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Munqaxus

Munqaxus

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  • @shitman said:

    I can never get into the skillcheck. Whenever I need this perk, it absolutely does not work and becomes useless. I took it so that I would not be tunneled, but it absolutely does not change anything, because it does not work. I can never and never get into this complex skillcheck and I no longer even want to take it just because of this.

    For heaven's sake take this away, I hate this skillcheck.

    Agreed. Especially with tunneling being so prevalent now.

    I also think they should reverse the skill check on 2nd stage of hook. If you hit the skill check, then you sucide, instead of trying to hit the skill check to prevent suiciding. It makes no sense, the developers want to reduce suicide on second hook stage, yet make it difficult to hit those skill checks toward the end.

  • @Aurelle said:

    I haven't done one of these in a while, so here I am again posting random ideas on how to make random killers better. Feel free to post your thoughts or ideas below.

    So how to make Michael Myers a better killer:

    1: IMPROVE OR REMOVE TIER 1 EVIL WITHIN: Myers moves really slow when he is in Tier 1 EW, which makes his early game pressure bad. He either needs something added to his T1 to make it a little more threatening or just have it completely removed.

    2: BRING BACK MULTI-STALK: So as far as I know, Myers used to be able to stalk multiple survivors at once and gain Evil from all survivors that he stalked (Example: Stalking two survivors and gaining Evil from both of them instead whoever is the closest).

    Gaining Evil is already a pain, so Myers should be able stalk multiple survivors to make the task a bit more easier and give survivors a reason to actually stay out of his LOS.

    CONCLUSION: I think that's all of the changes he really needs. If anyone has any better ideas, feel free to share them.

    I think Myers is kind of overpowered right now. I'm seeing a lot of him now days. With him being able to gain Infinite Tier 3 within moments of starting the game, I could definitely see a nerf incoming.

  • @[Deleted User] said:

    I think it's important to add, but this is one of the only multiplayer games on the market that allows camping without penalizing it. Other games utilize safe zones, fresh spawn areas and penalities to keep their player base from camping, precisely because it prevents other players from playing the game. You would never hear a dev from any major development company behind an arena or shooter game actively endorse camping another players spawn or death point.

    The only reason it's allowed here is because it's slowly been justified using roleplay mindset, not because it's at all fair. But unfortunately, the game is far to unbalanced to be able to easily solve it without just shifting the camping to the other side.

    Exactly. Every other game has eventually implemented ways to prevent or reduce camping because it's unfun and unfair. No one enjoys being camped in any game.

    It's a big game design no-no for a reason because it's literally allowing one player to prevent another player from playing the game they bought.

    I think it's justified here because Killer-players are afraid to lose any power, even if it hurts the game as a whole. The funny thing is, is that a lot of the changes Killers want, can't be implemented without them losing some power to balance it out. Smaller maps, slower gens, they can't have that until they lose some power somewhere else, since the developers are seeing a pretty even 2k/2e right now, even at the highest levels of play.

    Nerfing camping and tunneling-off-hook would be the perfect place to reduce the power of killers, while also slowing down gens and reducing map size to balance it out. It's ashamed honestly, because it's preventing improving the game for everyone.

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702343#Comment_2702343

    No, they wouldn't.

    Survivors frequently use bt and ds to cover sloppy and poor plays. Why be stealthy towards a hook when the rescued survivor will just use the bt to bodyblock for you. Be as loud and obnoxious as you want if it backfires call the killer toxic and start another thread on the forums.

    You have no idea how often camping or tunneling really just means someone is angry the killer didn't ignore the seven loud noise notifications and the glowing red scratch mark heading straight for the hook. Or that the killer didn't ignore the 2-3 survivors cuddle puddled under the hook healing. Or whatever dumb thing that was actually done.

    Same goes for whatever argument about killers that usually gets tossed out. Swf is an excuse for losing, people use the perks they use because they are strong and they like them, not because they have to.

    Survivors have no way to combat Face-Camping except with Borrowed Time. Survivors have to way to combat Tunneling-off-Hook except with Decisive Strike. There's some tools Survivors have against Slugging, but Borrowed Time helps against that tactic.

    Sure those perks can be used other ways, but if you got rid of them, then there's literally no counter for Face-Camping and Tunneling-off-Hook.

    However, I guarantee if the Developers gave survivors tools to deal with Tunneling-off-hook and Face-Camping, you would see a lot less DS and BT.

  • @Hexbabylegion said:

    There is a surv meta since years... so maybe

    1. Surv meta perks are way to strong
    2. Other perks are nearly useless

    Most time i play surv solo q or with my gf. Im red rank surv and dont use any meta / clutch perks.

    Survs are busy crying or copy streamers. Its not even funny anymore if u use lightborn and every match some flashlight surv dc.

    At this point i think there should be ranked (solo/without items/perks/addons) and quickplay

    You know that Survivor Meta perks only exist because they are counters to uncounterable tactics Killers use. Think about that for a sec, the only way to counter certain Killer tactics requires Survivors to equip a perk.

    • Facecamping - Borrowed Time
    • Tunneling-off-Hook - Decisive Strike
    • Slugging - Unbreakable

    If the developers actually gave survivors non-perk tools to counter those tactics, then survivors would start using different perks.

  • @EntitySpawn said:

    Since mmr theres alot of killers I haven't seen or don't see much. So I'm curious which killers other people dont see.

    Freddy, hag, twins (havent seen since mmr)

    Wraith, billy, legion, doctor, spirit, deathslinger, pinhead, pig, trickster probably seen once a month (pinhead I seen a few times the day before the nerfed)

    Killers I see most often are blight, nurse, huntress. Any other killers that I havent mentioned iv either completely forgot as iv not seen them in forever or they're just sprinkled in and more common that the others listed

    Jeffrey Dahmer.

  • @RoachesDelight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700847#Comment_2700847

    Why does a survivor get to decide the way a killer plays? The reason the devs aren't focused on it is because they don't disagree with camping and say it's fine

    Because it's a game design flaw. If you bought a game and another player of that game could completely stop you from playing that game, wouldn't that be something that should be addressed by the game designer. No player should be able to prevent another player from playing a game they bought.

    The game can be balanced afterward to make it fair for both killer and survivor.

  • @James4125 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2701021#Comment_2701021

    Okay here's some data:

    My last 3 games.

    1 sprint burst.

    1 Lithe.

    0 balanced landing.

    0 smash hit.

    0 overcome.

    0 head on.

    1 exhaustion perk free.

    Take a guess what the others all had? Think that's coincidence?

    The Honda Accord is the most common car in America. I guess that means it's OP also. Much better than a Lamborghini.

  • @PlayTwink said:

    Honestly they should make all maps size smaller and change completely safe pallets into weaker loops. And making breaking breakable wall animation faster like 1.3 seconds.

    It's funny that all these nerfs are being called for on survivors, yet when the developers presented the most recent sets of data, it's showing killers as over-performing, not survivor. Also, it's really interesting that there was a tournament recently where all perks were allowed and killers were getting roughly 2 kills per match.

    Then again, this forum can sometimes become an echo chamber.

  • @James4125 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700723#Comment_2700723

    That's a terrible excuse not to change it. First of all there is nothing remotely balanced about dead hard. I also fail to see anything fun in using it. When I did use it I simply felt like the game was holding my hand because it requires no skill or thinking to press a button to gain distance free of charge.

    Secondly if 80% of the lobby really enjoys using a "fun" glitch should that glitch not be patched? How is a broken perk that can literally decide the outcome of a game on its own any different? You have plenty of methods to outplay killers pressing E is not outplaying anyone.

    There is so many threads about Dead Hard needing a nerf yet not a single one has shown up showing actual Data on Dead Hard extending chases more than the other exhaustion perks.

    I would actually love to see someone take the time and compare all the exhaustion perks and write down chase times each one gives you. All you have to do is run the exact same course and use each perk to see how long of a chase you get.

    You can easily compare Lithe, Sprint Burst, Dead Hard and Overcome by just running a route that includes a window.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700920#Comment_2700920

    There are edge cases where cut coin could be nice if you're running a build centered on controlling chests rather than gens, but outside of that specific edge case there isn't much of a reason to ever put one on let alone buy it on a bloodweb. BP and map offerings are usually going to offer much better value long term.

    Actually, I run cut coins when I see no survivors running items. Usually one or two are running plunders instinct.

    But it all honesty, chest plundering builds are just way to weak to justify running them. They need buffed some how.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700923#Comment_2700923

    Keys don’t necessarily need to be removed, their reward is very high when they work (5000 point escape versus no points getting killed). It’s just that the probability of it working is correspondingly low.

    Key's handicap your ability to escape. Every key you get is a toolbox, flashlight or medkit you didn't get

  • @Mandy said:

    Whilst making more chests available in the trial would good from one point of view, you have to consider the items usuage as well in the game - even one more toolbox etc can be detrimental to the killer side.

    I honestly think the chest plundering perks should allow you to keep the items if you win or lose just because of how weak the chest plundering perks are. You generally have to run 2 chest plundering perks to get any use out of them. And, they waste a lot of time that could be used on repairing gens, so you are putting yourself at a handicap using them.

    Secondly, I think that Keys need to be removed. Right now, 1 out of every 4 chest searches ends in a useless key. And, survivors have 11 useless items in their blood web with keys and their addons. Could they please be removed.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700705#Comment_2700705

    https://forum.deadbydaylight.com/en/discussion/comment/2700838#Comment_2700838

    I see that you surely love the perk and want to defend it, and you throw up a few good points, like that it adds some gameplay element, BUT (here comes the inevitable but) the past has shown, not just in dbd, but all the other game systems and mechanics out there, that if something is so good that it becomes a sort of instant choice or no-brainer, barring some special build or something, then it is probably too strong.

    In such a game there will always be perks or builds that are mathematically better or even the strongest, but DH is actually in a leage of its own. You can prefere Sprint Burst or Lith if you want, but both of this perks take a bit more work and demand somewhat special situations, where as DH will nearly always be a great or even awesome choice, because of its variable ways of employment.

    We have no data, thats right, but there is no other perk that you have a good chance of seeing 3-4 in each match; only seeing 2 DH in a match is already rather uncommon or even rare, and seeing it not at all might only be possible in the absolute lowest of the low ranks, its just that good. The other perk that you see very often, but still nowhere near in the same ballpark, is BT, which has its own issues, but BT is mostly ok. People hate that it bastardized and not used as it was originally intented, ie protect the unhooked surv from being tunneled; instead in the modern meta its used quite aggressively by bodyblocking the killer, denying him completely any progress at all. This us aggrevating, but something that most of us can live with.

    DH, though, is so prevalent and offers so much. Each of its base abilities, ie gaining ground on command or gaining invisibility frames on command, is pretty strong, yet it combines both into an absolute meta package that few survivors can resist at all. And you can't blame them, but DH is so oppressive in chases/loops/unhooks, that it might actually be a third health state. Yes, technically it doesn`t work like it, but in praxis killers have to deplete it, before they can put 4/5 of all survivors into the dying state, so it factually is a third health state, that you must press a button in the right moment to employ.

    I dont really know how to tackle the issue, and it would be wrong to utterly destroy and nerf the perk into the ground, as I can see its appeal, but its power definitely needs to be curbed down, because its so dominant over the whole spectrum of the game. Maybe give it either invulnerability frames OR distance? That alone would do a lot. Or maybe increase its exhaustion timer, I dont know. 40s is long enough that it can regenerate quickly, if you lose sight of the survivor for just a moment and he escapes, and then you have to deal with it again.

    I rarely ever play "Dead-Hard" as survivor, I think that Sprint Burst, Overcome and Lithe are much better for extending chases. There are maps I'll almost exclusively use Balanced Landing such as Dead-Dawg, Mt Ormond and Haddonfield just because it's so incredibly devastating in chases, compared to all the other exhaustion perks. I use Dead-Hard about the same as Smash-Hit, I actually like Head-on better.

    As Killer, I've definitely been aggravated at getting outplayed by Dead Hard. But to be honest, I'd much rather play against Dead Hard than Sprint Burst, Overcome, Lithe and Balanced Landing(map dependent).

    You are talking to something that isn't defending Dead Hard because I like it or because I play it. I'm defending as a survivor play because it's honestly just meh. I'm defending it because as a Killer, I don't see it being any better or worse than other exhaustion perks. (In fact I think it is worse as extending chases).

    I think a lot of people are equating it being used a lot to being OP. (And of course when a Killer gets outplayed by it, they get their ego hurt). But the other possibility is that it's just more fun to use as survivor.

    [Also, I very highly doubt the Developers will nerf Dead Hard, since they already had the opportunity to when they were working on it. If the developers had data indicating it was OP, then it would have been nerfed then. And I know for a fact, the developers aren't going to use these boards as a reason to nerf it. I literally have no dog in this fight.]

  • @RoachesDelight said:

    This person had such a bad game they made an account to come complain about it lmao

    If they were facecamped to death, they are entirely justified in complaining. They were literally prevented from playing a game they bought. Honestly, I'm surprised facecamping isn't the major focus for the developers. It's the biggest game design flaw and has been in the game since the inception of the game.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700756#Comment_2700756

    So Killers should forget about anything unfun to get balanced just because the Survivors are enjoying it? Smh

    Dead-Hard adds a lot of play value to the survivor side.

    Sure, getting out-played is always aggravating for the other-side and Dead-Hard offers a new way for survivors to outplay killers.

    But if you look at it from the survivor-side (and game designer perspective), there's very few perks to interact with Killers during a chase. Dead-Hard is one of a very-very limited (I would say less than you could count on one hand) perks that adds a new dimension to chases. Getting rid of Dead-Hard would just be insane from a game designer point of view. Why would you want to eliminate dimensionality from your game. In fact, you would want to add more ways for survivors to interact with killers, not remove them.

    Also, let me point out that no-one has EVER shown any data showing that Dead-Hard outperforms the other endurance perks. And of course there is the false equivalence fallacy in which people say that Dead-Hard is an "extra health state". The two aren't the same at all.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700723#Comment_2700723

    The Perk is nowhere near balanced. It eats up Killer Powers, it grants Survivors a 3rd health state that can't be countered and it extend loops by 30 seconds minimum if the Survivor is somewhat good at looping. A Perk that grants the power role so much time to do their objectives is not balanced, healthy nor fun to play against

    Edit: Typo

    Like I said, from a Killer perspective, I understand the frustration.

    However, from a Survivor perspective (and a developer perspective), it adds a lot more fun to the game for 4/5ths of the player base, because it adds more options and more chances for Killer/Survivor interaction in chases. Which is the funniest part of DBD.

    As for being balanced, if the Developers were seeing data where Dead Hard was outperforming other exhaustion perks, then it would have been nerfed. In fact, when the Developers fixed hit-validation, that would have been the exact time the Developers would have fixed Dead Hard. The Developers do have that data, as shown by nerfs to other perks that outperform.

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700671#Comment_2700671

    What killer has a proxy to tunnel with. Like we're you just losing your crap at docs hallucinations? They don't even move.

    It wasn't doctor.

    One was Wraith and one was Trapper. After they hooked me, they just stayed with about 10 to 15 meters of the hook and then when I was unhooked, they went directly after me, even when other players body blocked and took hits for me.

    And it wasn't because the survivors were close to me either, I intentionally ran as far away from the other survivors as I could. I watched the survivors work a gen for a bit on the other side of the map, then run toward me after a bit. So the killer literally just waited around me so they could hook me again.

    It's just not fun playing survivor when you don't get to play the game. It also sucks that you are forced to use a perk slot for DS, so you have something against proxy-tunneling-off-hook Killers.

  • @psionic said:

    I still can't understand how devs thought it would be fine to give iframes to survivors (????)

    I know the game is supposed to be unbalanced, but holy #########

    From a killer's perspective I can understand the frustration.

    However, from a survivor perspective (and game design perspective), it's probably one of the most well designed perks in the game. The most fun in the game for survivors is looping. This perk gives survivors another option in chases and makes the chase even more interactive for survivors. It makes chases a lot more fun for survivors because they now have an opportunity to outplay killers. I would be honestly amazed if the developers removed or changed Dead Hard, just because of how much it adds to the survivor side.

  • I will be honestly surprised if the Developers aren't already looking at an anti-anti-loop perk. The more anti-loop killers the more chances of an anti-anti-loop perk being made.

    Just look at "The Artist", the only thing survivors can do against her is hold "w", which is incredibly unhealthy for the game because it eliminates any type of interaction from survivor players. Pyramid Head and Trickster are almost exactly the same way at short loops but there is some interaction on tall loops because you can get out of line of sight.

  • @Ricardo170373 said:

    I remember when we had a Hex: Ruin change, one of arguments for that change was: " every killer, more than 90% killers use Hex: Ruin, so we have some changes about this, for balance". So, my question is. When we'll have same modifications on Dead Hard?. EVERY FUCKYING GAME 4 survivors with Dead hard for distance, for pallet, for window, for avoid hit, and plus this, now we have a hit validation help. Honestly, i play survivor equal Killer and i use dead hard too, but, guys. This game is getting ridiculous, boon totem everywhere, you cant breath playing as killer, if you do that, you receive some cute tbag and toxicity. This game its becoming too much survivor side like was in 2016,2017. plus this, playing SoloQ as survivor is a joke and we need buffs or attention for this, because SWF vs SOLOQ is so much desbalanced.

    If the developers thought Dead Hard needed a nerf, they would have nerfed it when they were fixing the hit-validation a patch or two ago. They obviously aren't seeing data indicating that Dead Hard is out-performing other endurance perks.

  • @ThatGirlKatrina1113 said:

    Could something be created that penalizes killers that tunnel survivors and camp/proxy camp hooks and the basement? Maybe the entity comes and stuns them for a certain amount of time as a penalty for not playing the game correctly?

    Face-camping and Proxy-Tunneling survivors out of the game are two serious game design flaws that I hope they do address.

    Tunneling survivors is not an issue (Example: A killer sees two of you at a gen and goes after the one he hooked before).

  • @BattleCast said:

    They are a problem. This might be an unpopular opinion, but I believe that almost all exhaustion perks are entirely too strong and beat out every other type of perk in the game besides Unbreakable in certain situations. They are destroying the game by creating an unshakeable meta dominated by chase-oriented perks. I'm tired of running them as survivor if I want to win and I'm tired of dealing with them as killer.

    Tell me, why would I ever bring a perk that allowed me to see the auras of my teammates around me over an exhaustion perk. There is literally no reason to unless you just straight up don't care about winning. Why would I bring a perk that allows me to see the killer's aura when a generator is completed? Dead Hard is an option, that allows me to possibly extend the chase by minutes. So screw Dark Sight that's useless compared to Dead Hard. That is what I am thinking as I go to select perks.

    What would I do? Nerf all speed increase exhaustion perks to 130% speed and put some sort of breathing penalty on exhausted survivors making them easier to track during a chase. This would make it so survivors don't just gain as much free distance just for existing, and there is a sort of trade-off. Gain free distance in a chase, but become an easier target. Of course, the speed increase will always be worth the stealth penalty, but at least there is now a better chance for the killer after the survivor gained free distance.

    Dead Hard should slow you down at the end of the animation, but keep the I-frames. That way it can't be used as an "oopsie, made a mistake, let's just pretend that never happened :)" button. This would force survivors to use the perk as it is intended; a perk that allows you to juke the killer as they swing for you.

    Anyways, rant over. What do you guys think? Are exhaustion perks a problem, yes or no?

    The Exhaustion perks are to survivors what the gen slowdown perks are to killers. You pretty much need them to extend chases enough for other survivors to do gens.

  • @Ruma said:

    First of all, i am NOT against some solo buffs to bring them on par with SWF etc, i even want some buffs.

    (with this i mean that i want information buffs for solos, nothing else)

    But i keep seeing people crying for killer nerfs and hardcore survivor buffs just because they have bad experiences as solos.

    More often then not they then blame the killers and act like the game is extremly unbalanced which is simply not the case.

    The reason why solo is so hard is because of YOU or YOUR teammates.

    Either YOU screw your mates over with sonethng or YOUR mates screw something over.

    Most DBD players are really bad and most of them are playing solo which causes your games to have alot of survivors who just insta drop every pallet (even if the killer isnt even chasing them...) or you get survivors who dont do gens, dont go for unhooks, DC on first down and all this stupid stuff.

    The thing is, while getting them in your team is extremly frustrating, you can only blame your team and not the killer or the game balance.

    IF they would ,,balance" the game in a way one survivor is able to simple erase the tons of errors their mates made and is able to easily finish all the gens and totems by themselfs if needed (because of bad mates), how do you think is the killer supposed to have a chance?

    Its a 1vs4.

    Its a teamgame.

    You have to work together to escape and if your team does bad plays, your whole team has to live with it.

    You just shouldnt be able to easily do everything alone in a 1vs4 because this would just destroy the meaning of the game and the balance.

    Did you ever won a match with a decent random team and was like ,,Damn we won, some things on our side should get nerfed so the other side can stand a chance."?

    I never saw anyone saying something like that.

    Its always someone instantly crying for buffs for their side or nerfs for the other side if they lose.

    Also this isnt a us vs them, it goes BOTH ways so dont even try to start a war here now.

    No, it's the proxy-tunneling making the game miserable for solo-survivors. I feel like I have to play sprint burst and decisive strike just to make sure the killer looses the game by proxy-tunneling me out of the game. 1st game I played yesterday, was tunneled out immediately (wasn't running sprint burst and decisive strike). 2nd game I wised up and ran both, which allowed me to run the killer 5 gens. He still tunneled me out of the game, but he lost at least.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2676891#Comment_2676891

    The good Freddy players were removed along with the second nerf to his power. Hence why I said he fell off.

    The good Spirit players? @TheGannMan you've been called.

    The good Billy players? Overheat. The only thing that needed a change were InstaSaw and they gutted the whole killer. Idiotic idea and I wish they'd get rid of it again.

    Also I like you bringing up Billy despite me never mentioning him in my original comment. Really relevant there

    I play Billy and just don't really noticed the overheat mechanic. I think people are way over-estimating that nerf.

    The insta-down add-ons was a pretty big nerf. (If Bubba can go from one side of the map to the other side of the map chainsawing the entire time then I don't understand why insta-down add-ons shouldn't have been kept). Overheat isn't anything.

    The yell before he sprints is stupid too.

  • @Uistreel said:

    Please for the love of god do not make the new killers power focused on being anti-loop, I am so sick of this trend. ######### map pressure, very strong anti-loop, balances out to mediocre killer that few people enjoy playing and even less enjoy versing.

    It forces survivors to use the last and only option against them, which is hold "w". The Artist is 3rd most unfun killer to go against, not because she's strong but because as a survivor all you can do is run to the corner of the map. There's absolutely no looping her.

    2nd is Facecamp-Bubba

    1st is Broken-Nurse

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696797#Comment_2696797

    Pretty good but i think Claurophobia would be better with the other two rather than Monitor and Abuse.

    https://forum.deadbydaylight.com/en/discussion/comment/2696805#Comment_2696805

    Yeah thats what i was thinking! How often do you run this, im assuming every on once in a while as you dont want to run these 3 perks often lol

    https://forum.deadbydaylight.com/en/discussion/comment/2696833#Comment_2696833

    What does Overcome do again? In any case i would run Dead Hard or Lithe instead of Overcome but that's me. Imo i dont think Boil Over is good enough to be semi consistent without a Sabo build. . Breakdown/Flip Flop/Boilover is actually legit though if you know what your doing. Also you need a good medkit (with fast heals) with Lucky Break.

    https://forum.deadbydaylight.com/en/discussion/comment/2697201#Comment_2697201

    Like the heal (3 perk) build.

    https://forum.deadbydaylight.com/en/discussion/comment/2696907#Comment_2696907

    3 perks not 4 please!

    https://forum.deadbydaylight.com/en/discussion/comment/2697201#Comment_2697201

    Basement!

    Overcome is the endurance perk that gives you 4 seconds of speed burst after getting hit, instead of 2. It's really the best endurance perk to run with Lucky Break. Also works really well for the hold "w" build. You could probably substitute Speed Burst for that also, but Overcome forces the Killer into a chase with you kind of like Dead Hard, because it happens in the 2nd part of the chase.

  • @Laluzi said:

    Was he using J. Myers Memorial or Judith's Journal? Those will increase the speed of his stalking; the latter is especially drastic if you're the obsession.

    Other than that, he probably got fed off someone. Infinite T3 without tombstone only requires you to fully stalk 2 survivors. You can't really know if he found some other people between his spawn and you unless you spawned with all the other survivors.

    He had the add-on that decreased stalking by 20%. But doesn't the Judith's Tombstone increase it by 200%.

  • @Marigoria said:

    There's a lot of things that can be boring af in this game, but there's nothing more annoying to me than being left to bleedout on the floor for 4 minutes.

    Before someone decides to give the "BuT tHeRe ArE pErKs fOr YoU To GeT Up", I'm aware of that. But if you don't have any of those equipped and already have crows on top of you from being on the floor that long, you should be given the option to just end the game there.

    If everyone is downed, you should be able to end the game instead of having to wait 4 minutes.

    After 1 minute of bleed-out, you can suicide, just as if you are on a hook after stage 1.

  • @Dreadnight said:

    DS is still very strong and unbalanced. The design of the perk is really bad and abusive.

    Is the root of much of the imbalance of the survivors.

    So if the developers removed DS, Killers would be absolutely free to tunnel-off-hook survivors out of the game without any recourse at all.

    The best solution is to have the developers put in some type of anti-tunnel-off-hook and anti-face camp mechanic then remove DS and BT completely. Maybe survivors shouldn't lose a health state if they are rehooked within 1 minute of being hooked and hook state doesn't progress as long as the killer is within 32 meters and isn't in a chase. (They need to add the "isn't in a chase" so it isn't abused)

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/300145/looting-perks-buff

    Looting perks need a buff, but not that one in my opinion.

    I wish BHVR would change some perks to "buffs". Basically "buffs" only come into play if you use certain perks.

    Example: If Open-Handed was changed into a "buff". If you used an aura-reading perk, then the Open-Handed "buff" would be added to it. Such as Bond, Empathy and Kindred.

    Another Example: If Over-Charge was changed to a "buff". If you used a gen. kicking perk, then Over-Charge would be applied, such as Brutal Strength, Fireup and Pop-Goes-The Weasel.

    Basically take these mostly unused or really-underpowered perks and change them to buffs. Maybe start off with 1 on the survivor side and 1 on the killer side and see how it works.

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696802#Comment_2696802

    placing totem boon for 12 or 24 seconds, indoor maps (since no floor limitation) or on other side or gens is well invested time. so many unhook, protection hits or when chase being dropped.

    in less then a minute im back in action with full hp.

    It's 24 seconds to place a totem, 8 seconds to go to the totems location, the amount of time finding a totem to bless which is probably around 16 seconds and 16 seconds for a heal.

    It takes about 2 to 3 heals for CoH to break even with Self-Care. If the Killer finds the totem before and breaks it, blessing the totem is not worth it.

    If there is a location on the far side of the map with a finished generator, then a boon totem becomes better because it's less likely to get broke and even it if does, it wasted killer time finding it. So large maps make boon totems better.

    Also, 2 storied maps that have few entrances to the 2 levels, so Midwich school. The game has to many entrances between the 2 levels.

  • @Sakurra said:

    So we all know this perk was nerfed because it was abused and now is strictly a perk anti-tunneling (semi in my opinion), so why is not usable two times, after every unhook? The killer is tunneling you two times, not only one time. It should be a perk anti-tunneling, not anti semi tunneling. You might say "the killer will know you have DS after first hook, so he will slug you and wait for DS then hook you again". That's ok for me. There are enough perks to counter slugging, but for tunneling...just DS, usable once per trial. That's stupid imo.

    I agree with you. With proxy-tunneling a survivor off hook became a go-to for killers. I would say it needs to work 2 times. It only affects killers if they tunnel-off-hook at this point, after it's massive nerf, and it's the only perk survivors have in their personal inventory for tunneling.

    It's not a good perk for survivors, it's a necessary perk for survivors because of tunneling killers. If the developers would do something about tunneling-off-hook, then it wouldn't be needed. And personal, I'd prefer the Developers to do something about tunneling-off-hook, so I don't need to run DS. Instead I'm forced to, because there isn't a method to prevent tunneling-off-hook, except for DS and if another player has BT.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696839#Comment_2696839

    That's not entirely true. You will have to tunnel and camp to secure kills if you're playing anything other than Nurse and maybe Blight

    You don't have to at lower MMR. You do at higher MMR. You can choose how you play and MMR will adjust to it.

    If you are really good at mind-gaming and managing time, you can play pretty high level games, even without Nurse and Blight. But it does take a lot of skill.

  • @ManOMaker said:

    Clown

    Clown, hands down. Especially in the Greek outfit that shows his moobs. And obviously BHVR over sexualized him by adding all that grunting. How can you not get hot and sweaty for him.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696800#Comment_2696800

    True, and lazy Killers do use them, but they don't use those tactics properly and just lose the game. It's like Survivors shifting from looping to ShiftW, both sides are becoming more "lazy" by using tactics that are as efficient as possible

    I think there's a slight difference. Against certain Killers, holding "w" is the only tactic, because of Killers that completely counter looping, such as The Artist. You have no choice but hold "w" against her. Pyramid Head and Nemesis are 2 other Killers that it's usually better to hold "w" against. (There are lazy survivors just like their are lazy killers, of course.)

    Killers have other choices luckily. There's just a lot of Killers that refuse to learn the more advanced tactics. Let's face it, mind-gaming is an extremely difficult skill to master.

    • Lithe, Dance with Me and Urban Evasion - Get out of the Killers line of sight then Urban Evade around a rock.
    • Lucky Break, Overcome, Iron Will - Get hit, run out of LOS, get in a locker. Usually need Q&Q also but can be done with just IW.
    • Aftercare, Overcome, Boil Over - Hold "W" to the furthest corner away from all the other survivors and waste killers time hooking you. If everyone played these 3 perks together and used the Hold "W" meta, Killers would never stand a chance. It wastes so much time for killers it's ridiculous.
    • Desperate Measures, Botany Knowledge, Empathy - This is another amazingly strong combo. It's basically a Circle of Healing but it comes to you. I usually run a medkit with this to make healing even quicker. I've won a lot of games using this because the Killer is always against a 2 heal state survivor and it takes no time to heal other survivors. Especially devastating to Legion. Utterly fails against Plague. (I think this combo is strong than CoH, in healing efficiency).


  • @gendoss said:

    Survivor: Pharmacy. Unfortunately it's been overshadowed as of late by basically every single other healing perk but I thought it was crazy underrated for a long time. The fact that you get a free super fast heal whenever you want was awesome (before the boons I guess).

    Killer: Gearhead. I don't think this perk is top tier by any means but honestly I got better use out of it than BBQ in some scenarios. If it was tweaked a little bit I could see it being a great perk I would genuinely run.

    I disagree. I think any chest looting perk is way over-rated. I've tried running builds with them an always end up losing more than I win. I think the extra time you are wasting searching chests ends up causing you to throw the game.

    I felt like Boon totems were causing about the same issue for a while. Now I'm kind of torn on them. If you place them far enough away from the Killer and the Killer starts searching for it, then it wastes enough of the Killers time to help win games. If the Killer is finding it over and over again, quickly, then you end up losing the game. I think on large maps, boon totems are a plus and small maps they're a negative.

  • @OopsAllHexes said:

    Let me guess, streamers/Scott Jund said she's good, so therefore she's A-B tier, right?

    Even though her traps are so easy to counterplay by setting them off whenever she isn't around, making her waste time in the process?

    Hag is amazingly strong because of her ability to camp. Throw agitation and iron grasp and you are almost guaranteed to get someone in the basement. Once you do that, it's game over. She may be worse than Basement Bubba, you just don't see her as much.

  • @TheGentlemen said:

    Generally curious to how people play Hillbilly. I can play Clown better than I can play Billy, which is so sad, because Billy is a dream killer of mine to learn. He looks incredibly fun.

    I have no idea how some of the people play Billy at all.

    Billy is a high skill killer. If you learn him, you are guaranteed 4ks, definitely not Nurse level because she just needs a rework. I would say that if you learn and play Billy correctly, he's better than every other killer except Nurse.

  • @MrCalac123 said:

    Now give us back old Undying until you nerf Boons.

    Survivors only have time to look for totems because Boon totems waste Killers time.

  • @ThatOneDemoPlayer said:

    It's not being lazy, it's efficient if done properly, which your baby Nurse didn't do

    It's definitely lazy. You aren't learning to play the game properly and are relying on tactics you learned when you first started playing killer. Face-Camping and Proxy-Tunnel is something every killer learns before they even learn to use their power properly.

  • @TheGentlemen said:

    You click on forum posts that you disagree with.

    You ignore killers who are not up to your tier.

    The D tier is my A tier.

    We are not the same.

    https://us.v-cdn.net/6030815/uploads/GFOKU2YN9AFV/ezgif-6-525b7a0bbb67.gif

    Sigma males don't exist, they're only Omega males that hate being labeled Omega.

  • @Gigante said:

    This only benefited the survivors, after all 4 efficient survivors against 1 efficient killer is certain a defeat for the killer

    I'm exhausted from giving my soul in the match in order to be able to kill only 1 or 0 survivors. The game became extremely frustrating to play as Killer.

    Why must the match needs to be so easy for the survivor and so difficult and intense for the killer? Behavior is only making it difficult for those who like to play kiler. It's not fair, it's not fun, this game is frustrating.

    I love to play killer but lately it's impossible. It's so pathetic to play killer that I became survivor rank 1 and I don't really like playing survivor that much.

    99% of my survivor's match is extremely easy, it's easy to do gens, easy to heal myself because of boons, easy to loop because of every loop has a good pallet and the loops are close to each other.

    Playing as killer became a punishment in this game.

    Matchmaking won't feel good until Killers are able to get one hundred 4 kill streaks in a row, like previously. Now it's unfair for Killers because survivors can actually survive about half the time they play. It's a nightmare. Nightmare I say!

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685487#Comment_2685487

    To the first part: I don't think we agree. Survivors say it is killers mismanaging their time. Anyone can turn on a stream of a well-versed player and watch 2-3 gens pop as they down, or before they down the first survivor. It happens all the time, without prove thyself, and without overtuned toolkits.

    To the second part: Survivors doing their objective as focused as possible IS genrushing. 4 survivors seat themselves on 4 gens, and 3 survivors continue as a single survivor gets identified and chased, that's it. The chased survivor using their resources appropriately means 3 gens pop before they go on the hook.

    We don't want survivors to stop doing their objectives. I say it all the time from the Killer perspective, why should I let the survivors tell me how to play? What we want is for BHVR to balance it so that over 50% of a survivors objective isn't accomplished within the first 90 seconds of the game. It is simply not healthy.

    So, by your definition, "gen-rushing" actually doesn't exist, because by your definition, "gen-rushing" is the exact same thing as survivors doing objectives.

  • @landromat said:

    You can facecamp first survivor and get second kill from noed. Perfectly balanced game right?

    You can get 2+ kills every game as Bubba i guess he's perfect killer

    You are making a good point that Bubba, face-camping and NOED should be nerfed, because it's to easy to get 2+ kills with them.

    BTW, how is having 4 players getting shafted and 1 player be given wins make any sense to anyone. In what bizarro-world of game design would it ever make sense to make one side easier and the other side being handicapped in a competitive game. There's no challenge for one side if they are just given wins. It makes the game less fun. Why do you think cheaters generally only play a game for a short while when they cheat, it's because it lacks challenge.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685398#Comment_2685398

    You know, the math for how fast gens pop has been done before, and I've never seen anyone define gen-rushing with that kind of specificity before.

    Pretty sure the definition belongs to the consensus, in this case.

    There's a lot of people saying "gen-rushing" when it's Killer's mismanaging their time.

    What is your definition of "gen-rushing" and how is it different from survivors just doing objectives?

  • @Tiufal said:

    Its kinda sad too see that there are still poeple tyring to defend tunneling. And those are the same that complain about genrush after their first game ever.

    Gen-Rushing is when at least 2 survivors bring in BNPs and at least 2 survivors bring in Leadership. It's very rare.

    What most people are calling gen-rushing is basically failure on the Killers part to manage their time correctly.

    A killer tunneling a survivor out of the game is probably a Killer that doesn't understand how to manage their time correctly and are resorting to elementary school Killer tactics to play well beyond their skill level.

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