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Weederick

Weederick

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Weederick
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  • On PC, rebinding turn left/right to Q/E.

    When you press Q/E, it always steers the chainsaw the same way at maximum steering. You get the same curve and you can turn 180° instead of 90° in the first second for some reason. And you cant oversteer and lose control immediately after charging that way.

  • I'm leaning more towards a chase build, since a lot of survivors decide to stay exposed to deny fountains and punishing that playstyle is my prime focus. Everything is fine when you're corrupt. Some stalling is also great, so you can reach lategame for your fountains.

    BBQ, Enduring, Spirit Fury and Corrupt Intervention

  • Weak to looping and genrush, due to her slow projectile that cant hit loopers and the dependency on corrupt fountains that appear later in the game.

    Beeing especially vulnerable to looping and genrush is really bad. Her corrupt form is good and the only reason to play her. But you can simply play Huntress if you want range. And her base form is worse than Leatherface.

    She seems mid tier to me. Along with Myers, Pig, Clown and Doctor. She has something, but its not good against good loopers. Weak in her base form, toptier in her corrupt form, but rarely maintaining that form.


    Imo her Vile Purge needs a buff. It doesnt do enough

  • If they really want to change Billy, they should remove QE first.

    The thing that keeps most Billys wrecking, is the easy control scheme with QE. As long as you can skip the mechanical skill requirements with QE, Billy is gonna be the easymode noobstomper.

    Just imagine you could turn on aim assist for Huntress. Pretty sure most killers couldnt play billy, if they had to play him as he was intended. QE invented a whole new generation of billys.

  • They're both worth learning. Billy if you look for a basic killer, low skillfloor with a high skillcap. Spirit if you look for a sound tracking killer, high skillfloor with a high skillcap. Billy rewards mechanical skill (if you dont use QE) and killer basics, Spirit rewards tracking skills and good headphones.

    Spirit is better against toptier survivors, but Billy stomps the majority of the playerbase.

  • @Saint_Ukraine said:

    I agree. It seems like a lot of players will take one look at a perk and decide it is OP if it even has the potential to make their job just a little bit harder. It's disappointing to know there are so many close-minded people. I feel that you need to have more accepting individuals when it comes to a game like Dead by Daylight.

    Lets welcome Decisive Strike 2.0. A real reason to party as a killer /s

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/402683#Comment_402683

    Okay I'll indulge

    First version of decisive had no condition that had to be met and no real challenge while also providing insane benefit to the survivor for essentially nothing.

    MoM requires you get hit at least 3 times; at least it's a condition, which-- depending on the killer can be denied.

    In addition, decisive had no downside other than the perk was disabled once activated once. MoM has the downside of letting the killer know exactly where you are if you decide to heal all the way. Even if you pull the strat of just 99% the heal then healing to avoid dying you will never get away from the killer until you're hooked again.

    MoM and release DS both do the same thing. They force you to go through a free health state at some point. Release DS was worse numberwise, but that doesnt make MoM any less bad designed. They're basically the same design, slightly different, after the next buff/bugfix.

  • MoM is annoying. Havent they learned from 2 years of decisive strike? Why DS 2.0

    2 steps forward, 1 step back

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/400619#Comment_400619

    Ye. The point is that no matter how BS it is you should always use the most effective strategy you can and expect others to do the same. In this case infinite looping is the most effective strategy and thus you should always do it as much as possible. The fact that the strategy is BS is a problem but not one that should make you expect the survivor's to do anything else.

    Thats a pretty cold mentality but understandable. The game is pretty ######### though when that playstyle is meta as it used to be. I wouldnt play killer today if people still only looped infinites. Or survivor if every killer tunneled and camped.

    Dont you think its a good decision then to have current DS and entityblocker to balance this bullshit?

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/400402#Comment_400402

    You should tunnel and you should loop/genrush since they are both optimal strategy's.

    However the Survivor's optimal strategy is stronger than the Killer's optimal strategy (not counting Nurse anyway).

    This means that looping is worse for the game than tunneling. Both are considered unfun to the other side. HOWEVER, they should still be used anyways so long as they keep working.

    I agree for the most part, but it doesnt make looping worse than tunneling. I dont even have problems with palletlooping, i originally meant infinitelooping. When survivors eg have sprintburst and run straight to the infinite and keep looping that window until it blocks and repeat it every time. I only mean that type of looping and compare it to tunneling, since it is also the most efficient way to play.

    And infinite looping is something a lot more killermains could agree on, that it is bullshit.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/400376#Comment_400376

    I think you misunderstand infinites and regular loops.

    I mean looping the barn on fractured cowshed, the window on ironworks, the wretched shop, the asylum, "those windows", however people call them nowadays.

  • @Blueberry said:

    It's better than old DS on release.

    Nothing beats release DS. The stun was longer, it was unconditional, worked against every killer and had no drawbacks or counters. Just btw, that triggered me

    MoM punishes the wrong killers. Rip Freddy, Wraith mains

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/400379#Comment_400379

    @Weederick Look how you left out the part where I wrote "at the current state of the game".

    Currently, the game is heavily unbalanced. Killers are under immense time pressure, survivors aren't. Asking for balance isn't "double standards", it's the complete opposite.

    Off-topic: Please use the @ tag. Quotes don't give notifications.

    @NoShinyPonyThats just your pov and it doesnt justify using tunneling, but not using infinites. I dont find the game heavily favoring survivors, so i wouldnt agree on that anyways. A killer can killrush and close games equally fast if he takes the opportunities.

    That would go under "imaginary rulebooks" to tunnel, but to not infinite.

    If killers are free to do what they want, then survivors also are. Still i bet, most killers would freak when survivors only hug infinites.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/400361#Comment_400361

    @Weederick The "problem" with good looping spots is that they consume a lot of the killer's time. Too much of the killer's time, at the current state of the game.

    Killers wouldn't complain about good looping spots when they would have enough time, maybe because there was a 2nd objective for survivors.

    Tunneling is just a tool to save the killer time, not to annoy survivors.

    You cant touch the same subject with two different standards.

    Looping infinites is just a way to gain time, not to annoy killers.

    The problem with tunneling is, that it takes away a lot of time from survivors. Too much time, when 1 survivor dies.


    We're talking about base game balance here. No double standards for each side.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/400361#Comment_400361

    Infinites are exploits of unintended map design. Exploits need to be removed and are not comparable to regular game mechanics and strategies. Period.

    Who said its an exploit? There is bloodlust and entityblocker to prevent infiniting. Its just a window now and you know it. All it is, is running the same window over and over to gain free time until the killer catches up. Extremely efficient and gamewinning.

    Give me a reason not to loop these infinites 24/7.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/400334#Comment_400334

    I have and still don't ######### about tunnelling. Tunnelling makes sense as the Killer. It's the best way to lower the collective efficiency of Survivors as quickly as possible.

    I'm also proud to never have used that cancerous PoS Perk DS in all the time it has existed. If I escape a chase, it's with my own skill and not because I pressed a moderately difficult skill check after screwing up and telling the Killer to go eff himself.

    Looping infinites also makes sense for survivors. Its total bullshit for the killer, but the most efficient way to play survivor. Any nerf or change to infinites is thus wrong. Nerfing the most efficient way to survive is obviously a bad thing.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/400192#Comment_400192

    @alasuisi

    Omfg, do you even play killer at red ranks? People dont heal because it's faster to gen rush and get Adrenaline.

    Also perks like Thanatophobia or BBQ, which are perks that are meant to go after multiple people have been nerfed... Survivors want killers to not tunnel but we dont get anything from not doing it...

    Survivors also dont get anything for not looping former infinites.

    They could still run those windows until entityblocker (and beyond, currently). And they would ask the same questions to killers: Why not? Its the best play.

    They dont get anything for not looping former infinites, its literally free time and value.


    Now imagine infinites get nerfed. Is it justified? Survivors would say "No, its just the most efficient way to play. Its actually smart to loop infinites." And killers say the same thing about tunneling.

  • Rainbow 6, Overwatch and GTA online

  • @Free_Hugs said:

    Fair enough. I do think just making noed a passive effect of killers, baking it in fully to the endgame, would be beneficial.

    The totem counter for survivors as well.

    "If any totems survive until the end game, the killer gets a big buff" is an interesting game dynamic, generates a secondary objective that doesn't necessarily slow the game down, and silences the frustration crowd since, at that point, it's just a part of the game.

    Right, it wouldn't feel bad then. Kinda like current DS vs old DS. Its just that salty edge of the perk that punishes you for doing well, that creates salt.

    Rumours has it, that the lategame is getting reworked soon. Maybe noed has a healthier place in that meta

  • @Free_Hugs said:

    That is rather the point of the thread, though. Helping people understand that noed has legitimate use and isn't *just* that frustration tool.

    It is unfortunate the lategame and the perk that generally defines it are stigmatized by the community.

    A bit unfortunate, but i blame it on noeds and old ds activation time. They punish you for succeeding. Nothing worse than chasing a good looper and finally getting him, before getting DS'ed at 35%. Here's your reward for wanting to complete your objective. Stab

    Same with finishing the last generator. The reward for finishing your objective alive is... a burning totem that exposes everyone.

    Both perks feel antirewarding for the other side, which is my main grip with them. You want to progress your own objective, but DS/Noed punishes you for it.

  • @Free_Hugs said:

    There are a lot of reasons for that.

    Most of all, noed just feels viscerally good to use. When you've been having a series of frustrating chases against better survivors, beinf able to catch up to one and smack him so hard he goes instantly into dying *feels* good.

    It's usage may be motivated more by catharsis then a meditated thought that "noed will carry me to a better rank"

    And I do feel "bad killers" are much more likely to be frustrated in this way and, likewise, vent that frustration with noed.

    That last sentence hit the nail. You had that gut feeling about noed before, if i had to guess. You know why people look down on it.

    If you like it and it calms you, keep using it. But be prepared for the shitstorm like using an instaheal. It just triggers people on the other side.

    I actually like noeds effects too. No one escapes death, great name and atmosphere when its on. If it was built-in for the lategame rework, i would appreciate it. Built-in noed would be less problematic than perk noed imo. With a totemcounter for survivors, it could just be the secondary objective we need. just my 2c on noed, i dont hate it, but it doesnt feel right as a perk rn.

  • Thats... appropriately dark for a nurse main :D Yes, its possible like you described.

  • You keep the 4 tokens which reduce your attack cooldown. You cant gain or lose them anymore, unless decisive strikes again

  • @Free_Hugs said:

    Generally, yes.

    My thoughts on that is "If I can 4k this group of survivors with 4 perks, I can probly do it with 3"

    In those instances, noed is insurance in case the game goes poorly or unexpectedly.

    The consideration is "can I win 9/10 games with three perks instead of 4" and if the answer is yes, there is no real reason not to.

    Generally if I do slot noed it goes in place of ruin. It plays a similar role of punishing genrush, but contributes more consistently than ruin, in my experience.

    You know, i can understand that pov. And see good reason for it. Its the one good reason to use noed i cant deny. Similar to an accident insurance.

    But personally, i can not look at a dead perk all the time. If its useless most of the time, i'd rather turn it into something useful all the time. Also, at some point, you really have to question wether another perk is better. Even in the 1/10 games that you lose, the fourth perk could have been Spirit Fury which may have won you the game before the gates are powered. And is the 1/10 game noed win worth it playing with 3 perks for the other games?

    You dont seem stupid, you should understand why noed and bad players are related, even though you disagree.

  • @Free_Hugs said:

    You can ham on this appeal to popularity as much as you want to, but I would still hazard their lack of noed has more to do with their viewers whining up a storm over it and calling them bad killers 24/7 than anything to do with the perk itself.

    There are streamers who use noed. They're mostly bad though. But that is all subjective going from here.

    Let me rephrase my argument: Do you think its worth it to use noed, if you win 9/10 games before the last generator is done? If not, what the winrate where you would stop/start using noed?

  • @Free_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/393662#Comment_393662

    I can see why you wanted to avoid that argument.

    Yes, for some specific streamers, they choose to leverage other perks instead. Perhaps they think having a stronger and more consistent snowball in the early game is better for them, or perhaps they don't want people like you calling them bad killers for using noed in their chats or comments constantly. Who knows.

    Because free will exists and lets us have things like perk diversity, as you have demonstrated. Wowee.

    Funny thing is almost no good killer used noed. Tons of free wills, all decide to not use this perk. Is it shame? Or is it calculated? If it only activates ~10% of the games.

    The more you win, the less use you get out of noed. Can you see, why a good killer doesnt use noed? And conclude, why the average noed user seems bad and boosted? Doesnt mean you're bad. But you're not confident to win. The target group is slowly forming...

  • @Free_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/393519#Comment_393519

    As stated, there is no "losing most of the game" in *any* game. You win or you lose.

    If you accept that, you will likely win more games of your own. It's exceedingly likely you're shooting yourself in the foot thinking the killer works on gens with his feet like some kind of anti-survivor instead of using all of the tools available to down survivors at all points of the trial instead of just the start.

    If you want an in game example of sacrificing "health" for advantage in dbd, 3genning survivors is explicitly done by selecting and defending a three generator cluster on the map. Yeah, a killer will "lose 4/6 objectives" quickly and even intentionally, in your eyes, to get a significantly better position in the game.

    This is using "health" as a resource in dbd.

    Apparently "ne ga" as in a shortening of negative is a curseword?

    I will use an example i wanted to avoid.

    How much will noed benefit Zubat, Scott, Ryanpez, etc?

    See, thats why bad killers and noed are related. Good killers dont expect them to make it to lategame.

    its not directly related. bad killers and noed. But indirectly related, in that good killers dont use noed, which leaves the bad killers with noed.

  • @Free_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/393519#Comment_393519

    As stated, there is no "losing most of the game" in *any* game. You win or you lose.

    If you accept that, you will likely win more games of your own. It's exceedingly likely you're shooting yourself in the foot thinking the killer works on gens with his feet like some kind of anti-survivor instead of using all of the tools available to down survivors at all points of the trial instead of just the start.

    If you want an in game example of sacrificing "health" for advantage in dbd, 3genning survivors is explicitly done by selecting and defending a three generator cluster on the map. Yeah, a killer will "lose 4/6 objectives" quickly and even intentionally, in your eyes, to get a significantly better position in the game.

    This is using "health" as a resource in dbd.

    Apparently "ne ga" as in a shortening of negative is a curseword?

    But thats exactly the strategy, that bad killer use. I plan to give up most of my objectives, since i get an enourmous power boost with noed just before i really lose.

    Yeah, no ######### that works out well, that is because noed is so strong. That doesnt make you a tactical killer.


    It is a perk that boosts you just before you lose the game. Thats it. Who benefits from it. People who lose more often. Aka bad killers

  • @Free_Hugs said:

    Actually, weedrick, most would argue that if you *don't* end a cardgame at 1 health, you likely did not play optimally, because there is no gradient of win or lose, health is a resource. Utilizing all of your resources optimally, using that 29 health to soak damage so you can more effectively build your own board, is considered the optimal play.

    In a game you never win or lose by %. Winning and losing are binary states. Yes or no, did you or didn't you. A killer has not lost when noed comes into play, and the end game exists, or the game would go to the tally screen the instant the last gen popped.

    You can go to the "oh yeah, but *I* don't ever get to play the end game, so it isn't real" as much as you want to, but at this point you're just arguing emotion and feeling, rather than any tangible metric.

    Dude, this isn't a cardgame.

    This is Dead by Daylight, where healthpoints from cardgames =/= generators in dbd. Sorry you lack the gamesense in dbd, even though you have one in cardgames.

    If your gameplan revolves around losing the majority of the game to turn it around with a perk. Then you are too reliant on this perk to turn games around for you.

  • @altruistic said:

    You can try to do gens. But finishing gens in time for the one survivor to be camped out requires a few things.

    1. Survivor has to sit for the full 120 seconds on the hook.
    2. Two gens need to be done at least before the camped survivor is initially hooked
    3. Ideally Hex Ruin is destroyed before the initial hook.
    4. All 3 other Survivors need to be on 3 separate gens.
    5. Most of the time players sitting on a hook are running NOED, so hopefully all totems are broken before the final gen pops.

    If these conditions aren’t met, someone else is MOST LIKELY getting sacrificed. Very rarely does this scenario work out, it requires too much coordination.

    My god, can you read minds? You perfectly described killers "ez win" strategy in detail.

    This strat stomps survivors waaay to easily.

  • Fractured Cowshed. I hate this huge map. Its everything bad combined. Huge size, big central cornfield to stealth killers while seeing them, safe pallets everwhere, transparent coldwind tiles, the infinite barn, the cowtree in the middle... get me out of here

  • Its a shame that they released 10 killers under billys powerlevel that it became the new standard.

    How fun would dbd be if every killer had strong, unique power to separate them? Not just 7 killers that you can summarize as M1 killers. Then the survivor nerftrain wouldnt have gone so far either

  • @Free_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/392065#Comment_392065

    Ok. Lets look at this from the perspective of another game. Card games, they're fairly ubiquitous and hard to misunderstand. Now.

    To win in a cardgame, you generally need to get your opponent's life to total to 0. When your opponent's life total reaches 0, they lose and you win. Assuming they start at 30, if you were to deal 29 damage to your opponent's life total, they would have "96.6% lost" by your logic. Is this correct?

    I understand your examples very well, its just not very good examples, since dbd is more complex than a cardgame. Cardgames have a single objective, while dbd has different objectives for both sides.

    But continue your example of card games. If you have 1 life left, you lost 96% of the game, that is true. Given the state of the game, the opponent probably has the board while you have nothing left. You should probably lose next round in this circumstance.

    And now you're all smart " you just activated my trap card. I didnt lose. It was all planned to almost lose. I win now." 200iq. You still have to lose in the first place

    Know what good killers think of noed? Pretty useless most of the time. There is no lategame.

  • @NathanExplosion said:

    @Weederick

    Then i think you shouldn't talk too much about balance if you don't see any problems with those statements.

    https://us.v-cdn.net/6030815/uploads/111/3LUXKTAX7BOV.png

    Maybe you shouldnt talk about balance, if you only speak in two liners + pick one and assume things.

    I said that playing bad as killer and survivors finishing gens quickly is correlated more than it is separated. While you assume that i think genrush is okay. I think your original statement was bad.

  • @NathanExplosion said:

    @Weederick "Its also possible to 4k in under a minute."

    And Nurse can 4K without blinking under certain circumstance.

    How is that an argument ?

    https://us.v-cdn.net/6030815/uploads/412/SG5VXI9HOTW2.png

    The same as yours. Its possible to win quick.

  • Its also possible to 4k in under a minute.

    Take responsibility for your games man. Its up to you what happens

  • @NathanExplosion said:

    @Weederick "And how do you prevent them from escaping? By protecting your main objective, the generators."

    You should refer to this:

    ">Bad play

    >Survivors can have the gens finished in under 4 minutes

    Pick one."

    The quotes make more sense, when you pick both ;)

    Bad killerplay -> Survivors finish gens in under 4 minutes

    ftfy :)

  • @Free_Hugs said:

    Ok. A little bit slower, then. We'll continue to using the chess example.

    In chess you need pieces to win, just like a survivor needs to complete gens to win. If a player has no pieces in chess except their King, then they can never win against their opponent. But that does not mean they have lost. Infact, it doesn't even mean their opponent has won, the game can still be forced to draw.

    Something *very important* to understand is someone not being able to win is not the same as them losing. And, indeed, the survivors never being able to win does not even make the killer win *faster.*

    Why slower? Gamesense goes long beyond that. If you lose 5 generators, survivors have completed 5/6 main objectives to escape.

    So even though the game is not lost, it is lost to 84%. A perk that activates after losing 84% of the game, is a perk that rewards losing.

    the argument "I havent fully lost, just 84%" is more precise. Hope you get it now

  • @Free_Hugs said:

    Ok. Let's go really slowly and break this down for you, weedy.

    Killing a survivor is the killer victory condition.

    Escaping is the killer failure state.

    Things that impair the failure state do not directly contribute to the winning condition.

    If, say, two players are playing chess and both argue that victory is achieved by avoiding their failure state, being checkmated, and they *only* play to avoid being checkmated and do not attempt to checkmate their opponent, then the game will draw. As does dead by daylight when the game is "held hostage" by survivors refusing to leave for extended periods of time after completing all gens.

    Downing a survivor faster enhances the killers win condition.

    Getting DS off nullified a failure state.

    Doing gens is not how a survivor wins the game. Even if all 5 gens are done, a survivor will still never win the game if they do not leave a gate.

    Stopping gens is not how a killer wins the game. Even if all 5 gens are done, a killer still has not lost the game until all survivors leave an exit gate.

    To argue otherwise is quite silly. 😗

    Dont have much time rn

    We're discussing semantics tbh. Both of us are partially right, they're both main objectives. If you kill 4, you win. But, if the survivors cant open the exitgates, killer wins too.

    Its me winning vs you losing

    but losing all generators and only having the exitgates standing between them living and escaping IS failing a critical part of YOUR personal main objective. If the gates are open, you can say the game is not over, but i can tell you it is.

    Come on, use some common sense. If you lose all generators you lost a critical part of your main objective.

  • @Free_Hugs said:

    The killer does not lose 1/6 objectives for a generator being completed, one loses 1/4 objectives for a survivor escaping, and nothing less.

    And how do you prevent them from escaping? By protecting your main objective, the generators.

  • @Free_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/391867#Comment_391867

    You may want to sit this one out, Weedrick

    The survivor goal is to escape, which getting hooked is indeed a failure state of. DS removes that failure state at no cost and provided a do-over.

    A generator being completed, even all 5 being completed, is not a failure state for the killer. If all 5 gens are done the game could still go on for another hour, as some killers are painfully aware.

    If a survivor was in a position to use DS their game was going to be over within the next two minutes, max, unless they got saved.

    Appels are not the same as oranges and a perk that prevented immediate failure of the main objective is not the same as a perk that enhances the end game

    So a killer losing 5/6 main objectives is NOT a failure??

    But a survivor who loses 1/3 of his objectives (hookstates) is a failure??


    If the gens are powered you basically lost. Thats failing. Powering all generators is more failing on the killer side (5/6) than going down once (1/3).

    Noed activates when the game is almost lost for the killer. DS activates when you go down , the game is still not over for you or your teammates. Who failed harder?

  • @KillermainBTWm8 said:

    I understand why some killers use it, I don't use it but I am aware that some do. The genrush problem is way to severe ruin doesn't do anything because at least for me as a survivor I can hit great skill checks 90% of the time and then there is skill check rng where you can almost never get a skill check on a gen sometimes. If the survivors actually are trying to escape like hardcore they can get gens done mega quick plus then you add toolboxes prove thyself ect. NOED is sometimes a way to stop the genrush because they either do the totems or risk getting insta-downed at endgame once the genrush issue gets addressed then we can talk about a NOED change/ rework.

    Sounds similar to old DS.

    Both perks to prevent the other side from winning in case the other side wants to win.

    Equip one perk to turn a losing game around.

    Thats why Adrenaline is okay, but old DS not. Adrenaline rewards survivors for winning. Old DS and NOED reward for losing. And way too much btw

  • Then DS was also not rewarding bad play. Survivors messed up and go down, but its not actually a mistake, since the objective is to escape and not to not go down. So it doesn't reward failure actually, since going down is not a mistake.

    this logic sounds stupid


  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/391499#Comment_391499

    You were probably joking but yes, windowinfinites are a thing again. Good job bhvr.

    Oh right, entityblocker doesnt work currently. Not my intention to joke, dbd had true infinites for the first year. Literal invincibility, no skill required, makes the whole game obsolete. Yeah, no biggie

  • @PiiFree said:

    @Sinner

    That's typical for BHVR.

    They put priority on irrelevant stuff no one cares about while ignoring the truly important things 😉

    Infinites? That can wait for a year.

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/391361#Comment_391361

    Those toptier survivors also demolished a toptier killer while running no perks ROFL, your argument is out the window.

    As they should. My argument is, thats exactly what SHOULD happen.

    No scrub killer should win against optimized 4-swf groups. Only the best killers should have a chance at that. And as the depip squad showed (as every noob only knows them), tryhard nurses beat them. Toptier huntresses pipped against them.

    So given a fair competition, its more balanced than people think.

    Also, didnt Nurse 4k most matches at the official dbd tournament? With facecamping? Unbeatable 4-swf groups lol. Ez tunnelcamp

  • @MhhBurgers said:

    https://forum.deadbydaylight.com/en/discussion/comment/391189#Comment_391189

    Killing randoms is something that literally everybody can do, SWF does not automatically mean they will play optimal. Survivors who play optimal cannot be beat unless you play billy/nurse and that's just a fact.

    btw it's funny that you mention scottjund because he got schooled by a SWF that is in his level. Zubat got schooled by Baefu's group when he played plague.

    4xswf toptier survivors who play optimal and make no mistakes SHOULD win.

    If you take toptier material, combine them, optimize them and play a match against random r1 killers, they SHOULD win.

    One the other hand, take a toptier killerplayer, give him a killer of his choice and let him play matches against random r1 survivors, the killer SHOULD win.

  • @Seanzu said:

    So it's likely the perks we saw were their final version, interesting to see what people think about mettle of man and if it'll actually affect gameplay all that much.

    Only time will tell.

    Mettle of Man looks like release DS. My only problem with "those" 2nd chances is, that they're unavoidable. MoM procs regardless how you play, while every other 2nd chance has a specific niche and condition to trigger it. MoM is another healthstate that you have to power through and waste time for it.

  • @Maximus7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/389831#Comment_389831

    If you heal that often, then thank God I don't swf with you.

    Where did you get 109 and 327 from?

    I don't fall for DH against No Mithers, but you can easily use DH to extend a chase anyway by reaching a pallet or window you normally couldn't get to, which then extends the chase for dumb amounts of time.

    The time you spend to heal can easily be replaced with doing a gen. If you don't use No Mither, then run Adrenaline and gen rush into it. It's actually that simple.

    I heal 0-1 times per match usually. But the one time i do heal myself, it might be the reason why the killer gets looped for long and the gens are popping. While the survivor next to me doesnt heal and he gets half a generator done in that way. Later on he gets caught by surprise and our team has to stop genrushing to save that dumbass, losing more than 40s of genprogress.

    If 2 survivors are working generators, you only have to waste 16s to make it worth healing. 10s of it is already covered by the bloodburst and cooldown. If you can juke 6s, you're even on efficiency. Now take that good looper and imagine how much value he can squeeze out of that health state. He can loop a killer for 1 minute with 1 health state. Thats 60s 2 = 120s of gens. Much more than 40s work alone. If all 3 survivors are working gens (which is more likely the better you loop), then you gain 180s of gens. The potential gains of healing yourself is muuuuch higher than yolo repairing generators injured.

    Thats why healing yourself is good. Its not about YOU doing gens instead of healing. Its about YOU surviving long enough, that 3x as much survivors can do gens during it.


    327 is 3x109. Because you said its 27% more, but its not. Its still 9%. Even if 4 people work 9% faster each. You still only work 9% faster.

  • @Maximus7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/389728#Comment_389728

    This is flawed. If they have DH, that's a helluva lot more than just 50% of the looping time. You also need to make that 9% 27% due to the other three survivors running Resilience and working on gens. It can vary greatly depending on perks and items.

    People really need to learn that healing isn't necessary. Like at all. Unless you're going against a Nurse and you still need to do like 3-5 gens, then maybe? But otherwise, healing is a waste of time.

    1. If you fall for dead hard against no mithers, uninstall
    2. You can use DH without no mither too. Not that you should fall for it in the first place.
    3. 9% per person. Its 27% only with 3 people, so you mean 327% for 3 people, which is still 109%.

    Healing is not a waste of time. I did some math before, you only need to get chased for 10-15s to make healing (vs gens) worth it. The attack cooldown and sprintburst from getting hit make up for 10s already, so unless you run into walls or potato hardcore, its worth healing for your fellow genrushing teammates.

    I would only consider not healing, when the game is about to end. Either the survivors are about to open the gates or escape or the killers is about to 4 slug and you NEED the last gen done or the second for hatch atleast. Healing means playing it safe, which is good if survivors are ahead. They dont want to throw a winning match by not healing and then getting 4 slugged. Not healing is risky like slugging, sometimes worth it for immediate advantage. But only if you know what you're doing. If you go down quickly because you didnt heal, you missplayed.


    If everyone just goes broken and doesnt care, they're dead. Its a terrible strat.

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