Pukenplag
Pukenplag
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These are the killer perks from a chapter concept I made 1.5 years ago. The first one is too strong, but the last one I really like. It's linked to the story of the killer too.
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A pukin' plag
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1 in 76 games probably. The other 75 matches, match making screws me and gives me survivors that can't touch gens nor hit skill checks, the 1 game I win the game screws up the killer and gives the poor noob a team full of 1500+ hours sweatlords that loop him for 5 gens.
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I tried saying Thomas Brown Hewitt. Thomas Brown was censored.
I tried saying you won, it was censored.
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@HarlockTaliesin said:
Sole Survivor as useless? Not even remotely. It's three perks in one. Two are consistantly useful, one is useful in certain situations.
- Anyone another survivor dies you get a stackable token that prevents your aura from being ready by the killer w/o KI w/in 24 meters (up to a max of 72 meters for three tokens). This is HUGE. Even incrementally per token it's useful.
- If you're the last survivor up (which tends to happen frequently), SS gives a 50% speed increase to opening both the hatch and exit gates. This has been clutch more times than I can remember. Particularly as it seems standard for exit gates to spawn on adjoining walls when the killer has speed or teleport, and can bounce between them pretty fast. Huntress is a pita for this as well.
- As the last survivor you get a 75% boost to gen repair speed. This is more situational, if the killer is camping the hatch with gens still up. You can go around to every gen left up (not just the ones you need) and 99% all of them FAST. Not only is this a nice chunk of Objective points, but you can pick and choose which gens to pop. Pop one in one area, then run to one nearest the exit gate and pop that. Open the exit gates at 150% speed and just walk out. In most cases the killer will be occupied looking for you, finding a gen that's almost done, kicking it, then looking around that gen for you. I've had more than one trial where the killer never leaves the hatch or proxy camps it the whole time.
SS is not only generally useful, but it gets better the worse the trial goes. Considering the state of solo queue, it's almost always going to go bad. Unless I'm running a meme build or a specific setup for doing a tome entry, I keep SS slotted. It's too good to pass up.
The only issue is that it requires you to be the last guy alive. And if we consider what kind of player the last guy is, I wouldn't say someone being useful will benefit from sole survivor.
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@TheMruczek said:
https://forum.deadbydaylight.com/en/discussion/344386/my-personal-survivor-perk-tier-list
I have no idea why no one left behind is useless in your opinion. It allows for good reset in endgame in soloq and it helps against camping a lot.
Unless it changed with the perk overhaul and I don't know, it only works with the gates opened. Which limits is value severly.
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@[Deleted User] said:
I'm very convinced the BP incentive is somehow messing with the matchmaking algorithm. Or they changed it back to +/- 500, which at that point, why even have SBMM?
What I can basically tell from my matches is that everything is... Random. One game I wreck a team of tryhards, next game I get 2 blendetttes and 2 locker dweets.
One game my team bullies the killer, next game OP happens.
@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3167176#Comment_3167176
By default if you make a post on the forums to complain, you asked. The real question is, who asked you?
You asked when you made the comment.
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@AVoiceOfReason said:
Try Haddonfield without Bamboozle while using a killer with no traps or slowdown.
Not sure it can come close to what I experienced. Yeah, it's horrible, but trust me, shack+3 ultra safe loops+2 T&Ls + 2 Macmillan structures, all chainable to main building, chainable to a few other T&Ls and Macmillan structures, is straight up infinite. My man only dropped pallets twice the whole game and I still couldn't catch him.
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@Spirit_IsTheBest said:
And then it becomes endgame and then when they finally decide to save, they get downed with NOED. Very fun.
Well that is usually me deciding not to leave behind my teammates who did nothing :)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3167022#Comment_3167022
And from what I've seen and know of OP, they have no reason to match with new players, and the fact that they are is proof that solo queue is still hellish and modern-day art.
I just don't understand why this game puts 0 priority into giving you players of your mmr, and dumps it all into fast q. I don't need 3s queues if that means I have to face killers that I 360 10 times in a row (unironically, that happened 3 matches before the one above) or teammates that don't touch a single gen and then bring the killer to me on a gen with bond.
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3166904#Comment_3166904
Are you being serious right now?
New players not hitting every skill check and not playing perfectly Is not a reason to alt f4.
Yes, I am being serious right now. I have 1400 hours in this game. Explain to me for what reason I have to play with people who can't even hit skill checks?
And let's not pretend that that was my first match. I played many before and after constant teammates who can't do absolutely anything, I slipped.
And to be honest, I don't see what your issue with me alt f4ing is. I was on death hook anyway, and I wasn't going to play anymore. I slipped. And for any mods, no, I don't encourage people to break your EULA and use the button that you yourself put there.
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Oh and I just had another great match. My teammates where missing skill checks non stop, including healing ones, the killer tunneled me, and in the end I got caught in a trap and the survivor 10 m away from me ran away and let me get caught by the trapper. I alt f4ed and finished my session for today. I simply don't want to be involved in any more of these matches any more. A team that can't repair a single gen and can't ######### hit skill checks.
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@Wowie said:
its even better when you're the only person that does anything the whole match and your teammates leave you to die on first hook endgame
of course they stay to tbag the killer though
and somehow I still topscore half the time lol
I had a match yesterday when I carried the team. I was injured running to gate. My stupid team mates, instead of standing outside the gate to maybe tank a hit or just not get forced out, stood there to teabag. The killer got me just at the entrance of the gate, they were forced out, and I died first hook.
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@Dwight_Fairfield said:
I think you under value Leader. It can be really good in a lot of situations the way it can boost healing, unhooking, totem cleansing and exit gates being opened.
I really don't see it that way. The boost it provides isn't even that powerful. It's simply not worth the perk slot.
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I thought whispers was someone praising the gods for like 5 years. I thought bitter murmur was somone cleansing a pot for 4 years.
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Why is deception so low tho? A good deception play can save you, and it also pairs really well with other perks.
No mither is also not that bad. Yeah, it's horrible, but it has some uses plus being hard mode.
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@IlliterateGenocide said:
Built to Last being in a tier really confuses me.
using it on toolbox, map or medkit at best saves you a little bit of time
but on average its just gonna lose you time having to find a locker and sit in it forever. in my opinion unless you are using it for flashlights it was actually nerfed when they "buffed it"
If you use built to last with a comodious toolbox with 12 charges and 30% speed addons, you can basically save 18 seconds off a gen twice. You don't have to use it on the same gen, that just wastes time, but doing it on different gens is really meaningful. It can also be used with sabo toolboxes, tripling their value. And even with flashlights, which honestly have sad amounts of battery.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/3165891#Comment_3165891
Okay. Bond helps me split from my team early game.
Running to the other side of the map does the same thing, and unless it's a baby killer that first checks nearby gens, I also won't be the first found.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/3165856#Comment_3165856
Bond is better at the start of the game though. Empathy does nothing until someone is injured. The range is irrelevant tbh. If something is not within 32 meters of me, then I can infer where it is. Bond is more about what it doesn't show you rather than what it does.
And someone is injured 30 seconds in. And 30 seconds in, you don't need bond. You want to split from your team early game.
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@Ghoste said:
My only complaint would be Adrenaline is not S tier, at least not for solo queue. There's a huge chance the gens don't get done in solos, but yeah S-tier for SWF.
I also think you underrate Bond. It is similarly powerful to Empathy. I'll usually swap between Kindred and Bond for solos.
I don't think bond is better than empathy. Empathy has way too big of a range to not be better. And realistically, most of the time you will have at least one injured person in your team. Empathy just gives you more information, even the amazing one of telling if a killer is in a chase.
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3165786#Comment_3165786
I get that. It just feels like it's being undersold here. I'm thinking that tier should have been split in two.
I don't necessarily think so. A perk that needs a build to work, even if very good with it, can't go into S/A. Those perks are very good standalone. DM, without a build for it, might get you some value, but not enough for A.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3165756#Comment_3165756
The range for it is pretty standard, but it allows you to choose when to use it unlike most aura reading perks, so you can save it until you need it. Also again, it's super good for finding hatch, probably the best perk for finding hatch actually.
Overall Clairvoyance is stuck in an area where a lot of people just really underestimate it's utility. It's such a good perk, but nobody really cares for it unfortunately.
There are still much better options. As I said, the only reason I would see it used is for a looping build to window tech.
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@Cybil said:
Desperate Measures should really be in A tier. It's guaranteed value and helps to counter camping.
I can't say I've seen it used outside of super fast healing builds, that's why I put it in "useful with certain builds".
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/344386/my-personal-survivor-perk-tier-list
Clairvoyance is useless? I use that in SoloQ a lot, it can provide good information. You can also phase into an animation-locked killer. Plus it has a 64 meter range to read the aura of hatch.
I put it in useless? It might've been because I did the list on mobile and I accidentally moved it instead of scrolling.
I would still put it in bad, MAYBE ok, only for the sake of window techs and other phasing techs. The aura isn't that much. Like, I don't see the reason you'd want it over other perks that bring so much more value.
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@Nazzzak said:
I'm currently using an S, an OK, a bad, and a useless lol whoops
Then there's me with 3S and an A 😈.
But for real, as a solo queue, I could never drop my perks. If I'm in a SWF? Yeah sure, I'll try more memey builds, but im solo Q, I stick to Adrenaline, Lithe/SB, Empathy and CoH/Built to last.
Empathy to be honest is one of the most underrated perks in the game. It allows you to:
1. Counter thana
2. Basically know where your entire team is if you are facing plague/leg
3. Know where the killer is and if they are in a chase
4. Counter self caring in a corner
5. Drop the killer on others 🤡
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@RaSavage42 said:
Why did you go from a letter system of tiers to actual descriptions?
Because I felt that with S and A it's clear, while I wanted the others to be more in depth.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3165093#Comment_3165093
That's a fair opinion to have
Personally I think 20s of endurance and 110% movement speed is nuts. Think about how much distance you can make moving at essentially the same speed as some of the killers in the game for 20 seconds
Yeah, I'll agree that the speed boost is pretty much the best part and the reason I put BT in A. The endurance, as I said, doesn't really matter. 10s is already insanely long and enough for killers to hit.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165075#Comment_3165075
Ok thanks for your thoughts
And what about Repressed Alliance
I edited my comment to include that.
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@Brokenbones said:
BT is S tier again
It's insanely powerful now, especially in the endgame when all other 2nd chance perks are disabled
Tbh, most killers already hit in the 10s window if they are to hit. I'm always getting value out of the base 10 seconds, never felt I need BT.
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@OrangeBear said:
I defintely wouldn't say Stake Out and Breakdown are useless. Stake Out is a lot better now because Hyperfocus exists. Breakdown is useful in sabo builds because it breaks hooks for 3 minutes which is an effect that is more noticeable than most perks.
With hyperfocus, stakeout becomes ok. Otherwise? Unnoticeable and not worth a perk slot especially when it's not even that hard to hit greats with experience.
And breakdown? I don't think I've seen it used more than 10 times. And that's just giving it benefit of the doubt. Most of the time, the survivor anyway leaves the saboed area, as it usually ends up a dead zone, and if they don't, you can always just slug and bait the other saboing people.
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@RaSavage42 said:
Why is Leader "useless" and why is Repressed Alliance "bad"
Because leader's effect is really not usefull in most situations. Ok, maybe not useless, but not worth a perk slot. As long as the others exist, the useless perk category is just perks that aren't worth a perk slot.
Edit: and when it comes to repressed alliance, every time I see it used, the killer just chases and downs the survivor and once that's done, the killer kicks the gen like nothing happened. Yeah, it does prevent pop, but I can't say I see it used too much to matter. Overall, there are better perks to use.
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I guess that it's both vengeance and becoming insane by the Entity. She clearly went through a lot of bodly modifications, so most likely she lost her mind too.
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3164479#Comment_3164479
I mean, it might, but I'm bringing awareness to the bug publically, not a big deal.
But they don't allow it here, I guess unless you first make a report there.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/3164484#Comment_3164484
Thinking about ever returning?
Meg? I don't think so. Too classic. Back in 2016-2017, she was basically one of the 4-5 females in game, and as I didn't like Claudette (her players are just always either absent from the game or super toxic), I only played her and Nea. Nowdays I just find her skin boring. I prefer Mikaela and Jill, and now I'm grinding for iri shards for Yui.
But if you mean dbd as a whole, I still play it occasionally. Usually around 1-2 months before I leave for another 3-6.
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Meg prestige 9. I haven't played her since 2019 I think, but she's still my only P3 50 survivor.
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3164471#Comment_3164471
surely I get banned for reporting a bug
Bugs are reported in the bug report section. This thread will get closed.
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/344322/new-nurse-buff-actually-crazy-bug
Ah yes, the classic camp and tunnel at 4 gens strat as nurse with blink and recharge add-ons. Also neat
Absolutely what the topic was about!
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With all the RPD and Wesker spam, I feel the same. Yeah, one is cool, super cool, 2 is a bit overkill, but if they ever got to 3? Absolutely not. By that point they should just rename the game to Resident Evil IX: Dead by Daylight.
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I was wondering the same thing. But better give hackers anonymous mode, right?
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@Yippiekiyah said:
https://forum.deadbydaylight.com/en/discussion/comment/3162209#Comment_3162209
Pretty sure otz said on stream it doesn’t
Pretty sure I did a gen while injured in front of Wesker and I didn't get healed.
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@Dennis1242 said:
btw do you know what veryfing the integrity of game files on steam actually does?
As the name calls, it looks on every file of your game and if any is corrupt/missing, it gets replaced.
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@Dennis1242 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162394#Comment_3162394
I think too many people commented, all I wanted to know is if there is still a chance of me getting banned after deleting the custom icons.
So to finally answer that:
1. If for some obscure reason EAC banned you already, no. It's too late.
2. If it becomes bannable and you know of it, removing the icons prevents a ban.
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@Coordi said:
https://forum.deadbydaylight.com/en/discussion/343999/i-have-314-charms
Do you have a favorite?
For me I'll go with pride charms and the lament configuration. They really stand out, especially the pride charms.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3162266#Comment_3162266
Idk, I've won most of my matches on RPD for both sides and still always though it was dogwater. I've also beat every original and remastered RE except for Operation Raccoon City, I know the precinct by heart and don't really care much for carbon copies being there just for the sake of being there. It doesn't feel like an organic fit for DBD
I think the vast majority of people would agree that giving the Trickster a neon themed urban map in the previous chapter would have been way better than copy-pasting RPD for the RE one. The irony is that they didn't give Trickster a map because they were too busy fluffing up the upcoming RE chapter only for it to flop because RPD was disabled for over a month when it launched anyway
Once it did come back it didn't even matter because the feedback from then to now has been overwhelmingly negative towards it. People can like a turd, they have the right to do that and more power to them. Its still objectively a turd and that's exactly why it was remade
Well said in the last paragraph.
@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3162339#Comment_3162339
You can use teamwork to avoid that frustration and stay fairly close to one another. 2 groups of 2.
I loved the maze aspect of RPD. I thought of it as a more challenging map where ya had to think outside of the box to succeed.
I thought it provided more variety.
Similar to how the killers have a difficulty rating, I always thought of RPD as having a high difficulty rating as a map. Providing players with a new level of map play.
I'm surprised that so many people disliked it.
Because in this game only the survivors and the killers bring different levels of difficulty to a game. Maps only play a role if they are especially bad for a select few killers. RPD, however, made the game impossibly difficult and boring for all sides. It didn't fit into the game. Any other map, if you wanted to go somewhere, you would just go there. On RPD, even if you knew the layout, you'd have to walk to the other side of the map in order to get to the place you wanted to. DBD is fast-paced. Such slow travel has nothing to do with it.
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Yeah I hate this so much. I'm burning through all my map offerings. Every time I'm using another offering, I go to RPD. I'm sooo tired of it.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3162159#Comment_3162159
Being technical here, yes Community Management is classed as Game Dev. :)
As I've said on this thread - these things are use at your own risk. There really isn't anything further I can say on this.
But again, "use at your own risk" means that BHVR doesn't ban for it, EAC doesn't currently ban for it, but it could in the future, right?
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3162277#Comment_3162277
well keep finding excuses, but we already answered the questions for this topic, so it's pointless to argue something even Mandy answered. people can listen to you at their own risk, if they want, right? Let these questions be answered by someone who has more authority than you have. And it was.
Have a good game there.
Mandy said use it at your own risk. That doesn't mean that you will get banned for it. Mandy can't guarantee you anything, since it's not something specifically supported by BHVR.
Mandy told us that it is not bannable by BHVR, I come here and say that EAC doesn't look into the icons folder. It has no reason to and it will never have a reason to. Every other time a widely used game modification was no longer supported, BHVR themselves made it impossible to do it. Not EAC. The one time custom icons couldn't be used, BHVR reverted the change.
So in the end, Mandy can't guarantee anyone that EAC won't look into icons into the future, but as she said, BHVR doesn't care about them.
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@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3162285#Comment_3162285
I didn't notice any of that.
I didn't notice any of the good parts of RPD.
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@Gary_Coleman said:
I thought the original was a great map. I'm not sure why people didn't like it. I guess they just want more of the exact same thing and dislike variety? Or it was too big and that made them feel small? I don't get it. Must be little kids complaining again because it doesn't make sense.
The map was way too strict. If you wanted to go somewhere, there was only one way you could do that. And in a game like DBD, that just doesn't work.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3162214#Comment_3162214
Yeah yeah you lost me at "Karen vibes" it was obvious that you are just trying to sound smart here lol
Anyway I'm just saying, people can take your advices at their own risk. As I said people can come even with hacks and talk about how they were never banned, that doesn't mean that you wouldn't be. I gave the same advice Mandy did and explained it to my best knowledge. But if you know better, what can I say. Careful, some Karen or whoever might disagree with that nonsense :))
Let's just leave it at that.
This person opened a thread about adding custom icons is bannable or not. It was answered. You try to be smart about it... well by all means he can take your advice too and move on. I explained what I know about this. And I was never banned in any game. For a good reason. because I didn't listen to some smartass advices from random people and I have common sense.
Tbh, I also haven't been banned in any game. And I've been using custom icons in this game since 2017 and I also haven't been banned.
Difference between hacks and custom icons is that one is specifically against the EULA, NOT allowed by the devs and the reason EAC exists, while the other is an innocent modification of the game files, that brings no advantage, that the devs allow (not support/encourage, but allow) and that the EAC hasn't banned for since the launch of the game.
What your argument basically is is "if you are afraid of dying in a car accident, it's best to never get in one and never cross any crosswalks".
