Yung_Slug
Yung_Slug
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- Yung_Slug
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See what they should do is play the SMB Invincibility music while the survivor has both DS and Unbreakable active.
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@HectorBrando said:
I think they should stop churning out Killers and Survivors for sometime and focus on fixing or at least minimize all the issues the game has.
I doubt it will be the case in the near future as DLCs are prepared and worked on from months on advance and if the next 2 chapters are licensed they have milestone to fulfill and contractual obligations.
God I hope the next two chapters aren't licensed.
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I wasn't expecting such an old tier list to blow up. I'll consider updating it soon.
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@ermsy said:
Windows is ridiculously underrated, for solo play it will tell you if you are running into a deadzone and what pallets your fellow survivors have already wasted.
For swf it is a wasted perk though.
I use it on new maps, but once I learn where the loops and deadzones are I don't really need it. Knowing which pallets get used up is nice, but Alert can do that while also letting you know where the killer is. Perks like Bond and Empathy can also tell you which pallets get used up if you're watching your fellow survivors closely. And you can also just look around as you run across the map between gens.
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@lucid4444 said:
Try out Deja Vu. For the longest time I wrote it off as a ######### tier noob perk- hell I know where the gens are!!!
But for kicks I tried it out and was blown away. Sure it's not the best perk in the game, but it prevents one of the most common fail states - getting 3 gen'd. Everyone can find another gen to go to, but you can't just instantly find the MOST IMPORTANT gen to work on. Just by myself in solo queue I could force a 3 gen where two of them were on opposite ends of the map, which almost always led to an escape. If I was in 4 man squad, I'd make sure 1 person had this perk and we could guarantee never getting 3 gen'd.
I'll consider giving it a try, but at this point I usually know the maps well enough to figure out where potential 3-gens are. I almost always pay close attention to which gens need to be done and I don't usually have problems with that.
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Pretty sure it's where the survivor is when you start the teleport animation.
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@NoMithertime said:
How is ace in the hole better then self heal?
Ace in the hole not only gets you good add-ons but you also get to keep the add-ons when you escape with your item.
Self care is pretty bad though. You waste a lot of time, especially with anti-heal perks like sloppy. There are plenty of other perks that can help you get healed much more quickly than SC. Because it is outclassed by other perks that can serve the same purpose or even a medkit, I don't think it deserves a very high spot.
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/1521958#Comment_1521958
Before DS became what it is today, absolutely. Used to be a lot of face campers too when you could block the unhook prompt. Lot of killers argued that was fair before it finally got fixed btw lol. Kind of sad how many killer players thought that was acceptable.
You must play against rank 20s then.
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I play P3 Myers, Pig, and GF because I don't have any other cosmetics for them (except Myers, but not for his face which is the best prestige cosmetic he has anyway).
On Ace, I change outfits a lot and I only use the bloody hat to match my dark red suit.
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It was meta?
Well, either way I like using it every once in a while.
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For killers Myers first. Did the rest of the stealth killers after that.
For survivor, Claudette first because it was the only prestige that really mattered in my eyes. Never actually used it much though. Recently I decided to go ahead and give up all of my perks and items to P3 my Ace. Sucked for a while but it was worth.
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So you're saying the majority of killers camp and tunnel? Ok buddy
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1520084#Comment_1520084
Sorry but spirit doesnt have counters a counter is a thing that's constant and you can't constantly counter spirit and freddy is loopable
Spine Chill is pretty consistent.
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> A Clown appears from behind
######### that's broken
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Clearly they were the better player.
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I don't remember them changing Billy that way. Looks the same to me.
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Open Handed. It's awesome.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1514734#Comment_1514734
I didn't watch stranger things. Is that what it is?
It certainly doesn't belong in our world.
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You might have better luck with Billy.
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@seki23 said:
it is? then is fixed only took liek 2 or 3 years. was unfair that you could keep your charge, u were stunned after all u shouldnt keep your progress
It makes sense to me. If you stopped holding M2, it does the same thing. While you're getting stunned by a pallet, you're not holding the charge so it should go down naturally.
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The effect doesn't apply once it's cleansed. Generally a perk is inactive if it's not lit up (one of the few exceptions being MYC/Devour Hope when you're too close to a hook).
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@Reinami said:
Might be a bit "too real" all of the other killers are based on movies/books and such, but jack the ripper was very much real.
On top of that though there are still plenty of horror tropes that haven't been added that are public domain or that they could base a killer off of.
For example they don't have:
A vampire/Dracula
A Werewolf
An extra-terrestrial
Anything Lovecraftian
A technological being (think like a robot, or terminator etc.)
Dr Jekyll and Mr Hyde (or similar variation of it)
Jason
Candyman
etc.
Is the Demogorgon not extra-terrestrial?
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1514718#Comment_1514718
I would assume Bug. You should make a bug report and see if you can get an answer.
Oh you meant that removing it was a bug? I'll try putting up a report then.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1514686#Comment_1514686
Thank you. It's either a bug or it was removed. I'm gonna say bug but I could be wrong.
It's a pretty significant change though, it's weird that they didn't mention it at all.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1514645#Comment_1514645
That's not using add-ons to reduce CS rev time and Enduring was 1.5 seconds but now its 2 seconds.
Edit: I was adding the 2 movement speed add-ons to get 5 seconds. Its 2.5 and 3.5 when breaking a pallet. Just tested it in KYFs. My bad.
According to the wiki, 2 seconds is the default stun duration and Enduring reduces it to 1 second.
Also, I included a video with the tech being used in the original post.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1514634#Comment_1514634
Base charge time for the CS was 5 seconds, I believe without add-ons. Enduring took a stun to 2 seconds before you could interact. I don't think a 2 second difference is much. Can you show me a video of the old stun?
Those numbers are way too high. I'm not even sure if the default pallet stun lasts 2 seconds. I'll see if I can find a clip though.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1514627#Comment_1514627
Sounds like it shouldn't be that way. Maybe they fixed it. Considering that you have an add-on that let's you charge faster if you get stunned, I'm certain they would have addressed it.
Okay but if they did "fix" it, how come they never mentioned it in the patch notes?
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Try running Shadowborn. Makes it easier to see while you're fatigued.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1514627#Comment_1514627
Sounds more like a bug than a feature tbh
@AVoiceOfReason said:
I don't believe it was supposed to do that but I could be wrong.
Well it's been around for years, so I assumed they knew about it.
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@Zeus said:
Does it retain in the first place?
Before the hotfix, it was a well-known feature among billy players. If you look up billy videos you're sure to see it be used somewhere. During the stun animation, the charge meter didn't reset, it just went down over time as if you stopped holding M2. So if you had Enduring, you would have some charge left after the pallet stun which you could use to start your sprint quicker.
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I had this problem too. Thankfully I was able to make it to a different hook, but I hope this gets fixed soon.
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Tbh I just clicked to see what sunmiest meant.
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Not toxic, it's what you have to do to escape. It's not like locker flashlight saves where you're going out of your way to waste the killer's time or anything.
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From I can tell people just haven't learned how to play against him yet. Most of the time when I chain downs with him using double iris it's because no one tries to get to a locker or pallet. I think a lot of people are so used to him being bad that they act way too cocky around him and don't respect his power.
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Blood amber? That one is actually useful though.
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I usually don't rely on perks to help me in chases anymore. The only thing I have that helps is spine chill. If you want to develop your skills without relying too much on exhaustion perks, here are the two builds I usually use in solo:
Bond/Kindred/Open Handed/Spine Chill:
The main thing that makes solo much weaker than SWF is the lack of information, so to make up for that you may want to use a build that gives you information. And boy, does this build give you information.
Kindred is the standard solo perk. When someone else is hooked, you can tell what's going on. When you're hooked, the other survivors know what's going on.
Bond is really helpful for solo. You can find other survivors to do gens with or heal you. If you're getting chased, you can avoid interrupting someone's gen. If someone else is getting chased within your bond range, you get a better idea of where the killer is.
Open Handed buffs the previous two perks, meaning you can see the killer up to 24m away from a hooked survivor, which is actually really good. Keep in mind that this perk also buffs your teammates if they are using aura perks themselves.
Spine Chill is one of my favorite perks. It counters stealth killers and spirit, and just gives you good information about what the killer is doing in general. The tiny vault speed boost is nice too.
Autodidact/Empathy/Inner Strength/Spine Chill:
This is what I call the "Anti-Anti-Heal Build". Autodidact allows you to get fast heals that completely ignore heal-slowing effects like sloppy butcher once you get stacks. Empathy helps you find survivors (or see where the killer is if an injured survivor is being chased), and Spine Chill helps you get stacks. Inner Strength is for healing yourself while ignoring sloppy butcher/nurse's calling/etc. I don't use this one that often, but it's fun to use if you feel like being the team's medic.
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Used as intended, it's a perfectly fine perk. But when survivors get to act cocky because they're invincible and bodyblock for the guy who just unhooked in front of your face, it's a bit annoying. BT is supposed to let the unhooked survivor get away for free, but it often lets both survivors get away for free.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1497620#Comment_1497620
Actually, aren't % increases/decreases to movement speed based on the 100% Survivor sprint? Like how Killers are 115/110%?
No, they multiply the base speed of the killer.
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1497620#Comment_1497620
Also isnt that how its supposed to be? If a killer is slower 5% is not going to increase them to a faster killer with 5%. It'll just mame them faster.
I mean that you can't convert 5% to a static value in this case because the actual speed boost varies between killers.
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1497421#Comment_1497421
Actually. The current is 5% right? To represent that in decimals you write it like this = .05%. I beileve, correct me if im wrong!
If you convert it to a decimal you have to remove the % from it. But for a perk description, you generally want to just keep it as "5%". A decimal would be less accurate because not every killer has the same speed. A 5% speed boost for a nurse would be a 0.1925 m/s increase but for a trapper it would be 0.23 m/s, if my math is correct.
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I don't remember much about Deathgarden except that two healers together is the most busted thing in existence, at least against the Poacher. I thought there were perks that allowed them to heal each other faster than I could shoot them, but I don't actually remember.
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.05%? That's almost non-existent.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1497171#Comment_1497171
for left behind you need to be the last surv, right? and this one would mark the hatch in any way, so you'd have to still find it again.
Yes, so it would be even less useful when there's another perk that tells you where the hatch is from the start. Also, the restriction doesn't really work because the other survivors won't know you have the perk and they might try to bring a key.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1497152#Comment_1497152
a map would just mark the spot, not open it, I'd say. so you'd have to equip a map to mark it for people if you'd want to do that.
Okay but the entire team would know where the hatch is. Also if there was a perk like this, what would be the point of Left Behind?
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Were you using Ace in the Hole?
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Pharmacy is actually a decent perk and I use it all the time when I run chest builds for the faster chest searching. OoO isn't bad either, I've had some success with it in solos.
I don't avoid any teachables because the perks can change and even useless perks like surveillance get buffed to meta status.
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She's trying to stand up for herself! Quick, someone nerf her again!
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@teamdehn said:
https://forum.deadbydaylight.com/en/discussion/comment/1495579#Comment_1495579
I dont think skins should have mechanical differences, I just thought a minotaur killer would have been a cool addition. I doubt there will be one now that the oni has the skin
I see what you mean. I thought that too, but I guess they decided that they won't add a Minotaur anytime in the future. It makes sense though, they don't really use mythical creatures as killers in this game.
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@teamdehn said:
I'm just sad because I think a minotaur killer would have been cool. It makes sense to have legendary skins on survivors because at the end of the day all survivors are just skins for your perk build aside from the loudness and what not. But killers could bring new powers...
I don't think skins should ever have a mechanical difference, especially if you have to pay cells for them.
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@coley_219 said:
https://forum.deadbydaylight.com/en/discussion/comment/1493013#Comment_1493013
What do mean when you say "theme"?
Well, the killers and survivors are being forced to entertain and feed the Entity, so it doesn't make much sense to me why the Entity would be like "alright, now the game's over let's see who played the best so we can give them a prize"