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MrDardon

MrDardon

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MrDardon
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  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681202#Comment_3681202

    7/10 I like this build.

    My most used one is probably:

    Streetwise, Kindred, Deja Vu, We'll Make It

    Sometimes I like to put Balanced Landing in it.

    30% escape rate at best.

    Quite decent. Kindred is a no brainer and the best information Perk for Survivors, Deja Vu in it's current state is also good and We'll make it makes tunneling quite hard if the KIller is semi far way as it reduces healing time by half. Streetwise is a weird one, but you surely use a good Item as well, but personally.. I'd not use it in my main build. 7.5/10

    My current most used:

    • Better Together (allows me to get information while doing a gen)
    • Background Player (If I see no one is near the downed and picked up Survivor, I sprint towards them with immense speed.)
    • We'll make it (Rushing the unhook fast and also allows me to heal the person quickly.)
    • Plot Twist (Plot twisting myself denies Surge/Stbf and such and if I plot twist before getting downed anyway forces the Killer to pick me up, even in senarios where slugging might be good, otherwise I heal myself up.)

    Escape rate solo: Don't really pay to much attention, but Perks don't really make you escape more often anyways.. efficient teammates do, but if I had to tell a number, it'd be around 25 %. I die more often than I escape.

  • All good, I'll keep on using Unbreakable or Plot Twist.

  • Doesn't the Unknown jumpscare only play at the start.. when you pick him?

  • That sounds like a bug, Pop also consumes only 1 regression event and works practically the same.. 5 % base + the 30 % current progress, all included in one kick aka 1 regression event.

    Can't imagine that Undone should work different than any other kicking Perk.

  • @Nazzzak said:

    I hate when this happens. I've said before that they need to make it so it locks in once the lobby has closed up and the game is about to start. So even if it switches, you still get your points

    If you queue up while having the bonus, it will give you the bonus even if it switches to the other role in the background.

  • @sizzlingmario4 said:

    It’s 1 second per token consumed, not just 1 second total. So if you have 30 tokens you get 30% regression and then 30 seconds of the gen being blocked.

    Really? In the PTB it seemed that it was always only 1 second.

  • Played vs new new Sadako 2 days ago. Was quite excited cuz I didnt vs her yet.

    First Survivor killed themdelves on hook.....

  • I propose a rework for The Blight.

    He is now called thgilB ehT

    • Base movement speed: 9.2 m/s

    • Rush movement speed: 4.6 m/s

    Also, if you dare to attempt a hug tech, you will bounce off, landing out of bounds for the rest of the match.

  • Narnia: (silly one)

    • After getting a safe unhook, Narnia activates for 60 seconds on you and the Survivor you unhooked.

    • Entering a locker will teleport you into a random locker on the map and reveal your location to the other Survivor and Killer for 3 seconds.

    • After a teleport, you heal 25 % slower for 40/35/30 seconds.

  • Demolition:

    Kicking a generator activates Demolition on that generator and is revealed in yellow.

    • While Demolition is active, any gen repairs on another generator will cause the affected generator to regress at 200 % of the normal regresssion speed.

    • For each other generator being repaired, the affected generator will regress by an additional 30/40/50 %.

    • Only one generator can be affected by Demolition at a time.



    Cracked:

    Replaces base pallet break with pallet crack.

    • Starting the break action on a pallet will not break it, but will crack it instead.

    • When a Survivor vaults a cracked pallet, it will break.

    • Kicking a cracked pallet will break it.

    • Kicking pallets takes 1.4/1.3/1.2 seconds.

  • @HeroLives said:

    perk: running up that hill

    make a deal with the entity and take 1 hook state from another survivor that has been hooked twice consecutively as your own by pressing the action button

    can only be done once per trial.

    Thanks for reminding me of that song, now it's playing in my head again for 4 days straight xD.

    "If I only could, I'd make a deal with the Entity and I'd get him to to swap our hook states.."

  • Dramaturgy on Survivor

    And Hillbilly.

  • You probably pallet stunned them once.

  • Twisted Repairs:

    This Perk activates when you are injured.

    • While the Perk is active and repairing a generator, Good Skill Checks will cause a -5 % on generator progress, and Great Skill Checks will give no bonus progression.
    • When finishing repairing a generator while the Perk is active, get healed instantly for one Health State and gain 7 % Haste for 60 seconds.
  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666724#Comment_3666724

    It isnt. You just remember the times where it happens. But you dont remember the times where you get on a different map.

    Idk how this effect is called but I can see it from myself in real life.

    When something happens against you, you remember it and get angry.

    When something happens in your favour, you don't notice and forget it because you expect the better scenario anyways.


    Best personal example. Everytime I want to cross a street, a car comes... but only when I want to cross the street.. so it feels like life is personally insulting me.

    But everytime I cross the street without a car coming, I ignore it because it's irrelevant.


    Most people remember the negative, which is quite bad tbh.

  • With how fast gens can go, it's no wonder Killers want to turn a 4v1 into a 3v1 as soon as possible.

    4 Survivors means, one is hooked, one does the rescue, one gets chased and one gets to do gens.

    With 3 Survivors, one is hooked, one does the rescue and one gets chased.. all of a sudden there is no one on gens anymore.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661435#Comment_3661435

    Would they be hard skill checks or easier skill checks? (I mean like mercilless of more like opression?)

    Like the Merciless Storm or Yellow Glyph skill checks.

  • High Reflexes:

    You seem to have an abnormus reaction time in most situations.

    - Hitting a Great Skill Check while repairing will trigger 15 consecutive Skill Checks.

    - Once you suceed at all Skill Checks, your generator will gain 6/8/10 % progress instantly.

    This Perk can only trigger once every 60 seconds after hitting or missing the consecutive Skill Checks.

    "Oh, catched that one? Didn't think I would. - MrDardon"

  • Billy:

    Cracked Primer Bulb:

    • Chainsaw Hits only remove 1 Health State.
    • Reduces Overdrive generation by 100 %.
    • Overdrive stays indefinitely once it's activated.

    Counterweight:

    • Press the "Active Ability" button to activate or deactivate the Counterweight's effect.
    • When active, reduce the initial turn rate of the Chainsaw during a Chainsaw Sprint by 70 % and remove the "roar" sound.

    Thermal Casing:

    • While in Overdrive, breaking pallets and walls with the Chainsaw is 15 % faster.

    Ragged Engine:

    • Increases Overdrive duration by 20 %.

    Discarded Air Filter:

    • When Overdrive activates, Survivors within your Terror Radius scream and reaveal their location for 4 seconds.

    High-Speed Idler Screw:

    • When Overdrive activates, Survivors have their Aura revealed for 6 seconds.
  • Jewel Beetle on Wesker. It allows for more frequent throws and also triggers the recharge during the cooldown animation.

    Slamming someone starts the recharge after the cooldown animation is over.

  • Pig/Wraith with Noed, Game Afoot, Rancor, Nemesis

    Go afk, when the last gen pops kill the Obsession and when you start a chase with someone else and down them, they become the new Obsession thanks to Game Afoot.

    You could switch either Noed or Nemesis for No Way Out. But no one expects Game Afoot.

    Edit: It's really mean but I used it for a few rounds and it is kinda fun at first but the fun wears off quite quick.

  • This. I love this mode for the same reason. The unknown is what makes it exciting, and I can still try to predict the Killers movement with how they play. Some Killers wander around a lot, hit and run so when hooking someone, I know what their next hotspot is so I run at the hook in such an angle that they dont see me and I get a free unhook, knowing where they might be exactly at the moment.

    I played 1 match solo normal and I got bored. Wesker didnt get a single kill and the amount of info you get is just far to easy. The only thing frustrating in solo are bad teammates and not the difficulty.

    Lights out feels actually difficult in comparison.. way more interesting.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404425/about-certain-billy-add-ons

    I never noticed if they effected bumping? Just the miss and hit cooldown? And ive tried both cooldown addons a good bit and i didnt notice any difference to my bump unless i ran the bump addons.

    I currently use him without Add-ons, but at the start I used cooldown Add-ons and the bump seems way longer now than when I used the cooldown Add-ons. Perhaps an oversight.

    Also, they need to rework Thermal Casing, Discarded Air Filter, Ragged Engine and High-Speed Idler Screw. Those Add-ons are completely useless.

  • Did you play Wesker?

  • I still have that slight phobia of a Bubba slowly approaching behind a corner with Insidious even though it shouldn't be possible. But who knows, maybe some sort of bug causes Insidious to linger for half a second after moving so my nightmare comes true at some point.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501846#Comment_3501846

    That's why I generally use it when killer is already in a chase. Using it as soon as the match starts just runs the risk of telling the killer where to check first.

    It's not a global scream, you can only hear from a few metres away so the Killer has to be quite close.

  • Monitor and Abuse, Infectious, Corrupt and No way Out.

    Can't remember the last time I used M&A and IF, it's been a while now. It was quite popular back in the day.

  • @squbax said:

    See? People who spouted that billy was fun were just doing it because old billy was easy af to dunk on. The moment billy actually does something he becomes unfun.

    Even then considering almost no one has faced billy before this rework you have to take into account people do not know how to counter him (as easy as that is), do its normal for the spike in his killrate to happen.

    However just wait for next patch for his nerf, it just feels good to be right after all this time, people considered billy gun because he was easy to destroy not because he was "interactive", and this update was gifted me evidence for that.

    I hated going against him because of how easy it was to beat him.

    Now it's actually fun to play as and against him.

  • Sounds kinda interesting. But I would just give Killers the ability to Mori Survivors in that mode, no need to go to a hook since they're technically "death hook" anyways.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638289#Comment_3638289

    Its like if the combo block Gens for 3mins and killers would be like "Just last 4min in chase"

    Similar to if slowdown heavily nerfed and survivors telling "Just make chases shorter".

    Its a really bad argument.

    You're being unrealistic. Nothing will ever be added that blocks all gens for 3 minutes.

    You cant compare 3 minutes to 30 seconds. And you can heavily deny the Killer their Perks if you can last long in chase. Bad soloq teammates isn't really an argunment, anyone can get better.

  • What also helps against this combo is.. lasting longer in chase.

    But typical people going down in a few seconds and will rather complain than adapt.

    I personally don't mind it getting removed since I don't use it anyways. But like most gen slowdown, it will get nerfed because of players who are bad in chase.

  • A build I used for quite a long time was:

    • Better Together
    • Background Player
    • We'll make it
    • Plot Twist

    Idk why but I created it cuz I find the Plot Twist/BP combo hilarious when both trigger but seems with those other Perks, this build is a quite effective solo build.

    • Better Together reveals others your position, also.. if Survivors get chased, they might not run towards you and while you're on a gen and someone gets downed.. you see everyone else.
    • Background Player activates when the Killer picks up. If you see teammates are far away from the downed person, start zooming towards them.. you''ll make immense distance and get ready for an easy unhook. If there is already someone nearby, stick onto the gen.
    • We'll make it is easy, just heal the unhooked person faster.
    • Plot Twist can be replaced but I find it quite nice to have an alternate healing possibility.

    For Items, I usually use my Masquerade Medkit with Anti Hemmo and Surgical Suture, but you can use whatever.. it's just my preference.


    Edit: At the moment I use my gen progression build.

    • Deja Vu
    • Fast Track
    • Stake out
    • Hyperfocus

    Add a toolbox to that and your gens will fly... unless you're the one being chased.

  • Imo, Killers shouldn't have to use Add-ons in order to be functional. There a some Killers with a decent basekit while still having useful Add-ons. Wesker for example.

    But some Killers straight up need 1 or 2 certain Add-ons to feel good.

    Knight - Map of the Realm

    Legion - Michief List

    Myers - J. Myers Memorial

    Slinger - Modified Ammo Belt/miss cooldown

    etc.

  • Buff Self Care back to 50 % and change Botany to only work on altruistic healing and remove the penalty or even re-introduce the buff to efficiency.

    Boom, Perks fixed and they're both decent.. but that probably won't happen and both Perks will probably remain in their awkward state in which they exist currently.

  • For me Myers isn't that common. I play on Vienna Server.

    I had one yesterday after quite a long time.. guess what he had..

    He also got lucky to play on his best map.. Hawkin's. Unironically, I had to check if he had dropped an Offering.

    But regarding Tombstone, it's so powerful and fast that you have to respect it even though they might not even have it, resulting into a potentially gifted down because you had to jump in a locker cuz of safety reasons.

  • Pretty recently.. but I started using Gearhead on most Killers.. it's so good and gives quite useful information.

  • Just my personal preference of using the Perk. Outside of chase, as I typically don't use Exhaustion Perks which give distance, I don't use Dramaturgy for that either.

  • Cute like "animal cute".

    Yoichi as male: idk, he looks so innocent, I wouldn't want to hurt him.. and tbh.. I'll give every Yoichi hatch from now on. Also, he sounds like a squeaky duck.

    Mikaela as female: Same.. she looks really innocent. She'll probably feel bad for you when you accidentally hit your head on something and will be the first to care.


    Cute like "attraction"

    Gabriel as male: Idk, he looks the hottest from all males, and also has a nice voice.

    Female: none, becausw I'm gay.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629031#Comment_3629031

    True, Dramaturgy popping a Commodious Toolbox with a Brand New Part into your hand is great. But for every time that's happened to me, I've been downed from the Exposed effect maybe half a dozen times. Nic Cage's perks are fun and silly but the fun wears off when they backfire so badly.

    I dont use it when I know the Killer is near. Knowing when a Killer is far away pretty much negates all the Perk's downsides.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629017#Comment_3629017

    Which is why I have stopped using it. It has hurt more than it has helped. Don't know why people say Nic Cage's perks were good when they can all be self-destructive. Dramaturgy can expose you, Scene Partner can reveal you're near the killer, and Plot Twist can give the killer a free hook if they're smart enough to find you.

    I use it with Vigil outside of chase. The amount of busted Toolboxes I've gotten is ridiculous.. but I love it.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622962#Comment_3622962

    I mean you already lost game when multiple survivors are alive at end game.

    You failed to make them open gates as well.

    And you hooked your last down next to gates.

    In this scenario getting kill need to be hard. Why we are punishing survivors for good play and rewarding killer for bad play?

    Getting to endgame doesn't automatically mean you've lost.. not sure where that always comes from.

    Second, there might not be a hook in range, so you're forced to hook near the Exit. Also, the Survivor can literally run towards the Exit, making it impossible to reach a far hook.

    I'm okay with it being hard getting a kill, but there is a difference between "hard" and "impossible".

  • @jonifire said:

    Hook grabs shouldn‘t have been removed. It only encourages hook trades with no risk. I liked the mind game, before the grab that you had to do. Often I got grabed one mili second before I unhooked someone. Good times.

    I‘m not a fan of perks deactivating in endgame. In my opinion they should be active for both sides, otherwise STBFL will be patched soon to not work in endgame. Both sides should be able to have an interesting endgame with chances.

    The AFC feature is really annoying. If it wouldn‘t deactivate, endgame would already be a lose with no chances for killers. So I think they meant; they don’t want to take away all chances there.

    I'm ok with no hookgrabs during the game. But in Endgame.. hook grabs could come back.. or.. deactivate Endurance.

  • @Pulsar said:

    Not really an issue.

    They don't deserve a free escape, that much is true. They need to perform a difficult action and hope you don't play it correctly.

    You do not deserve a free kill for simply existing during the end game.

    But there should be counterplay. Also, who was talking about free kills? There should be a chance of securing a kill, no one mentioned free kills here.

    You physically cannot get a kill if the Survivors coordinate and have 2 healthy Survivors do the unhook. They walk out with a free basekit BT

  • @MikaelaWantsYourBoon said:

    So you are just asking free kill after all.

    DS and OTR are activating for long time. So there is really killer can not do so much. But BT is not like that. You can count and hit. You can bodyblock. You can go after other injured survivor etc.

    But game should never reward killer with free kill.

    Well, try counting when there is an open Exit right beside the hook with 2 healthy Survivors who can coordinate an unhook.

    You can't physically down the Survivor by the time they reach the Exit.

  • @Xxjwaynexx said:

    Damn P100 hag kudos bro!!!!!

    Eeeh what?

  • Any Mean's necessary.

    Picking up a pallet takes 0.5 seconds. Holding the Killer hostage the whole game 😁

  • I asked the same on Tuesday, they confirmed it won't be out there, so I assume the PTB comes next Tuesday. And the Dev update will probably drop tomorrow (I hope). I really want to know the details.

    in Ptb Comment by MrDardon
  • Looks like the big rock is gone. This is the side with the long rock. If that's the only thing that changed.. then it's pointless.

  • Then you don't need the Killer cosmetics anyways.. ??

    How logical.

  • @Coordi said:

    Hello! I can confirm the PTB is not coming today. <3

    Alright, thanks for clarifying :)

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