StupidButTru
StupidButTru
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Yeppers that's why I'm gonna be setting up my second Xbox with MK11 because I know that lobby time will be roughly 15 to 20 minutes if I'm lucky.
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@HatCreature said:
The wiki says the Bloodhunt is on September 5th, is there an earlier one or is that the one you're talking about? September 5th is also my berfday so that's cool.
I will probably have to answer the phone or check in guests while I wait for my lobby.
Yeah the one from 5th all the way to the 9th.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/649333#Comment_649333
But what if they aren't any weak survivors ?
Then do this technique you force the survivors on one side of the map let them complete those gens, keep the three generators that are close together untouched meaning keep them away. Once they pop all the other gens except for those three, they're forced to work those gens that are close together. I did this a few nights ago against a sweaty swf and let's just say I recieved 4 hate mails calling me a no life killer.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/648857#Comment_648857
And give them a free escape?
They don't get a free escape if you just protect the gens and prevent them from getting them done, go after the weak ones and kill them first.
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/647790#Comment_647790
People still play Xbox?? 😜😜
Plenty there's even people switching from PS4 to Xbox
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@savevatznick said:
Ok, the long and short of this is a question : "Why do certain 'god loops' still exist, despite how apparently easy it is to fix them?" Surely the devs can take the time to fix existing content in addition to making new content.
To clarify what I mean, there are certain loops in this game that some people call "infinites" (they're not) that can waste a huge amount of a killers' time, to the point where they essentially become safe zones survivors can run to knowing any good killer will not chase them through said zone. These loops are extremely long (long enough, in some cases, to break chase and reset bloodlust) and generally unmindgameable due to their length or position, and thus the only way for a killer to deal with them is to leave survivors be if they can make it to said loops. Them being Mindgameable is a big deal, because mindgames are the main way loopable killers mitigate the amount of time waste per loop. Mindgames function both for the killer and the survivor, and are arguable the deepest expression of mechanical skill this game has at the moment - to have that taken away is to deny both sides meaningful interaction, and condemns the killer to deal with unmitigateable time waste with no way to respond. These issues are obviously more glaring against killers who have no way to mitigate these loops (Pig, Ghostface, Wraith, etc....even Hillbilly).
I know these are not "muh infinites", so don't come after me with the dumb yarn of "B-but if you do the loop perfectly for three minutes, you can get a hit on a survivor!!". That's a stupid thing to do if you're playing killer, because three minutes will lose you the game for a single hit. Period. My point is that these loops end games, and know this, can force killers to cede chases, massively reducing the amount of pressure they can exert on survivors or certain gens depending on spawns.
I also know not to chase survivors at these loops unless they really mess up. I am not arguing about strategy to mitigate these loops that convey near complete safety, I am arguing about why they still exist. There should not be designated safe areas for survivors, especially ones that have generators in or near them. The conventional strategy should never be "That part of the map is so broken that you should implicitly know not to set foot there"
Furthermore, I know that there should be a mix of weaker and stronger loops in the game. I'm not advocating for nuking all strong loops in the game (Although I'd like it if Fractured Cowshed's numerous safe loops got nuked). Killer shack is a strong loop, it's fine and it appears on almost every map. I simply think there are massive, gaping holes in DBD's map design that can be exploited in a way unbecoming of a balanced game.
Some examples of "god loops", in my opinion, include
- The Ironworks lower floor window loop. It's quite long, not mindgameable, and can be milked three times before the entity blocks it, assuming your chase isn't broken for some arbitrary reason while looping it, in which case a pallet often spawns in the path of the loop as well as there being adjacent jungle gym tiles.
- Wretched Shop can spawn with two open windows facing each other, creating a loop that may as well be infinite, as it goes from two fast vaulting windows around the back of the shop with sometimes multiple pallets along the way or in reach. This thing may as well be infinite and there is nothing a killer can do to mitigate this on their own.
- Torment Creek has the same issue as Wretched Shop that turns the back third of the map into an absolute safe zone, even if only one window spawns on it
- Mother's House has some ridiculous window placements that can occur in the central building that only exacerbate the map's existing problems (Size, lack of cover around the central building, etc).
- Wretched Abbatoir's window spawn can range from strong to outright broken at times. Many God Window spawns.
- Lery's double window near the strong Library loop. This one can be mindgamed if the survivor is bad, but in my experience, good survivors abuse this to the point where I don't even check anymore.
- Remove Haddonfield please.
- There are definitely more that I see when I play, but these are the ones that I always look to exploit as a survivor and dread to see as a killer. Remind me of some more.
Keep in mind, these loops often can work in combination with spawned pallets and jungle gym structures that can further boost their strength.
My question, I guess to the developers is this : These loops seem quite easy to fix on their own. These loops are well known. Why have they not been addressed?
The devs have time to re-work Freddy Krueger and cook up a whole new map, killer, and two survivors for Stranger things, but they don't have time to tinker with the main buildings of a few maps? Am I really to believe that moving the Ironworks window over or stopping the Wretched Shop from spawning to adjacent windows is too much work for the developers when they have been extraordinarily productive in other areas? These problems are well known, and unlike other issues, the solutions seem relatively clear - why then, have they been left for so long?
The answer I expect is a bit disheartening. I assume they are going to leave these areas broken until some time in the long-awaited future where they finally "re-work" all the maps they have created, as they have done to Badham (which I have mixed feelings on, by the way). If this is the case, I fear that we will have to deal with (or enjoy) having areas of almost guaranteed safety in this game simply because the devs cannot bother to make minor tweaks to maps, instead promising "comprehensive reworks" to maps that perhaps will never come.
TL;DR : If the devs can pump out new killers and content consistently, why haven't they made minor mapping changes that could fix problems that have been known to exist for years?
With everyone talking about big, core issues, I think it'd be easier to ask for a change that is more easily fulfilled.
Laziness that's it.
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@Might_Oakk said:
I don't feel insta heals fit the games current state. Something like a 12sec self heal would still be strong.
claps nooooo if they're gonna do that then they gotta look at one shot down capablities.
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@dastaeryk said:
https://forum.deadbydaylight.com/en/discussion/comment/646988#Comment_646988
Like all that genrushing and unhooking will make new killers quit... Pretty balanced job so far.
Gen rushing at rank 20 is like finding a Unicorn in God's #########, most survivors are already bots in Green ranks and don't get me started on the 20s.
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@ItsYourBoyGuzma said:
why would you listen to the community to dictate your playstyle?
Play to win and winning is fun.
Besides who cares if those ST fans leave or dislike the community after getting backhand game after game.
People didnt care for those who complained about how hard Dark Souls was why should this scenario be any different.
They just need to get good.
Are you comparing Dark Souls a franchise that is well known to be the hardest game ever, to Dead by Daylight? Dark Souls is based off skills and how well you can adapt. DBD ehhhh not so much.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/647873#Comment_647873
That would depend on the penalty. If it’s supposed to actually hurt the camper and it’s dire then no it’s smart for a survivor to loop around them so that others have extra time to do gens. They could always lead the killer away later after all. SFW groups would abuse it badly.
If it doesn’t hurt the camper, then they’re not going to care obviously.
Fair point.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/647863#Comment_647863
No, not really because a good survivor could still loop the killer around for quite some time around the hooked survivor and I can imagine it being a real issue against a well organised SWF group, unless you make the penalty not crazy, but then campers wouldn’t care and just sit there with hook penalty. Besides, I can see the campers proxy camping to avoid the penalty as well.
True I'm trying to keep both killer and survivors in mind here, make it to where you can still camp but the punishment is dire, and survivors still have some kind of chance to unhook. 10m is enough distance for proximity camping which I don't see as necessarily bad but just a last resort method. You can try to loop the killer around the survivor but that's just bad play the better solution is running distraction and allowing another to unhook.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/647849#Comment_647849
Pretty sure they tried this but it didn’t work out as it got abused.
They did the one where it stopped hook progression and it was based on terror, that went so badly but a small penalty on hook progression isn't so bad.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/647825#Comment_647825
So what do you suggest they do?
Simple the killer stay 10m of a hooked survivor the hook progression slows down, incentivizing killers to not camp sorta like when multiple work on the gen there's a 10% penalty. If you're a good killer you have no reason to camp mid-game If it's endgame it's fair game.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/647742#Comment_647742
This game IS being balanced lmao. Like all the time... Balancing this game is in their own interest too if they want to make money...
There’s undetectable for stealth killers now for example, the bloodweb changes is a great QoL change. Just because they don’t address the things you want, doesn’t mean they’re not doing anything. They have been trying to make to make totems a secondary objective to prevent gen rush and they just tried making it a semi primary objective with this perk. It’s the survivors who refuse to do totems that cause the problems in this scenario. Camping is an issue they hardly can do anything about. If they started punishing for it, then there wouldn’t be any killers left to play the game because people call you out all the time for camping whether you actually did it or not, whether you had the intention or not.
Though, I’m sure if you come up with an amazing alternative solution and made a thread about it then they would think about adding it to the game
It's literally one thing, one thing most people want address which is camping, nobody unless trash survivors want killer nerfs, no perk nerfs except for noed, nothing but camping to be address. They are buffing killers but you can't buff killers and have camping still around, you can't have your cake and eat it too. The fact the outcome of the game is dictated by whether the killer wants to camp or not is unfair, you can have your buffs you can have your noed, but they need to stop camping.
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@samination said:
Dude, get out of rank 20 already.
I'm rank 1 but okay go off sis.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/647742#Comment_647742
This game IS being balanced lmao. Like all the time... Balancing this game is in their own interest too if they want to make money...
There’s undetectable for stealth killers now for example, the bloodweb changes is a great QoL change. Just because they don’t address the things you want, doesn’t mean they’re not doing anything. They have been trying to make to make totems a secondary objective to prevent gen rush and they just tried making it a semi primary objective with this perk. It’s the survivors who refuse to do totems that cause the problems in this scenario. Camping is an issue they hardly can do anything about. If they started punishing for it, then there wouldn’t be any killers left to play the game because people call you out all the time for camping whether you actually did it or not, whether you had the intention or not.
Though, I’m sure if you come up with an amazing alternative solution and made a thread about it then they would think about adding it to the game
If the devs can sit there and address vaulting, healing, pallet vaccums, and etc. They can address camping, if I as survivor can accept the killer hitting me despite me vaulted and already in the clear, if I can accept not getting to the other side to the pallet, accept healing nerfs, then I'm sure killers can accept any changes to camping. If they have a problem with it but expect survivors to be complacent that's pretty hypocritical.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/647739#Comment_647739
To be fair, its is like 10x better than it use to be
Lot better for killers, for survivors ehhhh if you're new you're screwed.
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@chainsawtime said:
If ruin gets cleansed early and 2 gens pop before the killer gets first hook, majority of the time this is an instant rage quit. This is annoying as a survivor for multiple reasons. One, I just want to have fun playing the game, not stare at the menu. Two, I lose out on potential blood points and pips. Basically, killers are only staying in the game if they are dominating. This is not fun for good survivors. If you do good as a survivor, you immediately get sent back to the menu. If you or your teammates are doing bad, only then will you actually get to play the game. I'm not sure what the situation is like on pc, but this is getting out of hand on ps4.
Sounds like PS4 need to step their game up. XBOX & PC FOREVER!
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/647777#Comment_647777
Lol no that's only if I see the killer is camping you and even then I've been known to trade places on the hook
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/646021#Comment_646021
Don't make fun of my empathy I like knowing survivors are in a chase halfway across the map so I don't have to keep one eye on spine chill lol
I would not like being in a match with you, I feel you would look for hatch and let me die on the hook.
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@Appleseed said:
The perks are awful. They will not be stopping anyone from using the time and tested classics like balanced landing, adrenaline, borrowed time etc etc etc.
They had the chance to play around with the numbers and create a new meta with all the new perks coming in.
Another expansion, another round of pebble perks.
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@Scytere said:
You're laughable. If you can do better, put your money where your mouth is. Better yet send you're resume to Behaviour Interactive to see if they hire you since you have so many original ideas and experience making games. Smh.
I'm glad I could make you laugh, just means you're in denial and it's okay. That's the first step to realizing your game is dying. I'm an American and I'm not sure you noticed but BHVR is in Canada my guy, unless you're willing to pay my plane ticket over there I can't really do much but post here. Like I say they're working around the problem instead of fixing the problem.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/647751#Comment_647751
Stupid, but true indeed.
That's what the name is for.
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@HatCreature said:
This will hopefully happen less often when the Dedicated servers show up. In the mean time I would use Devour Hope, at least you won't get the DC in the beginning of the match and might get Survivors who think they can find the totem before you get the 5th stack.
If the player doesn't like it or feel things are unfair (killer or survivor) they will continue to DC. As someone once said "If they ban me that's a vacation."
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@BadgerT40 said:
these works seem extremely exciting! I can’t wait wait for Nancy! Bye Claudette!!! You’re getting replaced!
Yay I guess.
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@bearluvr182 said:
In all honesty, you people aren't gonna be happy with any perk they add, for real... If it's really good then it's OP and u cry day and night, and if they're mediocre or less they're 'laughable' and worthless. So tell me where the medium ground is because like the devs, I'm lost at what u people want??????????
They literally work around the issue, they don't give the community what they want unless it makes them money, people say im not getting more pressure because I get gen rushed so quickly, what the devs do? Add perks you have to buy with real money instead of balancing the game, survivors ask for something to be done for camping, what the devs do? Add perks you have to buy with real money instead of balancing the game. BALANCING THE GAME IS THE MIDDLE GROUND.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/647541#Comment_647541
Same, but I have no reason not to main Demogorgan even if he isn't that good. because I enjoy that killer.
You can feel that way you're entitled to your own feelings, but for me I'm not giving up a dime to these guys until they balance their game and stop working around the problem.
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Yeppers
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/646988#Comment_646988
Negative nancy every where I see you lol
There's too many negative over positive, I have more fun being killer than being survivor.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/647021#Comment_647021
I'm pretty sure cosmetic design and game balance are two different departments. Wouldn't it be weird to have an art director working on game design, or a game designer trying to create skins? Do you even consider what you're posting before you post it?
So you're telling me there's more people in the cosmetic design department because developing cosmetics takes a while as long as game balance does. So FROM WHAT YOU'RE TELLING ME, the devs focus their time in energy into Cosmetics over Game Balance.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/647046#Comment_647046
your opinion, its not even out yet lmao
This is just another Ash Situation, bring in a popular franchise cash in on it and rinse and repeat. Watch it happen again.
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@MySpaceBarsBroken_YT said:
Chapter seems incredibly rushed
It is, they just copy and pasted or just made a perk cocktail with already implemented in the game. This is just another Cash Grab.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/646994#Comment_646994
Congrats, you wasted 60 seconds of their time without doing anything. I give in, DH is really skillfull, but when used correctly you can extend the looping time on certain killers drastically. Even with hardfocus on u you can make a killer throw their game with this perks equipped.
With the 4 perksmen of the Apocalypse (Nurses, BBQ, Ruin, Noed) and if you're unlucky and run into the killer early game that 60 seconds seem like nothing, I know this because I use to run it.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/645984#Comment_645984
People are super-dumb and forget that new players are an important part of the game's ecosystem.
Remember, everyone: These forums are in no way representative of the overall player base. The very fact that we care enough to be here on these forums means that we represent the extremes.
If new players were the developers intentions they wouldn't waste their time dropping cosmetics and dlcs and focus on balancing their game primarily. No matter what big name franchise you have backing you, it will disway new players from coming in because they can recognize faulty game mechanics.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/646990#Comment_646990
Yes, because there is 5 totems dull or not on a map. so even is someone cleanses 4 totems there will still be another one on the map. not to mention just using a Map Item will basically guarantee at least one totem and ran with other perks like Detectives Hunch will make it so strong. Lockers are becoming stronger and stronger Via things like DS, Head on and soon to be this perk. the locker mind games will be even more powerful when this perk hits
So if say I busted all 5 totems will I be able to transfer one of my stack to the survivor so their Inner Strength can work, man I did not know I can become Goku
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S/A tier??? You are a killer main huh? See no I already posted how useless these perks are under certain circumstances they are just gimmicks.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/646831#Comment_646831
Imagine unhooking a survivor and giving them 15 seconds invincibility. Plus DS. Plus DH. Plus Instaheal.
Trust me BT is completely fine, if not a bit too strong.
You underestimate killers all they have to do is run out the BT, DS, and DH. Most killer wait until you use it up, as for BT and DS, wait it out then boom down them. I used BT and DS all the time hoping it might be useful, occasionally it is but other than that it's a wasted perk slot.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/646945#Comment_646945
How is inner strength not a strong perk? it encourages you to get rid of totems (which you should do any way) and gives you a complete health state, Like how is that not a good perk?
So what if a survivor had already cleanse the totem when you need to use this perk is it a good perk then?
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@TheBean said:
So... Just thinking of something...
I wonder how many new people BHVR projects might come in to play the game once the DLC drops.
Cause.... There seems to be have been an increase in killers vs survivors the last few months, to where the queue times for killer are getting longer and longer.
How many of those new people do we expect to actually stick to survivor. Cause... If more seasoned players have dropped survivor to play killer, why wouldn't the new people be any different.
I won't be surprised that there would be more new players wanting to play as the killer than survivor.
I'm putting my bet on that the killer queues are going to get insanely longer when the DLC drops. Not just the normal longer queue times when a new killer comes out... I think it will be a sustained longer queue time weeks and weeks after it drops.
All that camping and tunneling will make those would be survivors more tempted to switch to killer or just quit. That's why I say Stranger Things will not save a thing.
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/645957#Comment_645957
Forcing you to do something you don't have to do to escape and dodge a broken perk is just not the way to go about things.
These "kill totems perks" and NOED are both trash perks who shouldnt exist.
Killers will disagree and just tell you to cleanse totems.
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@pmp2019 said:
https://forum.deadbydaylight.com/en/discussion/comment/646888#Comment_646888
Wish I got the refference. Seemed like it was funny.
Check out the link to the video, this is the reason survivors got nerfed into doo doo grind.
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@pmp2019 said:
I'm starting to think the devs. are all killer mains.
Remember what happened to Cote against the Koreans? Pepperidge farm remembers.
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@NoShinyPony said:
@brokedownpalace If the killer camps hard, the time is better spent doing gens instead of running to the hook to trigger Camaraderie.
In other words, useless perk.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/640013#Comment_640013
He must also not know how to loop lmao.
Whenever I see People use perks along the lines of Sprint Burst, Spine Chill etc they're complete potatoes.. they throw every pallet down, hide all the time, fail skill checks to then run into a locker, never look around when being chased.
I want the devs to create a chase tutorial for both survivors and killers because the amount of potato survivors and killers that we have in this game is outstandingly bad.
You can't teach people the juke you can only force it outta them, kinda like ultra instinct
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/639576#Comment_639576
I dont get it. Even after the nerf BT is questionabel powerful in combination with other perks.
BT by itself was strong, now it's iffy.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/642823#Comment_642823
It's a great perk. Seeing the Killer's aura for a few seconds helps you know not only where they are, but which direction they are going. How many times have I been on a gen, Killer comes, I sneak away, they kick it, and because of Alert, I can stay hidden as they breifly look for me.
Also: no cooldown, no range limitation. If they kick a gen, then chase, kick a pallet shortly after, you get a ton of information on what's happening.
Sure it's not the best perk, but its usage rate is low for its utility. In my opinion. :)
*Laughs in Undectable*
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@humanbeing1704 said:
you seem like your hating on the perks for the sake of hating on something
You seem like you don't know what you're talking aboot my friend, but go off tell me and others who agree that we're hating on the perks.
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@[Deleted User] said:
Let's all agree all these perks are bad and too time consuming. They deter survivors from their objective in order to do gimmicky stuff for the heal which can be also achieved by older, much better perks already in the game. Even for new players these perks are bad.
I agree.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/645988#Comment_645988
Deja Vu would indeed be another beginner perk. But it serves a different purpose from these ones regarding the specifics. Also it's not as good.
Alert isn't a training wheels perk and shouldn't be categorized as such.
Right so the new survivor perks has no business being beginner perks since there are already beginner perks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/645988#Comment_645988
(Eye roll) because it’s guaranteed that those perks will immediately pop up in a new players blood web using Steve or Nancy...
Considering you still have to get teachables from both of these characters and not everybody is gonna wanna play those character especially those who don't even watch the show. My Bloody Laurie can't get jiggy with it now.



