StupidButTru
StupidButTru
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@Locker_Monster said:
No. People need to stop inventing punishments for a legit playstyle, please.
The Killer's aura should not be automatically revealed; this would ruin Insidious.
The Killer should not be randomly teleported away.
The Killer should not move slower when near a hooked Survivor.
The Killer should not lose BP every second he is near a hooked Survivor.
A Survivor should not get the Killer's BP every second the Killer camps.
A Survivor should not get a free escape if the Killer camps.
A Survivor should not get free Borrowed Time of a Killer camps.
Yes, these are all ideas people have suggested.
You being altruistic made camping work for that Killer. You can do TWO GENERATORS SOLO in the time it takes a Survivor to die on the hook. With 20 seconds to spare. And that's not counting the time it takes to: Find the Survivor, chase the Survivor, hit the Survivor twice, carry the Survivor, & hook the Survivor.
Bottom line: Hooking is a playstyle that PUNISHES ITSELF. If YOU got hit because a Killer was camping; You. Are. At. Fault!
NOT 'bad mechanics' or a 'broken playstyle'. YOU made camping work for that killer. YOU are the one who can do gens instead.
I'm sick of seeing people stomp their feet and demand or suggest changes to a playstyle the Devs have said time & again is legitimate, just because they don't want to admit THEY are at fault.
Camping is fine! Do gens. Do bones. Open the Exit Gates. The Killer is basically throwing the game to get ONE kill. If you give him more kills; IT'S YOUR FAULT.
You must be the Claudette who Urban Evasion around the hatch and wait for everybody to die.
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@Daniel101773 said:
https://forum.deadbydaylight.com/en/discussion/comment/641433#Comment_641433
Not at high level play. Not at all. Actually good players, actually skilled rank 1’s use it all the time, it’s seen all the time at the top ranks of the game because 1 OoO user means the entire SWF team has constant info on the killers exact location being fed to them all game long, if you don’t see the factual strength of how it works that’s on you bud, you’ll run into it once you regularly reach rank 1, trust me.
I consistently made it to rank 1 with my Myers I see the meta SC, SB, Lithe, UE. Occasionally I'll see OoO but I'll just track them down and eliminate them.
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@Daniel101773 said:
https://forum.deadbydaylight.com/en/discussion/comment/641415#Comment_641415
SWF groups at top ranks. Find me a single example of a DBD player/streamer seeing somebody using OoO and going “ah a useless perk” cause it’s never happened, no the usual response is “They have Object..... sigh great”
Then they might be trolling the heck outta you because nobody overall uses it, it's just a death sentence like no mither.
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@Daniel101773 said:
I was willing to roll with this discussion until I saw you think OoO is somehow useless, what a joke.
Who runs OoO?
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@RakimSockem said:
I remember growing into this game, I had certain perks that I held on to as crutches that I couldn't see myself letting go of. The first and longest lasting one of course was self care.\
Then it was Premonition because I had to know when I was looking in the killers direction, especially in the case of wraiths, Freddy's and Myers (this was before the Pig i think)
After that was Empathy because I always had to know if the killer hit someone, where they were.
Then I needed to have urban evasion and be ultra sneaky.
I hardly use any of those perks now but as a new person in the game, those perks are VERY useful
Alert I've used it for 2 months and realize it was just a waste of space you might see the killer for a short amount of time but after that what then? Like I said they're what I think are useless in a average game, rarely would you ever see even new survivor use them.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/641193#Comment_641193
A good survivor knows how to loop or hide long enough to wait out MYC. Once again that's a killer getting rewarded for playing effectively and fairly. That's also a killer using 3 perks for that tactic, not 1. That's not a free down.
no matter how you flip it, its a free down, just like a survivor can run out MYC a killer can run out DS or BT.
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@Akuma said:
Yea like you said it fits your gameplay but those arent the meta
meta is a perk/addon/killer which gets used very often. And I dont see any of these perks very often. I see them sometimes but sometimes is not usually.
but you mentioned you play on xbox so yea idk if high ranks on xbox playing mostly those perks. Most meta perks on PC is selfcare, DS, BT, Unbreakable, Dead Hard, balanced landing, bond, adrenaline
those are THE most seen perks especially in high ranks.
Im running Bond, for efficiency. It's dope for solos it gives you so much informations about whats going on in the game. THe more efficient the worse for the killer ^^
Also Dead Hard, allows me to make some cocky or crazy plays + i can use it for distance in a chase and that's a big thing.
Im also running Decisive Strike and Adrenaline. DS is a must because I never liked it getting tunneled. I hate this feeling and DS is giving me a chance to ######### around. So it's more like a quality of life perk.
Adrenaline - just dope. I wrote a wall of text and now I just cut it completely. That being said: if Adrenaline gets nerfed - Im leaving. There is no reason changing the feeling adrenaline gives you.If the devs seriously care about this perk im leaving.
and it's okay if no one cares but at some point it becomes rediculous. I dont wanna talk about all the broken things in the game. Things that need changed at first. And Adrenaline, with all the map reworks and so on, is NOT op or unfair.
And yea it's also good if you're someone who is mostly injured because you dont give a single #########. You get healed for playing that riscy. Thats also very appreciated^^
(because of thw worse healing changes)
Cocky gameplay on PC might be highly rewarded, but on xbox its a no buneo Killers on xbox are ruthless, they tunnel, they camp, they run toxic builds, they lagswitch, so my build is centered around rushing and escaping, nobody on xbox wants to engage in a chase with the killer thats how toxic they are, they gen jock and gtfo which is sad.
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@Nameless said:
I mean if the perks are broken and need fixing then they should be balanced, same goes for the killer...
imo the perk changes you mentioned are either justified (MoM & DS) or hardly change anything (BT).
MoM did need a nerf but not a lazy nerf, DS wasn't that hard to counter (juggling or wasting it) and BT became a trade perk.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/641164#Comment_641164
The killer was long out of range for it to activate, if they get two downs out of that it's because the survivors played poorly. No matter who goes down first, they both had ample time and distance to get away and both failed. That's a killer being rewarded for not camping and survivors being punished for playing terribly. Not "free downs".
you didn't pay attention I said assuming the killer knows how to track. Most killers I play against runs Whispers, MYC, I'm All Ears, and Nurses. Which is a pretty good tracking build even if I was running urban and crouched around whispers lets him know im in the area, even if I take the survivor away from the post hooked area and heal killer just needs to go to the general vicinity, since they have increased the audio for survivor injuried state you can hear the survivor crying, if a survivor is rushing away aura is revealed. A good killer against a good survivor with that build will win, a bad killer will lose.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/641119#Comment_641119
First off, there's no correlation between exposed perks and what we're discussing. Secondly, that's not a free kill. That's a free down. 1 down, potentially one hook, out of 12 maximum hookings. Not the same as a free kill and typically either require work on the killers part or can be outright denied by the survivors. Or both. Secondly, BT and DS in their current state don't reward camping and tunneling, that's extreme exaggeration. They still punish it, they're just much less exploitable and still have counter play. Survivors playing poorly rewards camping and tunneling, that's it.
You're right exposed perks aren't a free kill but it's still a one shot ability that can down a healthy surivor and hinder the game. So let's set a scenario a killer is running make your choice and a survivor runs borrowed time, killer hooks a survivor, survivor with borrowed time runs in and save and killer are in promixity enough to activate MYC. Survivor saves BT doesn't activate but MYC does. That's bascially two free downs assuming the killer knows how to track immediately that's two people taken out and two people left to either save or do gens. That doesn't sound a like GOFJ Free Card? It does to me. I
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@Fab said:
https://forum.deadbydaylight.com/en/discussion/comment/641111#Comment_641111
I'm done arguing with you man... if the devs making changes to perks to balance the game is a problem for you, then maybe just stop playing the game.
Buddy why do you think killers have long lobby waiting time, ->SURVIVORS ARE ALREADY QUITTING<- These changes are hurting the game and therefore eventually killers will have to wait an hour before getting a lobby. The Stranger Things chapter might bring in new player momentarily but once those new players (Survivors especially) they will quit and lobby times will be extended.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/641096#Comment_641096
Camping and tunneling have situational uses, and as such the perks were never designed to be able to outright nullify them. They help alleviate the problem without giving survivors a free escape from the situation. That was the intent and that's what they do. If you consider that useless then maybe you should just use other perks. I'll continue using both myself.
If that is the case perks that has one-shot capablities shouldn't be implemented in the game, because that's a --->free kill<----, these perks were created to counter things killers do that isn't usually rewarded, but since their nerfs killers are rewarded and therefore feel no need to change their gameplay hence stunning their skill growth.
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@Fab said:
https://forum.deadbydaylight.com/en/discussion/comment/641060#Comment_641060
That's not the Devs fault. It's called game balance. If it "scares" you, it's your problem
Says it's not the Devs fault even though they implemented them....... WHAT??? Okay, game balance is allowing both sides to equally fair and allowing both sides to succeed based on skill gap, if a new survivor comes into a game against a new killer the killer is more likely to have better games than the survivor based on powers, perks, and skillsets. A survivor has a big learning curve before they can play at a decent level, killers don't unless faced off against a good group of survivors. That's not balance that's laziness you're talking about.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/641078#Comment_641078
Borrowed Time got the nerf it got cause it made endgame rescues impossible to stop by any means. It had no business being the way it did to begin with and to this day it's still a top tier perk. Decisive Strike was busted for a full 2 years before getting touched and it's still very good at what it does. A killer waiting out DS is a killer wasting his own time. If you're looking at meta perks and calling them weak or useless then it really paints a picture of your skill as a survivor.
Sound like you might want to do some reflecting on your skills as killer also because what you're saying sound like excuses for perks which were meant to be anti-camping perks to be nerfed. The whole point of borrowed time was to prevent campers from being rewarded with bad play if you wanted to keep borrowed time from working in the endgame, you would waste it mid-game which I did plently of playing Myers. DS was a copy and paste perk from F13th which you probably knew already so blame the devs for implementing a perk that allowed a survivor a extra few seconds of survival (if you're a decent killer) only to get downed again. Most of these perks are easily countered by smart gameplay, tunneling and camping isn't smart gameplay but now with these nerfs it is now.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/641060#Comment_641060
What about killer with the a case of Freddy and legion
Legion's and Freddy's perks weren't even touched, and you mean to tell me Mookwalking legion wasn't broken? Freddy was never trash he had a natural BBQ n Chili, natural Thano, and a nice hefty lunge I played him before his rework, Nurses, Thanatophobia, Fire Up, and Remember me was a beast, the game would last forever and nobody was getting out except hatch. Not to be rude but a lot of killers were trash with Freddy.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/640102#Comment_640102
You're right, OP is definitely talking about that OTHER survivor perk that got nerfed quickly after release. Oh wait...
They nerfed plently of survivor perks after release Jane, Ash, Laurie, Bill, just to name a few. Borrow Time didn't need a nerf Killers wanted it nerfed because they couldn't camp without getting punished for it, DS did need a nerf but not like the way it is killers can now wait out your time, Head on didn't need a nerf it was already an exhaustion perk so why nerf it again, MoM did need a nerf but not to the point the perk is crap now, like I said they could've allowed safe unhooks to gain it. Don't get me started on perks that's useless overall like Quentin's, Adam's Diversion.
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@Fab said:
Y'know the EULA you "accepted" the terms of? It literally states that they can make changes to the live build of the game. Stop complaining about a broken perk that deserved to be put in the ground. It rewarded skill less and toxic play, in-which was not good for the game's health.
Think about like this most survivors are now hesistant or don't care enough to put money into the game because the creators broke their trust, they didn't even put any effort into nerfing it they made it useless. Most people got Ash for Ash and MoM, now because of laziness on the devs part to actually make the perk viable without making it useless, there will be less sales despite the next chapter being Stranger Things.
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@Akuma said:
Stake Out: In wich ranks are you exactly? tfuThink
Small Game: Yea.. I mean it's an efficient totem perk but once you cleansed the optional totems theyre gone and this perk literally is doing nothing for you anymore so the impact on the game of this perk is mostly very low. Not D tier but C.
Self-care: Yea this is the meta, but the smarter and confidenter the survivors the less running it because it wastes so much time just for one health state. It's super annoying to play with and it also costs the time much time.
Urban Evasion: Yea.. maybe it's meta in the green and beige ranks. But this perk also just has a very low impact on the game. You can make some stealth jukes to end a chase but the higher the ranks the smarter the killer (hopefully) and Urban Evasion becomes more and more a time waster and doesnt really help in a chase anymore especially when youre injured. You leave blood trials and as last instance, killer use those to track or not lose you ^^
Actually
https://www.youtube.com/watch?v=wKM7sM5a3WQ
This guy talks about the survivor perks and puts them in a tier list based on how big the impact of the perk is.
I always hit rank 1 one usually a week after reset that's how sweaty I am as a survivor. Like I said it's an opinion these builds work effectively for me (Xbox btw) due to the toxicity I face in lower ranks, a lot of killers depend on totems so small game usually helps me break them all before end game, urban evasion helps me move around when the killer is searching, and self-care works easy for me because of Stake out which heals me faster. My build fits my gameplay,
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@Raptorrotas said:
You gotta see it like this
If there isnt at least 1 overly strong or broken survivor perk, no "survivormain" will buy the chapter.
You buy a survivor for the perks or for the skin, and most people prefer playing claudette.
So in other words the they're tricking Survivors into purchasing their chapters to boost their sales and nerfing, thanks now I am less enticed to buy the chapter.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/639527#Comment_639527
This is a game against an ivory mori nurse
And this is against an ebony Mori nurse!
Another one...
And another one
This nurse was trash, and noticed he's doing a swf take that away that game would've went differently.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/639709#Comment_639709
I've never had a problem, and my build is LW, SB, Empathy, and Spine Chill you have to know what each killer's aura potential is.
You must crouch around the map alot because I have a teammate who dies a lot running that build.
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@SleepyWillo said:
My only issue with deliverance is the broken effect... Its hard enough to get it active that the broken effect is just too much ontop of it imho
DS should have the 60 second timer but it should pause when youre in the dying state - this would prevent slugging and waiting it out. Its only counter play as is should be not tunnelling off the hook. (you can still face camp and grab survivors off that try saves at endgame. It will just punish tunneling and not camping)
MoM should go back to PTB changes where safe unhooks granted a stack. Safe unhooks are a limited resource but more stable than protection hits. Would ensure not everyone can get the stacks while still making the perk reliable.
Vigil should reduce exhaustion while running (Add while not in a chase if you want but it should still tick down while running).
Boil over/Flip flop, Technician need general (slight) buffs.
Alert, OoO, Premonition and Diversion are fine as is.
Left Behind and Autodidact need to burn in a dumpster fire...
My only problem with Diversion mainly is that you need to be around the killer to gain it I rather you have a 60 second cool down or more.
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@Rydog said:
Some opinions are pretty bad, especially when they're not well-justified. You should expect to see bad opinions get criticized when you put them out in public.
What about my opinions that are so bad, I'm not sitting here saying these perks needs a game changing buff or anything I just said they need some tweaking, I already know you're saying my opinion is bad because it goes against your beliefs hence I made sure to state its my opinion. I don't need justification for my statement when I can easily gather the Developers data showing most useless perks and the perks I name is right on that list.
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@Venoxxie said:
https://forum.deadbydaylight.com/en/discussion/comment/639676#Comment_639676
Who said I ignored it? When you think a certain way it usually reflects what you want. So you said you feel those perks could use a buff, it seems to me like you expect Behaviour to just buff all the perks you think are useless (some aren't actually crap and people usually are skilled enough to make the best of them) which isn't going to happen, like I said, not everything can be OP. Perhaps these perks are left alone in their current state for a reason.
I mean I gave my opinion too but now you're calling me a spaz for it basically. So... I guess I'm not the only one at fault.
If you can show me the percentage of people who runs these perks I deem useless actually having a decent survival rating then I'll retract my statement but It's true most of these perks I never see majority survivors run due to perk being circumstancial or just flat out useless. You mean to tell me you actually run Deja Vu, OoO, Sole Survivor etc? If not meh that's your prerogative. Also I don't need Behaviour to make perks OP just usuable if a killer can run noed at t1 and one shot down everybody why can't Deja Vu and many other I named get some kind of decent buff or rework?
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@Rydog said:
Did you just call Alert, Object of Obsession, Decisive Strike, Deliverance, and Lightweight useless? I mean, you are perfectly entitled to your wrong opinions, but come on.
Alert gives you free, map-wide, no-cooldown vision on the killer for 5 seconds every time they perform a common action.
Object of Obsession is basically an OP wall hack for SWF groups.
Decisive Strike has good counterplay, but it is one of the game's most powerful anti-tunneling perks.
Deliverance is situational as you say, but as long as you're not playing really poorly, it is a massive boon.
Lightweight is kind of an edge case because it's always difficult to tell how much it is actually helping you, but denying information to the killer is not a weak thing.
OoO is a stupid perk to run unless you can run the killer all game, Alert only works when the killer kicks a gen, DS is easily countered by camping, Deliverance like I said circumstancial. Lightweight is useless once you're hit because since they've upped the audio and all you need to do is follow blood trails LW is countered. Whole point of an opinion isn't meant to be wrong so don't be a smart ass about it. But in your words your wrong opinions are your own.
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@Venoxxie said:
Why aren't any of the perks you use on those lists? Sorry, but I dislike self-care and it's probably one of the most useless perks. Most of the time survivors are found before even finishing self care, it's easily countered by things like Sloppy and Nurses (granted so is being healed by an alli but it's faster than Self Care still). Also, compare how long it takes to complete a gen vs it takes it heal with self care. It's only good for finishing off a heal when the killer finds someone healing you and chases them first, otherwise, just go work on a gen and get good at looping so you won't be downed asap when you get found.
Also, Urban's not on the list either, it only counters Hag. Even then, crouching in general counters Hag and you don't need to be faster. It only encourages hiding most of the time which most people don't like because those types of people barely do a thing.
And then there's also a full list of perks that could use a buff that are not on your list. But you can't expect Behaviour to just do that, in return they'll have to do it with every single killer perk. If you don't like a perk, don't use it. Don't expect anything to get a buff. Not everything can be OP the way you want it to be.
Key word here OPINION clearly you purposely ignore that sentence to start spazzing, but you're entitled to your OPINION bud. ggs
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/639584#Comment_639584
Dunno what you're on about. The only killers that could avoid it were Billy, Bubba, Huntress and Myers in tier 3. Trapper if he caught someone in a trap. But that's it. Everyone else has to M1.
Yeah like I said it didn't need to be nerfed into the ground just a different requirements that was more fair.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/639565#Comment_639565
I don’t mean any offense.
My meaning is that we easily forget that DBD can be a very hard game (overwhelming even) for a lot of new players, particularly solo survivors.
A lot of the perks we see as useless, or unnecessary (such as Déjà Vu or Unrelenting) are needed for beginners.
Those beginner perks have two huge differences Deja Vu is a literal waste of a slot once you start getting better perks, Unrelenting allowed killers to recover quickly and pursue chase. You are correct though there needs to be beginners perks.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/639573#Comment_639573
Oh also you forgot some perks. Don't know if it was intentional or not. (like Boil Over, Flip Flop)
Not gonna lie I tried Boil Over and Flip Flop so many times but got hooked immediately since the hooks spawns so close together.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/639561#Comment_639561
MoM got what it deserved. I'm sure it'll get buffed in the future but for now it can rot.
https://forum.deadbydaylight.com/en/discussion/comment/639567#Comment_639567
Sorry what counter was that?
I'm assumed you were a victim of the MoM epidemic. A fair nerf would've been you needed a safe hook which it recently was in the PTB which promoted safe unhooks instead of reckless play. They gave you a requirement that barely even worked (trust me I've tried for 3 weeks) or you would be dead before you could even use it.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/639559#Comment_639559
Well it's an anti tunnel perk, not anti camp. Either way, it's far from useless and presently still one of the strongest perks in the game.
We did have a anti-camp perk but that got nerfed to dirt (Borrowed Time)
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@Milo said:
DS and Delivarence "Semi-useless"... Why isn't Unbreakable there then
You right. Time to update.
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@[Deleted User] said:
Forum members also seem to forget that it’s necessary to have “beginner friendly” perks.
what does that mean?
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@ClogWench said:
Someone's butthurt about Mettle of Man
MoM didn't need a nerf that makes it utterly usless.
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@ClogWench said:
It's not too rough, overall survivors are very strong, it's just based on skill. Decisive Strike can be forced by jumping in a locker and really is only fully countered if you're downed immediately off the hook without opportunity to run at all. It's still very powerful, can waste killer time, and is run by a lot of people now. Deliverance can occasionally misfire if you get hooked first, but in that case just play stealthy early game. Not hard to do.
I play against a lot of campers so DS is useless for me hence why I say its just my opinion, the only time DS might go off for me is during rank reset after that kuuuuput.
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@TrueKn1ghtmar3 said:
I am triggered that you believe lightweight i useless paired with my build the killer will never be be to track you (unless they are a T1 mirror Myers)
Thats why I say semi-useless once you get hit they no longer need the marks just your bloodstain.
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@Accorn said:
As he stands, many consider legion bottom of the barrel and for good reason. His power cannot under any circumstance down a player unless they just don't even care about deep wounds (had one just last match, first ever in weeks). Maybe his add-on rework (the buttons) will help, maybe not, but we'll see. For now though, any buff too far will make him nearly as powerful as the nurse and any buff too short will keep him bottom tier.
So my opinion is just a tiny change in how him inflicting deep wounds works. We don't want the old Legion back, but we want the power to feel like it does something other than waste 15 seconds (10 with a friend). Instead of the clock starting outside of his terror radius, why not start it when the chase stops? How about every second of survivor sprinting outside of the chase (or terror radius) drains 0.5 seconds?
Give us something to work with besides "stab 4 times then become the trapper without traps". Thoughts?
no no no no and no good day
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@ClogWench said:
Ignoring that you're implying DS or Deliverance are any bit useless, or that Object of Obsession and Alert are useless, there is still a lot of niche survivor perks that are good at what they do, but so many players are scared of benching their meta perks that they never branch out at all. Same goes for killer, though those change on a by-killer basis.
DS is useless now because most killers just wait out the timer just like Borrow Time, and Deliverance is only if you haven't been hooked and save someone. It's too rough in gameplay to run anything different when Killer meta is too strong for a average survivor.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/639517#Comment_639517
Because the game is not and Will never be ridiculously in favor of killers
can you provide proof that this statement is true? Because I can prove otherwise.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/638980#Comment_638980
This isn't won't be ever plausible
why is that?
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As a rank one on Xbox a big 5
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Because as survivors we don't have good perks anymore that can punish killers for playing poorly