Viskod
Viskod
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- Viskod
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People coming out of the woodwork for the Blood Hunt I guess. I've had a couple of pretty bonkers matches this morning as well, and morning matches are usually pretty chill.
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No.
That would be dumb.
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Its not necessary at all. You can run a killer long enough to waste their time and buy your teammates plenty of time without it. If you end up using it early because you were caught in a deadzone or the killer outplayed you then..... oh well? Too bad? You should get hit.
For inexperienced players it reinforces bad habits, and for good players its completely unnecessary and just helps reinforce the usage of generator slowdown perks.
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Survivors with Dead Hard, Decisive Strike, Unbreakable, and Iron Will attacking me in the post game chat specifically for just having used Lethal Pursuer and/or BBQ&Chili.
One time I was told that I was "A little baby that needed those perks to hold my hand."
My dude. You're running the most meta meta to ever meta a meta and you attack a killer that's not using slowdown Perks or Corrupt Intervention when you still lose.
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People who unhook you immediately on your first hook when you can sit there for over half a generator just chilling. Right in front of the killer, without Borrowed Time.
I was once hooked right next to the generator I was working on, it was over half finished, and a Meg sneaks up and unhooks me almost immediately. drawing the killers attention back to the hook.
She could have sat on that generator and just hung out with me on the hook for a good 40-50 more seconds.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2967688#Comment_2967688
Pretty sure perks will reset with each prestige, but yeah they did mention you'll keep your add-ons.
But honestly, once you've p3'd everyone, you'll have every perk on everyone right from the start, except the generic perks. So it'll be easy to get everyone maxed out within a week of each new chapter. Then afterwards, every point you gain can go towards leveling whoever you want to get more add-ons and items and whatever. So to me, keeping my items/add-ons is pretty low on the list.
No they stated in the anniversary stream that you won't lose your Perks or your add ons and offerings.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2967685#Comment_2967685
Except with the upgrade, the grind will be much much less bad once you've done it once per character, rather than having to get 250+ perk levels on everyone, you'll only need to get about 50-ish (the base perks everyone has access to, since those won't start unlocked)
So you're saying get everyone to P1 before the patch? If you do that after, it has the same collective effect, and then you won't lose the Perks you had previously unlocked or your add ons when you prestige.
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I just P3'd a couple of my favorite killers and will probably P3 Felix this week with the blood hunt, but I'm not going to bother beyond that. It's kind of madness to go through the exact grind that the update you're trying to beat is meant to relieve.
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I've disconnected from my first survivor match last night as a matter of fact. It was the last match of the night that my husband and I were playing we got a Nemesis on Haddonfield with a Claudette and a Jake.
The match starts with myself and my husband behind the Myers house, so we go inside to see if there's a generator in the room off the entrance since I had PT on, but the Claudette runs in the front door and tries to literally push me from being able to get to the generator and just would not move, blocking me in a corner between the generator her and the wall with neither of us able to work on the other side.
So my husband just leaves to let her work on it with me and not too long after Nemesis shows up.
I let Nemesis chase me around the Myers house for what could have been 3 generators but my husband was the only one doing them so it was just 1 and part of another and then Claudette body blocked on the back porch and I got downed, then hooked in the back yard.
As if on cue, here comes Jake to unhook me with Nemesis still in the back yard, of course he doesn't have Borrowed Time, and of course he doesn't take a protection hit, so I get downed immediately and popped right back on the hook.
My husband gets me down and by now Nemesis had chased after and down Jake and was hooking him across the street. I run across the street to get him down, my husband takes aggro on Nemesis and the Claudette and I heal the Jake, and then we heal the Claudette, and then I stand there, expecting to get healed and the Jake runs off to a generator at the end of the street with zero progress on it, the Claudette stands next to me for a couple of seconds and then runs off and joins him on the generator.
At that point I just thought "######### it, I'm going to bed." and I quit.
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There’s nothing a killer can do to stop a dead hard other than pre-emotive exhaustion perks and add ons.
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@EQWashu said:
https://forum.deadbydaylight.com/en/discussion/comment/2967040#Comment_2967040
My friend and I do this to each other when we're playing survivor (the following re-enactment is interchangable between myself and my friend in any given match):
Me: "Hey...guess what I found..."
Friend: "Is it a glowy?" (our nickname for a Hex Totem)
Me: "Maybe.."
Friend: "Is it a safe glowy?"
*Hex-Break Thunderclap immediately followed by the whoosh/screen pulse of Hex: Haunted Grounds*
*See Friend downed instantly on HUD*
Me: *Hysterically laughing* "Nope!"
I can't be mad when he does it to me, its pretty funny and turnabout is fair play, especially when he asks "Hey, are you in chase?" and I when I say yes I know whats very likely coming 🤣
As for me, what I find most satisfying is when I'm playing Trapper, and I lay down one of those random, "There's no way anyone will step in this, I don't know why I'm even setting it here, and I'm pretty sure at least 1 survivor saw me place this" and it does in fact catch someone. If I can pull them out of the trap or catch them fresh from the trap, that's icing on the cake, but just someone randomly getting caught by it makes me happy.
Yep we do the same thing.
"I found a Hex Totem"
"Gens aren't Hexed, killer is hanging out near the hooked person, it's probably Haunted Ground."
"Well, only one way to find out!"
Boom *Exposed*.
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When I cleanse Haunted Ground and someone goes down from healthy like, immediately after. I can't help but chuckle.
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@katoptris said:
Getting a long snipe as huntress due to me being mediocre.
The best Huntress hits are the ones where you miss the person your aiming at, but then hit someone off in the distance you didn't know was there.
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"Injuring a survivor by any means."
I wonder if a Trapper could use damage on disarm Bear Traps and that would activate this Perk.
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@Zeon_99 said:
Getting the Legion 5 hit down in the very beginning of the game. Just insane pressure right out of the gate and people usually DC now so its even more satisfying.
After the patch came out my second or third match as Legion where I was going to get a down from a start of the match Frenzy, I lunged at the last survivor I had just hit and I missed and went into my cooldown and thought "did they just do a 180 Dead Hard backwards through me?"
Turned around, nowhere to be seen.
Oh wait. They disconnected.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2966896#Comment_2966896
Forum killers when they haven't mentioned Dead Hard for 5 minutes:
As i was typing that joke I literally thought "Is it possible to casually mention Dead Hard without turning it into a thread about Dead Hard? Let's see."
Guess it's not.
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@[Deleted User] said:
Not too excited for it on the survivor end. I don't like perks that function as cheesy reverse cards.
It will feel really bad to drop a safe pallet with the intent of playing it only to have it break under me. It won't feel like I got "outplayed" in any sense of the word.
I can probably burn 23 seconds in between hits if I know the perk is active. Spirit Fury is pretty easy to play around. Never play for stuns against a killer with Enduring.
I don't know. I just don't like the idea that a killer doesn't have to actually win a vault mindgame because they have this one perk.
Cheesy Reverse Card Perks? Then it should feel right at home with Dead Hard and Decisive Strike.
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I was going to list off some more Nemesis zombie scenarios but basically anytime your Zombies have hilarious RNG and end up working out for you.
Nothing like seeing someone status on the UI go from Injured to Dying because of a Zombie.
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I avoid these unless I'm playing with friends. Was going back through some of my undone survivor challenges and I came across a "unlock the hatch with a key" ones and oh my god, in this economy?
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Any activation of Blood Warden.
Getting the Mori prompt on a survivor downed in the exit gate that was just barely not close enough to crawl out.
Harpooning injured survivors in the exit gate as Deathslinger.
When an injured and infected survivor is downed by an Exit Gate Zombie.
Hitting people with Flashlights while using Franklin's Demise.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2966824#Comment_2966824
and thus, my hopes are shattered into nothingness.
Well that's one less Boon Totem :D
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Money over accessibility? lol.
I'll never understand the childish rage at Epic Games exclusives.
My friends and I tried it out on the PS5 for a day. Not something we'd want to stick with since we just communicate over discord/ps5 and wouldn't be interested in the in-game chat with 1 stranger.
I might play it solo as Demon from time to time. But honestly, we find DBD to be more fun.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2966765#Comment_2966765
Pinhead, land the chain and walk on through once they finish vaulting.
This wouldn't work unfortunately because the perk only breaks pallets that are fast vault over. A slow vault from a chained survivor wouldn't do it.
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Unreliable?
Combo it with Hex Plaything. The survivors will be stuck with -30% repair speed the whole match.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2966777#Comment_2966777
A dropped pallet survivor tend to loop around?
Not every killer is like me and breaks every pallet immediately for points (yes i don't play to win but for BP, fun, meme and stuff).
My point is that if survivor get a notification after the hit then, after a bit of experience with the perk, survivor have all the agency to deny it's effect, given they aren't in a dead zone with only one pallet as an option. So it's not a perk to empower a killers decision making but a perk trying to get survivors to make a mistake.
Personally i don't care for this perk, i don't use meta and play whatever i feel like with the exception of bbq for points and our lord and saviour Lightborn. I just don't see any hype necessary for a mediocre effect that lies probably in the hands of the survivor.
They do get a notification, but the only time they'd be able to vault a pallet within 3 seconds is if they were already close to a pallet that had already been dropped.
Having to run around a loop where vaulting would be ideal or having to run to another tile can be just as bad. It doesn't just punish mistakes.
I'm saying saying its a game changer, but it'll have its uses. It's not terrible.
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I got 5 stacks not too long ago combining it with Hex Plaything. I've only gotten it once though, and it happened late in the match so I didn't get a ton of value out of it.
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@burt0r said:
I don't know, do survivor get a notification after getting hit?
If yes, then they can just vault a pallet immediately after the hit and then strategically switch to using window only, if the map layout fits, and the perk will be hard counterable by survivors aka the whole effect of the perk might be in survivors hands.
Vault what pallet immediately? Are you assuming that the only times survivors get their first hit by killers they are immediately next to dropped pallets?
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@Science_Guy said:
I agree with the crowd saying a rework would be better. It's one of those perks in the family of Fast Track and others that is hilariously bad with its current numbers but could easily become overpowered with even a slight percentage increase.
What is this Fast Track blasphemy.
I sometimes run that when I solo queue and it's saved my ass on that last generator more than a few times.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2966654#Comment_2966654
I don't having to learn, I remember spending a few weeks mastering oni, despite it having been quite painful. But twins are on a completely unreasonable level. It feels so bad to play them, I'd argue baby twins is the far worse experience than baby nurse. There's a reason twins have the lowest pick-rate. And still compared to baby nurse, you get less out of mastering twins than mastering nurse.
I can agree to that.
Getting better with Nurse's Blinks makes you feel like a badass.
Getting better with Victor's pounce is like playing fetch with a dog that just drops the stick/toy after they catch it and stands there staring at you.
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@ColonGlock said:
I just had a game where the survivors did not have dead hard. They died.
And I have a lot of games where survivors have dead hard, and they still die.
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@kate_best_girl said:
Looks terrible tbh. Waiting 3 seconds for a limited time mediocre ability. Spirit Fury is much better tbh. I can't decide if that or septic touch is weaker.
The only scenario where the 3 seconds causes this not to work is where you hit them with a swing right in front of an already dropped pallet and they use a portion of their speed boost to vault the pallet immediately.
Spirit Fury causes you to still be stunned, for 3 seconds, by being hit by a pallet, after breaking 2 pallets, which takes 4.52 seconds combined.Dissolution causes the survivor to ignore a dropped pallet making wide loops you can catch them at, leave the tile, or leave the tile.
Only activates after they're injured so, if they Dead Hard to a pallet to drop it, they can't vault that pallet to get away from you at that loop.
If we're just comparing to one other Perk with an either/or situation Brutal Strength would be a better comparison than Spirit Fury because sometimes with Brutal Strength it could just be better to bulldoze through the pallet.
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I main Killer so it almost hurts to have to type this, but as a survivor:
Spawning into the map directly in front of a Hex Totem.
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I think it has some potential.
It's fun that it works on any pallet with any survivor in your terror radius.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2966151#Comment_2966151
I specifically mentioned "aside from the two twins mains there apparently are". I'm well aware the two prominent mains do quite well with them, but that is so not the point here. For the average killer player and non-main, they are a venture into masochism.
For the "average" killer player and non killer main, so are a lot of the killers. This is just an admission that Twins are hard to learn, you don't want to have to learn.
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You should watch Lynxi on Twitch and check out some of her insane Victor snipes.
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I liked everything.
I am kind of on the fence about the Mori change though. I think it would give some uniqueness back to Pyramid Head being able to just outright kill anyone on their Death Hook under the right conditions regardless of match progress.
But on the other hand, just the last person left in the arena? And automatic? Maybe just let Killers have an option to Mori people on Death Hook during the Endgame Collapse.
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That'd be a good change. You can still use it to hide, but it doesn't silence you while you're moving around.
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I play on PC but I can't play Survivor with a Keyboard and Mouse, I have to use my PS5 controller. Its so much easier for me to swing the camera around and keep a perfect view on the killer in a chase using dual analogs.
Conversely, i absolutely cannot play killer with a controller, that role has to be keyboard and mouse. My heart goes out to killers that do because they play on console. Godspeed my bothers and sisters.
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Imagine if it wasn't a Hex. If Survivors didn't have the absolute and total control over it that they do now.
If they just had to go into every match assuming that every opponent was going to have this one Perk, and it was always going to activate after a large investment of time, regardless of their skill or their opponents skill, and there was nothing they could do about it but just wait for the inevitability of it and have it pull the rug out from under them at their moment of would be success.
Wouldn't that just be the most annoying damn thing?
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It still needs to be 100%
Either the sound is off, or it isn't. There's no point in halfway. Stridor needs to be able to counter it again though.
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Your mileage will vary based on the map but places like Midwich, RPD, and The Game where a Boon can hit people on the floor above or below it as well is always going to be better than widespread maps where the Boon area is just kind of off where no one is going to be running.
Any map with a good "main building" area that ends up having a totem in it is going be better than not. I ran a meme full boon build on The Game once and two people were able to get up because of it.
As a killer I had a group use it, and sabatour, and breakdown on new haddonfield when I was Legion once and oh my god. That match was wild. I couldn't hook anyone anywhere and people were constantly getting back up, the totem was out in the open though so I had to keep snuffing it and they'd keep re-enchanting it.
It was tedious, but it was different and a lot of fun. Still got them eventually though.
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I think Borrowed Time, Unbreakable, and Decisive Strike are all fine.
Borrowed Time is pretty much a necessity with how many killers just won't stray from the hook area so you're almost always unhooking with one of them close by or making a bee line back to you and always targeting the person who was unhooked.
Unbreakable only works once, and is a great way to help counter the killer slugging everybody.
Decisive Strike is whatever. Either its active long enough for someone to try to get away and then they heal or start a generator and then its gone, or they wander around for 60 seconds doing nothing trying to trick you into picking them up or grabbing them out of a locker to get stunned.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2964009#Comment_2964009
funny I play killer in the evening because of fast Q times and survivor mornings and afternoons because same reason as killer fast Q times
Once they introduce the bonus for the side most needed killer mains gonna be eatin good at night.
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Since survivors are just empty skins it’s be determined by what they did.
Did you unhook someone right in front of my face without Borrowed Time?
No hatch for you.
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More people play killer in the mornings and afternoons because they don’t like playing survivor alone.
More people play survivor in the evenings to play with friends.
There’s no mystery about the queue times, this is just known.
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yeah outside of getting a few favorites ready for whatever doodad they're going to offer characters who are there already, it'd be much better to just wait.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2962630#Comment_2962630
I would say there's definitely valid arguments for Pyramid Head and Artist. Artist is extremely strong and other exhaustion perks will not allow you to avoid her Crows.
Pyramid Head's power, without Dead Hard, cannot be countered by other exhaustion perks or juking. There are times that power is unjukeable no matter what you do. Maybe the width of the power should be reduced so it's jukeable, even when you are at the center of it. It should still be hard to juke, but survivors should have a chance, especially with the removal of Dead Hard.
I don't use Dead Hard, I like Sprint Burst. However, Dead Hard is a massive bandaid fix for a lot of stuff in the game. The width of Pyramid's Power. Face-Camping. Nurse. The Artist's crows. Insta-Downs. Blights Alchemist Ring.
Basically anything that puts you survivors in loss-loss situations no matter what they do has been band-aid fixed by Dead Hard. There's a lot of stuff the developers will need to rework in order to remove Dead Hard.
You avoid her crows by *avoiding her crows* you don't need an exhaustion perk to move side to side. Unless she's using an Add On to specifically make them invisible in flight you can see them coming and get an audio cue for when she sets on out and then fires it.
No, they don't need to rework anything to remove Dead Hard. Dead Hard is only a bandaid for bad gameplay by the survivor.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2962451#Comment_2962451
Spirit: MDR+DCB
Nurse: Dead Hard is the only thing survivors can use really (pallets and windows cannot be used)
Blight: Alchemist Ring, speed add ons and hug tech.
Pyramid head: non stop lose-lose situations.
Twins: Victor is just obnoxiously op.
Artist: hold W, then die. At least dead hard can buy a few more seconds.
Myers with perma EW3.. do I really need to explain that one?
Well at the very least Behaviour has said that Blight's Hug Tech is not intended and is going away. The Nurse is the Nurse. Her ostensibly high skill floor keeps most people away but she could probably use a total rework from the ground up to keep the spirit (haha) of her Killer Power without making it so point and hit.
I'll even give you those Spirit Add ons that increase her speed to ridiculous levels could be tuned.
But then just listing Pyramid Head, Twins, and Artist? Just because? Neah. Those killers are fine. You miss with Victor, Victor is gone. Pyramid Head is a strong killer, but getting the most out of his abilities requires the realization that you're not going to be able to use any hook related Perks to their potential.
There's nothing wrong with the Artist. Yes you have to run her from tile to tile instead of looping her around tiles, but there's nothing inherently wrong with that.
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From reading this there don't seem to be any actual Killer Perks that really need to be "nerfed".
Pain Resonance can be really rough because it activates on every hook, but it requires a Scourge Hook to activate and relies on the RNG of Scourge Hook spawn locations vs Generator spawn locations vs where survivors actually are.
But its widespread use and combination with Dead Man's Switch is just a symptom of the larger problem of Generator repair speeds and killers wanting more time to actually be able to play their role.
Hex Perks do not need a nerf and I was actually surprised to see Tinkerer here.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2962382#Comment_2962382
That’s your opinion 🤷♂️
So then instead of being arbitrarily vague, why not tell us which mechanics involved with these character needs to be nerfed?