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StibbityStabbity

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  • @Boss said:

    I CAME IN LIKE A REGULAR GUY WITH A KNIIIIIIIIFE

    Let's have some fun let's make this quick, you're gonna take a ride on my disco stick...

  • I'm already a Legion main. I'm not sure I could play Legion anymore than I do now.

    For this, however, I'd probably try.





    DatGaga.png


  • I'm going to be "that guy".

    I don't mind playing with console players at all. I really don't. That said, I can see a console player playing on a console. Their movements in particular sets them apart. PC players are capable of extremely tight movement, basically turning on a dime or switching directions multiple times rapidly. PC players also have that jerky strafe from tapping ADADADADAD as they move to avoid incoming hits and line up with LoS break while looking behind themselves and maintaining a mostly straight (though a touch jagged) line away from the Killer. In the case that the Killer is console, you can see how they handle tighter parts of loops, basically going wide and swinging into it like a car that is fishtailing or drifting a bit, while PC Killers hug the outline of the collision box as if they were tracing it out, looking around rapidly to keep an eye on things and probably see if a mindgame can be had. PC players have a much higher capability of very specific movement that I often see do well for them. Not always, and sometimes it even makes the Killer target them for being a pain to land a hit on, but it's there. From a casual perspective, it doesn't really amount to much. From a competitive perspective, it does.

    I'm not saying console players are bad. Not at all. I've played with some really good ones, and against some pretty good ones. I honestly respect what they can do with the limitations they are working under. However, those limitations are there, and a PC mustard rice can pretty easily spot it in a crowd. That one Dwight, that one right there, ya, him. No, the other one. Ya, that one. He's playing on console. Ya, the one that Quentin is moonwalking circles around. The Quentin is just a PC showboater, but that Dwight? Ya, he's playing on a controller. A good console player can play around those limitations to do the best with what they have. PC players don't have those limitations, and as a result, don't play around anything. They play through it.

    I guess my point, if I have one (other than to be a bit of a party pooper, but that party wasn't going to poop itself... or was it?) is that I can totally respect the player behind the console. However, I have a peak expectation of what that console player is capable of through the sheer limitation of the console. That peak expectation simply isn't as high as it is for PC. It's NOT a diss on the player, rather what they are playing on. A professional racer is going to race better in a race car than in my neighbors sedan. Mostly cuz I set their sedan on fire. They took my parking space. But you get what I mean.

  • @RyRapsYT said:

    Whenever I have to struggle it always kills me within seconds even when I'm pressing as fast as I can

    Ya, it's pretty poopy.

    I don't see the point in spamming a button to stay on hook. A lag spike will kill you with that kind of mechanic.

  • Absolute bully.

    These are hilarious, I need to do this.

    I fake having DS all the time, though. Get unhooked, jump immediately on the nearest gen and don't get up if the Killer approaches. Such brazen behavior, such disregard for threat, I clearly must have DS.

  • PERSONALLY, I can totally see that working out just fine. From a game dev PoV, it WOULD make the game stutter while you reconnect to it, but hey, they'd get their duder back. I'm guessing the devs have a reason this is not a thing, but I'd be fine with your suggestion.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017804#Comment_2017804

    I’ve luckily never had killers message me first after pulling scummy stunts. Unless I message first asking why they had to play like that. Said it nice and not mean. Then they turn on the hate messages but I guess I asked for it cause I messaged first.

    YAAAA, it's a bit different on PC, where the post-trial lobby is open and often a total free for all for trash talk.

  • @NVerde said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017805#Comment_2017805

    Not talking about bots - I'm saying that your character stays afk until you can reconnect. Whatever happens, happens - but at least it gives you a chance to get back in not be counted as a d/c a minute into the game through no fault of your own.

    Appreciate I didn't describe what I meant clearly enough from the start and apparently am still not, so I don't really know what else to say. It's pretty straightforward in my mind but I guess not!

    OH, so your character stays ALIVE but doesn't do anything. The game goes on. Then you can reconnect to that character and incur any damage they have taken while being AFK in the game?

    Am I getting it right now?

  • If they're comparing it to other Asymmetrical games, then maybe, but only because the other options are dead, dying, or pushing daisies on arrival.

  • @bingbongboi90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017793#Comment_2017793

    I think hé is talking about when you DC your survivor Will be played as a bot until you come back.

    I initially thought that, but I also covered that BHVR has stated they will not be adding bots, so it's a moot thing to ask for. It'd be like talking about what kind of guns Survivors will get after the devs said they won't give Survivors guns in the first place.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017770#Comment_2017770

    Honestly I don’t even count Bubbas as toxic anymore just the standard. I have seen more camping and tunneling Leatherfaces than not. I can’t even get angry anymore seeing LF players play toxic. I just assume it’s the norm for them.

    Well, I am used to them camping. That's not an issue so far as my reaction is concerned. The issue is how uppity they get afterwards. If I were to camp (I have only ever camped at EGC to secure a 1K in a clearly bad trial for me), I'd own it. For that parenthesis, I did just that. I admitted I camped for the 1k at the end. I wanted some score. I was playing Plague in one of the largest maps in the game and they were spread out, and the map was from an offering, so ya. They knew what they were doing, and my reaction was pretty tame. They got their win, I got my 1k. People that go out of their way to ignore their actions and claim it as something else rubs me the wrong way, and players that turn INSTANTLY to insults and vulgarity because they did something THEY KNOW is scummy is like putting salt in my lemonade. I'm going to wince. I'm going to react. Even if it's just laughing at how insecure and poopy butt the player is acting, but ya.

  • @NVerde said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017774#Comment_2017774

    That is how it works NOW - I thought I'd described what I meant but clearly not as no one else seems to get it...

    The way you described it is pretty vague. Would the person come back with the amount of health and hooks they left off with? Come back on last hook? The game currently has no method of deciding what a reintroduced Survivors health state should be. An average of who is left in the game? Does that factor in sacrifices? Does that factor in how many gens are completed? There's a lot to it that it seems you may have glossed over.

  • @NVerde said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017745#Comment_2017745

    No, you are also misunderstanding - it doesn't remove you from the game then add you back in, in this scenario - you just pick up from wherever your character has got to

    where your character has got to

    I don't understand this bit. Your character, upon disconnect, dies. They slump to the ground, drop their items, and everyone keeps playing. If you came back in 5 minutes, the trial would look completely different, because gens would be done or everyone would be on the verge of death.

  • Had a Bubba once that managed to down me and slap me on a hook. He was hard proxy-camping my hook, never running more than a second or two away before coming back. The other Survivors did their best to get him to chase away from the hook, but he would always immediately run back. When the trial ended, the guy was an absolute hole in the chat. Had this cringey macho-man attitude that made it sound like he unironically wheres t-shirts with tribal tattoo designs and a grim reaper drinking beers and flipping people off. I checked his steam profile and it REALLY WAS tribal tattoos and middle-finger-grim-reapers everywhere.

    Another was a match against a Huntress. Rank 1 super-sweat. Okay, whatever. We're down to two Survivors left, and I get dropped pretty hard. Not denying their skill, they clearly knew Huntress very well and chases were short and vicious. They clearly wanted to slug for the 4k, but also had hatch near where I dropped. So the Huntress would patrol a bit away and come back, checking on my slugged body and the hatch to make sure I couldn't get away. The whole time I'm bleeding out, and the other Survivor is wisely not engaging because it would be suicide. I ended up bleeding out, and the Huntress went after the last Survivor and eventually got them. From the moment I hit the ground to the end of the trial was about 7-10 minutes. Post-game lobby was just an explosion of insults from the Huntress because the last Survivor chose NOT to run in to their death and instead hide to see if they could find some avenue of making a play. The Huntress complained about our team being female genitalia, our overpowered perks (nobody was running smol-pp builds), and the respect I had for their skill completely vanished on account of how absolutely toxic of a person they were.

    I have Killer Brain, even as a Survivor. I always look to see why a Killer may act in a certain way and give them the benefit of the doubt. That Huntress was well and truly beyond any doubt. They were an #########, there simply was no other explanation for the amount of BS they tossed around.

  • @NVerde said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017681#Comment_2017681

    Sorry I don't understand what you're saying here. How could it be abused? If you d/c unintentionally you just continue in-game without being controlled and then if you are able to reconnect you do so, picking up wherever you have got to - not at the point in time you d/c. I don't see how that could be abused to anyone's benefit? D/c unintentionally ruins the game for four other players, it's mad that it's not possible to reconnect

    It would allow Survivors to pop back in with potentially no damage done to them mid-way or late in the trial. This could/would add a ton of weight to the Survivor side of the trial as the Killer now has to deal with a new player that can take hits rather freely or help unravel any plays the Killer has set up around the original remaining Survivors. The game is simply not designed to easily allow a Survivor to reconnect to a trial. If the game ever got bots to replace Survivors that DC, it might be possible, but currently they don't seem to have any plans to introduce bots outside of the mobile version.

  • @JFF said:

    I agree, I made a discussion about this topic 2 weeks ago and I feel they have have no idea how to implement them properly, it feels like they are forced to put them on maps without any logic behind that.

    I partially disagree insofar as there is definitely a logic to them. Several breakable walls are very clearly being used to reintroduce specific god windows and infinites that have been known about for some time. The breakable walls simply give them an excuse not to remove an extremely strong loop because "now you can break it". Forget that this still ignores some of those loops being insanely strong, and technically just removes them being "infinite" and instead makes them more like "It'll only take 99 loops instead of 10000."

    It honestly seems like breakable walls were simply introduced as a way to let them keep making infinites, but slap a band-aid on them instead of fully fixing them. This is a double slap in the face because some of these infinites were outright REMOVED from the game before breakable walls were introduced, but they've been added back into the game. A problem that was FIXED was REINTRODUCED INTENTIONALLY to make use of a BAND-AID mechanic. That is completely backwards of how these sorts of issues should be addressed. My ONLY guess there is that SOMEONE on the dev team REALLY likes those loops and wanted to keep them, and looked for a way to make SOMETHING that would allow them to be reintroduced while still giving the devs the ability to say "Oh, you totally have a counter you can use, even if it's inferior".

  • Personally, I don't mind this method.

    When people bring up going against sweaty players, the responses are normally "depip to a lower rank", "git gud", "uninstall", "play Survivor", or something else along the lines of "deal with it and move on". That's precisely what you did. They can't complain you got super sweaty, can't complain that you complained about it, can't say you didn't recognize you were outmatched and accepted it. You basically took all the usual advice and rolled with it.

    When I am severely outmatched, and I mean SEVERELY, I still run around and break gens or pallets to get BP. I'll intentionally wiff attacks to look like I'm trying, but break chases the moment they start to make any progress on getting away. No mind games, no real chases, just pallets and gens to kick. When I run out, I very lazily look like I'm giving the minimum effort to try. IF a situation occurs where my playing dumb gets them to drop their guards and get too close, I'll quickly decide if it's worth dropping the act to do some real damage or if it would be too easy for them to get back on their game. Sometimes, this causes the trial to take a complete 180 where they went from dancing on the Killer to having three Survivors on hooks and the last one frantically trying to get unhooks so they can just leave. Sometimes, it just makes them rush the exit gate and leave. Either way, I've made BP and roasted their marshmellows a bit.

  • @Axe said:

    ah yes, let's do the one thing survivors hate the most with some maps. reduce pallets and create more deadzones :D

    Sounds better than The Game. I'm all in.

  • Calling for nerfs or buffs isn't always a sign of "I want to win every game". Sometimes, ya, it is. Not always, however.

    If a mechanic is faulty or seems over/under-tuned, it's completely worth pointing out. It just so happens that Survivors have a few perks that have been quite strong and open to abuse for some time. Most Killers don't want those perks nerfed into the ground, either. Most I see on this forum really just want them balanced so they can still be strong but with the abusable parts toned down. Many Killer mains also want to see some of the stronger aspects of Killer toned down as well (read: Stridor Spirit, Exhaustion addons, etc).

    If you see this as Killers wanting easier wins, well, it's not. A well made, well tailored game will often start out with gaps and oversights that cause some features and mechanics to over/under perform, and fix those over time based on good ol' know how and player feedback.

    Finally, and I don't think this was your intent, but reporting things that feels unbalanced is healthy for the game. Shaming people into not reporting those things is unhealthy.

    PS: What happens when Survivor mains call for the same nerfs Killer mains want? Are they double agents? Killer mains in disguise? Also, if Survivors demand Killer nerfs (read: Undying (WHICH WAS RIGHTFULLY NERFED but perhaps a bit too much)), are they just expecting to survive every match, and are angry they don't? I didn't read the whole thread, so I have no idea if this was answered.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014345#Comment_2014345

    As far I as I can tell from playing from release to dedicated server shutdown f13 only had 2 things that got in the way.

    You couldn't just queue as Jason, so there was always a chance of being a counselor when you didn't want to.

    The legal issues around the f13 property.

    Other than that, it did a lot of things better than dbd, such as a proximity based voice chat that allowed for communication, but had the risk of the killer hearing your plans.

    Yes and no. If you didn't spawn in as TOMMY JAWVIS after dying, you could very easily be sitting in dead chat for a long time. Also, Jason had voice chat as well, which kind of ruined his silent killer thing. For the counselors, it was very important, but I don't think Jason should have had voice chat. Most of the time, you heard some person just power tripping and lobbing insults. Not a big deal, but it ruins the mystique around Jason to hear some nerd throwing bad insults around.

  • I rather doubt this considering the amount of feedback Trickster got calling for buffs. While the feedback was pretty specific about what they wanted fixed, we also know that they don't often like to use the fixes suggested, but rather come up with one of their own that addresses the same concern. So ya, I'm guessing there will be a bit of time needed to tinker with Trickster to try and buff them without them being overtuned.

  • Cuz I held in a dook the entire time and nearly stained my denims to give them the exit gate.

  • I bring nothing into the match unless I have a tome challenge.

    Whatever I find, I'll use, as long as it isn't a key.

    If it's a key, a run to a deadzone and try to hide it in grass. Not to use later, but so that nobody will find/use it.

  • The point of Legion is to keep the Survivors wounded. That makes any chase against you outside of FF life-or-death for them. Look at their health states, and use it when you see 3+ healthy Survivors. If you have 2 healthy ones in front of you, that's fine too, pop it to get quick hits, cut off the escape of one of them while you fatigue, and finish them off. Legions job is to keep Survivors living on the edge of a knife. Your knife. The one you stab them with.

    Using FF for mobility is honestly a waste of the ability. If you see a Survivor on their own near a gen, go ahead and FF to see if someone is near them with the stab. If so, spread the love. If not, cut them off and cut them down after fatigue wears off. Don't use your FF on a wounded Survivor, you're just giving them a free speed boost. If they are already wounded, race to where you limit or cut off their escape. Also, Fatigue can be used to body block obvious paths they want to take. Doorways and vaults apply.

    Legion obviously gets intel from their ability, but you can't rely on KI. Always pack another intel perk. Disco comes with the Killer and is pretty good at getting value out of FF. Approach any gen you see lit up by Disco slightly sideways in order to avoid setting off Spine Chill. It will make the Survivors question whether or not you have Disco because you didn't seem to be looking at the gen, but rather seems more like you randomly happened by. BBQ is another one that gives some Intel, though it's not that great. I personally love Disco, but that's me. Look at intel set-ups and see which one fits you best in order to juggle the Survivors and keep them in the DANGER ZONE when you fly in.

    I could go on, but I won't.

  • Twins are obnoxious to play. On one hand, you are incentivized to use Victor as much as possible. However, he gets no benefits from perks, so you will need to tailor your build around what is useful for the time you play as Charlotte. Disco, BBQ, Ruin, Surveillance, all of these make her a sort of intel gatherer that howitzers an angry short man towards any bright colors. From there, she mostly becomes useless, as do your perks. I really think the Twins were not well designed at all. Yes, you will use her to get a few initial hits on groups when possible, which makes Victors job easier, but it's just not a fun playstyle. I have managed ONE GAME where I was able to break this and use Victor as a sort of scout that could defend himself, while piling on decent perks onto Charlotte to make her a bit more threatening despite being an M1 Killer. Since then, I have not been able to replicate that playstyle because it has too many caveats that are easy to abuse.

    Trickster, on the other hand, can be a pretty fun chase Killer that punishes LoS. The only issue is that he seems to be made specifically to give Survivors that don't like taking real damage from range a bone. He feels week, his ranged attack feels sloppy, damage takes forever to get, and he honestly works best just outside of melee range. I'm hoping the devs listen to the playerbase saying that he needs a damage buff, or that Lacerates should slow down Survivors so he can hone in on a target better. If they do, he will become very fun while still having enough room to give Survivors counterplay (break LoS, play his Lacerate timer, trick him into thinking Main Event is a good ability, etc).

    We'll see how Trickster goes, but I highly recommend NOT getting Twins. I just don't find their playstyle fun at all. You could totally choose to use them for something other than slugging, but you'd also be choosing to basically gimp them.

  • BBQ + Disco + Thana (this can be swapped out for something else though) + Ruin

    Disco and BBQ obviously serve the purpose of having some intel and BP. Disco also gives the benefit of being pretty good for assuring some value out of FF, though it will also be quickly identified by keen minded Survivors. That said, I tend to approach generators looking slightly sideways to throw off Spine Chill, which can cause some confusion and question as to whether or not I'm running any intel perks. Thana and Ruin serve as slowdown. Thana also hopefully gets Survivors to waste time healing, and if they don't, they will be doing slower gens while being a 1-shot.

    Enduring + Spirit Fury is a pretty good combo on Legion, and I totally get using it. In my own build, I'd swap Thana for Enduring, though I'd likely keep the rest. I like having some built in slowdown and some intel. If I had to use both, I would swap out Thana and Ruin since End+SF would give me more chase pressure, which reduces the amount of gen slowdown needed. I'd keep intel perks in order to ensure I can quickly get into those chases, and get some value of out of FF by crashing any gen parties.

  • If the EGC is going, the timer will expire and you will be returned to the lobby before you bleed out. So it sounds pretty sorted.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2009178#Comment_2009178

    His main event is not bugged, I believe. It isn't meant to make the Trickster move faster. It just makes it so the Trickster's movement speed does not decay while throwing knives.

    In that case, ew.

    Main Event is incredibly underwhelming to use, and can be outright beneficial to the Survivors due to the slowdown it causes Trickster. It also obviously doesn't really increase his potential very well, and is wildly punished for playing the game normally (M1 degradation). Not to mention that it currently eats ammo (don't know if this was a bug or intended now). Knowing that the slower movement speed is intentional just kinda makes it that much worse: It's way too punishing and too situational for what it is, and the "boost" it gives is honestly not even worth it on account of how detrimental it can be.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006826#Comment_2006826

    You're forgetting about the 3 people that still use lithe and balance landing, they'd be devastated by this too.

    I didn't include those because it's not as common. Lithe is still a bit more common since it's easier to proc on command, by BL has basically died since it no longer gives near infinites on particular maps. That said, both of those TEND to get used to avoid getting hit in the first place, while Dead Hard is the result of getting hit once and doesn't offer a counterplay before taking a hit from FF.

    So this kind of change would be infinitely more damaging to Dead Hard than those other two.

  • It's about as underrated as Iron Will.

    As in it's really not.

    Most people are well aware of how strong it is. Unlike Iron Will, however, it doesn't fit neatly into most Killer builds which tend to rely on gimmicks and specific synergies.

  • I heard you like corn.

    Have some more corn.

    They're adding corn to all indoor maps.

    Corn is being added to all hooks.

    All grass in the game is being replaced with corn.

    Hey, I got you some corn flakes.

    They're adding corn to the loading screen.

    The new Killer is corn.

    The new Survivor is corn.

    Everything

    Is

    Corn

  • @JasmineDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006697#Comment_2006697

    You completely ignored the question. Your response was "no", then you simply talked about your play style. The question is, "if someone plays in a way, in which the only time someone attempts an unhook results in you having the same proximity as face camping, how are they functionally different?"

    Lets get crazy with it. Lets say you hook someone, and are automatically teleported to 2 feet in front of the hook if anyone gets within 10 meters of it. While your model is not in fact there, is there a functional difference from face camping? The answer to me seems no, as your ability to deny an unhook with 100% assurance remains.

    Now to take that idea one step further, if you put yourself in a position that your awareness of everyone's locations prevent them from ever being able to sneak an unhook, and you always return to deny an unhook when someone is trying to make an attempt, you will be able to ALWAYS return to the hook before they are, as killer is faster and you have your intel advantages. Now Im not claiming this is your primary goal or strategy, but you eluded to doing something similar. How would this situation be functionally different to face camping, if you are always able to maintain your closer position to the hook in this way?

    "if someone plays in a way, in which the only time someone attempts an unhook results in you having the same proximity as face camping, how are they functionally different?"

    I would personally point to the issue of Survivors leading and looping a Killer around a hook. In that scenario, you GENERALLY don't blame the Killer. It's not their fault that a teammate lead them to the hook and looped them there. Yes, the Killer could break off, but nobody would reasonably expect them to. Similarly, checking an area around a hook as the Killer is not uncommon in the slightest. If BBQ goes off and the Killer notices that two people are missing, it's pretty common for them to search the area. That isn't proxy camping, that is a fairly sound action based on the available data. Yes, they could go all 40+ meters to get the one or two they saw, but they have good reason to suspect that someone is closer. If found fast enough, that would provide instant pressure and an advantage.

    In the case of a Spooky Myers, the same logic is presented. They KNOW someone is close. They are also slower, however, than most Killers. As such, they need to very carefully weigh their actions against the possible counter-actions. That might mean they back off and stay still for a moment, looking to see where the closest Survivor will go, in order to try and create an advantage when the chase starts. Sure, it looks bad to the Survivors that don't know what is going on. However, if they still wish to attempt the unhook, their best option is still to get close enough to engage a chase, and lead the Killer away. That is always the best way of making a risky unhook safer. Unless it's Bubba. Cuz Bubba.

  • @Hex_goes_byebye said:

    https://forum.deadbydaylight.com/en/discussion/233521/is-it-wrong-to-lobby-dodge-p3-claudettes

    P3 isn't a big deal. The game's been out for over 4 years and P3 is more of a sign of blood points spent.

    I believe they are more commenting on not wanting to deal with Blendys that can hide in plain sight due to their cosmetics working quite well at blending into most of the games environments.

  • I personally think the INTENT of Dead Hard was to allow particularly skilled Survivors make a read on the impending strike and dodge it. It's an action that takes skill, game sense, the ability to get into the head of the Killer, timing, and fingers. Good lord, it takes having fingers. I am all for skill based interactions, so I'm personally fine with the intent of the perk.

    That said, using it for distance when well outside of the Killers attack radius seems like a by-product of how Dead Hard is supposed to work. As such, I wouldn't mind seeing Dead Hard get adjusted so that the distance-gain can ONLY result from using the perk to actually dodge an attack that would have hit. When a Survivor actually dodges an attack from me with DH, I just go "niiiice". I'm legit pretty happy for their skilled use of it. When they use it for distance from range in order to make up for a bungled chase that they were going to lose, I just go "lame". Cuz it is. I know they intend to "adjust" Dead Hard to work better with dedicated servers, and I don't want to see it nerfed into the ground, but I really hope they do something to make it more of a "SICK SEXY SKILLS WITCH TIME NOW WITH DANTE FROM DEVIL MAY CRY™" ability and not "Uhnooo, I gunna looz da chays, betta yoos muh boody scoody braaaaaap".

  • @CLAUDETTEINABUSH said:

    Thank you for clarifying, but what's your point really? Do you simply wanna inform? Pass on a message perhaps? Or got annoyed in a trial because the survivors accused you of what you've counterargued already?

    Just wanted to point out that a "Public Service Announcement", often called a PSA for short, is entirely intended to publicly inform people of something. So the title of this thread answers that question.

  • This might be the first thread I've ever seen where people unironically say that Blight is easier to play than Oni.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006826#Comment_2006826

    How could you abuse this?

    It targets all exhaustion perks. Deep Wound having exhaustion would prevent Stiptic into Endurance, with a speed boost, into a stored Sprint Burst, or lithe.

    It's also possible to add an exhaustion effect to survivors after they receive the endurance status effect, instead of applying it to deep wound. This would remove the buff to Legion, and still have the same effect on penalizing stacked second chance perks.

    First hit of the game is FF. Next one is against an injured Survivor with Deep Wound that no longer has access to Dead Hard. As Legion, I'd basically have a button to deny Dead Hard in any chase.

  • As a Legion main that would benefit from this immensely, this seems like total overkill.

    Also, considering your post that most people are Exhausted when they get Deep Wounds anyways, this seems like it's actually just targeting Dead Hard.

  • Concepts exist when concepts are created. It doesn't make them right or wrong, but they do exist. So yes, Genrushing exists. At least as a concept.

    As far as functionally, I believe it exists, but I look at it on a scale. 1-10, 1 being "does gens in between all the other goofy Survivor stuff" and 10 being "Gens before frenz, will die for that last 5%, enjoy your 3 minute game". I don't see it as this ultra-toxic thing that is inherently bad, I just see it as objective-oriented playstyle.

    Does it suck when you hit a team that ranks 8-10 on the scale? Ya. It does. That's just how it goes, though. All games have sweat-lord players that are more in it for the W than the fun, because winning brings them satisfaction. Even if it's boring and one sided.

  • @PeaceNGrease said:

    My list for what killers are worthy of my (and therefore, any) respect:

    •Killers who don't chase me when they see me get unhooked, you shouldn't even look at me

    •Killers who don't leave me on the ground for more than 3 seconds (if you lose sight if me or chase someone else when you just downed me, you're a trash killer and you suck)

    •Killers who play fun killers in a fun way, like a legion who keeps using his power to hit me (hecka scary, but you have to let me mend, don't be cheap)

    •Killers who don't pick OP killers, like Hillbilly or Ghost face

    •Killers who don't use OP perks, like coup de grace or insidious

    •Killers who leave the hook immediately if they hook me, even if they see others around (don't even look at me, dork)

    •Killers who are friendly and wear silly clothing 😜 you're amazing.

    •Killers who go AFK and let me and the homies farm (you go, girl)

    •Killers who let me loop them the right way then let me hit them with a pallet.

    •Killers who learn there lesson when I hit them with DS (Back up, bro. Yeah, that's right...)

    •Killers who don't get sweaty and aren't so worried about the kills, they just want to hang out and have fun, maybe get a couple hooks of the moods right. Consensual, of course.

    •Killers who know when to back away from the gen were working hard on!

    •Killers who come to the opened exit gate and take their teabags and flashlight clicks like a man (you lost, own up to it, loser)

    •Killers who open the gates for me and my homies (you go, girl)

    Sad thing is there are people that think like this. Maybe not all the time, but in bursts.

  • When you are playing Legion and you end your Frenzy, you need to b-line to the nearest known Survivor and apply pressure. If you used your Frenzy to get close to someone but you know you won't land the hit, end the Frenzy in a good spot (either body blocking or giving you easy visual of the escape routes) and go M1 Killer on that person. You NEED to apply pressure after that Frenzy is over because you just ate a 4 second fatigue that gave everyone a lot of time to make ends meet.

    By the way, and alternative to just ending your Frenzy if you don't think you will hit someone is to let them get to a pallet while you still have Frenzy up. DO NOT respect the pallet, let them drop it on you. The pallet stun will knock you out of Frenzy and have you on your merry way of tickling their kidneys with cold steel FAR FASTER than if you eat your normal fatigue. Fatigue is a 4 second stun, pallets are a 2 second stun. LET THEM STUN YOU, it's way quicker and you can easily get back into the chase without them gaining as much ground. Most of the time, you will ignore the pallet after they drop it on you so you can use that time. Unless the loop is REALLY bad, don't bother with a pallet break. Early on in the trial, however, breaking the pallet isn't that bad because you're removing the loop for the rest of the trial. Late trial, however, you're better off ignoring it and just going after them.

  • Personally I would vote for a QoL pass. It doesn't feel right when you splash someone with her sticky goo and they don't get infected, meaning it needs more projectiles within it to detect hits. I think the infection rate could be a TOUCH faster, but nothing severe. Emblem fix for sure.

    Outside of that, redoing her animations would be nice. They're a bit stiff.

  • When FIRST starting out?

    Bond, Unbreakable or Spine Chill, Borrowed Time, Kindred.

    Bond: Let's you quickly team up and get used to how people move around in the game. Also lets you know when someone is coming, see how they are moving, and lets you know if you are going to lead the Killer to friendlies. Without this, it could be very easy (being new) to accidentally lead the Killer to a gen that is being worked on. As the player gets better, they will drop this one once they are comfortable with the general Survivor mindset.

    Unbreakable or Spine Chill: Unbreakable as a sort of safety cushion, and gives some options when slugged. Not SUPER common with new players, but not entirely uncommon either. Spine Chill is more preferable, as it gives the Survivor more intel on where the Killer is looking, how they react after hooks and such, and puts them in the mindset of learning how Killers move around during a match.

    Borrowed Time: New players aren't the best at knowing how to get safe unhooks. This will help a lot, giving them much more room for error, as well as knowledge on how to use such perks to play around issues that pop up. It can be used passively, which helps the new player concentrate on the basics of the game.

    Kindred: Giving new players the ability to see how the Killer operates around the hook is fantastic for their overall game sense later on. Furthermore, it helps their team know when to attempt an unhook and teaches them as well. It's a fantastic perk for Survivors that are new and learning how the game plays.

    I don't have any exhaustion perks on here because I don't think they are as important early on, when learning the basics is really the most important thing. Once a Survivor player becomes comfortable with playstyle and game sense, then they should start looking at perks such as Dead Hard, Sprint Burst, or whatever, to round out their preferred method of going about trials.

    Don't ever suggest Self Care. Just don't. Ever. Ever ever. Never. Never ever. Never ever ever. Never. No. Stop. Stop it. Just stop.

  • I assume it would be something like Oni or Billy where the power would allow the Killer to move incredibly fast when using the power, but have a bit of a cooldown after so many uses. Not too much, but enough to give Survivors some time to make a play. Also, it would possibly need to be a sort of AoE blast at the end of the movement in order to allow the Killer some leniency when aiming their charge.

    Alternatively, it could be a Killer with a very strong ranged attack. I'm thinking like Moira from Overwatch, where they could essentially bounce projectiles around that would be dangerous from a modest distance. I'd still give them a charge as well, or perhaps a function to teleport to their projectile. The projectile itself wouldn't even NEED to do damage: It could use a non-physical collision sphere to detect entities (players) within the sphere, use hitscan to confirm LoS, apply a slow after hitscan validation, and mark them with KI so the Killer knows to TP to that sphere and ready a lunge upon arrival.

  • Yes, but since you can't control the power of the throw, you can't really use it for super tricky shots.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/2000525#Comment_2000525

    I used it myself, tbh I didn't remove it from my build so it is entirely possible that I'm mistaken :^)

    If you wanted to test it and come back with a confirmation, that would be swell. I can't get IM to pop up on my bloodweb as Trickster, so I have not been able to test it myself. I've only had the word of other testers to go off of.

  • Single-player.

    Nah, it won't.

  • I depipped as Bill running a Pyramid Head for 5 gens and the exit gates once. I survived the trial and didn't get enough points to even safety pip. I also did all that without an exhaustion perk or any bonuses to vault speeds.

    While I might have depipped, my team DEFINITELY noticed what happened and I basically had a fan club for the post-trial lobby.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/2000295#Comment_2000295

    Reloading speed and a good instadown if you get lucky (since his tr is 16 meters he can sneak up and instadown)

    Several people have tested his reload time with IM, and found it had no affect.

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