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Nayru

Nayru

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Nayru
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  • toggle yes please i know the mesh isn't fused with the model and can be disabled on a whim entirely since it's an attachment

    unless it is fused with the model in which case holy [eep] sort yourselves out

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583639#Comment_2583639

    I think Pop is extremely overrated. I don't even run it anymore. Good survivors teams will give you injures, but not hooks. You'll get 3 uses out of it at most before all the gens are done. Especially with Deadlock's blockage time, there's a chance you won't even get to use Pop on a gen.

    hypothetically speaking in that scenario few perks matter except endgame ones, but ye i keep seeing a lot of '2nd job' type killer content creators running those three + going to pop a deadlocked gen since 45s > 30s even if it triggers just after you hook

    does sometimes screw you out of a pop but seems pretty rare, and in matches where you have a chance it's the snowball perk

  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583232#Comment_2583232

    OOO got nerfed some time back, SWF no longer have 24/7 CCTV on killer.

    You don't need to be in an SWF to use sprint burst effectively to avoid the killer.

    if i was up against that i'd've had zero chance at any point

    but you don't need pre-nerf object to call out which floor the killer's on which is all that matters on midwich, you just need voip

    but it's still probably good enough to be used there


  • @Voodoo101 said:

    Sorry, I am a low level killer, only been playing killer for a week, but I have to disagree. Yes there are times when you lose some games because of well organised teams, but a lot of games I can get 2, 3 or even 4 kills with 4 perks. To give 5 perks would make a lot of survivors no chance. This game can already be so one sided with perks for either killers or survivors.

    a 5th perk won't change anything when the laurie drags the level 2 still undetectable ghostface down to the subfloor hook on purgation with you just about to finish creating a shadowstep blue totem so the hooked person and you can get out without the ghostface having a chance in hell of figuring out what happened, gets clapped and then completely blocks the hook hitbox with 'heal' prompts, resulting in you taking a hit, rest of the team coming to hookbomb, someone getting grabbed off hook as hooked person hits 2nd stage and ultimately getting 4k'd as said ghostface camps the last guy on the ground due to that one hook being broken and watches them bleed out

    if you can't play the game, you can't play the game

    period

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583528#Comment_2583528

    The "I think we did a pretty good job" meme is the thing of legends.

    the key there though was so far

  • @Pulsar said:

    You know, I thought this was going to be "Survivors need to be compensated more...for being facecamped" and I was about to agree with Sluzzy.

    Whew, that was a close one.

    while we're here and on the subject of getting clapped, do you think being mori'd should've been a big point infusion for both parties and if you did get a fat payout do you think it'd've been as big of a problem that moris punted people out of the game an extra hook state early

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583652#Comment_2583652

    They discussed a perk grind reduction? Never thought I’d see the day.

    technically have several times before, will see if they actually deal with it properly this time

  • @Johnny_XMan said:

    Imagine complaining about perks that strengthen the very core of the game for survivors which is chases.

    Here is an idea, sure they can get rid of exhaustion perks when they introduce rifles, dual guns and bats. When survivors can properly defend themselves by being able to fight back.

    No more than extending chases. Then you can go ahead and get rid of these “meta” perks.

    okay but some of these maps pretty much play themselves with a bunch of high-end tiles in a chain and the game being mostly over in one chase, that tends to be the root issue behind people's issue with massive chase extenders

    that and the killers that end chases very quickly or don't respect chasing/looping itself getting axed over and over

  • @Dwigtht said:

    I think having some kind of Corrupt in the killer's base kit or as a universal addon would solve most of the early game issues.

    Simply one mistake at the beginning of the match can cost you 2 or even 3 gens. Even a budget version of Corrupt would be great, so the killer will be able to check all the gens. This is probably not an issue for high mobility killers, but for other killers that is an issue.

    unfortunately seen three gens go in 90-100 sec through corrupt on certain maps, survs can still mostly spawn on a separate non-corrupted gen

  • @TheMadCat said:

    I had a teammate who cleansed in front of my generator. I was sick, the generator was green-smoky-sick... They joined me to be sicl again.

    After the generator was done, they cleansed again and saved a sick teammate from the hook... to be sick again and go cleansing.

    When I play Plague, I love these kind of Survivors. Please, cleanse more. But when I'm playing Survivor... I... I don't know.

    pub life, it's even better when one comes alllll the way to the furthest gen on the map with a fountain nearby and infects your gen when you're on death hook

  • @DemonDaddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583653#Comment_2583653

    Don't see the point, just seems like a lazy qol change for survivors that only do one thing but want the same reward as teammates that perform in all categories.

    If points are low, it's a result of not doing enough. The caps help incentivise teamwork in multiple ways, unless your just out to survive and all others be damned.

    yes

    but sometimes the entire team refuses to do gens and i 8000 objective in 2 minutes because i can't stop hitting great skillchecks

    sometimes the entire team refuses to unhook people and i'm stuck with 8000 altruism and it just keeps going because they get caught and pressured off the hook running around like little yapping pomeranians

    sometimes the killer is just on me all game and refuses to give it up and i refuse to let them hook me because i have deliverance and they just will not take the hint that i am playing my tiny behind off for a reason, 8000 boldness or not

    and uh........................ well hitting 8000 survival is a [eep]ing triumph in and of itself, that category would probably need looking into


    but regardless of all of that, you don't get much opportunity to actually get points in matches particularly when teammates go down like sacks of potatoes, hookbomb and let you die on first hook or get tunneled out right afterwards, so there probably is a bit of an issue in general

  • @GoshJosh said:

    Huh, didn’t even think about it until reading this. Don’t forget Trail of Torment too.

    yeah remove trail of torment's aura highlight already gosh (unrelated to who i am quoting, that's just me saying gosh)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583636#Comment_2583636

    I think it has something to do with high MMR in my region.

    I would imagine it's difficult to get to high MMR as Survivor because it's almost entirely reliant on your teammates.

    Also, because I don't want to quote you twice, if you haven't figured out what my crusade is, respect.

    it is and that's why for the most part on my higher mmr killers i get swfs and i get swfs that don't own up to being swfs

    and those killers aren't that high because i don't play enough because sbmm makes me unhappy with my treatment in-game

  • @DemonDaddy said:

    Same point cap for everyone, put in the work if you want the points.

    no

    because now let's talk about having 16,000 point caps weehee

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583620#Comment_2583620

    I hate that the perks were released into the general pool. I specifically didn't unlock most of those teachables because I don't want the perks polluting my Bloodwebs, and now here they are, polluting my Bloodwebs. 🤬 I want them put back in their cages!

    Thanks, BHVR, for making the grind worse for everyone with this. Like most general pool survivor perks weren't bad enough.

    you and me both jack (and blue totems massively nerf inner strength which is funny 'cause it was an extremely good solo perk)

    let's hope that their coming 'perk grind reduction' gets rid of perk tiers finally

    though i guess 'prestige 1 = all your unlocked perks are lv1, prestige 3 = you have no perk grind ever on this character' would be okay too

  • technically open handed does do something on its own by extending all aura ranges for everyone

    it majorly amps the power of aura keys/ganks knockout

    it's specific to two other particular things in-game but what can you expect from 'amplify other stuff: the perk'

    do you want to roll something like 'your aura is always visible to other survivors' into it, 'cause i wouldn't care if they left the aura range extension levels alone because open handed is great as is (if you don't combine it with kindred you're missing out on an obscene combination)

  • i'm surprised you didn't bring up killer perk nerfs or their often severe condition requirements

    but ye i've wanted 5-perk killers ever since they made iron will trump stridor, if so much of 16 is going to out-prioritize 4 then well..

  • lithe is underrated with a decent connection on local servers (i.e. <50ms ping) since it's a major distance gainer unlike dead hard but without the map restriction of balanced landing and without the restriction of actions taken of sprint burst

    it also tends to catch people off guard the most since it's pretty clear what someone's up to when walking away/looking behind them when injured + going for an extra loop/moving to a drop point that they're going to take a hit on yet people always are horny for vaults

    you follow them through or around the corner and by the time you see them again they're a mile away and welp, sprint burst is a lot more conservative of the killer's time in my experience even if far easier to chase deny with than lithe

  • i got deadzoned on midwich somewhat recently on first floor where there was no hook on either hallway connected to my corner so there's that

    it might've been the corner that has the double breakable wall path that led to a hook but if you pickup in that scenario without agitation you lose them anyway so well played map i guess

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583587#Comment_2583587

    It's not death squads anymore. It's normal survivors that are beating us, because the survivor objective takes so little time and effort to do. So at base, killer is disadvantaged. Throw in a decent looper or two, and the match becomes way tougher. If all 4 can loop well, it's an impossibility of you winning that match. But still, looping skill doesn't even matter when the gens fly no matter what. Notice the meta has shifted to Corrupt/Deadlock, and we're still arguing whether gens are the issue or not?

    corrupt/deadlock/pop even, generally with a chase enhancer, by far the most powerful setup atm

  • @FFirebrandd said:

    There's 2 tactics that work vs Plague.

    1. Nobody Cleanse ever. That way she only ever gets 1 use of Red Puke in the whole game.
    2. Mass Cleanse asap. Once the last pool is used, ALL pools become clean again and Plague gets her power which again... can result in only a single use of Red Puke... but it's more likely that more of your team is healthy when she gets it so it's less impactful. But it is riskier if Plague realizes you're doing that and starts grabbing Pools as often as possible.

    Either strat can work but everybody needs to be on the same page.

    2 is basically my experience in all plague games i've lost

    1 doesn't work because i'll catch on and yank someone over to their high % gen and proxy them with my one corrupt and someone will crack


    when you get cleansebombed successfully it's like a full reset with you starting as a dangerous mid-range killer but still having to hit people twice with their speedups, barring large open sectors this is pretty disastrous and tends to kill all your momentum and sometimes the numbers work out to where you have zero fountains as well as nobody infected and no capacity to infect anything because you're stuck in corrupt

    which isn't as devastating vs full uninjured people, particularly with nobody hooked

    i should probably note that for 1 i run thanatophobia/corrupt on plague and the first thing i do is infect every gen + anyone i come across, and they just massively buffed the infection timer for gens and plague being plagued can down someone in seconds so one slipup in trying to stealth out the corrupt and welp

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583618#Comment_2583618

    Yes I'm aware of that but I'm talking about how there was a literal invisible bump on the ground that you can find and that bump is the hatch. I'm aware that hatch is prespawned and I know about the recent visible and active change. I'm asking if the hatch still has a hitbox despite not being active/visible.

    oic fair enough

  • @MrSlippery said:

    Survivor side honestly isn't that bad. If Circle of Healing gets fixed, it's a really strong perk, essentially broken when played properly. But after last update, I've been having fun with For The People paired with Vigil, even in solo queue. I'll bring a double or triple healing medkit, since the broken cooldown is so short with the two. Bad survivors may bring the match down, but that's not a killer issue, more so the terrible SBMM system.

    i put a lot of bp into zarina to unlock for the people but i realized in solo i barely ever get to use it and even if i do it's a disaster

    either for some reason can't heal someone after they're downed at exit gate (were they shifting me?????) or the person i heal goes down in 15 sec and then i go down in 45 sec because i gave my health state away and can't heal and i wonder to myself why i gave away a health state when i'm probably the only one on the team that can run a killer for two minutes

  • the odd bit is that even though i own the characters i'm getting the generic versions in bloodwebs now even though i could unlock the real ones

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583611#Comment_2583611

    I'm not sure if it's the way your wording it or if I'm just stupid but that doesn't answer the question.

    'it's fairly unlikely anything has changed in regards to the hatch pre-spawning and the change was likely to when it becomes visible and active not to when it physically enters the match'

  • have not been made aware of it literally not spawning until one's alive and as far as i know it still spawns in immediately and can be tracked (else that hatch addon for map would be quite pointless)

  • @Sweet_Tour said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583172#Comment_2583172

    Most people use headphones now, how else do we scream at each other in game chat?

    there's post-game voip and not just xbl voice messages??

    a bit out of the loop on console happenings hum

  • @MrCalac123 said:

    Fixated, Sprint Burst, Iron Will, insert last perk of choice.

    wha..

    not sure if off-meta means 'not [exhaustion]/borrowed time/ds/unbreakable'

    'least i'm like 95% sure it doesn't

    either way fixated is like a better urban evasion vs a bunch of killers

  • @Tower_XVI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583342#Comment_2583342

    Oh yeah that new ace in the hole buff for keeping add-ons is extra good too. You can harvest a decent collection of items on a survivor you don't happen to be leveling for example.

    it's not a buff

    survivors used to keep their addons if they got out, in 3.6.0 this was changed to where items wouldn't delete themselves upon hitting 0 charges + addons were always consumed and not having them consumed was rolled into ace in the hole

    ..and now it feels like that addons take up so many spaces in webs that 9/10 things i get item-wise are addons and hardly any actual items

  • actually now that i think about it on this thread's note, did anyone else notice how the infection ui got a major downgrade in this patch

    the overlay for an infected player is way more drab and uninspired and EXTREMELY hard to see if you're in a blue totem radius now

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583449#Comment_2583449

    Not always, i've seen killers do stuff like that for no reason to me. I don't mind though, i pass it off as roleplay.

    that's what 'usually' means ye, synonym with majority

  • @[Deleted User] said:

    Why does anyone BM? Not a survivor exclusive issue.

    usually you do something to get whapped on hook by killer, it's a bit more clear-cut there

  • i wouldn't find much of a point of being a [clam] effectively cheating with stretched res/voip swf but then i wouldn't use stretched res/voip swf with actual tryhards in the first place so beats me

    even when killers give me a reason to hate them like relentlessly tunneling a friend or myself to death i just play as hard as i possibly can and stare at them with my burning ire at the pallet

  • god if i could go through this game's code repository, i bet i would mine up so many god damn diamonds

  • uh what lol


    so you don't use a controller? and you're getting spun by the game itself whenever you try to blue/reset a pallet?

    that's hilarious but also i can imagine a huge pain in the [donkey]

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583236#Comment_2583236

    I can chase down the BT even without add ons. I am very pog.

    well you are budhha but are you subscribed to mathiiis

  • @GannTM said:

    Well if you do the math, then there is no gaming company that fixes more bugs than create bugs. It’s not physically possible. You can’t fix a bug that you’ve never created, which means that if a company has for example fixed 45 bugs all time and have created 39 bugs all time, that leaves 6 bugs they fixed but didn’t ever create to begin with, which doesn’t exactly makes sense.

    hello

    after my stint in maintaining a game's codebase i can tell you that technically there's a way

    inherit a codebase that is riddled with long-standing issues, oversights and bugs like swiss cheese, deep recursive system rot that is so fundamentally broken that nobody even realized it was a problem for a literal decade

    that's how you fix more bugs than created, the quantum bugs nobody even realized were bugs they were so buggy are bonus points

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583385#Comment_2583385

    Right, but one is solely self-centered at the detriment of others, whereas the other is self-centered but also generally improving the overall experience for others.

    but regardless of the circumstances bumping X mechanic makes Z utilizers of such more powerful

    that's just something people have to deal with and wait and see how it goes because you just can't have every killer perk in the game being hamstrung by 'but nurse!' forever, for example

  • @AnObserver said:

    Are you running slowdown to try and get a 4K, or are you running slowdown to get more match interaction/hooks?

    you can 4k at any time off of good plays vs altruism bombing, generally if you want a longer match you're after bp/hook stages/chases

  • @drpynz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583264#Comment_2583264

    https://us.v-cdn.net/6030815/uploads/YG5Y5IR92IIK/20211022182117-1.jpg

    I don't have all the perks so far, but getting decent t results with what I have. Thanks for the advice!

    judging by the comment at the end it is in fact decent results, heyo

    i'm not much for camping/proxying with bubba but even i get [sheesh]-smeared in the post-chat so give them a basement 4k for me

  • sluzzyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy

    actually honestly i think survivor bp gain should be less stringent ye, as it stands you only get a ton if you both outclass + bully the killer

  • @SoylentPixie said:

    Solo Q for me has been a mix of :

    Teams that seem to go absolute lemming at the first hook.

    Teams where half the players are obviously new and get curb stomped

    Teams where I can get up to 4 unhooks, win a chase, do 2 gens and then watch my team mates aura-tbag ME at the gates

    Games where i feel like crap because the killer is obviously new and getting curb stomped

    So yeah, its been a mixed bag where climbing towards a half-decent team who won't leave you on your first hook, or just belly flop on the hook themselves has become very difficult.

    jesus lol

    i aura teabag my friends if they take an m1 and then get grabbed 5 seconds later after they're hooked but never heard of pubbos doing that

    but ye can concur that mostly it's solo teams getting clapped doing the absolute dumbest stuff (+ one person hooked --> nobody on gens) and then sometimes killer doesn't have a chance in hell, but then there's also a coinflip chance that the survivors flub the lategame so hard that killer gets a 2-3k out of what should've been a 4e

  • @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583310#Comment_2583310

    Yeah no, you just perfectly illustrated why I'm just too soft for killer, but thank you for the giggle because that was beautifully described.

    not sure if many people appreciated the post, it waaaas a bit off-topic in that thread lol but either way

    if want an example of that, pay attention to this extremely good bubba's rev time and then imagine it on midwich, fun video at least

    https://www.youtube.com/watch?v=7KbiRUlHAX8


  • @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583288#Comment_2583288

    Oh I understand the hell, it's why i do my best to not be a complete douche to killers both in and out of the game. I play killer very little these days, because it IS frustrating and a lot of the time you feel as useless as a chocolate tea pot, I simply don't have the mental fortitude for it. Can't imagine what it would be like in red ranks, i'd tear my hair out.

    you might want to die if you ran into what i run into on my distinctly lower mmr killers, let alone my high ones lol

    this is the sort of example i'd give with my definitely mid mmr bubba who i only really play to farm since the game hates me and doesn't give me barbecue 3 on many killers, 2 at best guh, at any rate there's a reason since sbmm i've gone from 90% killer to 90% survivor

    @Nayru said:

    hello

    one time not super long ago i got map offering'd to midwich as bubba

    'o dam, a ton of long corridors and i'm trying out double speed addons, maybe can make something out of this' i thought

    did you know midwich is a [eep]ing nightmare for bubba given there's a tight door that has a high chance of tantruming you everywhere you look containing a room with a very chainsaw-resistant loop, and some room entrances are 100% tantrum triggerers like the concrete wall hole?

    i didn't, and despite all of this i ran into someone super early and caught them in the hallway with chainsaw

    guess what? in a corner of the map without stairs, there was no hook accessible whatsoever, not even with agitation

    no hook offerings, the map just decided to create a hook deadzone and i was dead center of it (and believe me i looked next time)

    had to drop him, it was a byers, didn't proxy him and he was picked up extremely fast, but at least managed to get someone else not super long after that but that completely crushed my early momentum

    the rest of the game was just an impossible to hold 'watch gens fly on a floor you're not on and never finding anyone because there's a million places to hide and you broadcast your approach quite massively' (in retrospect there was probably some voip swf involved)

    so lategame comes around and i catch some people out and try to make something out of nothing, i fail and one slug crawls out and just take the one feng i whapped towards the end

    now these survivors had quite a few things to say to me about running noed on bubba and having the audacity of m1ing two injured people with it

    i don't remember much of what was said and it doesn't really matter what was said, but two of them, i think including byers said most of it

    do you think they give a [sheesh] that those were the only perks i had on bubba? no, according to them i can just magically have a meta set

    do you think byers who i think map offering'd me gave a [sheesh] that i got completely and utterly [eep]ed by rng at the start? of course not, he probably thought it just reinforces the fact i was a [sheesh]er in that i had to drop him and didn't proxy him out

    do you think they'd have even the remotest sympathy for how double scratches [eep]ing destroys your power and makes you useless? they'd probably find it god damn hilarious in fact and berate you for it

    my larger point is people say a lot of things and make huge donkeys out of themselves trying so hard to make up for their utterly crippling lack of self-worth and desperate need for validation, even in something as meaningless as being decent and able to abuse a game that loads the dice heavily in their favour, in reality it's them you should feel pity for, they ostracize themselves out of most social circles because nobody decent wants to bother with 'that person'

    i hope sharing this bit helps in some way question mark, neru out

    but also [eep] midwich on bubba jesus [eep]ing christ you actual [oop]clowns where the [eep] was a [eep]ing hook holy [sheesh]

  • @vladspellbinder said:

    First off, I'm a Killer Main.

    I hate camping Killers, I have sworn to never camp someone who hasn't been toxic to me first. I think a modified version of Camaraderie should be base kit for all Survivors.

    "When a Survivor is on a hook and the Killer is within 16m of the hooked Survivor with no non-Dying Survivor within 16m of the hook the hooked Survivor's Sacrifice Progression is paused until the Killer moves further away than 16m or a non-Dying Survivor moves within 16m."

    This would straight up prevent face-camping while not impacting proxy camping, which the devs have outright said they want to do. That is fix face-camping without hurting proxy camping. I know that there was a text done in the past where if the Killer was close to a hooked Survivor there would be no Sacrifice Progression and this just lead to people just looping around the hook all game so it got removed but that's why you add in the "non-Dying Survivor is close" bit. And you have the "non-Dying" clause to force the Killer to pick up instead of slug under hook.

    You'd need to make it so Survivor's can't crawl under someone hooked if that is still in the game, I've not seen it done in a while so I don't know if that was ever changed or not.

    Camaraderie can then be changed so that if you are on hook your Sacrifice Progression doesn't start if someone else is nearby AND if someone else is on the hook you do not start theirs. Both effects would share the same amount of time it can be used.

    https://forum.deadbydaylight.com/en/discussion/comment/2583078#Comment_2583078

    I wish more people knew this, both aspects. I see so many people kill themselves on first hook because they are getting camped, might as well just DC when the game starts. And then the other side, people hovering around the hook wanting to save with the Killer right there waiting. Just. Do. Gens. People. I've had a few games where I was the only one doing gens because one person was on hook and the other two skulked around it wanting to save but never moving in to try and trade. I just stopped doing gens in those cases because I can't do all five by myself damnit!

    I will respectfully disagree with you that Bubba can't stop BT trades. With the right add-ons or even just a good position like basement and some other non-basement hooks he can very easily get double hits with an even half-way descent chainsaw sweep. I believe the speed you get with The Beast's Marks alone is more than enough to catch up with the speed boost from the first hit if you time your second and third charges right and the Survivor just holds Shift+W. If they have no windows or tight corners to use the BT hit wastes only just a few more seconds of time.

    i mean in the sense of getting them off + away from the hook and threatening a ds, as opposed to just being camped to death and that's that

    in most cases camp bubbas aren't all that amazing and able to clap both the unhooker and unhookee anyway but you get the idea


    but often times with my kindred+open handed setup i'd be on a hook and watching someone on say 2nd floor in coal tower crouched staring at me and the killer through a wall, someone running from the entire other side of the map off a gen and someone walking around the entire map in a circle on the edges, and then they go for me after i hit 2nd stage without bt and i immediately get re-downed and killed because no ds respect in the mmr my friends drag me into

    so that's eh.......... fun

  • plunderer's/appraisal/ace in the hole/open handed

    at least for me anyway this was meta until hatch got destroyed, but still quite fun to be a loot gremlin + see people's reactions when i manage to get them the hell off a chest and they see what kind of stuff i pull, + anyone happening to run kindred gets an insane 32m killer aura read

    if only appraisal showed aura of open chests like plunderer's does..

  • @SoylentPixie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2583256#Comment_2583256

    I mean, I never argued that they shouldn't be touched, and I understand your point, but my point was; You can certainly get exhaustion perks nerfed to uselessness, but a new meta would appear and then the whole circular argument will come again.

    I will concede however, I do not play on a very competitive level, and I think that's where a great divide on opinions can happen. I get to what was the top end purple tier most months as I play a ton of other games, so I don't get the 'frustrated to the point I want to tear down' whatever inconveniences me the most in matches, though I understand how easily it can happen.

    I just don't think that the nuclear option will always give the results people think it will as we have learned time and time again.

    i don't want anything to be pointless either, naturally non-designers will be quite hamfisted in their approach with suggestions given they often feel personally accosted by particular things in the game hence said nuclear option

    but it's a given why they often start with exhaustion perks since it's 16 perks vs 4 and in reality it's 12 vs 4 because the first four in a decent lobby are dedicated to potentially making every single chase (including after pickups/hookbombs since that resets it) an absolute hell

  • blood favor probably won't do much for you, you're bubba - you obliterate pallets as is if you don't let them clap you out of chainsaw dash

    but a well-timed bamboozle is a down that nobody can do anything about + helps with the distance survivors gain from windows in general

  • @SoylentPixie said:

    I mean, the devs could nerf exhaustion perks into the ground but we all know what will happen. There will be a new meta, survivors will adapt to use it well, and then it will be called OP too.

    At the end of the day, I'm not a fan of exhaustion perks (admittedly because I use them so little I tend to forget I have them) so I'm good either way, but people need to come up with a better idea for things they find annoying than just "Nerf it into the ground" That's not asking for balance, at least not balance for both sides, that's just going to the extremes due to frustration.

    Some people have some decent ideas, but the whole "Nerf it, it's not fair' idea just makes me roll my eyes when either side does it.

    while your name is obscenely cute i must point out that exhaustion perks -are- the meta, have been since their introduction and always will be best in slot for one of your perk slots and there just isn't any way around it - these are perks that an entire shared status effect cooldown system was made for and constantly nerfed they were so insanely potent for a one-off

    so in that sense, you do need to actually hit them if you want to disrupt them for perk diversity because put whatever other perks you want in the other three slots, sprint burst/dead hard/lithe/balanced landing on the right map is absolutely and wholly superior to any other option as far as gameplay/points/living is concerned

  • disengenuous to say the least

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