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SirCracken

SirCracken

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SirCracken
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  • Can you show a screen shot of the difference?

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526947#Comment_1526947

    Actually it's difficult to judge, you'd have to make a massive statistic of chases and then determine which perk is better.

    You don't have to at all! Just analyse the full potential of both perks and what situations they are best in.

    Although not useless by any means, DH is objectively worse than SB if both are used to their fullest.

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526953#Comment_1526953

    I wish people would stop using streamers as examples as to why things should be buffed / nerfed. They act as if they’re the be all and end all of this game. The only real difference is that they put their gameplay out there for the world to see. There are PLENTY of players who are better than them. The only difference is, they don’t upload their matches. Not everybody plays video games for profit.

    I agree.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526927#Comment_1526927

    You can do it, but I'm not a random killer that gets baited when trying to patrol an area. I know my duds

    The biggest advantage of SB during a chase is not trying to get the killer to whiff by only running when meters from them. It's running around a loop and activating it when the killer gets close enough to try and attack you.

    Aim dressing will likely cause their attack to miss whilst getting you lots of distance in the process. Something that DH can simply not do.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526913#Comment_1526913

    The game begins and you must not waste time: what do you do? Waste SB and try to 99 it or walk but no 99? The first makes you lose more

    That's not how to properly use SB. Walking around when the killer isn't nearby is a terrible idea.

    You seem to conflate repairing gens and avoiding the killer with just buggering around the trial with no direction trying to keep SB 99'ed.

  • You don't need to waste any time at all if you manage your movements well. Simply switch between repairing and running from gen to gen as they are worked on and going for saves, always maximizing the time spent while SB is on cooldown.

    This is what makes SB objectively the best exhaustion perk in the game. It saves time across the board in the hands of experienced survivors. Not just in chases.

  • For killer perks I'd pick Whispers. I'd feel way safer when traveling my city at night or going camping.

    For survivor perks I'd pick For The People, and then start my own religion while I go around healing people and defying medical science.

  • @Leonardo1ita said:

    Here's the video :https://youtu.be/xXizB3gus0Q

    Watch how many times dead hard extended the chase MASSIVELY. Where true should have hit them but no counter because of a perk. Sprint burst gives you only some initial distance, not needed if you pay attention, and just 6 meters more of distance from the killer. Dead hard can save your life

    However SB can be used in the exact same way by letting the exhaustion timer reach less than 1 second and then start running, briefly stopping during a chase to basically have DH on demand that also gives you a 150% movement speed boost for 3 seconds.

  • I bring one because I want to. Sometimes I feel like it, sometimes I don't.

    Not like there's much else to bring in the offerings slot anyway.

  • @Oicimau said:

    https://forum.deadbydaylight.com/en/discussion/180880/skill-check-reliant-perks-need-to-be-changed

    Gear Head is amazing! Its 100% uncounterable by the survivors nor perceptible. If its a base attack reliant killer, you get a lot of locations.

    Please be joking. I can't tell if you are due to how text doesn't convey emotion.

  • @Zeus said:

    Technician should be a token based system that rewards great skill checks with one token. Maybe you get one skill check and if you miss a skill check, it consumes one token and is considered as good skill check.

    I'd rather it be changed to not involve skillchecks at all. But do something while, or just after, repairing a gen.

    Maybe you get X seconds without leaving scratch marks if you repaired X amount? It could be very useful when trying to hide between repairs.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1524685#Comment_1524685

    I doubt it. His increase stalk ones and the ones that increase duration of tier 3 are his best ones. If they are going to give Mikey a bit of a makeover with his power, and I think they will, then I think its just going to be reflected in his add ons.

    Sadly their butchering handling of Billy's add-ons make me think otherwise.

  • I agree with this post. And I am now waiting for the giga-brain genius who's going to say you misspelt NOED.

  • @Dwight_Fairfield said:

    Apparently Myers and Pig are next up for some reworks.

    The Pig definitely needs some love. I'm a bit worried what they'll do to Myers though if they change his add-ons.

    I think the tombstone pieces and the ones that increase his stalk speed will probably get axed.

  • @MadLordJack said:

    DS is one of them as well. So many people forget it even has a "skill" check. Every time I pull someone out of a locker and they DC before I hook them, I know exactly what happened.

    Also, the dev team actually NERFED Gearhead. That alone should tell you what they think of skillchecks.

    I keep trying to blot out the memory that GH was nerfed. But it keeps coming back to haunt me.

  • @WeenieDog said:

    Pig.

    A majority of her addons revolve around her RBT and whether or not they have an real value in game depends on luck. Trap status effects don't do anything if they get off immediately.

    And Rule set 2 is trash tier.

    Pig as a whole needs a rework to be honest. Or at least have her traps not be totally RNG reliant.

  • @SCP_FOR_DBD said:

    I think Demos addons need a second look, his brown is legit his best.

    Well, that. All of his add-ons besides extra speed and power recovery are really bad.

  • I'd say it's a soft counter.

    If you find the person with the key and hit them, you can patrol the key in-between gens to either guarantee it gets destroyed or get free hits on whoever decides to come back for it. Although this depends if the person with the key doesn't just stow it somewhere, as you said.

  • It's a great killer perk on most killers. Particularly ones that have an alternate attack that can be used to not lose stacks when attacking the obsession.

  • Paulie has a habit of assuming things that he has no evidence for.

    And by habit, I mean every video he makes.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517469#Comment_1517469

    I'm not sure that you're saying much of anything to be honest.

    Are coherent arguments a new concept for you?

  • @konchok said:

    You have bad ping. Maybe stop using a VPN.

    I have great ping and don't use VPN. This problem is not related to lag.

    Maybe don't assume stuff you know nothing about.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517432#Comment_1517432

    So Rank isn't an indicator of skill and MMR isn't an indicator of skill. So basically, my opionion is wrong because I'm bad but I don't know I'm bad because I'm only playing vs potatoes and I'm boosted apparently. All the while you know that killers are unfair because you're not being paired with potatoes? I'm not sure I understand your logic.

    You're putting words in my mouth.

    I never said your opinion was wrong, nor can someone's opinion ever be wrong, and I didn't say you were bad. I said that the current match making system is bad because it puts high skill players with low skill players.

    You seem to be heavily projecting what you think onto what I said.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/180071/clown-has-been-shadow-nerfed

    That’s clearly an unintended bug.

    Stacks are only removed for offensive actions. I.e. those actions that cause injury.

    Is it?

    Tell me, how did an update that saw literally no mention of changes to Clown have a clown bug in it unless it was an intentional nerf?

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517417#Comment_1517417

    Allow me to roll my eyes. I've 4k'd all but 2 games since MMR has been released.

    If you're trying to prove a point about how killers are now weak, you've picked a terrible time.

    The MMR has quickly grown a reputation for matching up experienced players with new ones, leading to laughable easy games.

    Now, of all times, is the most likely for killers to get 4K's.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517407#Comment_1517407

    I'm a high rank killer. Killers are in no way weak. A strong swf vs a decent killer will result in a 2k game. Honestly this game only feels balanced at high ranks. Low ranks are a ######### show.

    Ranks are now meaningless as a way to measure skill since the MMR update.

    They are only a sign of how long you have played.

  • @TheEntitysRightHand said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510909#Comment_1510909

    Iron maiden is terrible on huntress and I don't see why it's good on doctor. But my point still stands that it's good on nurse bubba and Billy. Why call me inexperienced? I have over 3k hours on the game. I just have a different opinion about iron maiden and actually most of the perks you put on hear I don't agree with but I'll leave that for later. Saying it's good on huntress is proof that you're inexperienced.

    I find it very hard to believe you when say you have 3K hours and yet don't find IM useful on Huntress.

    Tell me, what part of cutting her reload time from 4 seconds to only 2 is bad? The other effects of IM are completely negligible compared to this huge upside. And as I said, even stacks with her reloading add-on. Allowing you to fully reload in only 1 second!

    Once survivors realise you have the perk they instinctively avoid lockers. With Nurse or Bubba, this means that after a free down or two smart survivors will not enter lockers and the perk will become useless. That's why I put it on the list to begin with.

    I'm curious as to what other opinions you have on the perks in this list.

  • If I were playing clown I, too, would want to drink a hazardous batch of chemicals to end my suffering,

  • @Tricks said:

    Because every Multiplayer game needs an easy-mode, hand-held, babied pay 2 win crutch option.

    Oh wait, no that's just single player games. Easy-mode, hand-holding babied pay 2 win crutches in Multiplayer games just kills the game. I keep forgetting that one.

    Whenever I'm on Bubba it always feels like an uber cheasy mode sweat fest.

    And when playing against him I just go /Super_immersed_Blendette.exe till I'm caught then its /suicide.exe (because rewarding pay2win crutchlords with free faceroll win is lame) or /hatch.exe if I'm lucky enough to avoid the sweat for that long.

    Are you seriously implying that playing Bubba will always lead to an easy game?

  • @LeaderoftheSaints said:

    Why is it everytime i encounter someone with ttv in their name, they are usually a toxic piece of #########. They either intentionally sandbag their teammates, dc when first down, almost always sends hatemail, etc....

    Is it so hard to be kind

    Making people in the gaming community the center of attention either leads to light-hearted fun, or a narcissistic power trip that just exacerbates their terrible personality. I've found it's often the latter.

    Come to think of it, this applies to everyone in all communities.

  • No speed limiter. 0/10.

  • Actually sounds balanced and interesting, even keeping in theme with David's other perks.

    So I can guarantee you it'll never be added in.

  • I don't think even the devs know at this point.

  • @SpaceCoconut said:

    Is it holding the game hostage if I as a killer can't locate the last 2 survivors who are simply hiding and not working on gens?

    I've been in this match for 19 minutes and have been looking for the last 2 survivors for about 10 minutes now.

    Asking for a friend lol

    It's less holding the game hostage and more killing the game via starvation.

    It's going to end eventually. But you're going to be there a while before it does.

  • @ZephanUnbound said:

    It baffles me how there are so many weak killer and survivor perks in this game. If you ask me, buffing some of these weak perks should be high priority for BHVR so that we don't see the same boring handful of top tier perks over and over again.

    You'd think that be high priority wouldn't it?

    Or at the very least on the back burner as new content is added. But it seems that most perks are just left untouched despite how badly they are designed.

  • @TheEntitysRightHand said:

    I don't understand why iron maiden is even up there. The two killers you mentioned don't even benefit from it but bubba,Billy and nurse all do benefit from iron maiden. It's meta on nurse. At least I see good nurses with this perk all the time. The other two have it as a good filler perk. I personally run iron maiden on all three of these killers.

    You must be new.

    IM cuts down on Huntress's reload time by half. This also stacks with her reloading add-on, allowing her to reload in less than a second.

    A common tactic against Doctor is to hide in lockers when he begins charging his static blast. But IM reveals the survivor after they exit the locker, giving the Doctor more map knowledge and making it harder to avoid him.

    Saying stuff like "it's meta on Nurse" kind of gives away your inexperience with the game.

  • @DBdude55 said:

    Yeas these perks ars bad on there own but perks like overwhelming presence and huntress lullaby synergize with other perks and can make some of the best builds

    There is not a single viable build in the game that includes the perks you just mentioned.

    They're awful and their uses range from niche, to completely useless.

  • @CL_Crusader said:

    https://forum.deadbydaylight.com/en/discussion/178896/a-list-of-killer-perks-and-why-theyre-badly-designed

    Most of the perks you named here don't deserve a Nerf or buff because they're already powerful enough to work with other perks as it is. The game is supposed to be equally challenging for both sides and I play both sides. Fire up, remember me, and bloodhound don't need a Nerf and neither does zenshin tactics. But perks that could use a buff are thrilling tremors, trail of torment, and dead man's switch

    This post wasn't about buffing or nefing perks. But about why certain perks are designed poorly.

    I scarcely mentioned how to change them except if the change was obvious.

  • @Todgeweiht said:

    Forced penance is fairly decent on legion IMO, I have gotten quite a lot of people broken with it due to how easy it is to hit them. Though, it may be a waste of a perk slot due to the fact that they already have an add-on that does the work forced penance does even better.

    The pin is just a better version of FP.

  • @NuclearBurrito

    Here are the results from my last 3 games. All of which had at least 1 person DC during them.

    Game 1: Deathslinger - Shelter Woods - 1 Heal

    Game 2: Freddy - Crotus Asylum - 2 Heals

    Game 3: Huntress - Badham Pre-School - 4 Heals

  • @zacattak48 said:

    I agree with your whole list. It would be nice for every perk to be viable. A small qol change to these perks to make them a little stronger would be awesome.

    Indeed.

  • @calem said:

    I'm gonna disagree with you on a few perks, and explain why:

    Hex: The Third Seal

    The only issue this one has is the fact that once it's cleansed, it's gone forever. I'm sure we've all had a few games where we can't find Hex: TTS and it's absolute chaos. Slugs are everywhere but you can't find them, someone's dying on their first hook, etc. I think a solution to this perk would be getting rid of it's Hex requirement and making only the last 2/3 survivors you have hit. Adding an Oblivious status like you suggested earlier I think is overkill and would make this way too strong while it's active.

    Coulrophobia

    While I agree it's very situational, we need SOME niche perks in the game. And I think Coulrophobia is useful enough to keep it's spot. It works wonders on a big TR Doc build I like to use (Coulrophobia / Distressing / Sloppy Butcher / Thanatophobia and double Calm add-ons), especially on small maps. But overall, while it may seem useless in normal gameplay, it serves a good niche spot that I think we don't need to change.

    Iron Maiden

    You said it's good on Huntress and Doc (I agree, I play those 2 killers a lot), but I think it's way more useful than you're making it out to be. For starters, I like to use it on Bubba (more so after the buff than before) because survivors often try and go in lockers when your chainsaw is coming for them. Iron Maiden then lets you get maybe 2 max instadowns with your M1 if the survivors aren't potatoes. Plus, it can force them to not run into the locker at later stages of the game, letting you chainsaw them. Other than those 3 killers, I like it's anti-Head On niche. I've made surprising amount of use in that certain situation (survivors like to run Head On cause it's FUN). It also gives information if they hide in lockers to avoid BBQ.

    Thrilling Tremors

    This perk is seeing a lot of use in top tier play and in competitive DBD. The cooldown is fine in my opinion, any less and it's overpowered. I'd trade in BBQ for Thrilling any day of the week if I didn't need the bloodpoints from BBQ. This perk isn't countered by lockers, Distortion, being too close, or new auras being terrible.

    Surge

    I feel like so many undervalue Surge. I LOVE it. It's super underrated. I think on it's own, yeah it's not the greatest. The regression isn't much and it's only basic attacks. BUT, if you use it in tandem with something like Ruin and/or Surveillance, Surge gets great value. With Ruin active, you get an extra 8% regression on top of the 200% from Ruin. With Surveillance, you don't have to worry about kicking the gen for information. Also, for a bit of fun, pick Doctor and go to The Game. Use Surge, Nemesis, Dead Man's Switch and Distressing. Fun and niche build. Nemesis lets you hook your obsession way more frequently for Dead Man's Switch value, Surge forces survivors near you off gens, Distressing for the larger TR Static Blast to get people off gens for DMS value.

    Hex: Retribution

    Again, I think this perk is underrated and I love it. On it's own, it seems like it does nothing (although the Oblivious from dull totems shouldn't be underestimated). But used in conjunction with other Hex perks, this one is amazing. One of my favourite combos is Ruin / Haunted Grounds / Retribution. 50% of the time, they'll cleanse Haunted Grounds and now you see where everyone is for 10 seconds. It's not too hard to get at least 2 instadowns from that. 25% you'll just get free info where everyone is, and the other 25% you'll lose Ruin. That kind of information shouldn't be laughed at. Obviously this perk was made to go with other Hex perks, and that's where it's the strongest.

    I respect your opinions though and I love the effort you put into this post. I would love to see weak perks buffed because I am sick of the boring snooze-fest that is the current DBD meta. Pop, Corrupt, BBQ and X perk every game from killers, and DS, Unbreakable, Dead Hard, Borrowed Time every game from survivors.

    I wholeheartedly agree with your concluding statement. So many perks on both sides could really use a buff or tweak. Then maybe the meta that's been lingering around for over 3 years now would finally change.

  • @PerkyPerky said:

    Good detailed post, thanks for this.

    Cheers!

  • @NuclearBurrito said:

    @SirCracken here's a little experiment I want you to do.

    Next time you play the game as Killer keep track of how many times Survivors heal per game. You don't have to do anything special, just count each time they heal regardless of the method. Picking up slugs doesn't count btw.

    And if you play Survivor, make a note of when you heal yourself and why. Again, include heals from perks.

    I will do this. I'm at work atm but I need to hop onto dbd later anyway to record some footage for a video. During this I will keep track of the heals and get back to you later.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508269#Comment_1508269

    Almost never.

    My games with this build rarely get to the last gen poping so obviously FP can't procc if everyone is dead.

    But if we ignore that for the sake of the question then in most of my matches I'm able to have at least 1 person broken at pretty much all times after the first hook, like I said a protection hit is an easy condition.

    Right before the last gen pops is actually the easiest time to proc the perk. Survivors tend to group up to complete the last gen, so I can just walk up and start hitting them and can get a broken Survivors by the time the scatter.

    The other perks are actually surprisingly effective at holding the last gen. Surge's explosion has the effect of preventing repairs for a brief moment in addition to the flat regression, which when multiple Survivors are working on a gen is actually extremely clutch. And then Thrilling Tremors means I can go for a hook without worrying about another Survivor rushing the last gen while I'm carrying them. So I can often get everyone broken while holding a 3 gen and still getting hooks at the same time due to a combination of these factors.

    I even had one particularly memorable game where I had 4 adrenaline in the game but all 4 Survivors were broken in time for the last gen. That particular scenario was only a one off, but still. It's not rare to block an adrenaline when applicable.

    I find it hard to believe all this can be consistently pulled off unless the survivors make loads of mistakes during the game.

    I'd like to see footage of that 4-blocked-Adrenaline game though. Sounds hilarious.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508262#Comment_1508262

    This raises a question:

    Would the community widely mind if some perks would become unteachable as they are deeply tied into the characters backstory?

    Like, Lullaby is something Anna could teach the other killers (assuming they do interact), but Caleb couldn't really teach anyone but maybe Amanda and Max Gearhead.

    Same with the Survivors. Claudette could of course teach the others self-care, but laurie couldn't teach others OoO.

    People would flock to the character with the most powerful perks.

    Survivors would leave Claudette but start using Meg, Bill, and Laurie in droves. Most killer's would be indirectly nerfed and the meta would stagnate even more.

    But if we're just talking lore, most killers would probably try to kill each other on sight. Never mind teaching each other their skills.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508256#Comment_1508256

    Oh yeah, that's another great thing about forced penance. It hard counters adrenaline and any other instant-heal perk. Sometimes people run inner strength which also counters most instant heal perks. But I pretty much never have to deal with Adrenaline with this build.

    How many times have you manged to get FP to procc in time for the last gen to pop?

  • @MeltingPenguins said:

    I think with a lot of 'post-nurse' or even 'post-huntress' killers the problem lies within their perks becoming a bit of bootleg versions of older perks, often to go with the backstory.

    Take Gearhead as example:

    It's clear what they were going for here with Caleb, but by all means, with his backstory it should rather have been some odd mix of tinkerer and discordance.

    Suvivor perks have the same issue

    Pretty much. Somewhere along the line the devs got afraid of making good perks and resorted to recreating old perks. Now with 3 extra conditions before they can be used.

    Sometimes I wonder if they mistake the number of conditions a perk has as a measuring system for how good it is.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508241#Comment_1508241

    I would absolutely rather a Survivor hop on a gen than heal. I do not run anti-heal perks to slow down gens, there are other perks for that purpose. I run anti-heal perks so that the Survivors don't heal.

    A Survivor that doesn't bother healing in general isn't going to be effected by any anti-healing perk regardless of strength. But they are also going to be easy pickings for me. Even spinechill users, because they will often run into me on accident since while they know IF I'm coming they don't know from where. Not always, but enough.

    If the map is open, good luck getting any pressure with survivors that solely focus on gens and don't heal. If it's on Hawkin's or Lery's then staying injured is generally a bad idea. But otherwise it's far more efficient to just have all survivors run Adrenaline and focus on gens.

    That's also why I'm not a fan of anti-heal perks. Any perk that is focused on survivors healing will never be has useful as a perk that slows down gens. Especially since the no-heal meta is a thing.

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