Viskod
Viskod
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2962223#Comment_2962223
That’s an easy one:
Spirits Dried Cherry Blossom + Mother Daughter Ring Add ons
Nurse
Blight
Pyramid Head
Myers Perma Evil Within 3
The Twins (Victor)
The Artist
Okay so you've got nothing. I thought you actually had something real in mind.
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It should not.
That's the one of the aspects of the Cage. It does not count as a hook. Killers do not get any hook related benefits for caging someone, survivors should not get any hook related benefits for getting someone out of a cage.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2962037#Comment_2962037
I would agree with a dead hard nerf if busted killer mechanics get nerfed too.
Like what?
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BBQ is not fine as is, because I feel obligated to bring it for the Blood Points and hate it and wish I could just never use it again without feeling BP starved because I like to hop around between different killers and play survivor with my friends.
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@jajay119 said:
I'm fine for him to get some sort of buff
But the box needs a nerf/change to make it actually worthwhile to do as a secondary.
Worthwhile to do as a secondary for who? Survivors or Pinhead?
Because survivors really need to stop Chain Hunts.
I would agree that if Pinhead finds the box, or makes a survivor drop it, then it needs to stay gone for longer before respawning.
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Obligated means you buff it to where it feels like it wouldn't make sense not to bring it.
When you bring Pharmacy, you use a coin offering, you bring a fancy Toolbox to start your gens with and then you know you'll find a medkit for some personal heals later.
It doesn't need to be great. It's there for the people that want to use it.
Hell, I use it occasionally. It's fine for what it is.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2962094#Comment_2962094
Pharmacy is mostly obsolete because you can just bring a med-kit yourself. The changes i propose would make the perk a bit more popular due to more synergies possible. Don't you want to see more diversity in the meta?
Pharmacy does its thing and its fine as is. It doesn't need to be made so strong people feel obligated to bring it. People don't bring it because there is so much survivor healing they don't feel like they need to bring it. More survivor healing isn't the answer to that, less survivor healing is.
To where being able to find a free medkit in a chest, and being able to seach a chest quickly and quietly sounds like a good thing to have.
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No. Pharmacy makes you open chests super fast and super quiet and gives you a free medkit.
That's all you need.
There's enough damn survivor healing in the game already. You don't need more, and you should have less.
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I've been playing a lot of Nemesis because I had like 70 Anniversary Cakes from his release last year.
With BBQ and a 100% BP Offering, all I have to do is hook everyone once and play halfway decent for some points and its almost 100k per match.
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@legacycolt said:
Dead hard only works if you play bad as killer in general. Stop bloodlusting pallets forever like a maniac, break them asap. Don’t chase a survivor for too long if you know you can’t catch them fast. Learn survivor movements and bait out dead hard asap. Chase survivors that are aggressive on gens, not the ones that are doing totems or chests.
Enjoy this free guide on how to be successful as killer.
This has got to be the one of the most ignorant defenses of Dead Hard I've ever seen.
Dead Hard works no matter how you play as a killer.
You can cut a loop short by outplaying the survivor and they can still Dead Hard just as easily as a survivor who loops a killer until Bloodlust 3. "Don't chase if you know you can't catch them fast" ? Yeah, okay. Dead Hard can still get someone to a vault or pallet and turn a chase that shouldn't have taken too long into a chase that does take too long regardless of how well the Killer and Survivor played.
There are ways to trick people into using Dead Hard but that only works against inexperienced survivors, and it's still annoying to have to do that. To have to assume that everyone has it. To have to be running right behind a survivor within striking distance, which means you have already won the chase, and still have to play a little Dead Hard mindgame regardless to see if you're allowed to hit the Survivor who has lost their chase.
The game would be healthier for both sides without this perk. It should just be removed completely.
Escaping the killer or wasting the killers time should be about actually running them through the environment and looping them properly. But getting caught and hit by them should be more inevitable than it is.
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I play her using her Iridescent that turns on the last 4 tvs after a hit so I’ve played with infinite teleports and even then when someone happens to get condemned, if nots not the person you’re currently on the can probably get rid of it before you can catch them.
My best match I got 2 condemn kills at the last second but they played poorly.
Most of the time I can maybe get 1 per match near the end.
Giving her teleport charges would be a better way of managing it and that Iridescent could then refresh a charge.
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You can do some pretty wacky stuff with his turn rate addons equipped.
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I remember one of them where my friends accused the killer of tunneling but no one got hooked twice in a row so I don't even know what they were thinking.
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Of my last 10?
None.
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Well before the announcement of the Mori change, I'd always thought it'd be fun if when you were Mori'd by Nemesis you reanimated as a zombie.
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From the reaction in post game chat that I get I was under the assumption that Tunneling was just when a survivor got hooked more than once throughout the course of the match.
For me its when the killer picks a best buddy survivor and chases that survivor until they catch them no matter how long that takes, hooks them, and then when they get unhooked goes immediately after that survivor to the detriment of generator progress, boons, other survivors being more open, anything. They hook that person again, and then when they are off of the hook a second time they continue after this one survivor without ceasing until they are dead.
I find a lot of survivors make accusations of tunneling and have assumptions of intentional malice, when just pure coincidence is the simplest answer.
I hook a Meg, the Meg gets unhooked while I'm off somewhere else, I then happen to just bump into this same Meg by pure happenstance, so I attack her and down her even though no one else has been hooked in the meantime.
That is not tunneling. I'm not obligated to give everyone a Phase 1 Hook before we start on who goes first on Phase 2 Hooks.
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@Alexmon70 said:
https://forum.deadbydaylight.com/en/discussion/comment/2960922#Comment_2960922
Don't we already have that? its an onryo perk im pretty sure
That one activates when someone is taken off of a scourge hook. This one would activate when someone is placed onto the scourge hook.
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BP Bonus turned into an actual base mechanic, Perk turned into a Scourge Hook Perk that shows you everyone else's location no matter the distance.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2960497#Comment_2960497
This isn't a bad idea either, but I think my suggestion might be a little more elegant.
I do really like the 'tapping' idea though.
All of your ideas are good.
If I had to add something about the Bloodweb it really needs an "Auto-Level" button so you can just click it and the game will automatically spend your bloodpoints to randomly fill out a level of the blood web
Because at some point, you don't care, you just need to spend the points. So just let us click 1 button per Bloodweb level to have the points auto spent on whatever in that specific web.
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A portion of Pop Goes the Weasel, Overcharge, and Ruin become basic generator mechanics.
When a killer kicks a generator, it should take a chunk out of the progress.
When a survivor tries to stop a regressing generator they should have to pass an Overcharge like skill check to put a stop to "Tapping"
If a non-regressing generator is left untouched for a period of time it starts to automatically regress.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2960209#Comment_2960209
Ah sorry just point I think might be wrong im not 100% sure but I don't think scratch marks count as aura reading so would that perk actually block vision on scratch marks?
It doesn't block Scratch Marks, that's why I said "anything but scratch marks".
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/2960236#Comment_2960236
But how do you pressure every survivor. You still losing 3 gens after the first chase assuming the survivor can loop. Ya you can split up your focus but until you get a down you generate zero pressure. Corrupt moves survivors closer together and often put multiples surviviour on a single gen. Its really well designed as is but if there some meaningful baseline changes coming I can see corrupt getting nerfed.
Three gens after one chase? No. Never. With Lethal Pursuer unless I wind up going after a literal God Looper I end up with my first Hook right when the first generator is completed, but often I'll get a hook before a generator is done. And if the person I decide to go after looks to be not worth it then I'll just run to the other generator I know the other survivors are at.
Corrupt Intervention is more of a pain for me because it doesn't stop them from doing generators, it just stops them from doing the 3 furthest generators from me, which give them a general idea of where I started and gives them time to sneak around, hide, and find Totems to cleanse or bless.
With Lethal Pursuer they park their selves on the first generator they see and most often just stay laser focused on it allowing me to walk right up and get a down almost immediately.
Most of the time my matches with Lethal Pursuer start with two survivors on two generators, I walk to one, chase one survivor, the other one runs off, so now there's just two survivors on one generator, and I can usually down this one survivor before they finish that generator, and then I can head right in that direction.
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Killers pay attention to lobbies? What? You don't have to stop looking at your phone until the match actually loads.
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I'd rather use Lethal Pursuer than Corrupt Intervention.
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@TMNoThumbs said:
I think Dorito head.Although I think i saw some numbers a couple months ago that said cenobite had the highest over all kill rate of all the killers, not just licensed.
That's because more people that play DBD are bad at it than good at it, and Cenobite is going to eat poor and inexperienced teams alive. Since the Cenobite player doesn't need to be aces with the turn rate addons to do some crazy chain trick shots against them. They can just put the portal right behind the survivor and hit them firing in a straight line.
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Well, you seem to have misunderstood the new killer and the Dissolution perk and also just not know what you're talking about.
Being able to teleport to any locker on the map from anywhere and from locker to locker and back to your original starting point is about a hell of a lot more than hoping you teleport to a locker with a survivor inside it. I don't think anyone would actually go into playing the Dredge with that in mind as how to use the character. That just doesn't make any sense.
His power is very useful at loops because all you have to do is set down your Remnant and its the equivalent of the Artist placing a Crow. You can't loop there anymore because Dredge will just zip back to his Remnant and smack you.
Dissolution requires you to be chasing a healthy survivor, injure them, and then 3 seconds later for 20 seconds yes, if a survivor vaults a pallet inside the killers terror radius that pallet is broken, and the perk deactivates. So just, hold W and leave the tile or loop around the tile and the pallet. If a Dredge player wasn't using this perk they could just put their Remnant at the Pallet anyway and it'd have the same effect.
This perk would be useless for Plague and Legion because everyone is always going to be injured against Plague so... she won't have any healthy people to hit to activate the perk with, same goes for Legion who doesn't care about dropped pallets anyway because they'll just vault them or they'll be using a Legion Pallet Eating build and they'll break them when they vault them or from Spirit Fury, so there's no point for Legion to use this power either.
It could be good on other M1 killers that need some chase power help and its about time they got some.
There is nothing wrong with Shattered Hope. If a killer wants to dedicate a perk slot to exclusively stomping Boon Totems, then that means you still have 5 chances per map to have a Boon active on the field. This just means you can't keep re-enchanting the same totem over and over and over and setting up camp around it. Think of all the annoying killer perks that can't be brought in this spot instead, and if the survivor team doesn't bring a Boon then your killer just has 3 Perks.
I can't defend Haddie's other two perks much, but Blinding the killer for 30 seconds? A killer that's not able to see anything but Scratch Marks? Not their Generators? Not their Hook and Scourge Hook Auras? No Trap auras for Trapper or Hag? No fountain Auras for Plague? No survivor Aura reading at all?
Yeah, no thanks. That's kind of super annoying. That's a good Perk.
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@RenDesune said:
Sadako
Because she scares everyone away from playing her?
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If I'm going to use a see things after a generator is completed perk, I'd rather bring detectives hunch for them totems and chests.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2958131#Comment_2958131
Spoke like a true Killer-Main... Survivor perks aren't necessary, Killer perks are....
I'd love to see you play survivor and see how unnecessary DS and BT are with the current Tunnel-off-hook-till-your-dead and Face-Camp killer meta.
I guess if you don't even want to even play the game when a killer decides to Tunnel-off-hook-till-dead and Face-Camp you, then DS and BT aren't necessary.
I play survivor in the evenings with my boyfriend and a friend of ours rather often.
I don't use Dead Hard, Decisive Strike or Unbreakable.
I do use Borrowed Time, because as I've said in numerous threads here, Borrowed Time should be a baseline mechanic.
I also use Iron Will, and We're Going to Live Forever, for the boodpoints, and my last perk is whatever. Sometimes its something I need for a challenge, sometimes its something just for convenience or fun.
Hell, sometimes its Pharmacy, because I like being able to bring a medkit, and then quickly find another medkit.
And yeah, sometimes people tunnel. Sometimes people camp. If they camp, we just ignore them, finish the gens and leave and don't give them the satisfaction of trying to save in their face.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/2958338#Comment_2958338
The only thing he realistically has going for him at loops is teleporting back to his remnant but when he does that he is slow af so eventually survivors will figure out that the second he uses his power and starts moving to you, you just turn tail and book it similar to how you would run an artist. Except he is weaker than artist at loops because of how slow he is while channeling his power.
This isn't about at loops.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2958757#Comment_2958757
I can promise you now there are tiles on Red Forest- to use your example- where the closest locker is at least 2 tiles away.
? And ? Dredge could still get from one side to the other quicker than anyone else other than Sadako with the right TV up.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2958350#Comment_2958350
They also aren't limited by RNG and hoping there's a locker nearby.
There's no RNG with Dredge, there's lockers in every corner of the map, and people playing on the PTB have already noticed that Behaviour has added more lockers to some maps to Dredge's benefit.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/2958350#Comment_2958350
Any of them can use their power to get to the exact location they want to be. Meanwhile Dredge teleports to a locker (not necessarily the exact location they want to be at) that could also be locked by survivors.
Okay but "where they want to be" is limited by various factors. Yeah Blight, Spirit, and Billy all have great mobility and can zip around super fast, but Dredge can just teleport to any locker, and then from that locker to any other locker or back to his starting point up to 3 (4 with an add on) times from anywhere with a short cooldown.
In terms of just being mobile around the whole of the map at any time from any point, that's pretty much it.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2957454#Comment_2957454
It only helps people trying to max everything. If you aren't then it doesn't do much.
Old System: Get a Character to level 40 to have a chance of finding their perks in the bloodweb of other characters.
New System: Get a Character to level 50 and now all other characters current and future automatically learn the level 1 tier of that leveled characters perks. They have it. You can equip it and use it.
That does *a lot*.
No more are you leveling bloodwebs praying for Entity RNG to give you the perks you want. You've already got them. Leveling up the character you want to play, *which you'd be doing anyway for items, add ons, and offerings* will just unlock the higher tiers which is a lot easier than hoping for that one perk that just isn't showing up.
You don't need to P3 someone to get the Tier 3 of their perks unlocked.
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As a Resident Evil fan since playing the original WoW What a Mansion! on my PS1, I am just so sick and tired of Albert expletive Wesker. Anyone else. Please. Anybody.
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So a unique UI element.
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Honestly her Iridescent that turns on the last 4 televisions if she hits someone within 8 seconds of a manifestation should be somewhat baseline.
If she's not going to have some anti loop, then she should be allowed to make maximum use of her teleport ability to cut off chases and surprise survivors from different angles.
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Birkin who transforms somewhat every time a generator is finished becoming more deadly, or Dimitrescu since she was woefully underused in her actual game despite Capcoms marketing.
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A second Killer Power that is an alternate of the original that you could switch between. Why its just as simple as adding two different effects to every killer Add On to take this into account.
Easy Peasy. right?
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Blight, Nurse, Billy, and Spirit can't teleport across the whole of Red Forest from anywhere, at any time. Dredge's ease of use, puts him ahead.
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In terms of map mobility he's much better than Nurse, because he's a 4.6 m/s killer that can teleport to any locker on a map, even if his teleport is slow, which it should be for its ease of use, number of charges, and how quickly it recharges.
He can use his short range teleport at loops without worrying about a fatigue state.
And if you know a survivor has gotten into a locker, then that's an instant grab. (You'd think no one would get inside a locker against Dredge, but you know people are going to get inside lockers against Dredge.)
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/2958017#Comment_2958017
DH is by far the best perk for survivors right now and no, don't tell me "it's easy to bait", it's not baitable if used correctly. If you only play against 2k+ hours players like me when i play my mains then you're gonna see how powerful it is if it gives you another loop. It's so frustrating if you play M1 killers and mindgame someone only to get deadharded to the window or pallet....
I didn't say it couldn't be used effectively. I am saying *most players* don't use it effectively. Yes, when you get up in MMR and you're playing against very experienced survivors and they bring it they're going to know how to make the best use of it.
But that's not most players.
That is not most players by far.
More people take it, because they think they are supposed to, without knowing how to optimally use it, than take it and get its worth out of it.
Honestly the game would be better off without it. Just for the sake of all of the players that are wasting a perk slot on it because they don't know any better and don't use it effectively.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2958136#Comment_2958136
Yes, that's the problem.
One bodyblock at a crucial time can completely turn the game, or convert a 2k into a 1k or a 1k into a 0k.
The endgame should matter more for survivors, and BT negates that.
I get why BT is needed, but if it's going to become basekit or what-have-you, it's going to need a look.
Well this is where we're fundamentally going to disagree. I don't find that to be a "problem" at all. Taking the hit for your unhooker while you have endurance from BT is just the smart play to get away from the killer at the hook.
In these instances, I'd just continue after the person who has BT and slug them. If you want to use your endurance to body block, then you can't accuse me of tunneling.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2958037#Comment_2958037
https://examples.yourdictionary.com/examples-of-hyperboles.html
Yes, using it offensively.
Let's say I'm on Trapper, and have 2 key traps around Shack. BT let's you burrow straight through one. It's even nastier on Hag.
More commonly though, it's used to body block really aggressively.
https://forum.deadbydaylight.com/en/discussion/comment/2958076#Comment_2958076
This, exactly. Do the same for survivors.
Body block "really aggressively" as in being able to take literally 1 hit for your unhooker? What's wrong with that? That's one of the benefits of the Perk and not a game changer for the killer at all.
I know its annoying trying to defend a hook when the gates are open and the unhooking survivors are going to have borrowed time, but the gates are open man, you've lost.
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Meta's are self imposed on the community because people tend to follow the path of least resistance. Largely due to people not being able to think for their selves or try new things or just being lazy.
You don't need Dead Hard, Decisive Strike, Unbreakable, or Iron Will to be a good survivor and escape trials regularly. They have their uses in specific situations but its due to so many people intransigently refusing to experiment with other builds or try new things that keeps this "meta" a thing, not necessity.
If you like those perks and that's your build and you don't want to use anything else then that's fine, but the problem is with the people who mistakenly think they are obligated to use those perks. That they don't have any choice but to use those perks because anything else is not viable, and that is hilariously untrue.
Like a lot of killers, I hate Dead Hard. But I don't hate it because it robs me of hits, I hate it because so many people are so ######### obsessed with it. I hate it because I see so many people bring it, but then use it in dumb ways that give them no value for it. But they're taking it because they're told its the "best".
Well, it's only good if you know when and how to use it, and most people don't. Hell most of the time you can trick Survivors into using it before you actually swing at them, or they'll use it just to gain a tiny amount of distance in a dead zone just because they have it and that gives them like a literal second of extra time in a chase and that's all.
They would be so much better off bringing any one of a number of other perks instead of Dead Hard, because they aren't getting any value from it. But because of the misguided group think around Dead Hard too many people bring it "just because" even though they aren't actually getting any benefit from it.
Killer Meta's are actually a bit more necessary than not because of how fast generators can be done. I don't bring a lot of slow down perks though. I've been playing a lot of Nemesis lately and I go with BBQ, Bamboozle, Lethal Pursuer, and then switch out the last one depending on what I feel like. Sometimes Nurses' Calling, sometimes Save the Best for Last. Sometimes ######### Lightborne if I'm just not in the mood.
Most matches I win, I win at 1 to 0 generators left unless I just end up with some potato survivors or I have some hilarious Zombie RNG because that's just how generator speeds go.
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I'd love for it to just be a normal thing that you get 100% BP Bonus for hooking everyone once.
Then I can finally stop wasting a Perk Slot on this annoying ass Perk.
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Screw Jake.
I want those Killer outfits in DBD. They are amazing.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2958017#Comment_2958017
BT is only a problem when survivors use it offensively - running around setting off all my traps, for example.
DS is similar.
DH is a gigantic pain in the pants though.
If they can set off "all your traps" in 10 seconds from being off a hook then you're placing too many traps around a hook.
Really. Using Borrowed Time "offensively" ? This is not a thing.
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As a killer I don't have a problem with Borrowed Time, Decisive Strike, Dead Hard, or Unbreakable.
I think Borrowed Time is pretty much a necessity and should just be a normal mechanic that you can't be immediately downed again right off a hook.
Decisive Strike is fine with me because most people that take it want to use it and will deliberately run around doing nothing for a minute trying to trick you into grabbing them from a locker or picking them up again.
If I leave someone on the ground long enough for Unbreakable to to be used, then good for them. That's the point of the perk.
I think everything about Dead Hard is overblown. Too many survivors think of it as their mandatory saving grace when they have no ######### clue how to use it and any one of a number of other perks would be far more useful to them than Dead Hard.
You don't actually need any of these perks to be a good survivor that escapes Trials regularly. These perks aren't Meta because they are a necessity they are Meta because people blindly take them without thinking, don't want to bother learning how to properly loop tiles, want to unhook people immediately, and can't keep their selves from not being able to just ignore a camper and not giving them the satisfaction of people trying to run in for an unhook.
Killer Meta perks are a different story though. I don't often run generators slowdown builds on characters, if I have any of them its going to be pain resonance and that's more about finding which generator has the most progress, but without them I routinely finish matches with 1 to 0 generators left by the skin of my teeth, unless the group is just really bad and I stomp them.
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You'll also be able to buy Tier 2 and Tier 3 versions in the Shrine of Secrets.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2957312#Comment_2957312
Seriously. They make a change that benefits most people, and this guy doesn't like it because he doesn't care about maxing out everyone.
Don’t like it? I think it’s a great change.
I’ve got P1 on most killers and the ones I don’t are at 40 anyway. So when this is implemented it won’t take much to get everyone level 1 of all teachable unlocked.
But like, I don’t like playing as Leatherface, so I’m not going to waste all those blood points on him to get levels 2 and 3 of BBQ on everyone, and I’d rather not play a killer that has to constantly run on empty with no addons or offerings because all my BP has to go into getting Leatherface to P3.
I’d rather just play the characters I want to play and level them as I normally would for their addons anyway and grab the other levels of the perks as they come.