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Viskod

Viskod

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Viskod
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  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/322660/hemorrhage-made-resergence-useless

    Just another reason to run meta perks. Bhvr really nerfed a non meta perk

    Because of 1 other Perk that requires a Scourge Hook?

    If a Perk isn't 100% successful in all scenarios then I guess Decisive Strike isn't worth bringing because Killers can just slug you and wait it out. So sometimes it might not end up working, and they don't even need to bring a Perk to invalidate it.

  • @Rokku_Rorru said:

    Honestly Make BT and BBQ baseline so both sides get a perk they always use, and both don't encourage camping.

    If they fix the BP Grind then I'll never use BBQ again.

  • Some killers have actions they can perform that can mimic the start a basic attack, so you "bait out" dead hard by making a survivor think you're going to take a swing, but actually don't.

    Sometimes you can get jumpy survivors to dead hard just by looking up or down and making them jump at any movement of the killer.

  • As was stated first, Nurses are either going to be god tier or someone just learning, you don't get a lot of the in between. If they are god tier its exhilarating, just absolutely terrifying. More about how long can you last before the inevitable, but still fun.

    If they're new then I'll try to get into chases with them and help them learn how to get used to blinking and won't LoS them too much.

  • @Sepex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942533#Comment_2942533

    Tile mind games. Watch for red stain and move joystick as needed.

    This would only work against a killer that didn't try to trick the survivor at all.

  • Learn to love Blood Echo

    in Dead Hard Comment by Viskod
  • When its me I just hide near a gate. Most killers arent going to extensively search a gate area before checking the other gate, and then I just open the gate and leave before they can make it back.

  • @Sepex said:

    It's easier to just play and not worry about the outcome in a minimal skill mostly rng based game.

    Yeah no. There’s a high skill ceiling when it comes to some killers and tile mind games.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942341#Comment_2942341

    You're going against bad Survivors.

    Dead Hard's usefulness takes a deep dive when Survivors don't know how to use it, but is the best Perk in the game if Survivors know how to use it, which isn't hard, just press a button when out of reach of a Pallet or Window

    Yes, that was my point. Most people take without actually thinking about it because of its "supposed" greatness. But its not going to be the best choice for everyone.

    in Dead Hard Comment by Viskod
  • The Oblivious Add On for Legion is better than Hysteria since it procs on you hitting them. That way they are oblivious for 60 seconds after you hit them, but they'll always show up for Killer Instinct.

  • @FeelsBadMan said:

    Ok lets assume there is some kind of MMR in this game and cause of a miracle it's also working as intended - why, just why would you want so desperately to "win" a killer game by the dev standard (3k+ is a win, nothing else counts) and rank up you MMR just to be matched with more and more experienced survivors when you already struggle now? It just makes NO sense!

    I only play for pips. A black pip is a tie, +1 or 2 a win, a de-pip a loss. Those are also the things that let me rank up in the grade system which nets you 2million in total for reaching iridescent 1 on both sides.

    Why should I care about "winning" on either side once I reached iri 1 on the said role? LOL I like to go for meme builds once I reached rank 1, just to actually have fun in this game. I die early on or get ######### on by survivors? Who cares? I am still pretty convinced there is no MMR so it won't effect anything. For example: sometimes I "lose" 1 game against a swat squad (0k or 1k) and the very next game I get 4 ppl who have no clue what they are doing and die with 4 or 5 gens left. Same goes for survivor. I escape a few games in a row and then suddenly I get 3 people who only hide, do no gens or unhooks and can't run the killer for longer than 5 seconds.

    Tl:dr: just play for fun.Tryhard if you have to to reach iri 1 if you want those sweet, sweet bloodpoints but other than that just try to enjoy the game by your own rules.

    It's that the MMR working? If 1 to 2 kills is the best they can do at the moment then they don't need to be getting higher MMR and this is a good spot for them to be at until they learn the game more and get better, then once getting 1 to 2 kills is consistently easy and getting 3 kills starting becoming normal, their MMR will go up and the average skill of their survivors will increase.

  • I think Dead Hard complaints are as overblown as Dead Hard usefulness. Rarely do I have a survivor use it to its fullest potential and most people bring it because they're being told to or they just think its better than any alternative for them.

    So many people have it only to use it before I even swing at all, fall for a fake swing, or just use it out in the open to go forward and just delay getting hit by a second.

    So many other better perks to bring that could be more useful on a team basis than Dead Hard if that's the best you can do.

    in Dead Hard Comment by Viskod
  • @iamhnf said:

    Just played a Legion game and it was very odd. I used Legion's power and landed my first hit on David but the 2 Bills that are nearby, their heartbeats didnt appear. Tried it a few more times and I noticed, it worked on David and Felix. I gave up and just played it normally with M1 hits. Is Legion buggy at the moment or is it possible they were hacking?

    https://us.v-cdn.net/6030815/uploads/UHWIPQLQCHKI/123-png.png

    The 2nd and 4th survivors are the Bills. The 4th survivor have a record of previous VAC ban.

    If you are a legion hater, just move on another discussion, would love if you could spread your negativity elsewhere. If not, any thoughts on this?

    If you want to run Hysteria then you need to run Nurses Calling or use the glasses add on to see people mending. That way you can double back and catch people unaware. or just use the oblivious add on and then use a better perk.

  • @DrDeepwound said:

    I often troll flashlight survs by running Franklins, but bros, I have a new strategy that is working better.

    Lately instead of Franklins, I have been runnin Lightborn if I see 2+ flashies in lobby and pretending to look up as if I am dodging the blinds, to make them think I can be blinded. However, this fools them and you can see them easily and hit them.

    Last night I had an Adam trying to blind me all match, wasting all game doing nothing. I could not be blinded, yet he tried at least 10 times I guess LOLJust keep looking up or down as if you do not have Lightborn, and play the match. Totally got the 4k.

    Lightborn bois, it is OP ;)

    One of the first perks that showed up when Nemesis came out for me. Which I gladly used because that was the summer of trapped generators and survivors shitting flashbangs every other second.

  • Playing Survivor for me is the opposite. Its always fun, and I never care what happens. I die all the time doing altruistic things to get others out, don't care.

    Whereas playing killer I actually have to be in a mindset for because some days it can be really ######### stressful trying to manage four survivors spread out across multiple generators, always being ready to be on top of my flashlight avoiding game, losing games sometimes just because I choose not to go after the same person twice if I just happen upon them after they've been unhooked last, only to see the person I let live teabag me on the way out, and then get trash talked in the post game chat like if I don't just automatically 4k every game I'm a "trash killer" or I get accused of camping and tunneling when I specifically *do not*.

  • Wait people actually need WoO for other than seeing which pallets haven’t been broken yet in solo Q?

  • Solo play does not need any kind of "buff". I think it'd be fine if you got to see what perks your teammates had equipped but that would just result in people constantly leaving lobby's anytime someone strayed from the meta.

  • @colley94 said:

    After putting a few hours into playing legion, the problem is even worse. A half decent killer can get 3 kills WITHOUT any perks.

    With perks it just becomes an absolute joke, throw a thana in there at minimum and you've got an easy win. Got bored of it so fast.

    Is this rework some late april fool's joke we're missing?

    Without any addons his base power just gets a small speed increase and he can down on a fifth hit.

    Which means once someone is on the hook he’s got to have someone mend immediately and then be able to double back and hit them for the fourth hit.

    On large maps this isn’t happening unless your survivors are complete idiots.

  • Seems fine. Mostly decent games, some “extreme” types, some newbies. Mostly dependent on the time of day that I’m playing.

  • You people can’t count to 5? Or pay attention to the deep wound status of your team mates?

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940007#Comment_2940007

    There aren't any, of course. It's no accident those perks are the most commonly run in the game.

    There are powerful killer perks of course, but there is at least a decision making process when determining which perks are going to be the best ones to run in a given situation.

    With surv, I know that the best build would always include DH, BT, and DS. I never run DH and DS, and I know that usually puts me at a disadvantage relative to my own teammates.

    One of the biggest issues with DBD is that while there are tons and tons of perks, there are really only 20ish that are good enough to run consistently (if you really want to "win"), and maybe 10 or less if you're playing surv. And that's a game design issue.

    There are way more than 20. Most of the perks are useful to very useful with the right combination.

    Granted this sometimes takes team setups and is harder to do when you can communicate with people to tell them your build and what you’re about.

  • Shadow Step hides auras and scratch marks, the increased bleeding from Sloppy Butcher literally leaves a red line going right to any survivor.

  • Can you please tell me which for Killer perks if run in tandem are the powerhouse equivalent of four survivors running Dead Hard, Borrowed Time, Decisive Strike, and Unbreakable?

  • @DY86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939979#Comment_2939979

    i gotten 2 before as well but Im pretty sure the survivors didn’t know how sadako works, cause one of them held on to the tape for so long I moried him on the spot. And the other was a level 12 Bill lmao by real match I mean, when a survivor is more experienced they simply let it get 4-5 condemned and then insert the tape. I do that myself, so even with the right add ons, which are not that great either, its pretty uncommon to see someone get full condemned. I dunno about u tho haha

    Well I said, not often, but occasionally. Maybe if they got a stack of condemned when you hit them that'd help speed things along.

  • I like it when an escaping survivor teabags me at the exit gate when the only reason they didn't die is because I deliberately chose to go after someone else just to be polite after they were unhooked, or I downed him just because we happened to run into each other and then left them slugged because they were just unhooked a a minute ago.

    I wish I had bloopoints for every time that made me roll my eyes.

  • @DY86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939930#Comment_2939930

    Bruh condemned is so weak, no survivor in a real match would ever let it get full “condemned” its a full joke. Idk hat they were thinking

    What do you mean in a "real" match? I've gotten them before. One time I got two. Its not often but it occasionally happens. I don't think it needs to be buffed too much, since its a kill that doesn't require the survivor to have been hooked previously. But it does need to be buffed so that survivors feel some actual pressure to keep their ring from turning red.

    I also think if it turns red, you shouldn't be able to get rid of it. Red is dead.

  • Survivors are the only ones I run into that are routinely salty and sore..... winners. They all escape for one reason or another but then feel the need to be insulting in the post game chat.

    It seems like whenever I have a bad match and I only get zero to two out of four, someone feels the need to put me down or be insulting just out of the blue for no reason.

    I typically do not see that with Killers when I play survivor.

  • The last hardcore camper I had was a Huntress who hit people on the hook, and then just stood right next to it throwing hatchets around trying to snipe anyone she saw in the distance. Just would not leave the hook for anything. We could rush in an unhook while she was reloading at lockers, but then she tunneled that same person to hook them again, and then stood right by their hook until their death at the end of phase 2.

    Shortly after that, the last generator was finished and we left only to see a Huntress with the perks Enduring and Spirit Fury.

  • When I play survivor in the evenings with my boyfriend and a friend of ours we see it all the time. They're both Iri 1 survivors and I used to hover around the mid purples/low golds now because I don't play survivor often but to us its pretty common.

    When someone is hooked we just leave them there for most of phase 1 and focus on generators and then when they get unhooked we'll try to get the killer to focus one of us instead if they aren't already and a lot of times just nope, they'll ignore the rest of us and go right for the person that got unhooked, down them, and hook them again.

    Then when they get unhooked, same thing. Right after that person until they kill them on death hook.

    It never results in a snowballing effect for the killer, it just makes for a boring match for the rest of us, and a really ######### time for the person who got tunneled out of the game.

    Even basekit borrowed time wouldn't stop stuff like this, but at least I'd be able to bring a different perk for that slot to try to have fun with.

    But I'm one of those weirdos that actually doesn't bring Decisive Strike, Dead Hard, or Unbreakable.

  • Campers don't give a ######### about BP to begin with so I don't think penalties would matter.

  • When I play survivor I feel obligated to bring BT every time because 9 times out of 10 if I unhook someone and the killer ends up coming right back because they weren't straying far from the hook at all, or were just camping it outright, the killer is going to immediately attack the person that just got unhooked.

    And that's just boring. I unhooked them, chase me I like being chased, Its fun! I don't even use Dead Hard.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939800#Comment_2939800

    Devs have tested this type of stuff and survivors abused the mechanic to lock killers in a situation where they are punished either way.

    Survivos love to rush the hook and if they can penalize the killer by doing it, devs have shown that they will.

    Negating any attempt to fix the problem because survivors create another problem.

    Cameraderie is the perk version of it, as if survs had anything more they would abuse it entirely.

    This doesn't follow because in my example rushing the hook does not punish the killer.

  • @YOURFRIEND said:

    C- tier perk. Let me know if you have any other questions.

    C Tier? Hardly.

    I've had teams of would be shadowstep ninjas taking me to swamp and RPD that get completely nullified by Sloppy Butcher without the need for me to bother with every boon totem constantly.

  • I think Borrowed Time should be natural mechanic. If you're freshly unhooked, put priority on chasing the unhooking survivor instead.

    I think if a Killer hooks someone and just stands there next to the hook without any survivors within a reasonable range of the hook they should suffer a stacking debuff that continuously reduces their movement speed capping out and just flat out making them completely immobile and unable to attack for 30 seconds with a visual and auditory notification to the survivors to let them know this has happened.

    Survivors would need a visual cue to let them know they are too close to the hook to trigger this debuff, because you can't blame a killer for hanging around the hook if survivors are literally just a few feet away being stupid.

    Easier said than done though, because hiding close to a hook and waiting for the killer to leave is perfectly fine, and the activation of this debuff or not basically just gives away if someone is that close to the hook or not. Perhaps if a chase is actually initiated then it can start.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939725#Comment_2939725

    "I do think Borrowed Time should just be a thing. If you're fresh off the hook you shouldn't be able to be downed literally right in front of the hook like that. Take a hit, get a speed burst, get away."

    Like everything else tested in game survivors would abuse this heavily.

    If you think hook swarming is bad now, just think back to Og Freddy and how he could not stop an unhook, thats what it would be x100

    Unhooking in front of the killer should never be 100% safe, they already made BT whether or not killer is there and thats enough

    You cannot "heavily abuse" Borrowed Time.

  • Uh, no?

    Every killer needs to be viable. Viable doesn't equate to super easy to play but there should not be a case where the answer to "Should I try this killer out?" is "No, there's no point to trying that character."

  • A lot of the time I get accused of Tunneling if I just happen upon the last survivor I hooked before having a chance to hook someone else, regardless.

    Like if I hook a Meg, and a Dwight unhooks her and I chase the Dwight a bit but he's a great looper so I let him go to patrol gens and then I come across that Meg again.

    I'm not just going to leave her on a generator and think "Oh well, that's not technically fair."

    It's just bad luck for her.

    I do think Borrowed Time should just be a thing. If you're fresh off the hook you shouldn't be able to be downed literally right in front of the hook like that. Take a hit, get a speed burst, get away.

  • @dugman said:

    RedsGamingGears has a 30 Days of Sadako series where he played her for 30 days straight and explored a bunch of different possible loadouts and strategies. He did quite well with her, especially using slugging combined with her Green add-on that curses survivors who heal each other to apply additional pressure. Obviously there’s at least 30 YouTube videos or more of him playing Sadako but this was the one on the 30th day and shows what he thinks was his favorite loadout.

    • Corrupt Intervention - helps give extra time to apply early game pressure
    • Jolt - Gets a lot of slow down in a slugging strategy since you’re spending additional time downing but not hooking
    • Save the Best for Last - Very useful for continuing a chase quickly after an initial hit to secure a down
    • Bamboozle - Helps mitigate her weakness at stronger tiles
    • Red Iridescent Videotape - Refreshes TV much more quickly to help apply map pressure
    • Green Ring Drawing - Survivors who heal each other gain stacks of Condemned if the wounded survivor was cursed. Since dying survivors can’t normally heal themselves to injured this works especially well with slugging since it forces survivors to spend time healing each other and gaining additional stacks of Condemned in the process.

    The basic strategy then is basically keep chasing and downing over and over, breaking pallets to remove resources, but only hook one specific survivor and slug the rest. Because you’re spending no time carrying survivors and can also teleport around the map very quickly you are constantly chasing and pressuring them and forcing them to heal each other and periodically remove stacks at TVs instead of progressing the gens. You eventually hook out the one survivor and get to a 3v1 scenario where you now can snowball to victory. Additionally because of all the extra stacks from the Green add-ons plus all the teleporting it’s not uncommon to get a Condemned kill either since the survivors are so busy just trying to tread water and keep each other standing at least one of them will accidentally let the stacks get away from them and give an opportunity for a kill.

    https://youtu.be/mp9mFcxs4Wk

    Tofu did the same thing with those add ons. Focusing on slugging and teleporting and had two condemned kills in his first match with 4 generators left, and in his second match the survivors literally just gave up.

  • The Artist by a country mile, as the crow flies.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2939435#Comment_2939435

    While this sounds like it could make the game more interesting, it's also adding an extra objective for the killer to defend as well.

    We already have some maps that change when certain gens are completed. The Game, Temple.

    Why not expand that to other things?

    Maybe something on the Swamp or Eyrie changes when all the totems are cleansed, or certain doors open on Haddonfield if certain chests are unlocked.

    I've always thought that the Swamp levels are perfect for a slight redesign and adding in a mechanic that can partially flood portions of the map reducing survivor movement speed in the water.

  • Its far from "oppressive".

    With all of the ways survivors can heal quickly having one perk that keeps from from spot healing little by little so they can 99% their heals and then get benefit from Resilience without any risk for the reward is perfectly fine.

    Might as well complain about Generators being able to be regressed *at all*.

  • @VegasRalphie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938995#Comment_2938995

    Thank God you are here to explain to me how my experiences aren't objective reality. You are truly a public servant, sir.

    Btw, not that I buy into your whole "argument to authority" thing, but did you actually listen to Dowsey on this? He fully admits that mid level players are going to get fed to higher level ones because the developers think it increases enjoyment for the higher level players and the mid-level ones are less likely to quit than newbies because of it. Your own source says this, man.

    Yes, and he also says while it was not an unmitigated success things are going in the right direction and overall the changes are good. I didn't say it was perfect, but the new bilateral changes are a huge improvement. Things are going in the right direction.

  • Myers because looking directly at him just unsettles you vs taking his power away.

    There's nothing like just working on a generator, not hearing a terror radius, panning the camera around, and then AAAHHH!!! off in the distance is that blank stare just looking at you from a window vault.

  • I've always thought each map should have a "thing" in it that changes the environment but it needs parts before it can be activated and those are scattered about the level and require an item slot to hold so no holding one and a health kit at the same time.

    Killer that down you while you're holding one of the parts cause you to drop them, but they can't pick them up. They can however "sabotage" the "thing" once all the parts are placed if they get to it before its activated.

  • I had a really fun game last night where all four survivors were using Distraction, Urban Evasion, Boon Shadowstep, and Flashbang. Three of them burned Dark Mist offerings (Purple) and one burned the Swamp Offering.

    I was doing a daily for Wraith, who I had just prestiged so literally all I had was Rank 1 Bloodhound and no addons.

    I still got them all, but just barely because they all got a bit too aggressive around one hook and no one was doing gens, but I was hooking the second to last of them when the last generator was done, and I chased the last of them off an exit gate before they could open it and was able to down him before he found the hatch.

    I was getting flashbanged all to hell but I loved it.

    They also got unlucky and got the really small Swamp Map with the big storehouse areas so I could zoom back and forth between locations in no time. Any other map, with them spread out a little more, and I wouldn't have stood a chance.

    Probably one of the most fun matches I've had in recent memory.

  • I'm having a different experience then because if you always hit the right chain hits at loops then you shut down their ability to vault windows and pallets. It's loop dependent to an extent, like you're not going to hit someone on the other side of a shack wall and then walk outside and around a corner to catch them. But most others in my experience yes, reliably hitting the right chain hits lets me catch right up to them.

  • I never camp, I'm Iri 1, and if I lose a match camping would not have been the answer. It's a bad thing to do and is relied upon by bad players.

    Tunneling however, is always the right answer. It sucks, but that's just how it is. I don't tunnel either as a general rule but sometimes I let a survivor be the exception to that every now and then if its obvious that I just need to get them out of the game as soon as I can. I don't tunnel right off of a hook though, because i just assume people are using BT and tunneling right off of the hook is a ######### thing to do anyway.

    Unless its the end game collapse, then anything goes because at that point the survivors could leave, and if they choose not to, then all's fair.

    I do still feel a little bad when I down the person unhooking and then I thwap the unhooked person and they go right down because someone ran back to unhook during the collapse without having BT. Then I typically get told I'm bad for not just automatically letting that person go, and its my fault that they unhooked during the collapse without BT.

  • I wouldn't say they are completely useless, but none of them compare to Iri Tape + Ring Drawing, the one that makes survivors spread condemned when they heal each other.

  • @N8dog said:

    If you need dead hard, decisive strike, iron will and/or unbreakable you're a bad survivor. That's how I feel about those perks.

    Hey come on now, it takes skill to press E.

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