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Marcavecunc

Marcavecunc

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Marcavecunc
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  • Adam and Jeff being mostly unplayed is the reason I maxed out both's perks. They're both such a rarity that I'm always surprised when I play with someone else using them.

    But yeah I'd probably go with Tapp or Quentin. People care/know so little about Tapp that when you call a Tapp "David" they're confused thinking you're talking about David King, when there's no King in the match.

  • Not surprised.

    The surprise is they didn't touch sabotage AT ALL.

    And as Sonzaishinai said.. that it got nerfed that hard.


    Everyone knew in the PTB that new sabotage was way too strong, and it still went live without a change to it.

    And with the hard nerf to the Hangman's Trick changes, they literally removed the only counter sabotage had in favor of a weak as ######### aura reading and useless notification.

  • I don't tunnel off hook, but sometimes I stumble upon someone wounded that just got unhooked and no one else is around.. If I'm already chasing someone else, I won't go out of my way to down them..but by themselves with no one else around, I'll go for the down and eat the stun if they have the perk (and often they don't, so slugging wouldn't have mattered)

    The ones that do have the perk make it obvious by running straight at you or in a locker in your face.. which is fine with me, gets rid of their perk for the rest of the game.

  • @ChiTenshi said:

    Excessively risky way to activate the perk.

    Mettle of Man requires you to play risky in the first place though.

  • Because on the killer's screen, you were close enough to take the hit, so the hit registered. Yes it sucks, but they have to go with one or the other.

    Same thing with grabs. Often on the killer side, you should get a grab, but on the survivor side, they're long gone. So they don't get grabs. They give some to one side, some to the other.

  • And they made it even deader. They saw the dead perk on the ground, teabagged it and then stabbed it a bit more for good measure, just to be sure no one ever uses it again, even if barely anyone did in the first place. And then they wonder why everyone runs the same meta builds.. because the good fun perks get nerfed for no reasons!

    Wonder what other weird perk I run for fun on my builds they'll nerf next.. Maybe I should just go with the meta builds and not bother trying to play differently from the others.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148911#Comment_1148911

    Exactly. They buff sabo, then change the one perk that could counter it to be good, but not as good, and now they've made the perk arguably the second worst killer perk.

    First one being Monstrous Shrine, I assume?

    And yeah.. the thing is, 30 seconds regeneration is fine enough on its own if you don't run anything to counter it, sure beats the 3 minutes or however long it was.. but Hangman's Trick didn't just counter sabotages, it was a viable tactic to reuse hooks, that's the main reason I used it. And it also repaired hooks broken with Breakdown. Those still remain broken for the full 3 minutes, I think.

    It's really annoying they felt the need to nerf the most underused killer perk from an underused killer that happened to be literally the only counter to the newest big buff they gave survivors.

  • @Cheers said:

    They reduce the aura too.

    Can't wait for swf to abuse this perk.

    Might aswell go back to my Wraith or Plague slugging build.

    The aura was too powerful honestly, I can understand why they reduced it. It was meant to see if someone was nearby to prevent sabotages or whatever. But seeing someone going for a sabotage and having nothing to prevent that is dumb. The auto-repair was a direct counter to that. That's what the perk was created for, and they killed it.

    And yeah there'll definitely be lots of slugging in the days and weeks to come, with every toxic survivor around bringing their toolboxes and saboteur builds.

    But hey at least now we can run Hangman's Trick to see their auras as they swarm to the hooks! How nice.

  • @Maníaco_da_garrafa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148802#Comment_1148802

    As i said, Old HT would simply be overkill compared to the new sabo mechanics, it needed to be toned down.

    HT is not dead, it's just as situational.

    Yeah, and as we said, they had to nerf something that was already in the game and that was already underused just to justify making the new sabotage changes overpowered?

    Way more survivors will run sabotage builds now VS how many killers will run Hangman's Trick to counter them.. seeing the auras and getting notifications won't matter if the hooks don't regenerate faster (or at all, in case of sacrifice hooks)

  • They'll probably buff sabotage, 2 seconds and a half?! that's way too long! Same with the 60 seconds cooldown. That ######### doesn't need a cooldown!

  • @Maníaco_da_garrafa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148704#Comment_1148704

    They changed it bc the old HT would completely shutdown sabotage, and the whole point of sabo changes is to bring it back for solo players to have something else to do other than gens.

    You're saying they did that to make solo players sabotage? Do you actually believe that bullshit? Only people who will run sabotage builds are the same toxic survivors who'd run at you with their flashlights as soon as you downed someone. Not solo survivors trying to be altruistic and save random people from hooks.

    And god forbid that something that has been in the game for two years acts as a good counter to the changes they made to survivor mechanics... nope, this underused perk is totally overpowered, can't have a single hard counter to sabotages anymore! Got to nerf Amanda even more! Pig too strong, let's go after Surveillance because it works well alongside new Hex: Ruin and Make Your Choice.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148481#Comment_1148481

    Why did it need changed in the first place? Why remove the hook respawning?! That's why I ran that perk!

    Hangman's Trick wasn't just an anti sabotage perk. It allowed the Killer to reuse hooks broken by a full sacrifice. THAT was the ENTIRE POINT of running Hangman's Trick! It was one of my most VITAL perks on Trapper and based my entire build around that fact of being able to reuse hooks no matter what.

    Setting traps gained more meaning when I could reuse the same areas more often. Time spent setting traps wasn't as wasted and it allowed a Trapper to do what he was built to do. I could find a possible 3/4 gen and lock that ######### down thanks to Hangman's Trick. It allowed me to constantly use the same few hooks and never have to worry about being forced away from that dead zone of traps. My time spent setting up traps was made worth it due to HT.

    Now with HT being made into something effectively worthless (6m is no better than using your own eyes in every case I can think of but a couple for anti sabotage and is 100% worthless for anything else) my Trapper just became extremely weak. HT allowed DEFENSIVE Killers to DEFEND their area! Now, HT is never going to be touched again and people like me have to work even harder to make a painfully slow Killer like Trapper worth playing.

    Might not even bother playing Trapper anymore to be honest. HT did THAT much for him!

    Hey glad to finally see someone else who ran that perk for the hook repair who's as pissed as I am that they removed that part of the perk when they decided to change it to give it the same aura reading that saboteur got. Not everything has to be mirrored on both sides, devs! Hangman's Trick worked fine the way it did before! There literally was NO REASON to change it!

  • @Nurgling7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148680#Comment_1148680

    Sure hope you weren't already halfway to that first hook.

    That's the thing though.. the survivor will wait to see which hook you're going to first before sabotaging, they won't pick a random one and hope you're going for that one.

  • People complain about realism in a game where you can get a harpoon to the chest and survive being hooked twice by having people wave their hands over your head..


    Jokes aside, it is a minor nerf for those who do pay attention to crows..

    And speaking of crows, I'm glad they added more to the new map, they need to add more to older maps too, though.. Autohaven maps barely ever have any on them, it makes running Spies from the Shadows a bit pointless sometimes..

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148463#Comment_1148463

    With 2.5 second sabo, you need a little more warning.

    Then remove the notification and bring back the 30/20/10 seconds auto-repair! I don't give a damn about the notifications, the autorepair was the best part of that perk! If someone sabotaged a hook in my face, I would just drop whoever I'm carrying and give a weak chase, then come pick them up again and hook. Didn't need to slug for a whole minute and waste pressure, or chase someone else and lose a hook because the slugged person's definitely getting picked up.

  • What kills it for me is they removed the Auto Hook Repair it had before they decided to come up with that aura reading nonsense, but still left the notification that someone's working on a hook. If you see their aura you'll see them working on the hook, no need for a notification to tell me that. And if it's someone across the map doing it, it takes 2 seconds to drop a hook, I'll get the hook dropping notification I would have without the perk. I made posts about it and mentionned it in every topic I saw about the subject but apparently no one gives a damn because no one else than me ran the perk before those changes.

  • I don't care how well or badly the game went for me or for the other side, I just say good game. I had games where I lost badly, I still say it. Games where I annihilated them, still good game. If anyone takes any offense at that, then it's their problem, not mine.

  • (didn't read through the entire topic so it's probably been said by many people)

    It makes no sense that survivor adept is literally just escaping using their 3 perks, you don't even need to do anything aside escaping. You could crouch in a corner letting everyone do the work and jump out the hatch and there you go. But on killer, you have to basically chase people long enough to get chase points, hit them enough for brutality, hook them enough, and hope they don't suicide on hook because then you get boned on sacrifice points.. all that using the 3 perks native to that killer, which often don't work too well together or with that specific killer's power.

    For the sake of consistency, "Kill all survivors by any means necessary as X using their perks" would be closer to "Escape as X using their perk" than "play a super perfect game as X using their perks and hope no one suicides on hook or anything else that'll bone you"

  • While I agree it would be nice to have a practice mode for when you have no one to test things with, playing against actual people is the best way to learn to play new killers. I sucked a lot when I first started playing Nurse and Huntress.. I'm still nowhere near great at them, but I'm decent enough that I get some good matches here and there.


    Not entirely sure how they could implement that though, they'd need to program some kind of AI for both killers and survivors, that take each map's tiles into account..

  • So you're saying that my Devour Hope and Rancor perks should totally work against your Decisive Strike, since they're all perks?

    And as others mentionned, the moris you were talking about are offerings, not add-ons. Really shows you have no idea what you're talking about and are just an entitled survivor main. And not a good one at that, if you can't even tell the killer brought a mori by just looking at the offering screen before the match, or the in-game menu if you forgot to check while the game was loading.

  • Oh.. if he meant that.. yeah no that would be overpowered.

  • One problem with this..

    "Allow the plague to corrupt pools from any range."

    The Plague isn't the one currupting the pools though, the survivors are.. allowing the plague to corrupt the pools herself would defeat the entire point of infecting survivors and having them cleanse themselves, thus corrupting the pools.

  • In case you missed it when they made the stream a few weeks ago, this should explain things for you.

    https://www.youtube.com/watch?v=g97HfhHzS4M


  • Maybe make that a future Hex totem..

    Hex: Do Bones "Every other Hex totem shows as a regular dull totem while Hex: Do Bones is active"

    But honestly, this way I have no idea what to make different from levels 1/2/3, so maybe something like

    "Every other Hex totem shows as a regular dull totem for 2/4/6 minutes or until Hex: Do Bones is cleansed"

    (so basically if you run 2-3 hexes, only one would show as lit to survivors, but to you they'd show as red auras so you'd know which ones are hexes, but once they destroy the hex, then they light up)

    Or maybe make it a regular perk, not a Hex, but I feel like making it non-hex would be a bit too powerful.. but then again it's up to survivors to do bones, not my problem if they can't do side objectives and feel the need to genrush.

  • @TreSen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143329#Comment_1143329

    You can't just suicide on hook. The survivor will just save you. I literally just had a game where the survivor saved me, and the killer got pissy about me wanting to commit suicide, so he refused to down me long enough to bleed out or hook me. DC penalties just mean the other players can take you hostage again.

    I legit didn't think any of these dev's bad decisions were gonna push me to stop playing, but I've played less and less since these penalties, and I'm legit done after that bullshit match. Might pick up the game again if they get their head straight and take out DC and come into modern times with every other game developer and find more clever ways to control DCing. But I doubt it's gonna happen, and I doubt I'm the only player fed up with this crap.

    Then it might be time to find people to play with, rather than get randos who just want to farm you off the hook in front of the killer.. or, you know, disconnect and go make yourself a cup of tea to calm yourself up during your 5 minutes timeout, since you apparently would just get slugged and not hooked again, so that would make the game last longer than the 5 minutes period and you wouldn't be having fun.

    But I find it hard to believe it happens to you so often you feel there's a problem with the penalty. But hey, you're the same guy who also keeps crashing over and over, so I honestly don't give much credit to what you're saying concerning the penalties, and will just assume you're an entitled survivor main who disconnects at anything and move on to better discussions.

  • @TreSen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142350#Comment_1142350

    Are you kidding? Are we playing the same game? You could run this game on the world's fastest supercomputer and it would still crash -- frequently.

    Well then I must be lucky not to have the world's fastest supercomputer then, because I hardly ever crash more than once every month or two.

  • They're probably just mad they went after a Myers or someone with noed or Devour Hope that ran Infectious Fright on top of it.. I know I love running Infectious Fright and Devour Hope together on Nurse.. pretty powerful combo.

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143395#Comment_1143395

    If you're in the terror radius and not hearing it, you're probably suffering from the Oblivious status. And while I respect your opinion, I disagree with it having a cool down. Due to it requiring people to be close when it's in play, unless you've stacked perks like M&A or Distressing to give it a realistic chance at catching other Survivors(unless you're using a stealth Killer and manage a hit).

    As for 'abuseing' the skill, if you're able to use it to locate Survivors, then it's simply working as intended. It's not abuse to be able to cause Survivors to scream with a hit, unless you intend to call the Doctor's power an abuse of game mechanics for doing exactly what it was designed for.

    That's what I don't understand about your argument; IF is a more limited static burst that any killer can use, but it's very situational. It's not OP, and it really isn't abuse just because a killer uses it to locate you by hitting someone else, especially when it doesn't reveal aura.

    And especially since they probably screamed the first time, so the killer already knows he's around, a cooldown wouldn't help the killer forget the survivor was there. If he didn't run away after screaming, then it's his own damn fault for sticking around when someone else got downed right after and he was still there to scream AGAIN.

  • I made the suggestion in a separate topic but here's a suggestion I have to help with the grind.


    Every Prestige level gives a +10% (or more?) bloodpoints to help level back to 50 faster, and unlock the perks faster once you reach the prestige level you want. So at Prestige 3, you'd get an extra 30% (again, or more?) after the game has ended.

  • @w_sohl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143368#Comment_1143368

    You can, on XBOX, just join their party, or invite them to yours.

    Oh really? That's nice. Would be an interesting feature to have on PC, too.

  • @Accullla said:

    Agreed with most of the suggestions. I'd like to see we're gonna live forever no longer be a wasted perk slot, just like barbecue isn't. It doesn't even have to be powerful, as long as it does Something

    Yeah.. that's why I'm suggesting to either make it do something more, or to have more ways to get tokens out of it.

    Or they could do both. You get more ways to get tokens, but also, on safe unhooks, something else happens. No idea what, but something!

    Friend said something along the lines of "I can't wait to play survivor with more than three perks", since we're gonna live forever literally is an unperk.

  • Making the great skillcheck zone move within the skillcheck zone would be good. Like, not always being right at the beginning. Sometimes in the middle, or at the end, or something. Or entirely out of the regular skillcheck zone.

  • Just bumping this up a bit, since I posted it on a week day.

  • It would be nice indeed.


    In a similar type of idea.. if you get matched with randos, it would be nice if you could send them a request to join them without having to friend them first.

  • ######### no.

    If you know the killer has it, and someone wounded is getting chased nearby, either

    a) find a locker

    b) leave the area

    c) scream

    d) bring calm spirit

    e) hope they don't get downed while you're within the radius

  • @TitanByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143324#Comment_1143324

    Lmao when a survivor teabags a skill check appears to where the killer throws a rock at them, stunning them for 3 seconds

    Haha that's great

  • Then you'd get camped and slugged, in case you have decisive strike.

    It sucks, but that's the way it is.

  • @Mandy said:

    As this would get abused a lot, I think I can safely say that it isn't something we will implement.

    This. And they did address the point in the livestream when they reintroduced it, saying there was no way to tell the reason for the disconnect, legitimate crash, internet problem, or just pulling the plug at the back of your computer, so it's the same penalty for everything.

    And honestly, if you know your router resets daily at the same time.. then either eat the 5 minutes penalty, or make sure you're not in a game when reset time comes by. Or maybe check if you can get them to reset it when you're sleeping instead of in the middle of the evening when you're using it.

    First time I hear about routers resetting daily though..

  • Agree with you both. It would make sense to have the default and prestige outfits in there.

  • @alaenyia said:

    I can not speak for anyone else but I think a DC penalty of any kind is ridiculous. I can not think of another game out there that forces you to play. I want out of COD, I am out. I want out of Apex, I'm out. I want out of Friday the 13th, I'm out. It is ridiculous to punish people for simply not wanting to play.

    I play killer like 20% of the time, not a bunch, I know. I very rarely get a DC. You know why??? I don't face camp, I don't grief people, I don't tunnel people in the basement, etc, etc, etc.

    If someone is going to hook me in the 1st 20 seconds of the game, then stand in front of me shaking there head no and hitting me on hook I should not be obligated to play with that person. They are the ones cheating me, not caring about my gaming experience and not even letting me play the game. If I DC I forfeit my points and item and add-on, that is punishment enough.

    It is a ridiculous expectation to demand that people take whatever abuses others want to dish out because there is not recourse for bad behavior but if you simply try to remove yourself from the situation you are done playing.

    1 year ago I would have said this game was the best but it just gets worse with every patch.

    This needs so go now!!!!

    Then suicide on first hook if you get caught within 20 seconds and camped. No need to disconnect for that.

    And if you want out of games that frequently, you only have yourself to blame, your type of players are the reason they implemented the punishment in the first place. You reap what you sow, don't ######### and moan about it now that they're finally doing something to counter that.

  • If we're going to give killers exhaustion perks I also want killers to have Decisive Strike. I'll let you decide how it should work ;)

  • @JulioSilva said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142350#Comment_1142350

    1. My dear you did not understand a thing, at no time did I mention that: My PC or my INTERNET are in trouble. This is a bug in the game and not my problem with my PC or INTERNET, I live on twitch and play on call with my friends. Do you know what's interesting? neither the live goes down nor the call at the moment I take DC from the game everything is running normal and just appears on my screen (DISCONNECTED FROM THE HOST) if you don't know how to read I shouldn't guess my dear young man.

    data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAQAAAAngNWGAAAA/0lEQVR4AYXNMSiEcRyA4cfmGHQbCZIipkuxnJgMStlMNmeyD2dwmc8+sZgxYJd9ErIZFHUyYYD7fkr6l4/rnvmtl7+KitrqV/fq2Y5eLY3Z9S48eRLe7BmVZ9qhTLhQ0algzZWQOVKSsCF8OjAnwbxDTWFDUhPK/jMr1H6HE/IqRky2DyvCefuwItwZzodVoYRiLqMkVCXrwpJ9twZ+sgfDYEFYl8wIWxZ9uFf7zkallxlJh4YrLGsKjZRx7VGHhLqwgFUN45DGdb8MeXGpgB4ABZdeDcpZEY51A+hyLKz4S1W4MQWm3AibWtgWmk6dyISa1pSdyWTOlLXVp0+eL9D/ZPfBTNanAAAAAElFTkSuQmCC

    Well, DEAR, it must be your PC because it doesn't happen to anyone else. Get a better rig that will allow you to play without disconnecting that much, or play something else.

    Seriously, you're going to tell me those problems only started showing up AFTER they implemented the changes? If your PC can't run the game properly now, it most likely couldn't before.

    Or, you know, I'm calling you out on your bullshit and I'll assume that you're disconnecting on purpose. Either way, stop ruining other people's experience with your multiple disconnects a day and play something else. (but hey the good news is you're on a day timeout now so you only get to ruin one game a day now, instead of 5-6)

  • If your computer or internet can't run the game without crashing often enough to give you a 6 hours timeout, maybe you shouldn't be playing this game. You crashing that often ruins 4 other people's enjoyment of the game each time it happens. That's part of why they did it that way, no matter the reason for the disconnect, it impacts other people's experience.

  • @Fr4xer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141860#Comment_1141860

    but, it can be a perk, to evade the toxic players, they bring to their team to give flashlights and loop you the whole game

    Good idea, and they could name the perk "Franklin's demise"

  • They should have survivors derank farther back. Or heck, all the way back to 20 and have "seasons" last two months instead of just one

  • @XRuecian said:

    I actually am really confused about the benevolent emblem. I had a game yesterday where in the end-game screen, i only got 800 BPs for altruism. This would basically mean i did very little altruistic actions, right? But somehow i still got an iridescent benevolent emblem in that game. How come there is a huge discrepency between the emblem and BP reward? I obviously did SOMETHING to achieve iridescent emblem, but whatever those actions were, gave garbage BPs?

    The benevolent emblem is shared among survivors. If there aren't too many hooks and all unhooks are safe then you should get iridescent. Make no sense I know. Had a game where I did first because I was found first and then tunneled and camped and still got the emblem.

    (for details on emblems look it up in the wiki)

  • ######### no.

  • @TheDominator said:

    The idea of obtaining stacks easier for a bloodpoint perk seems like a good idea in my eyes. As it stands now, We’re gonna live forever requires way too much time to build up.

    It does. The thing with it, too, is that you're not the only one going for unhooks, wether to get points, or, you know, just to unhook the other survivors. So there's games where you'll get 6 unhooks because you happen to always be the closest or no one goes for them, or you get none at all because either others get there first, or you get chased away from the hook and someone goes while you're keeping the killer busy.

    A lot of people don't run the perk because it's too situational when/how you get the stacks/points, as opposed to Barbecue that gives you stacks fairly easily, and has the aura reading on top of the bonus points.

    I honestly would prefer if they gave more ways to get stacks than leaving it the way it is and slapping a secondary use to it. It's hard enough to get decent bloodpoint score on survivor without having to make it harder to get the bonus points. To score well you need to work on generators, unhooks, totems, and get chased, all before other people finish the generators and open the doors. On killer, you can do half bad and still score higher than the best survivor you played against.

  • 5 afk killers a day? I hardly ever see one a month..

    But overexagerations aside, yeah, evader should start at iridescent, makes no sense for you to evade the killer all game and get no points towards that. It should be for both getting chased and not getting found. But then it would be too much to the Unbroken emblem. They just need to pick a different name for that emblem, not sure why they felt the need to change them all.

    As for altruism.. not much to do about that one, if you don't heal or unhook, why should you get points towards that? But I guess working co-op actions on a generator could work towards that maybe?

    But yeah either way, if they change how evader works, and leave altruism as it is, at least you wouldn't automatically depip anymore. You wouldn't pip, but a safety pip is better than depipping.

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