TheSubstitute
TheSubstitute
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3140674#Comment_3140674
Why should Killers get a free-hit in the first place, because of blood-lust. Before blood-lust was more fair, now it's a give-me-a-free-hit.
If the Killer can have 3 other Killers to help then we can talk about 1v1 balancing. If not, then a survivor has to eventually go down in a chase or the game is broken.
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@maximo99ac said:
https://forum.deadbydaylight.com/en/discussion/comment/3140738#Comment_3140738
jesus christ again with that stats, the last kill rates stats were in jan since then nurse was buffed, her bugs were fixed, perks like ds dead hard circle of healing were nerfed, gen speed was increased, attack cooldown was decresead and the most important factor for some reason a ######### ton of people started playing with her a few months ago
So, in other words, you have no stats to defend nerfing Nurse?
Play Nurse and then you'll learn how her power works and how to counterplay it. The blink speed increase from her range add-ons was harsh but BHVR is already removing those; Nurse is fine.
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It's obviously a Trapper that can blink like Nurse and get into exit gates. No cheating here, none at all.
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Camping becoming a non-issue might become true after RE 2 is released and enough people have time to pick up Reassurance. I'm looking forward to that perk.
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Tunneling has a short term gain in that it's easier to win. Not tunneling has a long term gain in that your chase skills and ability to apply pressure improves. This doesn't account for the best reason to not tunnel though.
Simply put, trying to 12 hook is more fun than trying to tunnel and video games are meant to be fun. I'll try hard at the gym or work or something where the effort improves my life instead of in a video game.
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What time and what region? My survivor queues are now instant and my Killer queues are less than 3 minutes so good queues on both sides. I'm NA West and play from about 5 PM MST to a few hours past that.
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I get some use out of it but I think Empathy gives me more information value overall. I don't see the Killer with Empathy but it's pretty easy to predict the Killer's location in the chase from the injured survivor's aura.
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I prefer the idea of a 10 second basekit BT with the haste boost but also losing collision. That stops the Killer from bodyblocking the survivor and preventing the survivor from reaching a tile and it prevents the survivor from bodyblocking for the unhooker.
I think Scott Jund brought up that idea. It's a really good one in my opinion.
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No.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3138266#Comment_3138266
You are seeing survivors have this perk. No point for camping. Go and pressure on gens.
Camping needs to die, i am okey for that
Pretty much. If you see this is in play go chase another survivor or pressure gens. If the Killer can't catch another survivor then that's an MMR problem since the survivors are so much better than the Killer they shouldn't have been in the same lobby; it's not a perk design problem.
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I have fun. I'm playing more solo queue right now than before since I find solo queue a lot more fun after 6.1 especially since the rage quitters have either stopped rage quitting or have tanked their MMR so much I no longer see them. There's a greater variety of perks to use and I last a lot longer against tunnelers. I'm still playing about 60/40 in the roles but the 60 has switched from being killer to solo.
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It might be changed to prevent survivor on survivor griefing.
Other than that, I'm leaning towards no other changes. Facecamping is unhealthy for the game and the devs acknowledge that. Being camped is also very much not fun. The devs want players to have more fun.
If it goes through unchanged I fully expect camping Killers to go through an MMR adjustment phase. However, many survivors went through an MMR adjustment phase with DH getting a much deserved nerf. In both cases, the game would become healthier in the long run as Reassurance will encourage more chases and Killers just got chase improvements.
I'm not 100% convinced that is how it will go but I'm more than 50% thinking that's how it will go.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3136393#Comment_3136393
Allow me to introduce you to the wonderful world of stakeout
Stakeout is a great combo but it's not completely free. It does require time spent in the TR while not being chased. Of course, part of that can be from doing gens while the Killer is chasing somebody nearby but hopefully the Killer will have enough situational awareness to chase the person doing gens off.
It's more problematic for the Killer if the map is the Game or Midwich or other multi levels where the Killer is either below or above the survivor. In most maps, though, I think it would be helpful but not totally busted. It's a two perk combo though so I think it should have a noticeable effect.
I agree with the make it so it doesn't work with toolboxes though since toolboxes give so many skill checks. Hyperfocus, Stakeout and Built To Last could have way too much synergy if Hyperfocus does work with toolboxes and Hyperfocus seems like it would still be with running without a toolbox but with Stakeout for most players.
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If that's true, then Sadako would like to say hi to Nemesis. They can bond over shared commiserating.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129919#Comment_3129919
Coincidentally I actually played my Don’t Mess With Hexes build on Demo last night and it worked great, got a 4k with it and the team had a pretty good looper too. I used his Purple Addon that passively gives you pings when someone is near an activated portal and put them down near various hexes in addition to a few key generators. They destroyed three of the hexes in the course of the first half of the game but I replace them all with Pentimento relatively soon after they were destroyed and had its slowdown for at least half the match or more. (I didn’t spot them placing any Boons so no Shattered Hope value this time but I didn’t need it this match so that’s fine. 🙂)
Don't mess with Hexes builds are fun. When I feel like meming around with them I also like Thrill of the Hunt or Pentimento, Haunted Grounds, Undying and Retribution. If the survivors don't touch a Hex I'm essentially perkless but, if they do, I'm a complete pain.
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@dugman said:
On a tangent I’ve been meaning to run a Don’t Mess with Hexes build that includes Shattered Hope but haven’t gotten around to it.
Lol, I still see Boons, especially when there’s a Mikaela in the match since Boons are her jam.
- Shattered Hope - Destroy boon totems and see aura of nearby survivors
- Hex: Pentimento - Large penalties on gens and other actions per destroyed totem you reignite
- Hex: Devour Hope - If left uncleansed will give you unlimited Exposed hits and eventually kills
- Hex: Undying or Hex: Haunted Ground or any other Hex of your choice - Either protection for other Hexes plus auras or traps that give Exposed hits when triggered or whatever other Hex you think is fun here if left uncleansed.
I know a lot of people like Plaything with Pentimento, but I like Devour Hope better in terms of a Hex effect and it’s also a lot more threatening if ignored than the Obliviousness from Plaything. Of course this build won’t get you literally 5 Pentimento totems, but that’s totally fine since all you really need is to get one or two of them and you’ve already gotten some decent value.
A variant you can do instead of Devour Hope is Retribution plus Haunted Grounds. This one is purely a trap build, if the survivors don’t touch the totems at all they won’t trigger anything bad. But if they do cleanse one then it’ll probably trigger Haunted Ground plus Retribution which is a dirty combo! 😄 You just have to hope at least one of the survivors sees a Hex and instinctively cleanses it without considering the repercussions.
I could also see Hex: Thrill of the Hunt in the fourth slot making it take even longer to actually cleanse the totems at all. God help a survivor who has Calm Spirit and Circle of Healing trying to set that up on a Hex totem when Thrill is in play!
Whenever I put up Devour Hope I throw in both Undying and Haunted Grounds. Quite often it's 'Aha I found the Devour... nope, it was Haunted Grounds' and then 'Finally found the Dev... what the? Haunted Grounds again!!!'. It's humorous, well, for me anyway. Probably not so much for the person who just triggered two Haunted Grounds thanks to Undying.
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I hope VHS can resolve its difficulties but, realistically, no game that's out there will 'kill' DbD. As @StarLost mentioned, DbD is highly polished with lots of experience and development behind it. A different asymmetrical game can still be successful as gamers can and do play different games but DbD has too much going for it to be dethroned by anything less than falling into complacency.
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@Xolenai said:
https://forum.deadbydaylight.com/en/discussion/comment/3124080#Comment_3124080
yes. pls make it so she can walk through lockers also. why stop at lockers. give her click and point teleportation with no cool down. and infinite m1 when in power.
If it will give me something to read that's different than Nurse hate threads I'm 100% for it.
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I like the suggestion of increase basekit BT to 10 seconds but remove collision on the unhooked survivor during this time period. No Killers can prevent a survivor from reaching a tile by bodyblocking and no survivors can try to bodyblock for the unhooker. It sounds pretty good to me.
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3105530#Comment_3105530
You should really work on your gamesense.
Didn't you claim that Otz was using exploits in one of his videos?
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Ah, the combo of
And
has caused this thread to arise again!
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@IronKnight55 said:
This is what happens when you add more time to gens AND killers stack a ton of slowdown perks (tunneling and camping as well). Survivors are trying to finish gens as quickly as possible.
Aren't survivors supposed to finish the gens as quickly as they can?
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@BigboiLevi said:
https://forum.deadbydaylight.com/en/discussion/comment/3115309#Comment_3115309
Im not new? Its just laughable. Im not a survivor main AT ALL so I dont and never know why T bagging would be nececcary.
It's not but it's also Survivors have very few emotes. That's why crouching repeatedly is also used to say thanks, heal me, etc. If they're doing it after a pallet stun it's disrespectful and rude. Anywhere else you have to look at the context to determine a meaning.
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Since canonical evening activities for survivors typically are sprinting in a panic, crawling on the ground, and struggling to get off a meat hook I thought weight loss would be common.
But this is a game where massaging someone's back heals them from a chainsaw hit so, yes, bring in Carl!
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A better option to Self Care and Botany Knowledge is Built to Last with a medkit with charge add ons. It would have to be a very long game or obsessively healing everyone against Legion before you run out of charges.
As an example say I bring an emergency med kit with a 16 charge and an 8 charge add-on. That's a total of approximately 118 charges or 7.375 health states before the med kit runs out. And, even including going into a locker, it saves time over Self Care and Botany Knowledge.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3110913#Comment_3110913
Tunneling is stronger than ever before it was hard to get one out 2-3 mins in the match but it's actually easy now. Use ph and try to get survivor tormented and then hook him normally and facecamp the second hook state and when he is saved hit him immediatelly to take otr away and then down and use final judgement.
How did the patch change that strategy? That would have been easier to do pre-patch. No haste after unhook, no otr and no need to even count to five.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3111002#Comment_3111002
Yeah, I haven’t seen as many disconnects this week as last week but I did get a game last night where three people rage quit against my Backpack Spirit for no particular reason other than that I downed them. Literally I downed some of them, got some hooks, someone rescued one of the survivors, I walked back over and the rescuer was already disconnected at the hook by the time I got there and the rescued survivor also disconnected. No idea why other than being mad I hooked them? 🤷♂️
P.S. By Backpack I mean Agitation, Mad Grit, Starstruck and Forced Penance. You know, that old meta build. 😄
Yes, I call the build Backpack! Backpack!
BHVR should add a sound effect to that build so you can hear a voice say 'Survivors! Stop surviving!' as you hit them.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3110032#Comment_3110032
I agree, but it's also a lousy approach to allow everyone to get two hooked, and you're still at zero. As a Survivor in that scenario, I go out of my way to attract The Killer's attention and get hooked. Hook balance is better for the team. Sometimes your first hook becomes your last because the remaining players have less desire to risk themselves to rescue or even do gens.
This is something I agree with. If a Killer is trying to tunnel out a teammate and I have no hooks I will, if at all possible, stay between the Killer and the tunneled person until the Killer is forced to down me. That keeps all survivors in play and makes the chance of a escape more likely.
Spreading out hook states among all survivors is an important anti-tunneling strategy.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3108489#Comment_3108489
Like I doubt there is that much of "right time" to save for beside body blocking.
And if you gonna body block you should get protection hits for it's activation, and then I think you are in the situation where it shines through either chasing for yourself or another bodyblock?
Is storing part really THAT important?
The storing part was the more fun part but it was a niche perk and will remain niche.
What it did is take away a play against a camping Killer with NOED. The survivor could take a hit, not go down since MoM activates, unhook with Borrowed Time and then, with great timing and/or spacing, use Dead Hard so the NOED Killer either hits the survivor with Dead Hard or the survivor with Borrowed Time. That's an extremely niche situation but possible.
The other pre-6.1 use for it was farming BP with MoM, CoH, WGLF and Empathy. Run in, take a protection hit, heal up and do it again but there's no use for that now.
That's not possible anymore but any survivor that's good enough to pull off what I just described should know the totem spawns and, since NOED lights up now, easily deactivate it.
With Endurance it no longer stacks with OTR and I think that's why the devs changed it. The removal of the storing prevents it from stacking with the other Endurance effects.
What, however, could be more troubling is that, since it's easier to activate, a SWF could have someone activate it with OoO and then, as stated earlier in the thread, just stay far away from the Killer and call out the Killer's every move. Technically, it could be done now as well but getting 3 protection hits is a lot harder than 2.
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@danielmaster87 said:
Am I missing something? How does WGLF losing a BP bonus mean that people don't rescue anymore?
The argument is that without the BP bonus survivors are more likely to prioritize gens and let their fellow survivors go hit two hook stages. I see this in my games at times; those are the games that the survivors are more likely to lose.
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@Gorgonia said:
In my case it is survivors who don't know what to do but killers are experienced. Hence, most games are 4K or near. It's hard to beat a good killer with only one or two experienced survivors.
100% true. Maybe it's my region or something to do with where I sit in MMR but the majority of my teammates have an idea what they're doing. I'm fortunate with that. There are some exceptions but I think the exceptions are mainly someone trying somebody else's account.
As an example about a week ago I was on Lery's against a Legion and a Leon had all purple non-Leon perks but, while in Deep Wounds, went to do a generator instead of mending and went to dying state. Twice. I don't see how someone with multiple P3 survivors doesn't know to mend when in Deep Wounds.
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Day 2 (July 31st games) were as follows;
Build: OTR, Soul Guard, Unbreakable Tenacity
Game 1: Sadako on Coal Tower, newish Killer, decent survivors. Sadako dc'ed after 3 gens were done; 4E. I somehow do enough to pip up? Slow game but lots got done.
Game 2: Blight on Father Campbell's Chapel. Team is good. I get killed at 1 gen left along with another. Other two die at exit gates. 4K.
Game 3: Ghostface on Auto Wreckers. Game is going well but both myself and the Killer (according to end screen) get taken out by a connection blip. There was about to be one gen left but the Killer just had two downs and one of the downs was on death hook so not idea how that would have gone
Game#4: Bubba on Disturbed Ward. Survivors are good; newish Killer. 4E.
Game #5: Bubba on Blood Lodge. Experienced Killer and Survivors. I died at 2 gens left; 2 others at 1 gen; Killer gave Hatch. 3K 1E
Game#6: Blight on Haddonfield. 4K at 2 gens left. We outplayed ourselves because our first few gens popped quickly and none of them were outside gens so the Blight was able to patrol the remaining gens too efficiently. The survivors were all more experienced than the Killer but we lost due to a mistake on the macro level
Game#7: Nurse on Haddonfield who tunneled (me specifically). I died at exit gates being opened and someone went for an altruistic save and died doing so. 2K 2E.
I'm taking Game 3 out of this due to the server blip.
Today Survivor Escape Rate: 13/24 (54%).
My escape rate today: 2/6 (33%)
Campers and/or Tunnelers: 1/6 (16.7%)
Combined Survivor Escapes (both days): 34/56 (61%)
My combined escape rate: 9/16 (56.3%)
Observations: Overall, a good set of matches today. I escaped less but I pipped up more since the Killers were better overall. Also, close to half my games were Blights and a Nurse which is more what I see.
No rage quitters or DCers either and only one Killer in all of the games today tunneled. Fortunately, it was a Nurse tunneling me and I've played Nurse enough I have a decent idea how to mess up her Blinks so I got the team to all gens done stage.
The MMR thing yesterday might have just been an MMR blip.
Also, @drsoontm , I'm tagging you since I'm curious how that pairs up with yours. I'm interested in everyone else's but I'm literally imitating his posts about match results with this.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/3100134#Comment_3100134
Please explain how a perk who's primary effect can be disabled as soon as you're unhooked, and who's secondary effects encourage the person running it to play like a Blendette for 80 seconds, is just as, let alone more, effective then pre-6.1.0 DS
go ahead, i'll wait
If you can't see why OTR is better that probably explains why you're so frustrated with the update.
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@SeannyD115 said:
Try stacking BT, guardian, and no one left behind. The survivor is faster than the killer
That's a pretty cool build for getting survivors away from the Killer in endgame. I'm going to try that out
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General perks on everyone and then add ons
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Do it then. Once your MMR rises high enough you'll learn why people say OTR is a great anti-tunneling perk. Then maybe after enough games with 0 to 2 hooks and no kills like quite a few of the tunnelers I faced today you'll have a more nuanced view of the issue and we'll have less of the 'Tunneling is an automatic 3K threads'!
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@drsoontm said:
I also felt I got slightly weaker killers today. (Still got a monster and several good/average ones)
If I've read correctly, you've only got one team with a rage-quitter/hook suicide and two bad teams? Nice. (And if I've counted correctly, half killers were camping/tunneling.)
Overrall, it seems you get good matches :)
https://forum.deadbydaylight.com/en/discussion/comment/3102477#Comment_3102477
I suspect that the amount of rage-quitters/hook suicide in the lower MMR have "boosted" some low MMR killers a few level too high, that's all.
That's a good possibility too. The rage quitters could have put some Killers above what their actual MMR is.
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@Beatricks said:
Due to the Killer side of the game becoming easier since tunneling and camping are now easier and more rewarding than ever, more survivors who are decent, but not great, get bumped down to less experienced killers. That's why you are getting solid teams against weaker killers. It's the natural consequence of the nature of this patch and you can see lower MMR killers making threads that their games are actually even harder than before.
Possibly. With OTR, you're much harder to tunnel and one Killer, for example, sees me getting healed to full so they should know I haven't touched a gen and still chases me. They injure me eventually and, at close to 80 seconds after my OTR activates, I run right at the Killer to get the post hit speed boost and they chase me for another minute.
Then, as soon as I'm unhooked, they go for me again already knowing I have OTR. It's no wonder it's a 4E; no gens were contested and slowdowns only work if people actually get hooked or gens are kicked. It was very much a new player mistake. I escape with full Boldness but I think this was the first time I literally had zero points in repairs since I was just tunneling from start to finish.
I normally don't see that very much. I do occasionally get newer players since I think I'm pretty much a mid range survivor but today was very strange.
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@gendoss said:
Yeah if you are getting Doctors and Myers you are getting put into lower MMR games.
Exactly, that's why I questioned if there were MMR issues. The survivors today knew what they were doing; overall the Killers did not. That seemed to have produced the atypical results because I definitely do not get an escape rate close to 90% as the norm. It was weird
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@CryptoMiner said:
https://forum.deadbydaylight.com/en/discussion/337972/i-m-officially-calling-it
https://us.v-cdn.net/6030815/uploads/S6O3TMC152QC/lel.jpg
Posted this in my thread from 2 weeks ago, posting it here to rub more salt into the wounds of the deniers 🤡
https://forum.deadbydaylight.com/en/discussion/335254/time-to-see-more-of-this
So we're still doing better than April and May of this year and the Anniversary event was last month is what you're saying?
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People are adjusting and looping better now but nerfing Dead Hard showed how so many people's ability to run the killer was nowhere near as good as they thought it was.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3100182#Comment_3100182
Not being able to see auras doesn't prevent a killer from continuing his/her objective. Incapacitating a survivor does. Solo survivor, I'm running Kindred, Open Handed, Bond, and an exhaustion. Fearmonger, a general killer perk, negates my entire loadout. Residual Manifest and Blast Mine, even as a combo, doesn't approach the strength of certain killer perks. Especially if the survivors are solo.
If you're arguing survivor perks should be as strong as Killer perks you're ignoring that this is an asymmetrical game. Survivor perks have to be significantly weaker than Killer perks because this is an asymm.
I'm going to guess you haven't played Killer very much if you can't see how removing those auras is a hindrance to the Killer.
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Ah okay, I see it was a typo and you edited it. I still don't see the correlation between that and not stacking with the 5 second BT. OTR is 80 seconds in duration, removes tracking information and I still get the haste buff from base BT. I'm able to get to a tile and delay the chase a lot longer than I could have on both hooks.
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3100138#Comment_3100138
And survivor Auras.
Exactly, it's a great combo.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3100147#Comment_3100147
It does work if the killer tunnels/camps since it doesnt stack with the useless 5second BT.
It does work, that is correct. I don't see the correlation between that and not stacking with the 5 second BT.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3100134#Comment_3100134
So 2 perks for the same level of 1 old one? WOW so cool
Which two perks? OTR is all I really need. It also works on both hooks.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3100134#Comment_3100134
In a game where you need four times more survivors than killers you probably shouldn't make the killer side easier than the survivor. 5 second stun DS and end game DS made it better than current OTR, it was just objectively stronger last patch than what we have now. You can adapt and still be weaker. I know what the meta builds are for both sides right now, I am still dying significantly more as survivor and basically one hand 4king as killer.
The patch is a disaster numbers wise, anyone claiming people are just whining and can't adapt need to stop brown nosing YouTube killer mains and start asking for them to fix the game before there isn't one left.
Or the other possibility is that a lot of the complaints are coming from people who can't adapt and, instead of adapting, simply wish to throw shade on forums.
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If you pair Blast Mine with Residual Manifest the Killer also loses the ability to see gen auras and hook auras for 30 seconds.
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I have a suspicion that a significant portion of the people complaining are doing so due to a lack of willingness to adapt. For example, I still see posts talking about DS when OTR is now more effective than pre-patch DS was.
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Depends on the survivor. If you have Deliverance plus SB and OTR, you've got a decent chance to get away. Same thing with Slippery Meat, Up the Ante, SB and OTR. For others, it's a troll for some others they're brand new and, for others, it's apparent nobody is coming for them.

