YOURFRIEND
YOURFRIEND
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I don't get how people can make these sorts of general statements with a straight face. Who are "killer mains" and how do you speak for all of them?
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What four slowdown perks are bothering you, exactly?
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@MrMori said:
Guys chill out, the perk is bugged, it won't light up against undetectable killers once they fix the bug, only on direct line of sight.
Although I personally think it should just not work against undetectable killers at all, even with direct line of sight.
But at least now only GF and Myers are hurt. Pig, Wraith and Sadako will all do better.
Not to mention fewer people will run it since vault speed got removed.
It'll be fine.
I have not seen anyone say that spine chill working on undetectable killers is a bug. It utterly butchers those killers you say it'll do better on. You cannot sneak up on someone with it. It's incredibly broken.
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Most killers like lethal? It's not even in the top twelve most used perks. The stuff people assert is ridiculous.
Your takes aren't hot at all. It's just yet more breathless whining. Go make a topic about how hateful local menace Legion is while you're at it.
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The prestige system. I really detest it.
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Why on earth are you sitting there with four stacks of thanat active after buffed botany knowledge?
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@BubbleBuster said:
imo this update was way waaaay too hard on survivors.
i played 6 hours of survivor, not a single escape through the gates. I didnt escape, nor did my teammates (i spectated them just to see if someone made it)
not a single game did all 5 gens get done.
also not 1 single game where the first guy didnt get tunneled to death because base kit bt does not protect against tunneling, it protects against farming from your teammates.
not a single change in the patch notes has addressed the core 3 issues i had with the game since launch.
- survivors can suicide themselves on hook
- camping and tunneling ruining the fun for 1 survivor
- swf being 1 billion times stronger than soloQ
with 1.3k hours i d say i m fairly experienced at playing both roles so no, it is not being a noob that lead to nobody escaping.
I wish they would ve just deleted dead hard and only increase gen time to 90 seconds while NOT buffing regression perks at all (surge buff is kinda lit though so maybe let that stay)
gradual approach is always better than dropping a bombshell because now the game is imo very killer favored and an m1 simulator for survivors
They didn't buff regression perks. They nerfed them considerably except jolt.
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@Mekochi said:
Yeah, can't wait for them to fix killers hitting on hook and such as well, toxicity on both sides needs to really be worked on
"Both sides"
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I think changing the gen times on top of the three base changes was excessive for normalizing kill rates and figuring out what works, but a couple of them were necessary. The speed boost needed to be curtailed if nothing else irrespective of map.
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Or get rid of the prestige tax. Or normalize addon and item rarity across all bloodwebs levels. Or just don't force people to prestige in order to progress through new bloodwebs. The solutions are myriad and I'm dismally certain bhvr is going to ignore them all.
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Feels pretty bad especially on killers who's higher tier addons are what makes them enjoyable. Not looking forward to sifting through fifty bloodwebs and not getting single iri remote.
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@BugReporterOnly said:
It's temporary until they add an accessibility feature for the hard of hearing/deaf community.
Hard of hearing folks used it as a substitute for the terror radius cuz they couldn't hear it. Now it works regardless of terror radius and the killer has no potential counterplay to it. That's got nothing to do with the accessibility of it.
And temporary? Please. Hitting a survivor off a gen grab was supposed to be temporary like a year ago.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/3071745#Comment_3071745
?
Survivors have 360 degree , 3rd person camera movement. No matter what they are doing. The counter is to open your eyes. Don't be lazy.
Stealth killers could look to the side in order to fool spine chill. There are obviously obstacles in every map survivors cannot see over or around. Stealth killers capitalize on this.
If spine chill just lights up as soon as a stealth killer is in the area it defeats the entire point of stealth on top of removing any agency the killer player has. Your point is irrelevant.
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If 5s with a speed boost is not enough to reach a safe area, bring BT. It got buffed.
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They literally removed any counterplay stealth killers had.
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People who think that as soon as legion pushes m2 every survivor on the map instantly becomes injured and stays injured the entire game, apparently.
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Oh, it's the iron will guy. Thought you got banned
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@[Deleted User] said:
I disagree. Anything above the perk unlocks is just for bragging rights. That's a willing grind you do when you have nothing else to sink your BP into.
The bloodied cosmetics are just cosmetics. They have nothing to do with gameplay. Unlocking perks is now significantly easier. And that IS what's important in the Bloodweb. This system is a massive improvement.
Anything above the perk unlocks is to continue to get items and addons, actually.
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They're never going to permit survivors to directly sandbag each other like this.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3071034#Comment_3071034
that's not a secondary effect, that's the one and only effect. A secondary effect would be something unrelated to the first one. For example: "increase range of aura abilities of all survivors by 16m" together with "see the aura of xxx...."
There are a lot of things that affect the survivors as a group, since they are a team. The "affects everyone" part of Open Handed will mostly go unused or unnoticed outside of SWF groups doing something very specific. it's not a very common or even useful perk, since most survivor aura reading abilities already have a decent range.
I don't think any other perk affects every survivor globally. Oh yeah, that awful luck one. It is definitively a secondary effect, it could easily only work for the user like bond or anything else. I run windows frequently and always appreciate it when someone on my team has open handed.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3071159#Comment_3071159
SB has always been good when used properly, a big part of why it was less used by DH was simply because DH was too strong in regards to both its skill required and limitations of use. Someone said SB is better, and you shut them down for it. I was giving a common scenario of when SB gives value when DH gave zero.
SB is not uniformly better, it's situationally better..... Which you agree with. We agree about all the stuff with minor nitpicking.
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@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3070877#Comment_3070877
It was "fairly" nerfed? All the main survivor perks (dh, spine chill, self care, iron will, ds) got nerfed to the point where they are useless. The killer perks got minor nerfs. Some of the strongest killer perks like bbq didn't get any nerf in terms of gameplay. The most broken perk in the game (noed) got a minor nerf. I know this was meant to be a killer sided patch but this is a bit much. I'm just going to run swfs and carry with prove thyself. Cannot win in solo q.
Ah yes, ruin having it's regression halved is a minor nerf. Tinkerer going from being infinite to once per gen again, minor. Knowing where noed is in the endgame: minor. I see.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3071094#Comment_3071094
Would you rather use SB to deny an instadown and reach a loop, or get downed and never get to use DH? There are certainly situations where DH isn't supposed to be preferable.
I'm not understanding your point.
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/3070903#Comment_3070903
i never ran those perks (at least not DH) and those things you mentioned are not good and efficient counters (eg let's just heal endlessly against a Legion who uses his power once per minute)
The legion uses their power frequently, but pretending like they push m2 and immediately get every survivor injured and get their 5th down is disingenuous at best. The notion that you shouldn't heal at all vs. a thana legion in the time of buffed botany and Circle is outdated and absurd. You can deny their perks by splitting up and only permitting one or two survivors to be injured at a time. Legion still has the same counters they always did; split up on different areas of the map.
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3070931#Comment_3070931
Almost everyone knows what tunneling and camping are already though.
They don't have defined parameters. If I have two survivors hooked equidistant from one other and I patrol the two, is this camping? Certainly, but justified by survivor mistakes. Don't loop near your allies. If a survivor body blocks, takes a hit and I put them back on the hook, is that tunnelling? Certainly, but I never wanted to go for that person. I wanted the unhooker, but they prevented me from doing so.
Both of those instances make sense to me and happen in my games with some frequency. There are many that think me doing that stuff is wrong and shouldn't happen. There are others who see that it makes sense as it is capitalizing on bad survivor behavior and mistakes. So who's right? Where does the definition lie?
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3071000#Comment_3071000
Not true sprint burst is arguably better if you use it right.
It's literally not. This is a meme.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3071000#Comment_3071000
Not as good, but thats kinda the point. DH was better than it was supposed to be, and was normalized to require more skill for its high reward. Lithe can still get similar chase extensions (arguibly better ones) when used at the right time while looping, and SB can prevent many killers from getting the first hit or even being stored and used midchase for a similar effect that Lithe gets. These changes were to hurt the skill floor, but the skill ceiling remains completely untouched.
Both of those perks have activation requirements more onerous than simply being injured. There's not always going to be a vault nearby and if you want full value out of sprint burst you're going to be walking and tacitly doing gens slower for at least part of the match. Moreover both of those perks are immediately apparent when they have it. You don't have to hug anyone for five seconds to see whether or not they're gonna to sprint burst away. Nobody is lithing through traps or harpoons. They're just not a problem in any respect.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3070973#Comment_3070973
There are 97 killer perks in total, so top 12 is only top 12.3%, and doesn't say much since that'll be reserved for the really good meta perks.
Yes, but look at the frequency for those top perks. They vastly outclass the others by usage .More perks should always be viable and open handed already has a secondary effect that most other perks don't: it is global and affects every survivor.
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I find it nauseating only when I switch from a game with an actual FoV to this one.
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@skylerbound said:
https://forum.deadbydaylight.com/en/discussion/comment/3070926#Comment_3070926
Bemoaning? Wow sounds like you actually care and aren’t planning to detail the conversation at all.
This is hardly an answer at all, but okay. Mysterious and nebulous four slowdowns. Good argument.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/335181/the-new-killer-buff-is-too-much
It's really not, survivors can still win if they actually stick to gens, the problem is casual players make up a good number of the player base and they're gonna quit playing because they were already barely winning the games they managed to escape, the only thing that's about to change is survivor is gonna have a genrush adrenaline meta make a comeback and you'll be seeing people complaining about genrush and probably sprint burst or lithe for the exhaustion side of it, just give it a week and watch the threads start rolling in.
Nobody cares about sprint burst or lithe, this is fallacious thinking that folks trot out to pretend like old dead hard was somehow equivalent to those perks. It wasn't, it was miles better in every way.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3070820#Comment_3070820
I agree changing one doesn't necessarily mean the other also has to be changed. But I also feel like Lethal Pursuer didn't need to be changed at all. It also doesn't change that I feel like an aura enhancing perk like this would fit as it's own perk, as part of a full aura reading build to easily locate survivors.
Lethal Pursuer was already a semi-frequent perk, used often enough to where you watch out for it at the start of matches.
Since the latest patch has done a lot to "change the meta", it seems out of place to buff an already popular perk.
It was hardly popular. Niche on killers with mobility and that's about it.
@[Deleted User] said:
IIRC these charts were not in this news post yesterday so i thought i'd make a discussion about them.
https://news.deadbydaylight.com/en/news/PerkOverhaul
https://us.v-cdn.net/6030815/uploads/6V2JHCDWRFR8/image.png
^ Perk Usage by MMR for killers
https://us.v-cdn.net/6030815/uploads/3Y5Y5COD2EKS/image.png
^ Perk Usage by MMR for survivors
There is also charts for Killer/Survivor loadout usage rates but they were more difficult to understand and so i chose not to post them here, you can find them in the news article shared above if you are interested in them.
not even in the top twelve. The secondary effect makes it fit into way more builds and make it a more versatile and interesting perk.
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What exactly are camping and tunneling? The discussion has to have some sort of framework.
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What precisely are the four slowdowns you're bemoaning?
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And yet, there is still no shortage of survivor. Strange, that.
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All that stuff you're talking about has counters. Thana? Heal. With circle and new botany you can even pull it off vs legion and be efficient. Jolt? Hop in a locker when you're about to go down. Good survivors do this to me all the time and it's infuriating. Overcharge? It's a bad perk. If you touch the gen within 14? 15? Seconds then it's not any more than base regression which is nothing. Pain res? Sabo let's you see scourge hooks now. Run it.
I'm super sorry that your might have to figure out new stuff to run besides dead hard, iron will, DS and unbreakable every game now. Change is hard.
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It's pointless. Gens aren't being left alone long enough for it to take effect and nerfing your own kicks is ludicrous.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3070270#Comment_3070270
Per the patch notes
- Spine Chill Reworked: Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range. Spine Chill's icon indicates the strength of the Killer's Terror Radius.
Notice that it lights up if the killer is within 36 meter range, no exceptions. The only thing that changes due to terror radius is the special indicator showing terror radius strength, but that is independent of the 36 meter radius notification. Also line of sight is only for activating the action speed bonus, even if the killer doesn’t have line of sight the survivor is still notified if they’re within 36 meters.
It bypasses undetectable?
..... That's a buff. It means a stealth killer can't fool spine chill anymore.
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This isn't how the game works. Many perks have secondary effects and just because a killer perk is changed doesn't mean a survivor one has to be changed in turn.
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Legion is not keeping any competent team injured the entire game. This post is so overblown it's ridiculous.
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It's still good. Just not incredibly busted.
Also if one perk change is making you quit the game, you're obviously not that invested. Just run something else.
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If survivor loses [THING] then killer should also lose [THING]!!!
Game's asymmetrical. It's not a seesaw and the two sides play by different rules.
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It does have a visual indicator. There's smoke pouring out of it. I use this to find it from a distance with some frequency.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3066342#Comment_3066342
It's broken on Plague and Legion and strong on every other killer. After the update, merely two stacks of Thana increase gens to 100 seconds. Already too much and too easy to activate. It's a bad perk.
As far as Legion being low-tier, what is so hard about playing them with Never-Sleep Pills and Mural Sketch (the majority of Legions I've faced since their buff run these two add-ons specifically)? Free wall hacks, survivors are one-shot, gens are slow, etc. It's training wheels.
People have this outdated notion of not healing vs. legion. There are circumstances in which it's good to heal: when the alternative is sitting with 4 stacks of thana for instance. Never sleep legion is outrunnable, 20s is not forever. A never sleep legion also gets injuries slower than a normal one and is easier to bodyblock when you're in deep wounds. If you run Circle and a healing perk of your choice you can make regaining health states fairly efficient.
People seem to have this tiresome mindset of wanting to play vs. every killer the same way without playing to their weaknesses or doing any thinking. It's annoying.
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What's up with this very pretty, effete cow- boy avatar though
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Honestly that looks way more significant than I was imagining. Looks like stuns are going to be highly prized.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3065148#Comment_3065148
How about we apply some science to see if "anecdotal evidence" doesn't matter. If they don't nerf nurse in the next year, you are right. If they do, I am.
What in the name of Christ does legion have to do with nurse?
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@DeathByBJ224 said:
https://forum.deadbydaylight.com/en/discussion/comment/3064716#Comment_3064716
yea but thats not the case at all since legion feral frenzy reading aura is ridiculously huge and majority of the time survivor are within 20-30 meters from each other
Luckily for survivors, most maps are also huge and provide ample space to run away as soon as they see a mending status. Killer instinct is useful, but not a catchall for a survivor that knows how to count to ten and make space between them and the legion.
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Just nurse. Survivor? I'm very sick of Feng every single game.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3065137#Comment_3065137
Common sense isn't based on touch, but sight.
Yeah anecdotal evidence and feels don't matter in reality at all. Your perspective is always going to be biased and skewed, numbers simply are.