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Sonzaishinai

Sonzaishinai

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Sonzaishinai
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  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459047#Comment_3459047

    The problem with that is if you buff the weak M1 killers to match the perk, then you screw over the survivors without the perk. The opposite problem when the simple solution is to limit the problematic perk.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459048#Comment_3459048

    My dude doesn't know walls, vaults and pallets exist. Those buy you plenty of time to get to another loop against the killers this perk hurts. There's no lies about that, as a Sadako main that the post pointed out.

    Last time i checked walls, vaults and pallets exist without MfT too.

    If a 130% killer can't catch up to a 103% moving survivor then by all logic a 125% killer wouldn't be able to catch up to a 100% survivor any better. Which means there is a supposed tile that even with blood lust 2 you can't beat a perkless survivor.

    MfT is strong enough that you can just point to facts to make a argument against it. No need to spout nonsense like that

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458996#Comment_3458996

    Look, this is what i really dislike when people want to prove X perk is strong.

    You take a weak m1 killer(sadako), then take a specific tile on a specific map, then take a certain survivor with a specific build that is focusing on looping and after this perfect scenario where everything is set for the perk to work fine you conclude is not a niche perk.

    Imagine if i would say that mft is a weak perk because i went against a nurse in glenvale and she tunneled me at 5 gens.

    What i dislike is the blatent lies

    130% killer can't catch a 103% moving survivor? If that's the case why isn't everybody complaining about that apperent infinite? As a 125% killer wouldn't be able to catch up to a 100% survivor any less if that tile existed.

    That person is really going around saying there is a tile you can't beat with bloodlust 3 vs mft when that implies that you can't beat it with bloodlust 2 normally.

  • When people say you can't use exhaustion perks they mean you can't use the better exhaustion perks.

    Sprint burst doesn't work at all. Lithe goes together horribly with it too. Go further down the list and you end up with the very situational ones.

    The only exhaustion perk combo with it that isn't a meme or highly situational is dead hard cause they have the same activation conditions.

    And there is a reason dead hard has dropped in use rate

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456788#Comment_3456788

    How can you not use lithe with it, mtf deactivates with exhaustion so you just greed the pallet and when bloodlusts kicks in you vault, I dont see how this is not possible?

    There are many loops where you are not forced to vault and can get tons of value from both perks, like high wall loops where you can just hug the loop until bl kicks in and the predrop and keep hugging or while the killer breaks use lithe.

    Because that's a very idealistic combo that in an actual match rarely works as well.

    You can't vault for your entire first hit or you waste your MfT. Which more often then not leads to you handicapping yourself desperatly trying to make this combo work.

    Then when injured you also just happen to have vaultless loops available to get actual vallue out of MfT.

    And when you actually get that then you just happen to have a vault available to make use of Lithe when you need it.

    It's inconsistant, clunky and the mayority of the time you'd be better off only focussing on one of the perks instead of handicapping yourself trying to both make them work.

    The only exhaustion perk that works well with MfT is Dead hard cause the condition for it are the same.

    Sorry but for me people who say Lithe works with MfT are people who don't play survivor that often and go about theory crafting without having a realistic grasp on how actual matches go

  • I kinda hope this wasen't actually a mechanic and they wrote a actual AI for the singularity and now the Hux is just buffing himself

  • Paltry Strength: succesfully stunning a killer reduces their pallet breaking speed by 20% for 10 seconds

    Head Off: When you search a locker Head Off activates. The last searched locker is highlighted to you and when a survivor gets near it swings open hindering them for 3 seconds

  • That really isn't that uncommon...

    The terror radius starts at 32 meters. In less then 6 seconds the killer is within 5 m and if you have played survivor at all you'd know that leaving the second you hear the terror radius leads to gens never getting done. You need to stick to it sometimes

    Not to mention killer powers/perks. Hillbilly get's within 5 meter in less then 3 seconds of hearing the terror radius. Sadeko get's within 5 meters after 4 seconds of hearing her subtle lullaby. Myers in tier 2 gets within 5 meters of distance in 2.3 seconds of hearing his terror radius. Less then one second if he has monitor and abuse.

    Between this and the person who uses sprint burst to go to the closest tile i'm beginning to get the feeling you people don't actually play survivor...

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456521#Comment_3456521

    MFT just works fine in dead zones though, 3% movement speed is a 20% more straight chase duration (yes you can very well run "straight" from killers, there is still big obstacles that allows you to turn around even in dead zone), which equate to 20% more distance.

    And I don't believe people are using SB wrong when they used it to reach strongest tile near-by, because it makes more sense to get strongest tile than just going farthest tiles.

    MfT isn't just for "in tile" neither, it works best with between tiles, when killer breaks pallet/run around the windows they can gain lot more distance, and it takes lot more to catch up, then lunge requirement is also made worse too, effectively making every pallet breaks 30-40% stronger.

    I know what you are saying, and I still thinks this is problematic as heck perk, this is too little effort, it's not situational unlike any other exhaustion perks, and is also really really strong by effect itself, and even allows you to utilize second exhaustion perk (dash is a dash even if unreliable) for some reason.

    I definitely prefer SB over MfT, SB doesn't ######### with lot of killer powers like mft does, doesn't make them reach lot more tiles they otherwise couldn't, and doesn't give them "free distance" of one additional loops in actual chases.

    If you don't think it doesn't help with hold w, that's just wrong, it immensely helps with it, actually the most beneficial way to use MfT is "pre drop strat" because it double dips with distance gained from pallets and then time it takes to catch up.

    Using Sprint burst to go to the nearest strong tile 100% is using sprint burst wrong. What you do is go beyond that tile and then loop back around to it.

    That aside let's make some quick comparrisons.

    say you're working on a gen and every pallet around it has been broken. a 115 Killer shows up 5 meters within hitting distance

    Without perks it will take the killer 8.3 seconds to hit you and you can make 33.3 meters of distance to find a tile

    With MfT it will take the killer 10.4 seconds to hit you and you can make 41.6 meters of distance to find a tile

    With sprintburst it will take the killer 18.3 seconds to hit you and you can make 79.33 meters of distance to find a tile

    So yes while it helps can you see how it's not even close to the perfect safety sprint burst offers

    The perk is very strong but you are severely overestimating just how strong

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456488#Comment_3456488

    Balanced landing is actually pretty nice exhaustion perk, it helps survivors when they are most weak.

    Comparing it to sprint burst is entirely wrong, it can increase distance they gain in every windows/pallets/powers, makes killers to reach them slower, reducing the effectiveness of lunge so killers needs to be a little closer to confirm a hit, sb can only doe second and still not even good at it... because you will most likely stop at first tile, and not get the entire value out of it.

    It's basically clearly better in every situation, because unlike other exhaustion perks it works in literally every situations, and when it doesn't, no other exhaustion perks works too.

    Balanced landing is very strong in situations but very inconsistant and map dependent. Drop spots are not as numerous as vault locations and stuff. I believe there are certain maps that don't have drops at all.

    Sorry but if you stop at the first tile after using sprint burst then you are using sprint burst wrong.

    If you are caught in a dead zone sprint burst will save you 100% of the time. MfT won't. The times the 3% is going to make you reach something in a dead zone are very rare.

    MfT ofcourse is way stronger then if you are in a tile. Giving the survivor a very clear edge but even then they still need to play well. A lot of mindgames still result in hits if they fall for it regardless of the 3%.

    I do want to reiterate again that i don't think MfT isn't strong. It's very strong. Just imo not problomatic strong.

    I honestly prefer facing it then other chase based exhaustion perks as it's at it's best in actual loops and isn't just a way to hold w for a long time

  • I still think it's fine. The not exhausted clause is huge.

    Like yes you can use certain exhaustion perks with it but look at the examples you gave. Balanced Landing? Smash hit? Those aren't exactly top notch exhaustion perks.

    And even if you pair it with Lithe which is good then there is still dissynergy. Most really strong loops have vaults and having the awkward choise of having to avoid them to keep your 3% haste or use them and lose your benifit really doesn't work that well.

    Now i'm not saying it isn't strong, far from it. But i do think the cons balance out the pros a bit leaving it as a strong alternative to sprint burst or other exhaustion perks without being clearly better in every situation.

    Having strong alternatives isn't a bad thing. I don't believe this will knock sprint burst of it's throne but it will be used which just means a more diverse meta

  • I would love to see that too. Especially with the entity bassically being a eldritch god it would fit so well.

    Lots of lovecraft's monsters would be cool. Or if they go original they could make a eldritch being that was born in the entity's realm instead of taking from somewhere

  • I don't, they made him a lot more interresting to play. Antidote is really satisfying when you get the hang of it.

    What addons did you use before the rework. I don't remember them that well. I know he had a exhaustion one that was pretty good

  • Don't forget that MfT doesn't work well/at all with other powerfull perks.

    A closer equivellant would be to give a 3% hinderance penalty on hit but it all goes away if a generator gets damaged in any way

  • It is learning at a impossible rate!

  • I haven't had any issues with it so far.

    It's not bad per se but not worse then if they would just have a exhaustion perk

  • I can only play him in really short bursts. The constant changing of perspective and orientation really disorientates me after a while.

    Hopefully it will get better after i get his adept and can slap on shadowborn

  • It's allright. Slightly more effective healing yourself then having someone else heal you and you don't need to find anyone and you heal others faster too.

    As long as you know when to heal and when not too it's decent

  • I'm going to enjoy the week or so of no sprint burst untill MfT disapears into the void of "OP" perks

  • It's allright against the lower bracket of killers but those aren't the ones you need help with.

    The only real saving grace DS has right now is that going down removes deep wound which means you can use dead hard without fear of killers hitting you off hook to prevent it.

    Between the speedboost from the initial hit, the delay ds gives and then the speed boost from DH it can be quite the thorn in a hard tunnelers thigh.

    Outside of that niche though it's just not worth it. I wouldn't bring back the 5 second stun cause that is a long time to be stunned but instead keep it 3 seconds but also give a speedboost to the survivor. Even to the point of them making more distance then normal 5 second stun DS

  • For the mayority it's because they heard tunneling is the only way to win so they try and force it not realising tunneling is a oppertunistic thing.

    Another reason could be to just practise. I remember when i was learning Billy i decided before the match started i would chase the first survivor i saw and not stop untill i landed a curve. Lost a lot of games but also learned where i can and can't go for curves

  • PoP hasen't been meta since it's nerf

    They are doing what they said they would do. Continue to monitor their changes and make adjustments along the way.

  • 1: Sprint Burst

    Most reliable, it's hard to not get atleast some vallue out of it.

    2:Lithe

    Pretty concistant and getting a speedboost after the killer commits is better then at the start of a chase where the killer can decide to not go after you but there are going to be times where you can't get a vault

    3:Adrenaline

    End game only perk but a huge gamechanger

    4: Dead Hard

    I don't think DH as dead as people say it is. Paired with DS it's a good counter to the slap after hook to force deep wound. A lot harder to use now though for sure

    5: Balanced Landing

    Extremely powerfull perk in the right situations but those are far and few. It turns what are otherwise dead zones into safe havens. Or it does nothing if those dead zones don't happen to be on the map you spawn in. Is a lot stronger if you're willing to use map offerings

    6: Headon

    Can be put to good use in swf with comms but hard to utilise otherwise. It is one of the more fun ones so it gets that. Very hard to make work once the killer knows you have it

    7: Smash Hit

    With the fact that a lot of killers can avoid getting stunned and it being tied to a dwindeling resource make smash hit hard to use. It does offer the most distance of any other exhaustion perk if you can pull it off so that's nice

    8: Overcome

    I can write a whole essay why Overcome is a horrible perk who's only redeeming quality is being easy to use for new players. But the gist of it is that the vast mayority of killers don't care for it or can hard counter it. And with the tunneling being what it is having your big defence trump card being disabled untill the killer allows you to heal is atrociously bad. Outside of this and the last one no other exhaustion perk can be shut off as easy as this can. The most overrated perk in the game. Not only is it not as good as people think it is. It's straight up bad

    9: Background Player

    Never thought i'd see a perk that can knock Overcome of it's thrash throne but here we are. I guess it's used for flashlights saves but the situations where you aren't in range for a regular flash save, are in range for a sprint burst flash save and are not wasting a ungodly amount of time forcing it to happen are pretty much non existant. Atleast this one is fun if yoy pull it off unlike Overcome which is boring even if you get some vallue out of it.

  • Problem is that slugging for pressure and leaving all survivors to bleed out for 4 minutes has been given the same terminology by the community despite being 2 completely different things.

    One is a risk/reward tactic where you trade a hookstage now for pressure to get more later and the other is BMing for the sake of BMing

  • @Seraphor said:

    What part of "working on it" do people not understand?

    It's not going to come back in the same form it was shown in that previous PTB. If it was, they wouldn't have to 'work on it'. Yet you're all still doomsaying about the same system being implemented.

    Basekit Unbreakable was scrapped due to community feedback. That same community feedback is what also decried the finisher mori system and caused them to go back to the drawing board with it. That same community feedback shouted that "basekit Cypress Mori" would be the best way to implement it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449139#Comment_3449139

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449158#Comment_3449158

    Thank you

  • I agree partially.

    Not really that you have to dedicate your entire build on anti-tunnel. Especially when most anti tunnel perks aren't that amazing but how effective tunneling is is partially in the survivors hand.

    Most maps have atleast one strong structure that is easy to run and will waste a lot of the killers time and that is just something you need to learn to play the game well.

    These kinda cheap tactics exist in other games too.

    In rts games there often is a zerg rush tactic that will beat you again and again untill you learn to scout and pay attention to what your opponent is doing.

    In fighting games if you don't learn how to block effectivilly decent players will rush you down every single time and it will be a very simular "no chance to breathe" feeling tunneling has.

    That said i do think tunneling needs to be looked at. It's way to effective compared to spreading hooks which offer no benefit whatsoever.

    It is a problem, just imo a bit of a overblown problem that most people use as a excuse

  • Good, a break every now and then helps a lot.

    I do advice taking a actual break and not a pseudo one. Don't play the game, don't visit the forums, don't watch videos put it out of your mind completely.

    Many people here make the mistake of stopping to play the game but still visit the forum that's full of complaints. That will make you hyperfocus on the negative stuff without being able to experience the good this game has to offer and will really sour your eventual return

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448859#Comment_3448859

    No. If the killer ignores the hook objective they should be punished for it. It shouldn't work in their favor for leaving everyone on the ground. Ignoring the hooks should never become a strategy for killers. All they would do is hunt down all 4 survivors until they are all down and go afk until they bleed out.

    The basekit counter to slugging is splitting up. Which already is the ideal strategy.

    If the killer slugs one person while nobody is around what they are essentially doing is trading the 10 seconds it takes to hook for one of the hook counters of the survivor.

    If the survivor is picked up and the killer isn't able to turn that 10 seconds into more pressure it's a net gain for survivors

    All slugging is is being on a moveable hook that doesn't count against your 3 strikes before you're out.

    The only time it's a problem is if all 4 are down and they still refuse to hook or when there are only 2 survivors left and the killer proxies the one who is down.

  • I want them to be longer.

    Constant map wide screams untill they are unhooked please. And it gets louder the closer you are

  • Yes i do, I'm not the best with them but it makes a huge difference if you use them well

    Yellow bottles is what enables clowns to almost never have to break pallets

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446704#Comment_3446704

    To be fair, the way you put it is like saying that getting stabbed used to be bad but suddenly guns popped up and getting stabbed is not so bad anymore. Like, yeah, by comparison, I guess, but that didn't make getting stabbed any less deadlier nor any less painful.

    There's a reason people are using Adrenaline, Inner Healing, We'll Make It and such. Self care didn't get any better, it's just that the alternative got worse, but Self care didn't become the next best option, other perks better than Self care did. And now with everyone and their mother running sloppy, it's just making Self care even worse than before for the current meta.

    I understand raising the heal speed back to 50% would put us almost all the way back to square 1, but at the very least they could make Self care healing ignore sloppy to prevent it being the slowest heal in the game by far, hands down.

    I'm not saying it's the best option. Just that it's not a worthless option.

    You mention Inner healing but that most often then not eats up more time then selfcare+botany would

    14 second cleanse+8 seconds in locker means that if you spend more then 8,5 seconds travelling/searching for totems you spend as much time on that heal as selfcare botany does.

    Inner healing then ofcourse has the benefit of bypassing mangled

    It all has ups and downs

    Also your analogy kinda doesn't work. You're talking about something getting worse because something better showed up instead of something being less worse cause the better alternative dissapeared.

    If you can get a equally good hotdog in one place for 5 bucks and in another for 3 you'll never get the one for 5 bucks. If the place for 3 bucks goes bankrupt you probably will start getting the hotdogs for 5 bucks cause 5 bucks is still a decent price for a hotdog.

  • Bbq certainly isn't bad but it isn't nearly run as often as it used to be.

    The fact that a whole year went by before you noticed it 5 games in a row and you could have your aha moment isn't as big of a gotcha moment you think it is

    Still good though, honestly a bit underrated at the moment. Love it on Billy

  • @DudelPuma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446680#Comment_3446680

    yeah you're absolutely right! the perfect tip for bad players who used the 2 perks to get around 30-40sec (with sloppy) while the old selfcare alone was 32-40sec and still not welcome and it wasn't good at all xD or you do it like this, play swf, gen rush build and adre heals you up if you are injured

    But no! come :D I play your game, Ruin isn't bad because the gene kick perks are nerfed and you waste your time kicking it saves you all that, play ruin and preferably with undying to make sure it's safe, there are also 2 perk slots which are used opop well well play it then i will play selfcare botany

    Ruin is bad no matter how many perks you add to it

    I'm not saying it's "opop" i'm saying it's not that bad.

    As long as you aren't a slave to the meta you can make it work. But i guess a lot of people are so dependent on perks that anything that isn't the absolute best is terrible

  • Selfcare lowkey isn't that bad anymore tbh

    Pair it with Botony and you heal yourself in 30,5 seconds better which is slightly more effecient then having somebody else heal you

    6,5 second slower medkit but with infinite charges for selfheal basically. It was superbad in a time where the alternative was healing yourself in 12 seconds with a medkit.

    It's not supergood ofcourse but it's no longer a meme.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446138#Comment_3446138

    What i meant is i cant find the way this perk is meant to be used. With any gen perk you can always picture the ideal best way to use it like PT having the 4 survivors in the same gen but what about Scavenger? How is Scavenger meant to be used?

    I can only think of 3 scenarios:

    1) You try to activate scavenger as many times as possible to refill the toolbox, but then this perk will hinder you over and over with that crippling debuff making it not worth it.

    2) you 99% a gen and then use the last charge to finish it so the debuff does not affect you, but then you will have this perk dead in your build for 99% of a gen time and you can maybe get some value at half of the next gen if you are lucky with the RNG skill checks and you are good at hitting greats.

    3)the killer interrumpts you or you go for unhook, (first of all there are tons of things that can happen that could make you unable to unhook someone like being injured, killer facecamps, too much distance) but then in this situations you are simply not repairing at all. you are not getting value out of scavenger because you are being chased.

    so you have this "gen" perk that either hinders you constantly, is dead most of the time you need it or force you to be in situations that you cannot repair.

    In general it's going to be.

    Instantly use your toolbox but leave the last charge.

    If the killer comes for you, use it and bypass the penalty by being in chase.

    If you need to unhook use it and bypass the penalty by unhooking/healing

    If you don't need to do either, use it before finishing the gen your on and then either

    Boon a totem/ cleanse a totem for inner healing and you'll be able to make up the time for doing that later

    Or just go to the next gen skipping one (something you should always do to prevent 3 gens)

    You'll either completely avoid the debuff with cleansing or partially avoid the debuff. If you're under the debuff for like 10 seconds you'll still make it up later.

    Do the gen, get the skillchecks and then use your new toolbox to break the last and most difficult gen.

    Comparing it to build to last shows the debuff really isn't the end of the world. Even if you spend the entire 30 seconds on a gen ( which should never happen) you only lose 15 seconds of gentime. Compared to Build to last 12 seconds being in a locker it's really not so bad.

    At worst they are comparable

    Speaking of build to last i don't think scavanger deactivates when your toolbox get charges in another way.

    So in theory you could deplete your toolbox just before finishing a gen, get in a locker for 12 seconds, get a new toolbox, go to the next gen, by that time the 30 second penalty is almost over, use your toolbox and only get 4 of 5 great skillchecks and then get the 5th one when your toolbox is depleted again.

    Not sure if that's how it works ofcourse so take that last example with a grain of salt

  • Rest in piece Puppers

    You'll always be the comforting bright light in the fog

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445850#Comment_3445850

    Regardless of all that the enduring rework was a silly example of being punished and it being called a perk and btw you don't control when you have skillchecks even with a toolbox, it's not going to change the fact that nobody will run this perk unless they're trolling it's still a dead perk on arrival when it shouldve just been left to a one time use and instead of a 30 sec debuff for endless uses, it could've took thirty secs after you hit the skill checks as a cool down to refresh the box to prevent abuse and then it would be right there with built to last around the same strength and it wouldnt feel like I'm running a perk that hurts the team especially if more than one survivor has it, just kinda lame I wish they would just stop making gen perks because they either are too strong or not worth a slot

    You couldn't control skillchecks any more with the previous version. Skillcheck rng didn't stop the previous version from being busted. One extra isn't the end of the world.

    I'm not going to say that this is still SS+ auto include busted tier but it's far from dead

    This perk will never hurt the team if you're smart about it

    @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445850#Comment_3445850

    mmm, i dont know for sure now.

    Although even if that is true and you can time the debuff with the toolbox charges, i still think is not worth it to use a perk like this. The majority of situations which you use a toolbox you dont really need to do any other action to justify having a debuff for the precise action you were doing before.

    And then you have the hit 5 great rng-based skill check part which is still not consistent.

    i understand the need of some perk to incentive survivor to work in short burst as the dev said, but that effect should be tied to a killer perk, not the drawback of a survivor gen perk.

    If you don't have any other action to justify other then doing gens you're already winning.

    If you can glue to gens without the killer interrupting you or needing to go help your team then you'll finish the gens in 5 minutes anyway.

    That would be like saying old dead hard is useless if the killer doesn't hit me. While true it wouldn't matter cause you'd never get hit.

    In actual games the killer is going to come to interrupt you, you are going to need to unhook some survivors, you are going to need to walk from gen to gen.

    If you can spend those 30 seconds during chase then they might not even have been there. There are ways around it.

    Skill check rng isn't any different between this version and the first one. If the first one was superstrong with only 4 skillchecks this one isn't going to be worthless with 5.

    The real kicker here is that you have to wait to activate it untill a moment arrives. Delaying when you'll be able to use it.

    That's also why the infinite use buff might not even be there. In a realistic match you're probably not going to be able to use this that often.

    The perk is a lot weaker. But it's far from dead. I think it's pretty balanced now. And a fun reward for people who have good gamesense

  • @Krazzik said:

    To be fair if it didn't have a cooldown then, as you say, it would be pretty busted on Wraith :p

    It was 7% per token too then!

  • Hasen't it always have a cooldown?

    Just looked it up, they added the cooldown in 1.2.1

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445716#Comment_3445716

    You need to deplete your toolbox, then start farming rng great skill checks and the moment you hit the 5th one, scavenger activates refilling your toolbox and giving the 30sec debuff.

    image.png

    That's not what it says here. I haven't played with it yet obviously but as written it activates on the last charge, not on the 5th skillcheck

    @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445716#Comment_3445716

    Regardless of how you use it everytime you activate it it's still gonna be a debuff though you can't get around it, the equivalent of a perk like this would be like me saying a reworked enduring everytime you got hit with a pallet you slow down 5 percent base movement speed stackable to 5 tokens with the trade off of having max tokens and being able to walk through pallets instead of breaking them, "but you don't have to break the pallet anymore" the trade off would be so dumb there would never be a good reason to have enduring like that you would never catch anyone and the same could be said for this perk if everyone ran it you would end up stalling the game and even if a couple popped early you would buy the killer a ton of time , why debuff when you could run something else?

    Couple of things wrong with your analogy.

    First it is a debuff you can get around. penalty to gen repair does nothing if you are not working on a gen at the time. And even the biggest of genrushers can't teleport. If you activate it before finishing a gen and it takes you 15 seconds to run to the next gen you only lost 7.5 seconds gen progress. Most toolboxes save more then that. If you spend those 30 seconds unhooking a survivor you lost zero gen progress.

    Second your enduring rework is not equivalent at all. For starters you don't choose when you get stunned by a pallet like you can choose when to use your toolbox. Your penalty also last forever where Scavenger last 30 seconds. It's honestly nothing alike

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445354#Comment_3445354

    oh yeah, let me just pray to Mathieu real quick for a skill check just before I hop off my gen.

    That's worked so well for me with Autodidact...

    To my understanding the perk activates once you hold a depleted toolbox? Not when you make your last skillchecks.

    It's just 99% your toolbox and using the last bit when you have to do anything else then working on a gen for a bit

  • 110 killers usually are 110 for a reason.

    Ironically i think they will have the least issue with this. Seeing how m1 chasing is something they don't want to do anyway

  • Still seems okay, keep your toolbox at 1 charge and either right before you finish a gen or have to go for a unhook or whatever use the last charge so the 30 second gen speed penalty is mostly spend running to the next gen/ drawing agro/ unhooking etc.

    Just takes some thought now

  • Legions

    simultaneously the best and the worst of us

  • Camping is pretty selfexplanatory. One person (2 if you count the killer) is litterally not playing the game. This wouldn't be so bad in cases of end game where you already had a game but in cases of a single chase and the game is over for you unless the rest of the team throws the match to risk trying to save you it's clear it's a problem.

    Tunneling is a bit more tricky. I honestly don't think tunneling is as bad as it used to be. In the past tunneling was really unfair. you could get knocked down a nanosecond after getting unhooked and the only effective ways to stop it were perks which forced you to play with the same things over and over again.

    Nowadays with BT basekit you generally always make it to some sort of defence so you are playing the game.

    There is technically nothing wrong with seeing the game as a series of 1v1's where the survivor being chased buys time for their teammate. But it is also undeniable that games where everyone gets involved are just more fun so we should try to aim for that

  • Thana isn't as unplayable bad as some people think but it's still bad. Atleast that one still has a place with Plague and to an extend Legion to punish survivors for not healing at all.

    Dying Light is terrible in every single way. Easilly the worst perk in the game. It's a perk that looks bad on the surface and when you analise it it becomes even worse.

    The sad thing about dying light is the obsession isn't affected and on top of that you need to hook non obsessions.

    Which means you are encouraged to chase somebody who is affected and let the person immune to the effect be. So only half the survivor team is usually experiencing the slowdown.

    And on top of that it buffs a survivor, you know the one you're not suppose to hassle.

    It's absolutely terrible. I would choose a blank perk slot over Dying Light

  • @nars said:

    thana sucks. we know.

    Besides, for the 24% bonus combo you need another survivor with prove near you while you are injured with resilience. Takes 2 people with 2 specific perks.

    Thana is just one perk. I think it should be a 10% bonus per surv, because even when it was 5 it wasnt great.

    If thana was 10% per survivor gens would take 150 seconds if everybody is injured...

  • The unknown is the oldest fear of mankind.

  • This is kinda the case with almost every forum out there. DbD has it really bad but in general people who are content don't tend to feel a need to share why they are content. People who are unhappy have a strong tendancy to atleast rant about it

  • This is terrible news. I hope he'll be surrounded by loved ones and know just how big of an impact his life was.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440331#Comment_3440331

    I don't really know how to feel about this, though. This seems to me like a 1 in 6 in 6 in 6 in 6 chance, ie like rolling 4 sixes in a row with a common dice. It can happen, but is not a scenario that you would consider the general rule. In my experience, a group thats THIS efficient with its first gen, won't unravel like this if you slug them all, or facecamp, or tunnel, they would soldier through and slam gen after gen. Its so unfathomable that someone would kill themselves on first hook after such a start and such a setup.

    Nah, this is supercommon. Survivors just have the upperhand at the start. Early gens will fly at the start cause that's the point where you haven't been able to get pressure up. Once you do generators will slow down or even grind to a halt. That's just the way the game is. The mayority of my matches are first 2-3 gens being done in 1-2 minutes and the last ones taking way longer if they even get finished at all

    Too many killers have the mindset that losing a battle is losing a war. Which stunts their growth.

    Looking at it realistically the 20 second gen was the dumbest thing the survivors could have done here. They grouped up which especially at the start is a terrible idea and blew all their early pressure and all their resources into one gen. With 4 more remaining.

    If these actually split up Pulsar here would have been in a much worse position. 3 gens done at the3 minute mark is way more dangerous then 1 at 40 seconds

    @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440331#Comment_3440331

    Yeah unwinnable against good survivors which these clearly.

    You won't see 20 second gens vs good survivors cause good survivors know what a terrible idea it is to blow all your resources and early game pressure on a single gen.

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