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ZCerebrate

ZCerebrate

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ZCerebrate
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  • Inner Strength is an amazing perk for those situations where the enemy is running some anti-healing slowdown like Sloppy + Clownophobia nonsense and I usually find a dull if not a hex to break at least once during the match which is already enough to pull value from it (Playstyle thing for some people who refuse to touch bones unless it glows which is also fine).

    Deliverance is amazing too but a feels bad when you get chased first doing it and no amount of trying to divert him to other survivors works and he chases you until he downs you (I guess you get some gens done but having that perk greyed out is a slight feels bad). This is just for doing what you're supposed to be doing (personally dislike people who just hide and immerse until they can get an unhook and activate the perk as it defeats the purpose of it helping you win rather than having it deactivated...)

    The best part of Deliverance for solo play is that situation where you see your potato teammates all rush hooks and just keep trading hooks for the first 2~ minutes of a match and you power 3 generators alone when it's just you and one other survivor on death hook. Inevitably that guy gets slugged and the killer comes chasing after you and you have Deliverance, DS, Unbreakable, Dead Hard to get you a hatch out or even houdini a door escape. It's a pretty big feel good but that's also the extreme and you'll get varying value from having 2 guys crouching next to you waiting for a fast rescue as you get downed sort of invalidating the perk to the other side where 3 guys finish their respective gens as you pull yourself off as soon as the killer leaves.

  • @cranzer said:

    I play like 20 matches a week. I haven't unlocked all the perks I want yet. Prestige in practically worthless to me.

    I basically think prestige is definitely not worth the "added rarity" on the web for sure and do not recommend it for players who aren't pouring in tons and tons of games for fun... even then it's questionable. I P3'd a few folks over my 1000+ hours but occasionally still feel some BP shortages lately ever since I started trying to get every single perk on every killer (which made sense and worthwhile) but now on every single survivor (which hasn't really been necessary but eh)

  • @MrLimonka said:

    Actual gamechanging tip:

    Leave gens that are in structures or special buildings (Like the ship gen in the swamp, or the saloon gen on the Saloon) for last. The killer has to waste a lot of valuable time to get up the structure and chase the survivors working there off, while other survivors can work on other gens.

    @Blueberry said:

    Here's a tip that I still see tons of red rank survivors mess up:

    Do the most unsafe gens first.

    Example: The 2 gens on Hawkins that are on the second floor always, should be part of your 3 gen. Stop doing these first!

    Another: Swamp maps, the gens on the boat or in the main building...these should be in your 3 gen! Stop doing these first!

    You need to have your 3 gen planned from the start.

    It gets tiring seeing my teammates rush to do the safest gens as soon as the game starts instead of saving them. You want to force the killer to make far patrols at end game and force him to have to protect a gen that's near really good loops.

    This is generally a very good tip just keep in mind that there are "some" killers that this doesn't always apply to due to their powers (namely Nurse but to a lesser extent Freddy and Demogorgon) where hard verticality can hurt the survivors in the 3 gen as well.

    Example being Thompson House - Corn where occasionally you see the middle of the cornfield gen and adjacent hill generator left alone + the 2nd floor house one. This puts you in a fairly awkward position where a single blink can put the nurse at any of the generators while survivors have a much larger path to run... keep raw distance in mind for these killers and make sure you get rid of at least one generator if you see a pair that are like 15m apart.

  • @Trapditions said:

    I was in a match and i was playing against a killer who was using the perk Barbecue and Chili. I got into the locker before he hooked a survivor and still he came directly at me and open the locker i was in! This happened also to my teammate.

    Has this perk been updated or anything that that shows our auras to the killer even if we are inside a locker?

    It would be lovely If someone can update me on this perk and the easiest way to counter it!

    What was the killer? Because certain killers like Ghostface has addons that aura reveal in place of perks - such as his Ultra Rare "Outdoor Surveillance Camera" which allows him to see all survivors outside of his terror radius upon downing someone. Combined with Infectious Fright - he has 100% information as soon as he downs someone - including if you run into a locker to try and place around Barbeque and Chili he can see that animation from across the map and beeline straight for your locker.

  • It probably won't come to fruition since the whole "Let survivors kick a teammate that is clearly farming... away from unhooking me (or just refuse the unhook)" was also directly stated to be a platform for abuse and against the spirit of gameplay they were working towards.

    I guess I'll throw in a similar perk in the same tree though:

    "Clearly Miscommunication" where you can tag a fellow survivor within 5m, who is currently idling by walking, crouching, standing still or hiding in a locker. That person is given 30s of "Slacking" status in which they have to find something to do whether it be holding M1 on a generator for a few seconds, breaking a totem, completing an unhook or even begin a chase with the killer otherwise they are aura revealed for the next 60s to the killer. If they successfully dispel the status then the perk user is instead revealed for 60 seconds to the killer.

  • It's actually surprisingly usable for me especially with Surveillance as a niche slowdown perk on certain maps. The biggest downside for me is that it doesn't feel strong enough on map variations that are too damn large that 32m doesn't even cover the closest loop to a generator where you down the guy.

    Also it completes against Brutal Strength + Pop goes the Weasel which just works better and people don't really have space to run Brutal+Surveillance (nor a reason to...) and in deals who need to break pallets naturally (not chainsaw or shred) it leans towards one side

  • I would find this hilarious but the guy who punches the other guy should also be aura revealed for a couple of seconds to the killer.

    Of course this much "griefing" won't go over well with this community so eh~

  • If the killer slugs for longer than a few seconds when you are running No Mither (which is an unlimited unbreakable for those who don't know) then that would be highly unusual behavior. You'll usually never get any value from Soul Guard No Mither from my experience while it works really well with Unbreakable on occasion.

  • @Babyyy_Boyy said:

    So me and my friends were SWFing And we ended up getting a pyramid head on this match, unfortunately the killer did not get a hook until almost the end of the match. Once the gens pop he chases the guy that got unhooked from earlier in the game and he unfortunately became tormented and cages him instead of hooking him. The killer ran right to the area of our caged teammate and we all were trying to save him but the killer stands there 4 feet away (which I feel like is still to close for the cage to not move) with his power ready to instantly kill him if we were to save him. There’s nothing we could of done as a team to get him out safely because borrowed time does not proc off cages or any unhooking perk for that matter. Unfortunately we rescued him from the cage because the exit gate was right next to us and wanted to make a play so we could escape as a team but the killer still downs him because of it. Our teammate was very upset as anyone would be and leaves the match and the killer thought it was funny to dance on his body and shake his head. Here’s a clip of what happened and if you don’t want to watch it that’s fine because I explained how the scene went but my question is why? Why do killers play like this? What makes you entitled for a kill knowing you lost? This is why survivors are toxic and bm and do other things to upset killers.

    ~Rant over

    https://youtu.be/n9tpkYizw9o

    At that point it's equally "toxic" for your buddy to rage dc just to prevent another hook or whatever (which I guess he loses all his BP for that match for anyway) but it's really nothing to get mad about. If the survivor has to force the last survivor to die like this (just like Bubba or even Hillbilly to an extent) then you guys won as a SWF team regardless. It's like playing killer and downing 3 people - closing the hatch and having him key out immediately behind you as you down him ontop of the hatch... literally nothing you can do in that situation but as the Killer you still "won" by pretty much all definitions of this game whether he keys out like that or not.

    People want that sweet satisfaction too badly so they'll get very angry if they aren't getting it - the PH had some entitlement issues there wanting to secure that one kill but the same thing could be said about your SWF who felt "entitled" to a 4 man escape in that situation as well. Just adjust your mindsets and this type of thing shouldn't make you so angry

  • @CalamityJane said:

    I never understood the hardon the community has for whispers. It's good twice. Once at the start of the match to work out where survivors are, and once in the end game when you want to know which gate a survivor is near.

    All the rest of the match it might as well just say "yes, there are still survivors in the match."

    There's so many better detection perks that work more often, more clearly, and more consistently.

    I think you're underestimating how strong it is when you are actually aware of it's ingame distance visually - it's pointless to be near a hook with it or in the center of many tilesets but depending on the angle you're approaching generators/areas from - you can pretty much guess where the most likely places a survivor would be as soon as it lights up and find survivors very quickly. Obviously it's not foolproof and VERY experienced survivors can stalk near you after noting your behavior by dancing to invalidate the perk but it rarely ever happens like that. There's also Heartbound's point that if you weren't running it and lost even 5~10s searching a place that had no one nearby a couple times over a match then Whispers has already gained it's value as a tracking perk especially if you combine it with another to run 2 chase perks 2 tracking on certain killers who benefit highly from it.

    Even still it's something I would run every single time but if you're having trouble with this specific aspect of the game... then use it to cover that weakness.

  • Just curious but even when I play Killer there is never a single survivor that makes me feel like "this guy is toxic so I better face camp him" unless he is a blatant hacker (speed hacker + fake dead hard who still manages to get downed somehow). Yes there are hard games where it's multiple people who can loop well and use DS/Unbreakable/OoO but I still never feel the urge to face or even hover camp anyone unless both exits are open at end game with no idea where the other guys are.

    More power to you guys though I guess on what is "toxic behavior" which is probably little more than someone tapping crouch, clicking flashlights or abusing something like Iron maiden locker screams?

  • It's almost like there wasn't another perk called Detective's Hunch... that revealed totems for you within 64 meters for 10 seconds.

    Also little known fact (not opinion)... Hex:Noed isn't a problem and neither is Decisive Strike (Since someone will inevitably bring in the whataboutism into this). Shocker, I know...

  • For every perk unlocked...

    Bill because Left 4 Dead memories - I p3'd him first.

    Ash because Army of Darkness was awesome

    Claudette... because running OoO P3 Claudette is the easiest way to get the killer to hard tunnel you when you want to just get chased.

    The other survivors I don't have every single perk unlocked on so I have to play some janky variation builds for my daily shrines which can be entertaining sometimes.

  • @Eleghost said:

    None of these challenges are exactly hard just a little time consuming like the having people survive. The hook obsession 8 times seemed like it would be more time consuming but i did it in a single match using furtive chase.

    I completely forgot about that perk... there I was relying on Nemesis to finish it in like 5 matches?

  • @Jill10230 said:

    I've tried every possible killer...

    1 : 3 generators end in 1 chase (always)

    2: loops are the main factor (***!)

    3 : I hooked the looper, I have 1 generator left

    4 : I camp, it's normal the last generator it's necessary to camp

    5 : I necessarily know that they will come back for it. DS, and other perks make that even Myers can't do it, I can't imagine a Wairth or a Huntress.

    6: They always find my NOED... they always find the bewitched totems, so Ruin etc....

    Conclusion, even if you stop the chase of the loopeur very early, the generators are finished quickly, since they make the 3 generators separately! I don't have 4 arms or 2 bodies, how do you want me to be in 3 different places? To chase them? They easily walk me around with infinite loops (windows) ...

    I stop the killer, I play survivor now. Let's be honest, you've all lost against teams with microphones... Why did you lose? Because the devloppers made the killers suck for the randoms, but made the survivors with microphones STRONG. That's exactly what happens in Resident evil Resistance, except that there the killer is less frustrating! I am rank 6, I was rank 2 a few months ago!

    The youtuber True talent, for exemple, had made the reflection (by getting nicely angry) on the too many obstacles...

    I play for nothing so i stop the killer, to the next nerve !

    While I can't be 100% without seeing what you're doing wrong I can almost be sure that you're playing killer in the same braindead way that most people play survivor which is just "stumbling" into things without thought and acting like little more than an AI bot. Playing killer in this game is more frustrating because you have to learn to multitask a few things in your head to be effective - the limitations of the killer vs survivor matchups are definitely there... just overstated by most of this community who can't play.

  • Even my fairly new friends have managed to finish all the non-perk specific challenges (Ones that require Hag to be played etc) because the single trial ones so far haven't been completely unreasonable so far in this book.

    Heroic Virtue (in book 1) is 3 TOTAL survivors leave before you regardless - and can happen over multiple matches meaning it doesn't have to be in one. You also don't have to survive meaning you get credit even if you are dying on hook or letting EDC take you as your teammates all escape through the door at the last second -teabagging.

    Same applies to Book 3's Heroic Virtue which is the same exact thing but 6 survivors total (notice both do not have the condition that it has to be done in a single trial).

    The stun one can be hard for people who aren't used to looping - I told my buddy to just COMMIT to the stun (meaning don't get baited until he is sure it will land) and even if he wasted the pallet just slam it on the killer after the hit. Also usually not a single trial thing - if it is then just keep playing with that in mind and you'll get it eventually as long as the killer isn't like a PH, Huntress or Deathslinger (Play those like you dont even have an archive to be honest).


    The obsession one - it's just going to happen eventually. Took me a three tries too because someone else would do a DS at the end while I'm running every obsession perk under the sun trying to keep it... can only control it so much


    Time consuming ones for me have been things like "Hook the obsession 8 times" or "Rescue 15 survivors"...

  • @SoulKey said:

    https://forum.deadbydaylight.com/en/discussion/187590/yo-that-hill-bug-been-fixed-yet

    Not yet, DeVs have a challenge to complete "Trap 1m survivors with hill bug before fixing"

    Real life Entity laid a cruel archive for us.

  • @Pawcelot said:

    Here's what I'd like to see implemented.

    1. Lobby Indicator for SWFs. Who's with who, and everything of the sort.
    2. Add a % BP bonus to Killer (and solo survivors) for playing against/with SWFs.
    3. The Bonus scales with the amount of SWFs in the lobby.
    • 2 SWFs and 2 Solos = 25% BP bonus to Killer and 50% to either Solo survivor.
    • 2 groups of 2 SWFs = 50% BP bonus to Killer.
    • 3 SWFs and 1 Solo = 75% BP bonus to Killer and 100% to the Solo survivor.
    • 4 SWFs = 100% BP bonus to Killer.

    That said. There will be dodging, in the beginning. No one wants to dodge lobby over and over again, so the dodging will only be noticable for 1-2 weeks, maybe 3-4 at the utter most, before Killers just start playing.. normally.

    I'll 100% be fine with this just to correct the killers who seem to think I'm 100% in a 4 man SWF no matter what if I coordinate with my teammates at all using Bond. "HOW ARE YOU COMMUNICATING!?!?!?!" they scream to themselves while spamming SWF in post game no matter what I say when they get 0 kills and maybe 3 hooks...

    Plus no one "should" care about depipping if it doesn't account for matchmaking now and going to be completely removed in the future anyway (at least what they're implying)... Especially if you're effectively getting double the bloodpoints by going against the sweatiest of 4mans - might even see killers give up less or straight DC if anything (hah who am I kidding...)

    Not sure why this conversation was sidetracked so hard but literally what the OP said could potentially be fixed by what Pawcelot said.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/187586/question-about-the-legion-pin-add-on

    Not sure what the other person is talking about, I use this add on all the time, its my favorite add on. The first person you hit will not be broken as they are not highlighted by killer instinct, every subsequent person you hit while in FF will become broken. The issues youre referring to Ive never experienced, it has always worked and I play ALOT of Legion. My guess is youre experiencing some kind of bug? Try recording it not working.

    If this is how it works now then I missed that patch awhile ago and haven't noticed legions playing with Legion Pin in awhile because that is much much easier to make use of in that case


    The wiki does state for Legion Pin as of 3.4.0 which is the most recent change to the addon

    A handmade button with the face of The Legion. To use exclusively on intimidation dares.

    • Hitting a Survivor highlighted by Killer Instinct while in Feral Frenzy applies the Broken Status Effect for 60 seconds.


  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587754#Comment_1587754

    So let's say I double hit a survivor while feral frenzy is activated. After the 2nd hit, the legion obviously goes into the cooldown.

    Then, that survivor would be afflicted with broken status effect right?

    That is how it should be working but obviously there could be a bug lately given that I haven't tested Legion Pin in a few patches now. You'll see Broken directly on their portrait at the bottom left - if it isn't working as intended then submit a bug report with recorded footage.

    Example of it here in this chase

    https://youtu.be/UjOPs6xh2VM?t=222

  • @ShamefulKing said:

    Terrified to go near them.

    Nope watched someone stuck in a hill earlier today - still not addressed. Killer had to basically knock him in order for him to get unstuck - which he didn't do for awhile so it was a 3v1 while crows hung over this guy's head

  • @HollowsGrief said:

    I for one love the "fck your pallet/window" build. Brutal + Enduring + Spirit Fury + Babooz. I run the green bow and judith's memorial add ons and oh boy you are scary to face. You might get gen rushed every once in a while if the map is super trashy (looking at you Ormond) but most of the time it's actually a really strong build. Rank 1 both sides btw, it's a powerful build not a meme build despite it's looks.

    Requires a bit too much game sense to constantly find stealthy survivors for my liking if you run 0 tracking perks and stack 4 chase perks but hey whatever works for you.


    I like Monitor & Abuse (Considering it as almost core even if you run Fragrant Tuft just so you can combo Infectious Fright with it), Brutal Strength, Pop Goes the Weasel, BBQ and Chili is pretty standard. Can replace Brutal Strength for Enduring by preference but I sometimes just change to another tracking perk like Whispers if I see an Adam and 3 Blendettes in lobby. Contrary to popular belief - stalking isn't some sort of reveal all for finding Immerse survivors

  • @CalamityJane said:

    Personally I'd be more likely to do all 5 totems just for the boldness points.

    If the Killer is afk there for fun - I go open all 3 chests, do 4 totems for boldness points then go do gens before prepping the last totem so I can instantly pop it as it turns into the Hex for my sweet sweet 1000 objective points and canceling Noed... in a perfect world if I wanted to even bother.

    Honestly the people who are wasting time vaulting in front of the AFK killer are doing it because they're playing it to interact with the killer and not just nuzzle gens with M1 and I don't really blame them on some nights. The others who " aren't " clearing all the totems are most likely just trying to get the game over with - or like me and doesn't give whether the killer has noed or not until they see someone go down to it (at which point I'll go around to the usual totem spots to cleanse it - if the killer hooks near the totem and just camps it then I just leave and let him have his 1 kill). It's basically how the game is played and the amount of tears around Noed, Bloodlust, Slugging, DS, BT, Pallets, Windows, etc. etc. is wholly unnecessary

  • You must be using your power and hit someone who is already in deep wounds to activate the pin's effect and cancel your power (it gives them the slight movement speed boost in exchange for it). It should not activate on first hit to every single survivor hit from healthy state while you're running around because that addon would be massively broken if it worked like that,

    Edit: This was technically changed since the original Legion concept in PTB when deep wounds mechanic was different than it is now and the power itself was much stronger and less punishing than it is now - while the wording in the text may seem unclear the one on the wiki is a bit more accurate

    Basically the Smiley Face Pin Brown addon (Blind for 60s) is a stretch usefulness that you won't be able to see most of the time. The Defaced Smiley yellow addon is a POOR man's replacement for Sloppy Butcher Perk and shouldn't see use it because 60s Mangled isn't really worth the slot nor effort

    The Legion Pin that gives 60 seconds of Broken is the only usable one to prevent instant heals including For the People Perk and Septics (If you see 4 Med kits in lobby - consider bringing it).

    -------

    Edit: All of this is incorrect as of 3.4.0 update to pins and the ingame description about applying any time killer instinct is active on the target survivor (meaning anyone other than your initial frenzy hit). Thank you for the ones below who enlightened me and I went ingame to try a legion game running both green and brown pins.

  • @EvilJoshy said:

    Title. I've heard the devs are looking at her add ons. WE ALL KNOW what that means lol. What do you think? 10 second cd between throwing hatchets? Can only reload every min? :P

    I'm 99% sure that it's a coming change to her Iridescent Heads (Only pink addon) that is reviled by the community and even Huntress mains - especially it's interaction with the Purple Infantry Belt that gives 3 one-shotting hatchets without any downsides.

    They'll probably significantly change this - make it so it has to be FULLY charged or have a minimum throw distance for it to be a one shot like 15m (Deathslinger's pink coin) AND just make it so the hatchets are completely set to 1 per reload so it can't work with capacity increases

  • @SirCracken said:

    Since the latest patch, for a brief moment after someone is shot they continue moving forward in the direction they were running.

    This allows certain shots that would have resulted in a hit in the previous patch now allowing the survivor to break free because of the extra leniency they are given.

    Considering the state that the rest of the game is in, Deathslinger did really not need a nerf.

    Probably a side effect of a some folks (not that your net is slow but there is some delay before your signals reach BHVR's Servers) and their latency with server and their new hit registration as I have noticed no difference at all or had anyone break free due to this. "Very occasionally" I am encountering those ghost survivors with 300+ ms that I clearly hit then they teleport before getting the speed boost from taking a health state off but that's on all killers if the survivor lags a lot

  • Bond is invaluable for solo play for general information and considered Meta by many solo queue players (including myself and a couple of big twitch streamers) as one of the best aura perks and only barely rivaled by Kindred to a lesser extent.

    It gives you information of people nearby for heals, for coop gens and their exact locations, whether teammates are on a totem or chest etc, HEALTHY folks being chased by the killer nearby. It also tells me when pallets nearby are being dropped so knowing which areas have already been weakened. The absolute best part of Bonds for Solo queue is that you can SEE where your teammates are trying to work on a generator and lure the killer away because the average pepega will go behind a rock and hide or into a locker at the sound of a terror radius... meaning if you lead the killer to the opposite corner of the map then even your potato allies might get a generator done or two.


    Empathy helps you setup for certain other perks and gives you better information on larger maps for injured chase state, pallets being used and being able to coordinate for your Healing Archive. It also tells you if your teammates are healing under hook after a rescue which has it's moments of being useful. It's more Niche much like Alert (both are useable just a bit overshadowed from my experience without the right perk synergy).

    Kindred is my other goto Solo queue aura perk because it gives your potato teammates information when you are the one being hooked and leads to less going to phase 2 on first hook due to two guys deciding to finish their 80s generators before coming to rescue while the 3rd gets chased. Also tells you the killers identity and if he is face camping or going towards you immediately after hooks (this can be mind gamed too but rarely something killers pay attention to from my experience)

  • The only thing bothering me is the really low bar you're setting for how many games you're going to play to "prove this" point.

    I've been tracking my last 124 survivor games so far on an excel sheet to see which ones I'm encountering and what perks I'm seeing at R1~2 just for personal reasons... yet this really provides the smallest of blips in terms of data. On the Killer side I stopped tracking survivor perks or number of "pepegas" vs good players because I started noticing the same person having GOD AWFUL games from one match to the next while being decent in another so it's harder to count consistency over the last 50~ or so killer games I've played as a red rank

  • @FrootLoops said:

    last time this challenge came up a lot of people said using BL kept them from getting it. I think it might be checking for the stagger condition, not really the height

    I can verify that I did it this time while using Balanced Landing Perk without any issues - just most people forget you have to be getting chased for the jumps to count.

  • There are a couple of Old-aryan and Noob3 fanboys that adopted some sort of game with "sandbagging" randoms - most of them have faded out by now but for awhile there after they put some "trolling" videos up I had to deal with the kiddies every couple of games - dropping shack pallet on my face as I'm being chased, repeatedly starting and letting go on the unhooking animation to replay the noise and snap your camera over and over again, etc.


    Haven't seen it in awhile that seems intention (the unintentional bad body blocks still happen but I can't really blame them for being bad so *shrug*)

  • With your average luck you get Macmillan Estate - Shelter Woods for this challenge and resort to leading the killer towards basement so you can jump down into it - take a hit. Run to the top and jump down again. Get unhooked/healed then do it one more time and walk away... literally the dumb flat map with a tree in the middle of it and ZERO landmarks. Worst map ever imo

  • It helps that the Nea ran into a dead zone rather than I don't know the immediate tileset on the right that led to a jungle gym...

  • My last 107 Games as Rank 1-2 Survivor with over 1000 hours (I play about half the killer roster as well if I'm on the killer side) - it's very subjective by person for sure as I see a lot more variance if I duo queue with a buddy of mine who is also red ranks

    Ghost Face: 13

    Nightmare: 12

    Cannibal: 10

    Executioner: 10

    Legion: 9

    Oni: 8

    Wraith: 6

    Shape: 6

    Spirit: 5

    Deathslinger: 5

    Plague: 4

    Hillbilly: 4

    Huntress: 3

    Doctor: 4

    Pig: 3

    Clown: 2

    Nurse: 1

    Hag: 2

    Trapper: 1

    Demogorgon: 1

  • @DetailedDetriment said:

    That's right, Balanced Landing now needs a buff or rework.

    With the recent release of the Cursed Legacy chapter, Balanced Landing was changed to no longer provide the stagger reduction when exhausted. With that nerf came the "buff" of it also removing the noises made when falling, and the grunt when landing.

    The clear thing is that the nerf heavily outweighs the buff. Balanced Landing is now the worst exhaustion perk in the game and generally just a bad perk overall. The perk is straight up useless in almost every scenario, especially on maps with little elevated surfaces.

    Now that the nerf is officially in place, it needs a sort of reverse. I'm thinking that the perk should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed, making the two extra parts act as passive perks rather than active perks with the exhaustion portion. It is Balanced Landing after all, not Elevated Sprint Burst.

    Honestly the only thing that physically hurts about this perk is the existence of Macmillian Estate - Shelter Woods - which is just one large area without hills or ANY way to activate this power short of jumping into the basement from the top. They really need to add a landmark build in there or at least make the center tree climbable in some way.

    The perk itself isn't very strong for sure but the very first time you use it against the killer - you will get SO MUCH space from it that it's pretty nutty due to how most verticals waste so much time for the killer - think Midwich or the walkways on Ironworks of Misery (Also a Macmillian map)

  • Not sure if Spirit has been amassing a whole list of what is so "unfair" about her but her animations or intermittent phasing or lack of window vault animation has NEVER bothered me as a survivor - nor seemed the strongest part of her kit when playing her. This is coming from someone who played maybe 100~ Stridor Spirit games since I like other killers more.

    Her base power is 176% movement speed over the normal 115% walking which can be increased to 246% with her pink Mother Daughter Ring (realistically more the 181%/186%/191% range is still significant with her other addons) combined with Stridor and cranked up Head-phones you can hear HEALTHY survivors breathing let alone the loud moaning that hurt survivors wail (and it makes Iron Will hurt people sound like normal injured folks). This means an above average spirit can be more than 90% sure where you are from sounds and combine that with basic game knowledge to smack folks at loops without having to. When I combine the MD Ring with the currently bugged Purple Yakuyoke Amulet (Increased duration which is bugged to also make her cooldown lower) can literally run right behind someone at a HUGE loop like Crotus Asylum Window loop, hear the guy vault over - turn around and catch up to them and hit them coming out of phase before they can make it to another loop. This is doubly the case when folks drop a pallet and I immediately just phase infront of him to smack him 100% if he leaves and AT BEST a 50/50 if he doesn't by phasing to the side they vault to or staying still while phasing.

    This is the part most people complain about... not the mind game portion of her kit which is faking a phase and having them vault into you - which would be completely fair if the other side of getting smacked at insane speeds didn't scare them into it.

    My only suggestion is to add visible ghostly footprints or soft padding noises to her phase walk but I'm not even sure if that would be enough to alleviate the issue from decent Spirits - let alone god level Killers who decide to run Spirit to make best use of their game knowledge

  • @Momentosis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1584508#Comment_1584508

    But then every other gen gets done as you try to defend this totem out in the open lol

    It was implied but you obviously don't die if the totem breaks - that's just the risk of running Hexes in general. It's gonna net you a few hits and possibly a hook without you dedicating too much to it - make use of the scenario instead of immediately going into a mindset that defending = loss game because it 100% isn't the case unless you sit ontop of it.

    Notice in the screenshot the guy is playing Hag with Mint Rag attached

  • I mean all in good fun - if anything having such a blatant hex totem can net you some easy hits by placing 2 traps like 10m away from it to cover the edges of the rocks. Hey look now you protect your hex AND a generator - I would say that's value.

  • Not really an achievement when a majority of this playerbase don't know what either of those terms mean

  • @DTJObe said:

    Good survivors don't need to play SWF.

    Bad survivors need to play SWF.

    If you need your teammates to tell you that the killer is coming, then you're not good at the game.

    Period.

    DTJObe is probably one of those kills that type "LUL SWF IS ONLY REASON YOU WON" against 4 solo queue players running Bond/Kindred. Your salt doesn't exactly make you a good killer either to be fair

  • The wiki has the information and has been mostly accurate from my experience - notice this on the wiki

    "Add-ons support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them."

    Example: The Ghost Face:

    A successful reveal fully depletes The Ghost Face's Power gauge and automatically deactivates Night Shroud for 30 seconds.

    This also applies to when the power deactivates from an attack whether it is successful or not while Night Shroud is active.

    Brown Addon: Walleyes Matchbook Slightly reduces (-4 seconds) Night Shroud Recovery time.

    Put your mouse directly over the "Slightly reduces" on PC only and it should display.

  • @Ichorious said:

    I’ve been looking into a lot of pink add-ons lately and I realized a lot of them would work well together to make me play styles that change how the killer is played or they’re just good, but they kinda suck when not used with other add-ons.

    That was until I came across hag. I do see why that would be over powered though.

    If you took off the “no teleporting” from waterlogged shoe, you could teleport to any trap anywhere(triggered or not) with mint rag, and the survivor is slowed by waterlogged shoe. It might not be too overpowered with one trap seeing as the hindered status movement speed reduction from the trap will make a survivor move at 85% speed while running, but with three traps, you could get a survivor down just below walking speed, while running. 7 traps(although impractical will stop survivors from moving for the duration of the traps if within range.

    This is already good chase and map control on it’s own but you combine it with perks like make your choice, dragon’s grip(maybe with mindbreaker for extra measures)in the ptb, devour hope if it doesn’t get cleansed in the early games and others, This imo would be a little insane.

    A fix to this MIGHT be:

    Waterlogged Shoe-

    Prevents the hag from teleporting to traps 8 meters within hooks and generators.

    Maximum hindered effect from traps- is 30-45% reduction(15% per trap, same as now)

    applies a hindered affect to survivors when in range of traps triggered or not(same as now)

    Mint Rag-

    allows the hag to teleport to any trap on the map(trumped by waterlogged shoe)

    Phantasm Trap Teleporting has a 15-second cooldown

    Although I’m no Game designer.

    Waterlogged on it's own is too weak and can only really be used mixed with bodyblocking traps so I suggested just getting rid of that purple addon and make it part of the pink addon to begin with since it is a different type of trap and gameplay option. I guess that's fine to try and adjust numbers to make Waterlogged possible to teleport with but would require very clear addon texts that is how the interaction works in that way otherwise Hags will flood to the forums that "This is bugged" etc. and be unsatisfied with it.

  • @csandman1977 said:

    Use the power to blow up gens from a distance or drop pallets or pick up pallets from a distance.

    Of course dropping pallets at the right time will stun the survivor.

    Or if not drop pallets hold the pallet up for a second or two.

    Pick up survivors from a distance to avoid pallet saves and flashlight saves. Maybe pull survivors out of lockers.

    Just a thought

    Let's run with this idea but give it some Behavioral DBD treatment.

    Cost 500 Auric Cells like other license killers.

    Standard 115% 4.6m/s M1 only killer Carrie White who has an intense fear of being ridiculed or bullied. Whose base power without addons slows her to 80% movement speed for 2s then allows her to channel and scream out loudly which blocks all pallets within her terror radius for 10s similar to the upcoming Blight's new Hex: Blood Favour perk (Hex allows a hit to make 16m surrounding pallets to be blocked by the entity for 15s). Notice the backwards but thematic design? Look at Midwich Map design - it's what they do.

    Enhanced Power: Whenever she is stunned for any reason, whether it be a pallet, Head-on, Decisive Strike'd, getting flashlight blinded AND when all generators are powered. She screams in agony and her entire body is covered head to toe by red blood. For the next 120s she has empowered telekinesis and can do each of the following actions one time.

    1) She gains a three time use set of floating kitchen knives around her that can be thrown much like Deathslinger's harpoon by holding M2 to aim then M1 to fire. You don't get a reload having to resort to getting "bullied again" and can only hold 3 charges at a time if you get stunned while holding knives.

    2) She can drop a single pallet of her choice by looking at it and holding M2 (She still needs to break it normally) - If it hits a survivor it reduces their health state by 1 (potentially downing them).

    3) She can channel her power for 1s on a downed survivor and instantly transport him to the nearest hook with a "fire and forget" mechanic like Cage of Atonement.

    4) She can channel on a incomplete generator a single time loud audio cue to everyone that it overheated before exploding for an up to 99% regression from any range by looking at it and holding M2 - the generator has the standard 3s pause in progression. But notice this power doesn't even work once all generators are done.

    Addons:

    Pink addon "Bucket of Pig's Blood" allows her Generator explosion to have a 3s visual and audio cue that it is overheating but instantly downs any nearby survivors. Another pinkon that makes her knives also deplete 2 health states if they land but reduces the charge to 1.

    Normal addons for increasing range, duration, activation speed of her base power. Purple addon that reveals pallets within 16m of the killer and reduces the pallet stun length by 15% (stacks with enduring).

  • From the Killer side the only thing I could even remotely agree with is smoothing the hitboxes so survivors aren't literally rubbing loops for the tightest loops possible because killers have bigger hitboxes BUT the entire blood lust mechanic was created to make this manageable. Honestly with the amount of loops that have been weakened and space between tiles being adjusted - if anything the sheer amount of pallets are the only time it feels like certain maps are "frustrating" for killers to deal with. Going against a terrible survivor who holds W and just drops every pallet as safely as possible when you aren't running something like Brutal Strength can still waste plenty of time even if you aren't kicking every pallet to down her faster. Future chases are definitely easier but I still to spend over a minute total stuck in kicking pallet animations because of their sheer numbers against even the most god awful survivors (who I can see don't even turn their camera at me).

    From the Survivor side - it's honestly a matter of game knowledge, awareness of surrounding tilesets and reaction time that makes each pallet loop a mini face off with the killer (not the horror element but that's expected once you cross a few hundred hours). Hugging a tileset as tight as possible without getting stuck and keeping tables on the killer's position surprisingly isn't braindead though not that difficult if you have the presence of mind to flick your camera accurately. Honestly if hitboxes for navigating matched without any other changes then I would actually be disappointed from the killer side how easy the game becomes (boring even) considering it homogenizes the gameplay even further (killers who have loop breaking powers and perks pretty much don't really need their extra mechanics or nuances learned like running faster wind up on huntress for that .35s increase.

  • Upgrading to Tier 9 on your Space Elevator and changing your electrical infrastructure to Nuclear Power.

    Oh was this not about Satisfactory?


    Watching the last survivor with his key running towards hatch - closing it then standing ontop of it to body block so they can't use their key while EDC slowly melts them. He didn't even try to run off for the door just crouched circles around me spamming M1 until the entity took him.

  • In the last 100 games give or take consistently being rank 1 or 2 Survivor (since when I'm play Oni it wouldn't count...)

    Ghost Face: 11

    Nightmare: 10

    Cannibal: 10

    Legion: 9

    Executioner: 9

    Oni: 7

    Wraith: 6

    Shape: 6

    Spirit: 5

    Deathslinger: 5

    Plague: 4

    Hillbilly: 4

    Huntress: 3

    Doctor: 3

    Pig: 3

    Clown: 2

    Nurse: 1

    Hag: 1

    Trapper: 1

    Demogorgon: 0 (I vaguely remember playing against one but I don’t have one recorded at all so...)


    Usually I chain a ton of games at once so it’s very common for me to get the same killer twice in a row – though they often enough change the killer inbetween matches. Bubbas tend to not for whatever reason as I’ve faced the same Insidious Basement Console Bubba 3x a row once which is why I still say that’s a rare strategy to see in red/purple because I think the guy was trying to derank.

    This obviously doesn't reflect their respective powerlevels - it's just 1 data point and why one survivor's experiences may vary greatly form anothers

  • @stoudbaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581030#Comment_1581030

    How did oni get there?i rarely play oni but most are good with him from what i seen so what do you use as oni

    I used to rank Insta Saw Billy up there with Omega Blink Nurse back in the day since getting sawed in half when the exact situation today would at best result in an M1 is ridiculously strong.

    Current Oni running the Green Addon Scalped Topknot (Reduces Demon Dash charge from 2s to 1s - which is MASSIVE if you consider many other killer's run things that reduce windups by as little as .25seconds) makes him able to smash survivors with even minimal mind gaming space - the window for a survivor to escape the bat is VERY slim to nonexistent especially if the Oni knows how to Flick and understand his ranges. Combine that with a purple addon Lion Fang for maximum Blood Fury duration (You can even get away with the other duration increasing addons too) and your ONLY condition is to get that initial ball rolling by hitting survivors.

    The non-heal meta to try and power gens actually helps you maintain your snowball and tracking even better - reaching a critical state of blood orbs where you just constantly have your fury up. Forcing survivors to heal actually plays into your snowballing as well since demon bat instant downs is even more valuable if they spent time healing one another. It's a no-win situation unless they completely shut you down from the start by preventing a single wound while you're a basic M1 killer.

    The thing is even if the survivors do an amazing job and split and do generators AT best you have 2.5~3 gens done before you start your first power if you are playing properly - if you are running these two addons it's actually very possible to end even the most coordinated teams (albeit quite a bit harder) and generate additional power.

    The only real way a great Oni loses matches are unfavorable indoor map conditions with verticality (though not impossible), basically going into the 3.5~4.5 gens done stage before getting any sort of snowball rolling in which case it's just too late no matter if you can end chases within seconds or not. Unbreakable + DS is powerful but literally will not result in situations where you can't just gather more blood and wreck them over and over again once. Now move onto the average team? They don't even know what happened when the entire team is on hooks while they barely finished 1~2 gens.

    Last thing for perks: Infectious Fright (Cannot be replaced - the value of this is too high on making the most of Blood Fury). I personally always run Pop goes the Weasel over Hex: Ruin due to RNG of totem placement - do not run Surge as it does not work with your Demon Bat. Corrupt Intervention to increase your chances to start your ball rolling (The competitive counterplay against Oni running this perk is to just fully immerse all 4 survivors until this runs out but your matchmaking games WILL NOT do this 99% of the time), M&A is a popular alternative here though I personally don't use it. The last one I prefer running Whispers but this requires good spatial awareness of ingame distances to be the best. Discordance is the popular alternative for this to keep a good tab on what to pressure - down near there Pop after the hook.

    P.S. Obviously there is personal bias here but while Stridor Spirit and even PH is easier to use than him - Oni rivals them for top tier for me with a higher skill floor.

  • Honestly getting a ton of console killers and survivors lately that play with some mindbending 200~300ms. They tried to address it with this latest "Hit vs Server Detection" patch they put in last week but I'm not sure if I'm biased in remember some of the nutty hits still where I vaulted a window - got to the pallet and started the animation to drop it then get downed back at the window again.

  • @RizeAki said:

    Are you sure? I’ve T3 key users before and they get stuck unable to open it and become an easy down

    Purple and pink key M1 should "not" be effected by Madness Tier 3 currently so not sure what you experienced there.

    Honestly this will probably devolve into the common "keys are broken" conversation anyway but as it is right now Madness T3 preventing key usage would be fine for me - honestly wouldn't mind seeing the entire system of keys, hatch, EDC door mechanics and perks being revisited but that's for another thread completely.

  • Spirit power suggestion - give a better audible for where she is during phasewalking in terms or actually give slight visible footsteps during phasewalk. For compensation give her more phase walk movement speed and or duration by default then a new pink addons can be used to multiply footstep visuals or make noises near every survivor or even obscure them (as an indirect nerf to get the less visible spirit in exchange for one of your addon spots)

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/186972/bodyblocking-sucks

    I do think a Perk: Hooker that allows the Killer to ignore Body Blockers entirely, pass right through them with package within 3/6/9 Meters from a Hook (depending on Level of Perk) and with a side benefit of being able to Hook faster might be an interesting addition. But bear in mind, I think Body Blocking is a perfectly acceptable and necessary tactic. I just think a Perk to help deal with it might be nice. After all, we have a Perk that totally eliminates Flashlights. :) Or to keep it simple:

    Perk: Hooker

    The Killer may ignore other Survivors when carrying a victim to the hook when when within 3 Meters of the Hook. In addition, the Killer may take a Survivor off the Hook and attempt to carry them somewhere else (and even rehook). At Level-1 they get 10 seconds for this new trip, At Level-2 they get 15 Seconds, and at Level-3 they get 20 Seconds. *Survivor can start to struggle fresh as normal each time with zero bar.

    I honestly do not see the point of rehook other than some Mad Grit perk hilarity or juggling someone until you get them to the basement to make your entire build a basement camp (just unfun for the survivors due to lack of interaction).


    As for bodyblocking in a huge number of cases it's just free hits for you as a killer while the survivors get protection events (for the archive or WGLF stacks) and should in theory never result in you letting the survivor struggle out - at worst you have to drop the guy. I watch lots of pepegas rush me when a guy is on last hook when I picked him up like 5m away from a hook and I get 3 hits + a dead hard out of it and still hook the guy without any issues without running any perks for that situation... the only time bodyblocking becomes a "problem" for the killer is when the gates are powered and they protect the last injured guy but if done correctly they SHOULD be able to save that last guy. It's one the only way to really break Bloodlust 3 if done correctly as well when you've been looping forever and you pray someone on your team is even somewhat aware AND running bonds to help you out

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