NuclearBurrito
NuclearBurrito
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Second Wind + Autodidact + Blood Pact + Spine chill
That is my primary build when I play Survivor.
I know it seems troll, and it kinda is, but hear me out.
Second Wind works based on heal participation. One of the primary challenges to using it is that if someone even gets tapped by someone other than you then the perk doesn't trigger.
For your first heal, the most important one in this context, Autodidact fixes this problem, since the mechanics behind the skill checks means you get more than 100% of healing contribution.
Afterwards it speeds up your healing so your 2nd proc is also faster to get at a time where more people are probably injured.
Blood pact then both gives you an easier time finding injured people, makes healing people safer with the speed, acts as a self healing perk because it procs while YOU are injured AND makes people less likely to run away from you since they see your aura and thus immediately know you want to heal them.
Spine chill then both directly synergieses with Autodidact and also just makes healing safer in general. Plus it's just a good perk.
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I'll grant you this.
Finally an anti-camping suggestion doesn't fail even in principle.
That said, the existence of a hard and small range limit would make it easy to just stand right outside the area, while a larger area would make it trigger on Killers that aren't camping.
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To be specific, the nerf was 4.1 while the revert was 4.1.1
Here are the 4.1.1 patchnotes for reference:
https://forum.deadbydaylight.com/en/kb/articles/215-4-1-1-bug-fix-patch
"Furthermore, we've reassessed our previous nerf of the Knife Scratches and Beast's Marks add-ons. They were significantly nerfed because of The Cannibal's changes, but we might have been too hard on them - especially considering the Tantrum meter builds up while revving. This meant you'd almost always be 99% tantrum and the slightest mistake forced you to go through the tantrum.
Knife Scratches:
- Reverted the charge time penalty to -12%
- Increased the movement speed bonus to +2%
Beast's Marks:
- Reverted the charge time penalty to -12%
- Increased the movement speed bonus to 3%"
"Death Engravings:
The initial nerf to both Engravings add-ons was an unfortunate mistake. Additionally, seeing the Overheat mechanic in action, the Engravings add-ons were much too punishing. We have reverted them to their previous versions. We will continue to monitor these add-ons closely.
Reverted the charge time penalty to -12%
Reverted the movement speed increase to +15%
Doom Engravings:
Reverted the charge time penalty to -12%
Reverted the movement speed increase to +20%"
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@SirCracken said:
The 2nd patch mentioned it in the patch notes and while it wasn't in the patch notes,-
I am confused by what you mean.
There were 2 relevant patchs.
The 1st patch nerfed the speed addons for billy and bubba, the 2nd reverted the nerf.
The 1st patch where the nerf happened didn't record the nerf in the patchnotes, however the nerf was acknowledged by the devs explicitly elsewhere. Thus shadownerf
The 2nd patch DID record the revert, thus it's a regular non-shadow buff.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1587379#Comment_1587379
I believe you, but that doesn't make it any easier to tell bugs apart from intentional changes.
Take Billy's engraving add-ons as an example. The patch that added his overheat mechanic did not mention his engravings offerings had their speed increase heavily nerfed. And then a patch later they're back to how they were before, and yet there was no mention of this either.
If it was a bug, why didn't the second patch mention how it was fixed?
If it was intentional, why didn't the first patch mention it?
The 2nd patch mentioned it in the patch notes and while it wasn't in the patch notes, the initial numbers changes were mentioned elsewhere by the devs.
So that would be a rare example of an ACTUAL shadow nerf.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1587328#Comment_1587328
It's honestly hard to tell which is which nowadays.
If it's been mentioned by a dev somewhere as intentional it's a shadow nerf (but obviously not in the patchnotes or else it's just a regular nerf), otherwise assume it's a bug.
There are far FAR more bugs than shadow nerfs.
Never assume malicious intent where incompetence is sufficient
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Bug != Shadow nerf
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oink
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Nurse to plague
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@NuclearBurrito said:
Any time you mindgame someone there are always a few prerequisites:
1 - There is no dominant option for either side. That is to say, the Killer can't guarantee a hit and the Survivor can't guarantee a long loop. In this case they will take the dominant option regardless of what the other side does.
2 - At least 1 side has unreliable information on the other - Basically LoS is broken. Alternatively there could be multiple options that can be taken fast enough that the other side can't react. Basically a prediction is required
3 - The other side (relative to the one with unreliable information) is aware of the first 2 things - You cannot do a mindgame on accident. Suspecting a mindgame when the other person does not and messing up because of it is referred to as "outplaying yourself".
That being said. Lets look at one of the most common mindgames, the red glow mindgame at a loop:
Level 0 - The Killer has a red stain. If he rounds a corner the Survivor will know in advance. This gives the Survivor a better idea of where the Killer is going to be.
Level 1 - The Killer is able to walk backwards in order to hide his/her red stain. This can make the other survivor think they are going in the opposite direction.
Level 2 - A Survivor who sees the red glow disappear can note that there is a red glow mindgame and go towards the glow.
Level 3 - A Killer going against a good survivor can turn around and change direction to catch a Survivor that suspects a mindgame off guard.
Level 4 - A Survivor that suspects a level 3 Killer can go where there is no glow in order to avoid a hit
Level 5 - A Killer that suspects a level 4 Survivor can instead moonwalk anyways in order to mix it up.
And so on. This goes on forever.
Effectively this makes any and all red glow mindgames a guessing game. The only difference between this and a non-mindgame guessing game is that this has unequal odds. The Killer is more likely to get a hit by moonwalking compared to turning around or walking forward normally, and a Survivor is more likely to avoid a hit by avoiding the red glow. This is because there are more people who don't think about the mindgame than people that do.
This applies to literally every mindgame. It is inherent to mindgames in general. You can't guarantee a result so you have to guess what the other person guessed, who is guessing what you guess and so on. This isn't random per say, there are often inherent costs to making a given guess compared to another guess (for example if the Survivor can either go to a window or a pallet, and the Killer can cut off one of them in time but needs to predict it, the Survivor would rather go to the window in order to save the pallet for later), however ultimately both sides are always making a guess.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1585066#Comment_1585066
Thank you! That was very helpful, I wasn't aware of all these planes. However, isn't it mentioned in PHs spotlight that "Calls upon the forces of Silent Hill" to cage people? Does that mean PHs existence is a collaboration between the Entity and sun goddess? And since Silent Hill is a snap shot does that mean the Entity would need special permission in order to copy it? Thanks again.
I mean I'm no expert but I'm pretty sure copyright law doesn't cover planes of existance.
As for Pyramid Head channeling the power of Silent Hill, that's probably him channeling the REAL silent hill, since the Killers, unlike the maps, are the real deal and thus PH being connected to the real silent hill seems legit.
I haven't actually played the silent hill games however, so you'd likely know more about that than me regarding the details.
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TBH the combo would still be really weak. FTB's broken effect lasts for awhile making it very risky. You are very likely to still be broken when you are unhooked.
Still, I would like this buff to happen anyways.
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Silent hill does not truly exist in the DBD world. Rather, all maps in general are mere copies created and thus controlled directly by the entity. So while the original silent hill may have been a special plane of existence controlled by a sun god, the silent hill we play on is technically an entirely different place and thus isn't under the jurisdiction of any gods.
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https://deadbydaylight.gamepedia.com/Category%3ASub-Realm
There are all of the sub realms, of which the upside down is 1 of 7 (6 listed in the link).
The Dream world (used by Freddy) and the Spirit world (used by the Nurse and Wraith) exist on a continuum with the Ethereal plane (used by the Spirit) existing in the middle.
Those in the Spirit World and Ethereal plane cannot interact with those outside of it. Those inside the Spirit world (but not the Ethereal plane) are also vulnerable to lightburn.
The camp fire and the void are both 2 different limbo's, one for Survivors who still have hope and will be sent in for another trial. The other is for Survivors that have lost all hope and are discarded, escape is only possible through the use of putrid serum as per Virgo.
The upside down is similar in function to the Dream world Spirit world continuum however unlike those the Upside down doesn't copy the environment of the trial and only copies the portals and auras.
Finally there is the map itself, not listed in the set of sub-realms as it is considered the main realm. It is of course the standard playable area all trials are played on.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1584219#Comment_1584219
The point is atleast be versed in what you claim. If you are gonna say nurse is easy and never play her you sound dumb.
In that case I agree.
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What if I'm able to escape nearly every time at red rank even with sub-optimal looping just by running in a straight line and not being an idiot?
So long as I'm able to do whatever my specific claim is it should be fine.
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@ReSpEcTtHe4PeRcEnT said:
I indeed never see Demogorgon as survivor!
I have him but he feels weird to play which is a shame because I like his design. Do you think a rework is possible? Since he's one of the "newer " killers. I'll try playing him after this message but probably will regret it lol.
Idk about reworking him...
I mean he feels good to play as. Incorporating some of his browns into basekit and reworking his other addons for usability should be sufficient
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1581623#Comment_1581623
Nice. That could be insane builds.
Probably not. It has diminishing returns with most items.
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@VCDiamondFinder said:
https://forum.deadbydaylight.com/en/discussion/comment/1581572#Comment_1581572
How Is Built To Last better? You may get few more uses out of an item but Streetwise also affects nearby Survivors, I'll take Streetwise over Built To Last imo. The rest you kinda explained things I didn't know, and glad you explained, and things I understand. But outside of SWF, people don't have to unhook Survivors, and unfortunately not all the time do they unhook them.
Strictly speaking unhooking isn't required. However the consequences of not unhooking are great enough that it may as well be, since if Survivors die on 1 hook then the remaining Survivors won't be able to complete the gens in time against a Killer that is at least somewhat decent.
As for built to last it's just math. Built to last is 50% while Streetwise is 25%. The advantage of Streetwise is that it effects your team yes, but that would require Survivors to be grouped up while using their items, which isn't super common, certainly not common enough to be worth 25% less effectiveness in solo que.
Remember, you'd need to have yourself and 1 other Survivor fully deplete their item while under the effects of streetwise to match the effectiveness of using built to last with no coordination required. A 3rd Survivor is required to actually surpass it.
Now SWF is a different story, which I explicitly stated. Since players on VC can deliberately group up to optimize efficiency as desired to get a ton of value out of the perk. Even then however I'd still see SWF using built to last often instead simply so that they don't have to group up and can instead split up for optimal gen rushing.
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1581542#Comment_1581542
"It seems to me like you expect players to know where all the pallets on the map are..." Not really but apparently you expect everyone to know where gens are? I said visionary was decent for newer players to help them learn where gens are, but that its on a DLC character is stupid.
"Hex: Blood Favour is gonna be a perk that is gonna frustrate newer players..." Well yeah but we aren't talking newer players are we? Because then cruel limits is gonna frustrate newer players. Litterally any perk that changes base gameplay mechanics could frustrate newer players thats not really what im focusing on. Im talking about potential new meta, and this perk while cool, aint it. Its on a totem, a cool down, a decent duration but a short range. Its not gonna do much against most people that have played the game for a good while. Maybe the first time where you learn they have it, but after that not so much. Every single survivor that knows how to run or even just barely knows how to run loops, knows to gain distance from the killer if they manage to hit them. And if you run for 2 seconds (base hit cool down) at 150% run speed, thats 12 meters and then the killer has to catch up to you. You can easily run away from the affected area. Which is why its gonna be kind of fun but not impactful in most cases.
Dragons grip you dont ever have to run the killer for 60 seconds with Dragons grip, unless you blatantly touch it in front of the killer. All you have to do is the same you do when killers use Make your Choice. Dont leave scratch marks, go into hiding, inspect a locker. If confident you could also just repair the gen if you know the killer is busy and only start running when the killer returns. Is it gonna give the killer a kill every now and again? Ofc but its not every time that the killer has the option to just go chase after the target. It seems to me like a good deterent (we'll see if effective) to make survivors not touch a specific gen for 30 seconds. Thats 15 seconds additional repair time added.
Hex:Undying is the only one that has a chance (at least from how I see it) to change the killer meta even slightly, and that requires a Hex Build. I hope we'll see something new (I know im gonna go for it) but im not holding my breath out for it to stick.
As for survivor.
Visionary mediocre at best, might be useful for newer players like windows of opportunity to start getting a feel for tiles and where things are. But like Windows, its in a dlc pack....dumb. For People with hundres if not thousands of hours its still kind of useable....but only on indoor maps since they can be kind of a pain to find gens in. But even there its really just a waste of a perk slot. Just use a map if its a big problem. So agreed Visionary not worth going for.
Desperate measures kind of agree here. Some specific/niche builds it might work as good alternative. But beyond that probably not worth bringing.
Build to last. I dont know what kind of players you play against or play with. But when I play survivor I almost always bring items and add-ons. And a lot of times its gonna be a toolbox/medkit with additional charges. Usually with a commodius/engineers and a lot of charge/speed add-ons I can save something like 20+ seconds repair time with one. Nothing amazing but if 3 others bring similar stuff thats a lot of gens, and since we dont know if it stacks with streetwise that could be a scary combo. Same for med-kits the ones I use are usually good for 2-3 heals. And gaining another easily available health state isn't something to scuff at. Beyond this its not like other items cant be found in chest during the match and gain 50% additional usage. If people were actually using maps and keys to read auras more then I woulnd't rule them out....but yeah its not gonna do much for flashlight users.
Am I saying Build to last or the other survivor perks are gonna change the meta? No. I actually doubt they will and same goes for Undying or the other killer perks. But I wouldn't be so fast to rule them out. And 4man SWFs could have some nasty new combos in their arsenal now. We can only wait and see.
We DO know built to last stacks with streetwise. I tested it myself.
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@VCDiamondFinder said:
https://forum.deadbydaylight.com/en/discussion/comment/1581126#Comment_1581126
Whats wrong with Build To Last? It works once perk trial, and only works if you use an item enough to deplete it, and on most items its almost useless (ie common medkits, some toolboxes, common flashlights) so I dont see many people using it unless they go into a game with a very nice item with good addons.
Desperate Measures is kinda like Botany and No One Left Behind mixed together, I see people using it for altruism builds but thats about it.
Visionary is useless unless you have a hard time finding gens, thats it.
Hex: Undying I agree.
Hex: Blood Favour is gonna be a perk that is gonna frustrate newer players and add on another level of pallet looping, which I think is stupid since the only way to counter it is to not use pallets once you know the Killer has this and use only Windows. It just seems to me the Devs are trying to make the Killers happy by slowly making Survivors play a more stealthy gameplay, which is what made Friday The 13th such a bad game. Just my opinion though, so take it with a grain of salt.
And Dragons Grip I dont have much of a problem with, I just think the duration should be 45 seconds instead of 60, not everybody is great at running Killers around for a whole minute.
It might be me but it seems like you expect players to know where all the pallets on the map are or that kind of thing.
Built to last is a better version of streetwise outside of SWF shenanigans.
Now to be fair, streetwise isn't exactly a great perk. But still.
Hex: Blood Favor is much weaker than it sounds. The timing is awful for the effect to the point of almost completely killing the perk.
Basically, it's an on-hit effect. Which means in order to trigger it at a pallet loop, you need to have already mindgamed the loop anyways. So by the time it can help you with the loop you no longer need it. And even if you still want the effect they just got a speed boost, which they should be using to get to another tile anyways. So it's never blocking a pallet that a Survivor would actually want to drop in the first place outside of very niche situations.
As for Dragons rage. While it's impossible for a perk like this to be bad with its numbers, it's still weaker than it looks.
Basically, it's comparable to MYC. The difference between the 2 perks are that Dragons Rage has a longer cooldown and is more avoidable but has a tracking effect, can be used at close range, and avoiding the effect gives you stall power.
Now those tradeoffs aren't awful by any means. But they are a very real tradeoff that shouldn't be underestimated. That Survivors can easily chose not to touch the gen for a bit while they practically HAVE to unhook a hooked Survivors eventually is a big deal. The effect needs to be 60 seconds because they aren't being chased the second the gen is tapped (unlike with a ghostface mark for example). So the Killer needs to have enough time to reach the Survivor and then still have time to chase them. Same reasoning as with MYC.
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@ALostPuppy said:
She is extremely good against dumb survivors and, lo and behold, we don't really have a shortage of those. If a hag gets into a last gen situation all you have to do to beat her is everyone run in, start on gens, when she hits you run out, heal, rinse repeat until the gens are completed. That's literally it and there's nothing she can do about it. She chases someone, she loses. She carries on hitting and placing traps, the gen eventually gets done and it's an automatic loss because she's a very cool killer design that isn't flawed in the slightest :)
Won't work against a good hag. The strategy fails on the "run out" part. A good Hag will predict the path you use to run out with and trap it in advance. So she hits you and you run away, hitting her trap and getting downed.
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It's an easy trick to get a 5th perk slot
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@joejutsu246 said:
https://forum.deadbydaylight.com/en/discussion/comment/1580575#Comment_1580575
If I get hit, pick it up right away, then get hit again do I drop it again or is there a cool down?
You drop it again, but the timer on the item deletion is reset. And picking it up also has no cooldown too of course.
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@joejutsu246 said:
I hate Franklin's. Not using an item limits a survivor. I've never been upset because of a Mori and never got hate for using them but damn do I feel heartbroken when I lose my purple flashlight. Maybe a nerf wouldn't hurt. Maybe if they made it so you only drop the item. Having the killer be able to see the aura and having it be eaten by the entity is kinda harsh. Maybe I am speaking as a newer player I am only rank 8 but it seems like a pretty mean perk man. My flashlights are precious ha
The whole reason the perk got the buff in the first place was because the perk wasn't good without it.
So we have hard evidence that such a nerf would be a bad idea.
The impact the perk has on the grind is irrelevant for balance.
Balance exists only in the scope of a trial. The progression system is on a different scope and thus can be ignored when evaluating the strength of a perk/item/offering ect, and it's that evaluation that determines if something needs a buff or a nerf. Anything else should be solved with either sidegrades or QoL.
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What about mettle of man, second wind and soul guard?
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Because otherwise it might have been usable on Killers that aren't Myers
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@DrBrain said:
I am really curious who asked for cross play over bug fixes tbh
While I technically didn't do this, if I had known the drastic improvement in que times crossplay would have then I would have.
I cannot overstate how much of a difference low que times makes on the overall experience. It means I can get drastically more games in per session and thus the weight of any given trial is much less.
So when bugs do happen they mean less simply because I bounce from game to game very quickly. Get gen rushed? Move on immediately. Face potato's? Kill them quick and move on immediately. Get stuck on a hill? They get out and I'm in the next game almost instantly.
The frustrating things in this game are much less frustrating when it's not compounded by a 15 minute wait time between attempts.
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I think they should remove perk tiers entirely.
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@Hoodied said:
heh, a survivor perk that would be broken on killer?
Imma be unique with this one, Adrenaline would be pretty strong
Instantly heals your self esteem
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@Alexmon70 said:
Dead Hard, Imagine a killer dead harding through a pallet and just not getting stunned and being next to you
As mentioned with fixated. Killers don't sprint, so I don't think you could use this.
And even if you could sprint you can't get injured.
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@Momentosis said:
Information perks.
Kindred? Once you hook someone, it's ######### game over man.
Bond? Best tracking perk for finding that first survivor.
Left Behind? Find that hatch easy if there's one person left.
Visionary!?!?!???
Visionary: Instead of seeing gen auras, you see gen auras BUT WITH A COOLDOWN!!!!
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@Warcrafter4 said:
My money would be empathy on plague/Legion sense they both can keep survivors injured and having a permanent reveal on all injured survivors is game breaking.
You mean like that one Plague addon?
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@Irvin said:
I like the first idea, might actually see people using the perk more often if the cooldown wasn't so long.
I think the reason it takes 4 seconds to complete the action is to prevent people potentially double stunning the killer, could be wrong but if a stun duration is 3 seconds and the action duration is 3 seconds that would happen right?
Stun duration is 2 seconds
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@jiguiri said:
https://forum.deadbydaylight.com/en/discussion/comment/1575875#Comment_1575875
But i claimed my 250,000 bloodpoints way before i reached 1m. I got over 1m after a game
Doesn't matter.
The 250,000 you claimed doesn't count towards the cap.
Think of it like this. Despite what the ui would have you believe there are 2 kinds of BP.
1. Earned BP
2. Event BP
Earned BP is what you get from trials, dailies and archives. This caps at 1m.
Event BP is BP that BHVR directly gives you through promotions ect. Event BP is uncapped and doesn't count towards the Earned BP limit. However event BP is always spent first when purchasing from the bloodweb.
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When you collect BP from events such as the one that just happened it goes to a seperate event pool. When you spend BP it spends from that pool first.
Basically assuming you don't spend any BP you should cap out at 1 million and 250 thousand right now.
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Btw all of this applies but with different math for Oni, Billy and bubba
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Sort of.
Shreding takes 1 second to charge and has a 2 second cooldown on a pallet break. That's 3 seconds compared to the normal 2.7 second pallet break time.
That said, you can charge shred before the pallet is dropped, you can cancel shred's charge without breaking the pallet and shred moves you as well.
So if you are far from the pallet or if you are predicting a pallet drop you can use shred to speed it up. Shred can also help fake the pallet break (or make them think you will fake it) more reliably. Otherwise normal pallet breaking is faster.
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Also the basic attack requeement.
Trigger it on all downs
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1571629#Comment_1571629
Well the condition is also for them to hit a skill check, thats stupid. It would be better if it just lit up the nearest gen being worked on.
As far as gearheads timing is concerned if you just downed someone thats a great time to pressure a nearby gen you know is being worked on 😁
The timing issue is mostly there on an injured.
Like I said downing isn't bad timing. It isn't the best because you are about to go through the hook process, but it's still at a time where the information helps. Contrast BBQ activating when you HOOK a Survivor which is PERFECT timing, since that's when you go "ok done with that Survivor, who's next". The duration is long enough that it will still be active post hook, but still.
Either way the point is that the perk is easy conditions on a nothing reward. Whereas Surge's payoff is actually ok, but the conditions hold it back too hard.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1571627#Comment_1571627
EVERYONE would use that.
Nobody likes indoor maps except some strange people >.>
I like indoor maps
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/185728/hello-bhvr-dont-u-see-how-bad-surge-is
Gearheads tge same way. Great perk cucked by an oppressive condition.
Not really.
Gearheads problem is the poor payoff. Just getting 2 basic attacks is easy. But then once the perk is active... nothing really happens?
Like, knowing a Survivor is on a gen obviously isn't awful, but the perks timing ranges from alright to awful.
By timing I mean how well the effect synergizes with the activation condition. So for example Tinkerer is a better perk than Dark Devotion primarily because of timing, when Survivors are just randomly doing a gen somewhere and are probably focused on completing it is great timing for undetectable, when you JUST hit a Survivor and everyone knows you are chasing them (and more importantly if you STOP chasing them), AND the closest Survivors just heard you hit someone, not nearly as great of a time to be undetectable.
So, Gearhead activates in 1 of 2 scenarios:
- You injure someone
- You down someone
If you injure a Survivor then you still want to chase them, so the information is redundant because you already know where a Survivor is.
If you down a Survivor then things are a bit better, but the time spent carrying the Survivor still eats into the perks activation time. This btw is part of why BBQ is so great, it has amazing timing compared to other tracking perks.
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Seems pretty normal.
What kind of flex perks do you use the most?
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@Lunairtic said:
https://forum.deadbydaylight.com/en/discussion/comment/1570883#Comment_1570883
It tells you if they're hiding and that's as good as it gets when they have spinechill.
As useful as that is it's not a counter.
Spine chills value is in what it tells the Survivor, not in any info denial for the Killer. So info perks, while useful, have nothing to do with spine chill beyond possibly helping you figure out that it's in play.
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@Lunairtic said:
https://forum.deadbydaylight.com/en/discussion/185723/how-do-i-counter-spinechill-as-ghostface
Whispers counters Spinechill.
It really doesn't but you should run it anyways
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@Dr_Loomis said:
1 is enough.
I don't use them, but will usually equip self-care.
It's handy to have a mixture of perks which aid you in different ways. As well as self-care, I usually use Spine Chill to warn of the killer, empathy to keep track of others in peril and maybe Quick and Quiet to assist with escapes.
What does self care have to do with this thread?
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Wait ######### I'm an idiot. The Survivor I was looking at for a reference was using T2 spine chill. T3 is 6% not 4%. The 2% makes a big difference here.
What tier of spine chill were you using and were any other perks in play? Also what patch was this?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1568762#Comment_1568762
Idk, from my calculations the difference from base speed is lower with PT by itself than with PT + Spine Chill. Would you like me to lay them out?
Now keep in mind I'm not sure how exactly BHVR handles rounding. I just know that they do.
0.85*1.15 = 0.97 rounded (0.977 unrounded)
0.97*1.04 = 1 rounded (1.01 unrounded)
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@malatruse said:
https://forum.deadbydaylight.com/en/discussion/comment/1568686#Comment_1568686
Really? I swear it turned grey one time when a teammate and I were repairing a gen with Prove Thyself and Spine Chill activated.
As for other changes, if the gen is slowed down, change the fast forward icon to a rewind icon.
That's because prove thyself + spine chill is after the games rounding 100% repair speed.
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@Tactless_Ninja said:
You need to walk backwards while keeping a 3 dimensional map memorized in your head of all possible survivor actions and routes. Then you must remember if the path you can't look at has any clear line of sight to the path you memorized and can clearly not see because you are not looking at it but walking backwards. Then you finally approach your target and then realize that they already seen you and moved on to the next gen 5 minutes ago. Wait for the last gen to go off then its gg.
And that's how you counter Spine Chill as a stealth killer.
It's gg because that's when you reveal it was an endgame build the whole time and bloodwarden them to death.