now you're just expecting players to behave like other players based on various circumstances.

    Killers can give hatch to Survivors because they have power. Survivors have to hide from the Killer in order to survive(wow who'd have thought?). When they're found out, there's almost no point in running anymore. A survivor might just want some more chase points before the end of the game, but many times it's in a really inconvenient spot, like right in front of the gates or in a corner of the map, where there are no pallets, no windows to vault, nothing. So some Survivors resort to either giving up, making a funny thing out of it, or seeing if the Killer might give them hatch.

    This reminds me of back during Gears of War 2. Fox could back me up, he's been there before. There was something called a Gnasher(shotgun) Duel, or something to that regard. And people posted videos about them. Players would stand down a hallway, they would fire their shotguns to signify the request/start of the fight, reload, and start wallbouncing all over the place, firing their gnasher shotguns until one or both of them was dead.

    Except very few people actually did it. Definitely not the majority. And at the end of a match you would hear in voice chat or on the forums, people complaining that no one respects the etiquette, the spirit of the rules they made, when someone would fire off their shotgun down a hallway to signify a duel request. Like it became something that players were starting to expect out of everyone else. Why? Well it was a cool thing to watch when you're just a kid playing a dumb game.

    In the same essence, there's no rules or expectation of Survivors to give up their escape just so a Killer can have a kill or two. I've given it to them once or twice because I felt bad, but it was never like this "Wow the Killer is such a good player, I'm going to reward him for his great game. Great game there buddy, here take my life, throw me on the hook, I was final hook anyways so it's no biggie." And there should be no expectation from a Killer to give the last Survivor the hatch. It sucks when you're five feet away from it and you go down, but sometimes thems the breaks, and Survivors who complain about it have nothing better to do. They're just venting. They didn't earn the escape and the Killer shouldn't give it to them.

    You seem oddly obsessed with this "everyone" thing and trying to "win" this like its an argument or something. I have no idea where this is coming from. And of course not, I have no expectation for pity kills, it's why I don't give pity survives either. Unless they in particular serve me for a tome or something then I'll let them go as an exchange for their obedience and help. That's more payment for services rendered though. They get 5k bp for getting me 30k.

  • Ya the grind is an absolute nightmare. Trust me, even when you pass lvl 100 you won't feel any better about your perk availability. Probably still be frustrated at double that. It's cancer.

  • Heh my friend uses that build. Works great with breakout and or sabo. Might want to consider that jeff perk that breaks hooks for a long time instead of boil.


    I love my Houdini build. Lithe, Dance, Fixated. You do the no mark zoomies and then right before it ends switch to fixated. Gives you a nightmarish amount of distance without a trail. Often I run inner strength with it but QaQ would probably be great in it. I also love distortion.

  • I think you need to slug more. Surrounding a hook with slugged bodies is a great way to generate pressure. Slug the unsafe unhook and go for the unhooker, bonus points if STBFL is on your perk list. Hook the unhooker and proxy camp or outright facecamp both. At best one survivor is on gens though more likely both will have to come if they don't want a serious loss. One of the reasons I'm so worried about soulgaurd.

  • Anytime someone runs up to me for heals as pig. Gives me such a huge chuckle especially in after match chat. Also once I got a 4k as myers because one person hopped into the saloon dead room. Then I left them slugged and someone came to save them. Free t3 and two more downs, then another person went to save them again and it happened again then it happened AGAIN! Hahaha god what a match.

  • It's an absolute nightmare for the one hooked one slugged killer strategy. I've won a lot and I do mean a lot of games by keeping control of both a slug and a hook simultaneously. Often the slugged person gets slammed back down repeatedly. It'll absolutely be meta as much as borrowed time is.

  • I really think fixated is underrated. It let's you shift between tiles in otherwise impossible ways to completely bamboozle killers. In general good killers know where a survivor could and couldn't go in a period of time, especially without leaving marks. Any perk that makes the impossible possible is a complete game changer. Takes a lot of practice and experimenting to get right but leaving the killer in a complete blank checking lockers and running around a tile you aren't even at is such a great tool. All the time wasteing of looping without the risk of going down.


  • @Gonourakuto said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315034#Comment_1315034

    so good if the killer ignores you ? nice , try that in red rank see how it goes

    even on small map its pretty annoying to get tokens as most meta killers have pretty small terror radius because of MAA and how many killers use it

    sneaking time that could be used to work on gens , in high rank you almost never do "sneaky time" as sneaky time is wasted time

    "launch a bunch of great with 1 token" you don't even know how it works

    "the better you are at skillchecks , the better the perk is for you" you don't even know how the perk works , the perk is good when don't hit great skillchecks so when you are not that good

    https://forum.deadbydaylight.com/en/discussion/comment/1315042#Comment_1315042

    you don't even know how the perk works too , the perk works only when you hit normal ones , hitting great skillchecks make the perk irrelevant

    also risky play ? not really its not hard to sneak around a killer to gain the tokens but the prob is , is that its a lot of wasted time you waste 1 min to get 4 tokens to maybe save 9 sec on a gen if you get enough skillschecks , can't you see how bad it is ?

    You are in desperate need of reading perks sir! As long as you have so much as a single token stakeout doubles the effect of greats! Have you seriously not read stakeout once since the change? You should really read a perk before making threads on it. And mmm yes you will certainly never need stealth, I mean look at how easy a red rank nurse or spirit are to loop! If you don't know how to abuse the many perks that can let you make good distance without scratch marks that's on your lack of strategy. Mid chase los breaks are some of the best tools you have to mindgame the most powerful killers. And yes you should be able to escape a chase with multiple tokens to pump out gens.

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1313816#Comment_1313816

    You also have to realize we're not a hive mind. Just because dingus dip* Donovan over there decided to teabag you with a flashlight macro that gives deaf people a migraine, does not mean Stacy twelve lobbies over, who has only ever tried her best, is responsible or accountable for his actions.

    Pull yourself out of the equation, it is not an us vs them war, it is a person to person, case by case basis. Sorry the last ninety-nine out of a hundred matches you played had at least one survivor being a complete ass to you, but that doesn't mean the other three survivors were rude, and it doesn't mean the next hundred matches will be the same.

    None of it was about bad manners or rudeness at all. In my experience most last survivors try to encourage you to give hatch. Mostly following various streamers rules for giving hatch or obedience to any commands given anything that could be interpreted as a command. All because there is a mercy culture among killers to spare the last under whatever arcane conditions may suit the particular killers peculiar fancy. The exact conditions to earn it change from killer to killer but it's far from an uncommon thing or survivor wouldn't try so often.


    I've never experienced anything similar from survivors. It's either they just do the gens and leave, do the gens on farm off you if they are confident enough, or just bm you to varying degrees. There's not really any equivalency I've seen as of yet. The closest thing being playing dodge the hatchet at the exit. What this has to do with anything you went on about I have no idea.

  • I think it's fine as is. Great for doing risky gens near someone looping, godly on small maps, and turns sneaking time into progress. It being double effect on skill checks imo is all the change it needed to never feel wasted. Get your one token, land a bunch of greats, genrush like a god. The better you are at skill checks, the better the perk is for you.

  • I don't want the best perks to be generics. I want atleast a few decent perks, especially atleast one slowdown perk of some sort. Killers shouldn't need to buy dlc for decent perks just because the base game comes with such garbo for the most part.


    And yes being an actual new player means more then "I heard newbies agreed with me so." having having been here that long you've clearly forgotten what it's like to be a new player, having too many perks is a 1000 hour+ problem and arguing a minor inconvenience is more important than having a reasonably fun base game is absurd. Oof you might have 1-2 more perks in your bloodwebs and some old useless perks might be removed and replaced with more useful ones, how doomsday, how critically more important than keeping a healthy growing community. Wouldn't want that to happen.

  • Always sucks when bloodwebs force higher level discordance on you. It really is silly that the perk gets worse with levels.

  • Honestly it would help a lot with the devs obsession with niche situational perks. If they really really want to keep putting outbperks so situational no one will use them they'd have to change to this. Alternatively I'd honestly prefer that they really think about a focus for perks. I do feel perks are more of a killer issue than a survivor one though. There are a LOT of interesting survivor builds. They are still putting out interesting and good survivor perks if this chapter is anything to go by. Info perks, chase perks, stealth perks, perks that are used to cover a killers weakness. Instead of making these odd niche one in a million use perks and keep perks focused on things that happen regularly with focused intents. What do killers do frequently? What interesting changes to that behaviour can you encourage with new perks? What ways can you reward someone for participating in different behaviour. It's seems like the devs are way too focused on finding ways for perks to punish behaviour instead of encourage behaviour.

  • I generally move to the killers spawn area and do gens. Not only does it reduce three gen situations but it also gives you a lot more time peacefully working on gens. That or centre gen depending on map. The harder the center gen the sooner I'll be trying to get it. I often run inner strength so an initial totem is also good if I find it.

  • Even if they just banned red ranks from being in matches with any 16-20 anything that would be good. Heck just completely preventing red from matching with brown and yellow would probably be good. Not that it's fun to endlessly red rank for greens either but atleast they stand a minimally better chance. Green tends to be a big sticky point for killers. They have to be skilled enough to be a red rank killer to get into purple for the most part. Probably why so many red rank survivor matches are against greens and bellow

  • It's one of those courtesy things like giving the last survivor hatch. If survivors did stuff like that more often instead of clicky clicky flashlights I'd probably give hatch more often. As is survivors generally want mercy when they give none.

  • I tend to be big on the niche dance, lithe, fixated Houdini build. Bloody perkslot heavy for a one trick but atleast it's a fun one trick.

  • I've only ever been in the situation where this challenge could have finished naturally with this range limit was when I pissed off a spirit so much she checked all 8 lockers in a room on hawkens trying to find me despite me not being in a locker at all. Perhaps that time I fixated around shack looping the killer outside of a chase. I think the only chance you really have to pull this off outside of a one in a million game is on the game map by following the killer from a different floor or the previously mentioned complete baby killer.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1312242#Comment_1312242

    It's vastly more often I hear new players complain about the grind required to get the perks they want than the perks they want being tied to certain characters. Of matter of fact, once they figure out how teachables work, they tend to be grateful for a system that limits how many perks they have access to which makes it easier for them to get the perks they want. Adding more general perks would actually be harmful to new players trying to get specific perks.

    I think you are completely misunderstanding those new players complaints. The amount of hours required to grind out characters is bloody high. Especially given newer players will be getting far from optimal bp per match and only survivor side having access to a bp multiplier perk. All my bp go into trying to get teachables I need for builds so I have none to spare to even keep up an addon collection or perk collection on characters I want to play or main.


    The reason I don't have a full sweet of perks on any character is because especially for killer the best perks for a killer are always another killers teachables. Any character I leveled up early because I liked playing them, yes I know, such a horrible crime for a newbie to commit, leveling a character because they might like them. What a foolish waste of bp on my part. They are nearly unplayable because have completely useless perks. My poor trapper and demogorgon, characters I leveled up early to play them are just painful to even try to play now because all they have is hot garbage. It took about a hundred hours of grinding before I even started having a bit of fun as killer because that's how long it took to grind out a starting set of teachables. Playing with the super limited set of current generics is a nightmare. Noed being pretty much a garentee on a majority of my killers just because it's a generic and all I have a majority of the time. This of course just means new players get bombarded with even more toxicity on top of thousand hour players being their primary opponents because I suppose unsurprisingly not many newer players stick around. The devs are damn lucky they have so many content creators doing a good job making the endgame seem like a lot of fun because I damn well wouldn't have stuck around myself if it hadn't been one of my favourite games to watch.


    None of this ######### is theoretical or hearsay from me. I only started a month or two ago so this is all my personal experience as a new player. So try the hearsay all you want, I'm an actual relatively new player telling you how garbage the new player experience is. I wouldn't have anywhere near 200 hours at this point if it wasn't for Covid. So this experience is quite fresh and unfortunately due to the absolutely retarted grind levels, still a long way from ceasing to be an issue for me. Seriously the grind in this game is so bad even in a pandemic it's nearly impossible to get even the basic things unlocked in a reasonable number of days. Probably would have been half a year before I got anywhere close to this point. It feels like a miracle to actually have some usable perks show up in blood webs of my more recently leveled character. Hell some of my characters that don't have full 4 perkslots have better perk builds than my early 40's just because teachables matter that much as killer.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311588#Comment_1311588

    I don't see how anybody who has maxed out perks on a number of characters could be asking for even more random perks thrown into the game unless they're specifically OP perks. I just wanted to verify whether you haven't unlocked full tier 3 perks on a high number of characters.

    https://forum.deadbydaylight.com/en/discussion/comment/1311602#Comment_1311602

    With that many, you should realize why adding more random perks into the game isn't worth the effort. Modifying other perks would be far smarter.

    See that's the problem. It's fine if you've grinded a million hours into it but the new player experience desperately needs a functionality update. Hell it would help the midgame experience a lot too as to be honest I don't feel like my 200 hours have done overly much to really resolve the perk situation. Haveing a slightly larger and more flexible base perk pool would do a LOT for the new player experience. That's what generics are mostly, new player perks, the baseline for anyone coming to the game and hasn't bought dlc yet. There shouldn't be massive gaps where entire important parts of the game like gen pressure are left out completely. Atleast most of the survivor exhaustion and meta perks are baseline or free character teachables. The complete opposite is the case for killer as most baseline teachables are literal garbage and the generics amount to sloppy and whispers essentially. While good it's pretty boring having nothing else to choose from perk wise. It's also really frustrating when sloppy doesn't actually work well on quite a few of the baseline killers. The best baseline teachables are definitely on Nurse, the hardest to play killer in the game and def not something the devs should encourage so much to level for new potato killers. Especially as even if they do end up learning her they won't learn a lot of important things about killer because nurse bypasses so much with blink. Aside from that it's pretty much entirely dlc locked teachables, ESPECIALLY GEN INTERACTION PERKS!

  • I suppose a secondary reason could also be that if you tunnel someone into dcing you actually get more points than if they die from the trap, as stupid as that is. If the pig in particular is particularly point hungry I could see a few doing it. I've certainly uh benefited from it before when people dc trying to deny me hat points.

    Pig also has a lot of addons specifically designed to tunnel hatted players. Mangled, exausted, even aura reading. Pigs the only character with tunneling litterally built into her addons. She is I suppose the ultimate queen of tunneling by design.

  • Some matches it lands perfectly fine. Some matches it'll miss an afk survivor point blank, not sure what's up with it.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1311771#Comment_1311771

    Yeah, they might as well heal, hat always comes off on the first box anyway

    Signed, NotABitterPiggy

    Ya gotta hate that. One of the biggest reasons I never leave home without 5 boxes. Reduces that by a lot.

  • Mostly because it's an injured survivor moving to a very predictable location. Easiest pressure you could ask for. If Hatties healed up more often they'd be a lot less tasty prey.

  • Pig from the list is probably one of the best to go for along with myers. Pig mainly because she's unique in not requiring teachables to not get gen rushed endlessly. Surveillance is good too, make your choice a bit more niche but still good.


    Myers is just a decently fun and has really good perks, though not nessisarily on him.

  • All t3 perks? I don't even have 50% of the perks let alone a single character with even the full t3 of what I do have. Survivor and killer. The grind is titanic in this game. 200 hours is nothing perk wise and it's damn painful trying to work around it especially when I don't even own characters like clown for critical teachables like pop. Weird question to ask though.

  • Honestly they all sound super broken. I do however we need more generic perks both for survivors and killers. Far too high a percentage of perks are teachables. Survivors already have a perk for every situation so I can't think of any off hand but killers definitely need a gen perk generic. Would probably reduce the complaints about noed if it wasn't the singular available option to combat gen speeds.

  • Not lunging for 360. The window thing is annoying but most of the time not moving immediately if you didn't see then run anywhere is enough. It can be a free slap if you catch it. Never had anyone actually dumb tech me. If someone dodges and attack with a locker usually they won't get too far regardless, just buys their team more time.

  • I'll throw an agree here because a characters lore shouldn't be behind another characters challenges unless their story is intertwined.

  • It's definitely one of the things I expect from the legendary skins. Might be tough to sufficiently differentiate between them given the masks anonymity but I fully expect them to do this.

  • It's an issue on every platform. P3 Claudettes don't even need to do anything fancy to disappear mid loop, they are already invisible so just spontaneously losing track of them is normal.

  • Ironically I always seem to do particularly well as Nancy. No idea why given the weird ass build I have. Unless it's against huntress. Then hatchets always hit me 3-4 Nancy's away.

  • Deletion or complete rework of it as a status effect is definitely nessisary. Litterally pointless.

  • Grabs aren't uncommon as pig. Dress as a survivor, slap on the cutest head and wallah! People will be less quick to hop off gens when you fly out from around the corner.

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