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ZCerebrate

ZCerebrate

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ZCerebrate
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  • @onemind said:

    It was your idea to have the perk deactivate when doing an action "Any action such as doing a Generator, Breaking a Dull or Hex Totem, Opening a Chest or Healing another survivor (Receiving healing is fine) will cancel DS."

    The end game should be baised around teamwork not a perk or perks and yes bt is a perk but it was baised on a teammates actions not I got off the hook In any way.

    It takes around 20s to 95% recover unbreakable takes that down to around 14s you have a 3s cool down for a hit you get nothing for downing someone with unbreakable ds because in the time you get near the savior they are back up and sometimes you cant get the savior like they get to a good pallet or window and the other player is infront of you why would you not hit them down with the change it will make it around 40s to 95% and around 32 with unbreakable but a teammate ingores that makeing it 20. Again teamwork should be better than a perk.

    And dont talk about entitlement

    "You could virtually double the 60s to 120s until having to be rehooked"

    Anything in qoutes can be found in their post

    You directly said "or the random taps heal on you" which again would not deactive it... you have full control over when you deactivate your own revised DS by choosing to do an action.

    Let's use accurate numbers for slugging first. Recovering from the downed state to 95% takes 30.2 seconds. Unbreakable reduces it to 20s to stand up on your own (19.7seconds to 99% yourself). Get a mental feel for how long that is and you will manage this much better. Slugging for an indefinite amount of time isn't any healthier for the game given how powerful slugging in itself is for creating snowballing pressure as the killer.

    The bottom part where you snipped a quote from my reply then didn't address it or were you pointing out that you know how to copy paste?.

    I addressed your original post by stating that just making it so the DS running survivor has to do an action himself to cancel his DS would be a simpler solution to making DS a fully "anti-tunnel" perk without creating further anti-synergy and conditions as it isn't necessary. Entitlement is wanting to simplify the game further and prevent the opposing side from having counterplay or options. You, Onemind, want to "encourage" more Borrowed Time perk usage while thinking that a 3s sucessful attack cooldown for a free down with 0 chase and immediately beginning a chase with the unhooker is unfair is frankly baffling. Even hitting into BT will cause a 12s mend for that person - who cares if he walks away as you go after the unhooker now.

  • @Crypticghoul said:

    Corrupt Intervention and walk straight to the white gens with whispers. I have yet to have a game where I don't find somebody within 20ish seconds.

    And then you have that truely sweaty "wannabe" tournament SWF that waits out the corrupt and just tries to immerse and maybe do a totem or search an outlier chest somewhere. It almost never happens for sure but when it does - it's just a frustrating 2 minutes and why I prefer running Whispers.

    Also Trapper and Hag want this to happen but the average momentum-based killers running CI as a slowdown perk would feel start to rage if survivors actually got wise as a whole.


  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613058#Comment_1613058

    I made the idea for the changes reason for change 1 is to encourage others to run bt so both sides are benefiting the killer gets rewarded for surivors that don't run perks to help others and dosent get punnished for not haveing a counter at the gate reason for change 2. I thought about haveing it deactavate like you said but what if you start healing or the random taps heal on you free tunnle food thats no fun and the reason for 3 is if you do tunnle unbreakable will be less effective and haveing a teammate heal you is better that way the killer has pressure on 2 or 3 surivors

    1) No idea why people need to be encouraged further to run a 30% (Top 4) Meta perk... "Counter at the gate" situations with Deliverance, DS, Unbreakable on first hook means that person played his build correctly to get his full value from it. If he doesn't have Deliverance that means someone is required to rescue... down that person or whoever is "trying" to lead you away and hook him. If there is no reason for the survivors to return even after EDC is already activated then they just leave... no daring rescue attempt to lure you away or attempting to overwhelm you knowing you don't have STBFL on some M1 killer. That's just removing gameplay interaction because you "can't be bothered"...

    2) A random taping you with a heal does not deactivate the revised perk. Read the post again - YOU as the unhooked person running DS has to make that decision to heal someone else because it's "safe". Also means the person who unhooked you is also injured so both of you are equally likely to be chased if that "heal under hook" play is what you settled on without even letting him heal you first.

    3) Even with Unbreakable - you are still pressuring multiple survivors (a minimum of 2) who are not doing generators. Even better if that person stands up and you immediately knock him down again - you know that person's unbreakable is down for the rest of the match. It's an anti-slugging perk for a reason because that generates just as much "whining" from everyone when the way to win is to just keep everyone on the ground and never hooking to save precious seconds. The idea that "free slugging" an unhooked person needs any more pressure than that already, that guy is literally doing nothing for 20s at least while you chase someone else (1 more person doing nothing) is just killer entitlement

  • If it was exclusively a non-ranked bloodpoint rewarding Kill Your Friends mode then why not. Will it take significant programming from the team to get it up and not be bugged to all hell (adjust UI, net code etc etc)? Probably.

    I vote they worry about the dozens and dozens of other more pressing issues rather than worrying about something like this that won't really net them any more revenue (The most probable reason it won't come to pass).


  • @Avarice10 said:

    It's getting confusing, places where there used to always be a window are getting blocked up and I end up running into a dead zone and dying. Can't the Devs get the balance of windows and pallets right the first itme? Evidently not.

    They've nerfed some locations that had near infinite loop potential or with destructible walls (New Bedham Preschool map and Garage building type). Limited randomized window spawns have been part of the realm generation forever, if you're running into dead zones constantly then you'll learn to avoid those soon enough or at least checking it in passing. I mean, running into a dead zone of a map is literally part of the game especially if you were zoned there by the killer for an easy down.

    It's actually still very unbalanced on certain maps and can be god awful dealing with Pallet, Pallet, Vault linked tilesets on Ormond or Hawkins still (Probably 2 problematic maps with a pallet issue for survivors who can't deal with them easily like PH, Nurse, Huntress etc).

  • The much simpler solution if people are so worried about weakening it but maintaining it's "Anti-tunneling" power when clearly the guy is blazenly in your face hoping you waste time on him while his UB/DS combo is up (amirite? This is the main concern for killers on this forum).

    Any action such as doing a Generator, Breaking a Dull or Hex Totem, Opening a Chest or Healing another survivor (Receiving healing is fine) will cancel DS.

    Boom. Got unhooked by a fella while he is being actively chased by the killer with no BT (Doesn't even body block or is injured himself?) Hey look the Killer has to leave you on the ground still, you're doing absolutely nothing on the map until your Unbreakable combo or someone picks you up (wasting another survivor's time). If a Killer out there is complaining about not being able to rehook immediately from a free down like that with 0 chase then they've lost sight of reason.

    You could virtually double the 60s to 120s until having to be rehooked and I would gladly take this change as a R1 Killer KNOWING that the unhooked guy isn't doing ######### and any survivor touching a generator is fair game.

  • And this is why when actual good suggestions and feedback come "In that sub section btw" - they're mostly ignored or buried.

    Please reconsider the relative "balance" of the game still being survivor sided and exhaustion perks being the way they are because the versions of the game created even less interaction between killers and survivors than they do now.

    Exhaustion addons mostly effect Dead Hard (Almost not at all on Sprint Burst or Head On, You can play Lithe or Balanced Landing around it as well). Given that about 35%+ of the "meta" uses Dead Hard with Sprint Burst being in the 21~25% range... having a powerful addon that deals with it is perfectly fine.

  • @adsads123123123123 said:

    What does it mean by look angle?

    It allows you to turn your camera fully while running by in Rush - allowing you to line up your next shot easier and occasionally land you cheeky lethal rush angles you wouldn't be able to.


    As to OP - it's his strongest single addon outside of his Ultra Rare Compound (I guess potentially his Blight Tag if we all git gud) and Aura revealing ones. It pumps up your map traversal speed (Blight's biggest strength) even further, extending it by as much as 6 seconds and reducing the cooldown through charge renewal (1.33s per instead of 2s per). I haven't had trouble landing lethal rushes with it even with a "90%" turning reduction and hardly noticed the effect of turning addons (Green or Yellow ones) to be bothered enough to run either or call this one a "downside"


    @Slayer192845 Don't try to Counteract the downside with Umbra Salts Green (or Plague Bile Yellow) which is a 13% (.92/s Turning Radius to 10% (.88/s)Turning Radius increase while rushing. Adrenaline Vial's reduction is supposedly 90% meaning you go from .8 per second to .08 per second. Both turning addons are underwhelming for a reason


    @ZCerebrate said:

    At Day 1's close – Just some of my thoughts for now especially after testing the addons and looking up the numbers.

    Skip down to the review list below if you wish:

    115% M1 Killer which is basically like everyone else other than Hag, Nurse, Huntress, Spirit, and Deathslinger. Rush movement speed in power is 230% (Equal to Billy’s chainsaw sprint at 230%), more than Legion’s 130%, or even Spirits 176% Phase walks (Only dwarfed by Mother/daughter ring Spirit which is 236% but that should honestly be nerfed or a bigger downside introduced). Meaning his patrolling speed is top tier atm especially when making use of BBQ Chili information off a hook.

    Each rush lasts a max of 3 seconds or until collision with a default of 5 tokens (2s recharge per token so a max of 10 seconds) – with each slam giving you a 1 second window to change directions and charge again. Fatigue is 2.5s coming out of it.

    His chase potential is actually mediocre, having no lethality like many other killers and basically being limited to Save the Best For Last Perk (Which is Demogorgon level atm since Letha rush doesn’t drop stacks) to benefit fully from “too many survivors” bunch together or rushing the hook.

    ----------------------------------------------

    Ranking everything out of 10 for usefulness from my prespective as a R1 killer aiming for 3K Hatch or 4Ks - I do think

    I. Unique Ultra Rare (Pink) Addons:

    -----

    1) Compound Thirty-Three: Hinders nearby survivors for 3 seconds whenever you slam into something near them but really doesn’t have a downside + it gives you extra blood points as an event. They gave it the break pallets+breakable walls effect with rush as well so as it is – it’s a top tier addon that the survivors have to alter their behavior to deal with it directly.

    10/10

    2) Iridescent Blight Tag: Using all your rush tokens is a bit difficult especially if you are actively trying to take that high risk final lunge just to do an instant down. It’s probably going to take some practice – I couldn’t really pull it off in any meaningful way but maybe folks will run it with the yellow Shredded Notes (Reduce Max Rush Tokens by 1 in exchange for Token regeneration time) and see better results. Even still it’s a lethality addon on someone who could use it I guess so…

    5/10

    II. Unique Very Rare Addons (Purple):

    -----

    1) Soul Chemical – Reveals survivors within 8 meters while rushing. Surprisingly a good amount of information while running around – especially for folks who like to crouch and hide with urban evasion when they hear your terror radius. It doesn’t give the survivors advanced notice you are running the addon either so has good utility for no real downside.

    8/10

    2) Alchemist’s Ring – Instant Recharge of Rings upon hitting Lethal Dash. Completely negates the cooldown after your 2.5s fatigue to dash again immediately – gives you a lot of potential to run down those holding W trying to make it to the next pallet using that injured speed boost. Potential is there once you get good at being the pinball.

    7/10

    3) Vigo’s Journal – Gain Undetectable Status while rushing. This thing is ridiculously strong on most maps, even with the steps and screams he makes while running around in rush – it’s just obnoxious to play against due to the sheer speed he comes in. Requires some knowledge and can’t be useful 100% of the time but still top shelf.

    7/10

    4) Summoning Stone – Lethal Rush blocks pallets in 12m radius for 6seconds. A poor mans version of his own hex perk… The duration is far too short to make anything out of it usually other than isolated perfect scenarios or just to make the guy think you’re running the hex. You can down somebody at a pallet and pick him up instantly and not be worried about getting pallet stunned - there's your niche.

    3/10

    III. Unique Rare Addons:

    -----

    1) Compound Twenty One - Aura Reveal within 15m whenever you Slam. Bursts of information but a weaker version of Soul since there are large gaps in information too depending on the map. You ‘can’ use it sort of like a doctor static burst so there’s that. Even still I’ll rate it below the purple one even with higher range… which still puts it at useful as an aura reveal without giving obvious tells to the survivors.

    7/10

    2) Adernaline Vial – Improves token regeneration to 1.33s each, Increase Maximum Rush Look Angle which is basically just so you can survivors in your FOV before you collide to get more out of your next rush (Actually more helpful than I thought). Increases your maximum rush tokens by 2 and with a get this "90% turning radius reduction while rushing".

    In theory the importance of lining up your angles from slams and potentially being fully wrecked by 360s should be a problem... but whether its bugged or something you can see how underwhelming the turning addons are at the moment because how much that reduction doesn't feel like anything at all here AND you get an additional 6s of running time for covering the map. This has the potential to be oppressive on wide open maps similar to mother daughter ring on Spirit. This addon plays to Blight's strength even when run alone and I'll rate it as his strongest non-pink addon for that reason.

    Tried it a few more games and felt the turning debuff a bit more - still wasn't enough for me to lower the rating on it though.

    9/10

    IV. Unique Uncommon Addons:

    1) Shredded Notes (Improves token regeneration to 1.66s each, reduces total tokens by 1). It’s a niche perk that I can only really see being used with the Ultra Rare Blight tag to get more insta-downs.

    4/10 on it’s own but with that combo it has more potential if you can get “git gud” at last lethal rushes.

    V. Unique Common Addons:

    1) Compound Seven – Automatically face the nearest survivor within 16 metres after a Slam. This is a god awful addon for two reasons… in many cases it will just auto turn your camera im a completely confusing way – aiming it directly at people that have obstacles between you and them then you have to turn it away. If it actually helps you – more than likely you have collided someone when the survivor has absolutely no cover and you should not be using this anyway.

    It’s like a reverse training wheels as it might give you bad habits with the NICHE upside of maybe allowing you to find the general area of survivor within 16m if you aren’t running the aura addons. Someone else made a whole post about it being helpful if you flick your bounces and let it guide your last bounce shot for you but I felt disorientated using this after running all the other addons first and multiple games.

    2/10

    2) Chipped Monocle – Displays the target location of a slam: Honestly yet another training wheels addon that should just be part of the base kit… but unlike Nurse and maybe Doctor… why the hell anyone needs a circle in the middle of the screen for this simple mechanic is strange to be honest.

    1/10

    3) Placebo Tablet: Decrease rush movement speed to 215% but get more blood points while getting Rush Score evens by 100%. It’s a troll addon – move on.

    1/10.

    V. General Addons that have similar effects:

    -----

    1) Fatigue Time Reduction: base of 2.5s

    Brown addon Foxglove (-.25 s) making it 2.25s

    Yellow addon Canker Thorn (-.5 s) making it 2s, Stacks to make it 1.75s at best.

    These are just obviously strong addons while they are just boring. Getting almost a full second back off of missed rushes or after using it to close distance is massively powerful and usually save you a bunch of time while allowing Blight’s power to be much more forgiving in picking when to use it. It might build bad habits but there’s probably a reason a higher level version of this addon doesn’t exist because like Legion’s old fatigue reductions it would be run constantly

    7/10 for the yellow one but might even be worth stacking both for that budget general purpose build.

    2) Increases Rush Movement speed for each consecutive rush addons:

    Blighted Rat Yellow Addon with 4% ea for 234% to a cap of 240% (258% with Adernaline Vial)

    Blighted Crow Green Addon with 6% ea for 236% to a cap of 260% (272% with Adernaline Vial), Stacked without penalty it seems for 240% to a cap of 280% for 3 seconds.

    I honestly think this addon will be the sleeper hit once folks gets even better with Rush – at the very least flying around the map at even faster speeds puts immense pressure on survivors similar to Ad. Vial green addon. I tried both together only once but it didn’t seem to penalize each other – If you’ve ever run double engravings Billy it’s similar. The slight adjustment in speed if running people down might throw people off when lining up angles at the slam but I didn’t have any issues with it – if anything it only seemed to help me.

    I’ll rate the green one at 6/10 for the green but the yellow is useable in a pinch too.

    3) Turn Rate increasing addons turn your Base Rush Turn Rate of 0.8/s to:

    0.88/s (Plague Bile Yellow addon)

    0.92/s (Umbra Salts Green addon).

    I cannot even confirm whether this goes to 1.01/s if stacked because it was hardly noticeable even while running both. Generally speaking those minor underwhelming adjustments might make that fraction of a second difference at high levels but it was too minuet for me say I’ll be willing to run them over any other addon. Let me know if you guys feel differently.

    Seems like it's the amount you can slightly curve to allow you to hit objects you normally wouldn't be able to. I could hardly tell but I'll raise the grade by one to 3/10 as it could make a difference.

    Tentatively 3/10 for both.

    4) Increase Slam duration addons

    Rose Tonic Green Addon (Making it 2s to line up your rush after slam)

    Pustula Dust Yellow Addon (Making it 1.75s to line up your rush after slam)

    These are the true training wheel addons in my opinion as it really shouldn’t even take you the full default second to line up your next rush. God forbid you need 2.75s by stacking both of these… I didn’t even see much mind game potential from holding your slam for so long but maybe somebody else can.

    1/10 for both.


  • @CaulDrohn said:

    S:

    Meg (Sprint burst and Adrenaline are meta, Q$Q has nice utility with other perks liek Headon / Lithe)

    Laurie (DS is ultra meta, OoO is ridiculous in SWF, Sole Survivor is forgettable)

    Bill (BT and UB are meta, Left Behind + Key is free escape)

    A:

    Dwight (Proove Thyself for doing gens together, Bond for seeing auras esp in solo queue, Leader is niche)

    Claudette (Self care good for solo and beginners, Empathy for healing builds and info in solo queue, Botany is decent for healing as well)

    Jake (Iron Will is meta, but Calm Spirit and Sabotaur are only niche perks)

    David (DH is meta, But no-mither is detrimental and WGLF does not help you at all in game, but the bonus BP are nice)

    Nancy (Inner strength is great, Fixated gets some use form time to time, Better together is underrated, imo)

    Cheryl (Soul guard is really strong with UB, Blood pact is really good for two-man swf, repressed alliance has some utility, but you need aware team mates to continue your work when you are chased)

    B:

    Feng (Lithe is ok, but SB/DH works better, Alert is nice information perk for solo play, Technician is underwhelming)

    Adam (Deliverance and Auto-Didact can have a real impact, but they are not consistant enough, Pepple is meme)

    Jeff (After care can be really strong, Distrortion is great for intel of the killers aura perks, Break down is ok but seldom used)

    Jane (Head-on can be really strong esp with Q&Q, Poised and Solidarity are difficult to use efficiently)

    Zarina (FTP can really make a difference if played right, Of the record is underrated imo, Red herring is seldom used and meme)

    Felix (Visionary sort of weak, but it can show you 3 gen setups liek dejavu, Desparate measures really shines if many are injured, Built to last is niche, works good with ranger medkit or puplre flashlight, i guess.

    C:

    Nea (Urban users often do nore harm then good, Balanced Landing is ok but not great anymore, Streetwise underwhelming)

    Tapp (Detectives Hunch is great for finding totems, Tenacity is good on paper, but often your are not left on the ground, Stake out is just plain weak)

    Kate (Dance with me works good with lithe, Windows for some info, Boil over does nothing except maybe on indoor maps)

    Yui (Break out is the only perk besides No-Mither to remove your blood trail, but its to limited, Any means necessary is a meme, Breakout needs some dedication to get use out of it)

    D:

    Ace (All his perk do nothing on their own and requires some other perks do get something out of them. Up the ante is trash, Open handed can be good with other aura perks, Ace in a hole does not do much if you do not dedicate yourself to open chests or want to keeep your rare addons)

    Quentin (Overall relativly low impact perks, Pharmacy is nice for getting green medkits, Wake up is very situational and rarely has an impact, Vigil is totally underwhelming)

    Ash (With the gutting of Mettle, all his perks are underwheling or plain bad)

    Steve (Second Wind sounds good, but is hard to pull off, Babysitter is underwhelming, Cameraderie is a joke)

    Agree with most of this list with minor quips - to each their own though.

    1) Adam and Jeff are probably C tier. Adam's Auto-didact is a pretty bad perk in most games and takes quite of few conditions to overcome the opportunity costs lost building it up each match. Jeff's perks are mediocre - Distortion's biggest problem being encountering killer addons that eat through charges while giving you hardly any information without intimate game knowledge... in which case you will sense that information without needing a slot for it.

    2) Questionable putting Cheryl above Zarina while acknowleding the power of For the People and even Off the Record. Both could be B together or C together if you're putting them on the same level as Adam or saying they each got 2 viable ones each.

    3) Quentin's Vigil is actually being underrated here because regardless of any effects the killer brings (like Clowns, Freddys, most Huntreses) - exhaustion recovery is going to have a general impact on every match and occasionally even during a single chase. Probably would put him at C above Ace, Steve and the gutted Ash.

  • @gatsby said:

    I've seen lots of Survivors across all ranks (yes, even at Rank 1) who don't run exhaustion perks. I just don't get it. Exhaustion perks are probably the best perks to help extend chases and there's no real downside to running one of them.

    What's the mentality behind not using exhaustion? I'm generally curious

    It's less about being "optimal" and trying to quell boredom by trying different build ideas - ones that might require the synergy of all 4 perk slots.

    I mean you can't run an exhaustion perk when you're running Visionary, Detective's Hunch, Deja Vu to find those pesky hidden generators and a handful helping of Repressed Alliance to keep that dirty bla... generator down.

  • @Mtom912 said:

    Pretty sure Prove thyself only applies to the survivor with the perk, so the other survivors still have the 15% efficiency decrease

    "For each Survivor other than you, gain a stack-able 15 % Repair speed buff awarded to all repairing Survivors within a range of 4 metres up to a maximum of 45 %."

    It's been that way since the ver 2.5 change when it used to give 10% each. Then in ver3.7 with the Toolbox nerf when it was buffed to 15%.


    You're thinking of OLD Prove thyself that gave 3~9% bonus to everything to yourself depending on nearby survivors, while Leader buffed others but not you.

  • Seems awfully similar to fueling a boat or car in Friday the 13th. Not saying something new wouldn't be interesting but does this mechanic have even more interaction with perks and powers that need to be taken into consideration... especially if we're going as far to make it into a carry item (so just randomly strewn about one at that) and making things like Franklin's Demise now the "Meta" perk.

  • @IshinSolarc said:

    Do you guys think is there a way to make a better Bloodweb?

    There's lot of repetitive add-ons that are stacking up to 30 on my invetory already and they are still appearing on the Bloodweb making me spend an absurd amounts of Blood points if I want to get an perk which is beyond it. It's really bad if you want to get to use teachables on a new survivor/killer that you just bought and have to grind over 2 million BP just to reach lvl 50 and still have to get add-ons that you have more than you will use your life time.

    Shouldn't there be a limit based on how many add-ons you already have to avoid it appearing on the Bloodweb again until you have used at least one? Like 10 would already be enough, and if the player used it, he could get it again in the next Bloodweb.

    It's a minor thing that doesn't bother me since addons no longer get saved for escaping successfully so if you burn through them - especially on survivors you already got all the perks on (You'll get more items by opening chests during matches - but you have to just go through blood webs at that point).

    I want better bloodwebs like removing the tiers from perks or reducing the cost of each web since this game is insanely grindy for new players coming in... but addons stacking up really never bothered me. Just use them even if they suck

  • @CrowVortex said:

    Had a few survivors run in there and pretty much go 'Oh #########' as they ran into the breakable doors and then get downed. I like it, it's no longer safe compared to the original map. There's like 2 doors on the house you'd probably want to leave too. Now if they could only do a haddonfield map touch up to reduce the infinite's there with the building's, especially the house with the stair window vault that loops into the mini basement with the pallet.

    That same garage house is here on new Bedlam Preschool and they made it stronger for survivors by adding a breakable on the doorway as you come up the stairs (while one of the two windows will be open on either side of it). *Guess that's strategy* though if you choose not to kick it and walk all the way around the front door to get to them...

  • @SloppyKnockout said:

    Shack does not need a breakable wall. If you can't mind game shack as a killer, either get better or stop playing killer lol.

    But as for school - it's as I said in another thread. This will only create better survivors. No more "better run to the super safe building with sometimes 2 god pallets that exist, as well as a pseudo infinite loop and hump it until the killer leaves, then pretend I looped well". Even a mediocre survivor can do well at that loop without those breakable walls.

    Its not whether I need that breakable at shack to down a majority of survivors but it does help certain killers make shack unsafe rather quickly even mid chase - it's something that works on saloon shack without much complaint so I didn't see why the idea was dropped anyway.

    The whole mechanic of breakable walls was sold as something that would add another level of thought/strategy to the game... many even imagined it to be so.

    Just thought the whole point of breakables was for strategic incentive on choosing when to break a wall (especially on killers who don't instant break with Shred or chainsaw) during a chase or lull. They could've just reworked it like the Ironworks of Misery loop rather than putting in an odd breakable that should never be broken. It's like they went for the theme of "Hey someone came and boarded up this door, remember that?" rather than just address the derp loop normally and put more breakables in other places (They sort of put one in garage and the house on bedlam but they're in pointless spots - especially the garage one that only helps survivors by stopping the doorway but guaranteeing one of the windows being open.

  • @Flawless_ said:

    If there's a survivor on the gen you are approaching that means you either need to drop chase or ignore it's effect. Not to mention if there's only one person working on it most likely it won't be touched for the next 30 seconds anyway since you will be chasing or will hit the survivor at least once which means they'll be injured anyway...what's the use of a perk that makes me go out of my way to get value from? The only killer I can think of that can benefit from this perk is the Hag OR if you corraled survivors into getting 3 gen'd which rarely happens against competent survivors to begin with.

    It would be stronger if Overcharge was a good perk (Fixed the tap and skill check while you running mechanic) for 3 gens, if the scream worked properly (bugged currently with not giving you a visual notification at all - just a barely audible one) and if PGTW, Overcharge or this also increased the normal regression time slightly to incentive stopping it. Currently generators don't go down fast enough other than that 25% smash or if Ruin is currently up (anti synergy here) that it's not as value of a perk as people were hoping for

  • @gatsby said:

    As a Killer, the entire way you play the game centers around generator locations. Ideally, you'll try to manipulate chases so Survivors stay near generators, which saves time for you when they're downed and increases the odds of the Survivor interrupting gens being worked on.

    But with Visionary, Survivors can do the reverse. They can see which map geometry doesn't have generators and intentionally lead chases away from the important sections of the map. Basically, if you play around Visionary's generator Auras you can easily make Killers leave you or take extremely costly chases. Even early game, you can be intentional about saving pallets near generators and going to areas that have no reason for the Killer to chase in.

    I hit Rank 1 Survivor yesterday because of Visionary. I'm almost always a Rank 1 Killer, so adding generator Auras to my perk loadout really turned on my Killer mindset to help me with Survivor games.

    Can't see this as information you wouldn't already have by paying attention to gens popping, looking around for spotlights and general experience if you play enough. The exception maybe being certain indoor maps like Hawkins or Lerys if the guaranteed gens have already been finished.

    Also Bond naturally does this but lets you avoid terrified randos who get off a generator if they hear a heart beat - so you encourage them to hold M1.

  • @Animator said:

    Update the Intro of the game, now there is a standard game trailer.

    How else will people know Jake is an absolute chad of a Gen Jockey, Claudette is clueless and gets grabbed off gens ... Dwight is crouching behind a tree doing absolutely nothing while Trapper Face camps. It's an accurate introduction to the game for new players


  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1610158#Comment_1610158

    Maybe. Generally speaking I don’t yet see much advantage in using a fancy pants maneuver when you can just use a basic attack and get the same result.

    The tradeoff comes when you zone a survivor who dropped a pallet (don't just auto kick it when they drop it infront of you if it isn't a god pallet completely cutting the map in half).. kick that pallet in a survivors face then get a guaranteed hit by running him down with Lethal Rush while he tries to make it to the next tileset.

    Also on some loops that fancy pants move will result in a down that would normally just result in a pallet drop or window vault if the survivor plays it correctly - there's a learning curve for that but you'll start to see it.

    Map traversal with a maximum 12.5s cooldown (reduced to 9.1 seconds or even 9.3 seconds with an additional 6 seconds of 230% movement speed) can't really be beaten... even Hillbilly has trouble covering the same patrol paths at an equal 230% speed if you are using your power to close distance like you should...

    A small perk according to some people is that, much like Demogorgon, M2 can be abused to maintain your Save the best for last perk stacks when chasing down the obsession though not as easily as there. I personally would opt for making lethal rush a basic attack (as the only real buff eventually after people get more used to him) much like Nurse's Blink Strikes to help diversify "optimal" builds. Applying Lethality, Sloppy Butcher among other things without having to force yourself out of it at times would make him smoother to play and put him in a good spot.

  • @sluc16 said:

    I'm playing against the new killer, and this BS happens.

    https://youtu.be/6Mo03wB_6eA

    Since forever. Even with the new 60 tick rate servers, if the killer's latency is terrible you can drop the pallet and start walking 5m away and still take a hit. It's a similar reason why survivors will still complain about inconsistent Dead Hards (Though it might not really be warranted usually there)

  • @oh_0k said:

    Might want to look at Placebo Tablet more I find it easier to hit rush attacks when im moving slower

    It makes your map control weaker at the cost of making it both easier for you AND the survivor to gauge your hitbox and range of attack (since slower movement). Still don't see how this is ever a benefit once you play a few games


  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1609864#Comment_1609864

    Ok... you NEED to know, that actual GOOD players can loop and dominate ANY killer with the same usual perks, BUT, those GOOD players usually have a Nemesis, meaning a specific killer they die against, someone who they have trouble with. So... If you can't spare a single perk slot to use it against something or someone you actually have trouble against... You're NOT a good player.

    Let me give you a personal example, I can loop and own, as a rank 1 survivor, almost any killer with NO PERKS. BUT, put me against a Myers... I'm doomed...

    Do you get what I'm saying?

    I mean any killer specific or specific perk counters gambles are just on average a bad tradeoff if it doesn't have anything else going for it. Calm Spirit is underused (while strong vs Infectious fright and Doctor) because it's just a feels bad when you get neither for 10 matches in a row.

    Spine Chill is good against a majority of stealth killers BUT also helpful in a lot of loops - experienced killers start moonwalking or canting their camera when approaching generators to partially counter it. It's still in the top of the Meta alongside Iron Will even if complained about less since every whiner is fixated on DS and Unbreakable when talking about survivors.

    Fixated and Urban evasion hasn't really bothered me if I'm playing Stridor Spirit but I've seen plenty of spirits ridiculous misses coming out of phase walk especially when im on the survivor side. Sweaty Spirits (like myself) just crank their volume up so they can hear "Healthy" survivor breathing not to mention footsteps.

    • @Carlosylu "Pyramid Head: Crouch, if you crouch through his marks it doesn't affect you. NEVER run in a straight line.

    This is usually just wrong against good Pyramid Heads - running straight until the exact moment you hear and see the Punishment (if ping was perfect) is usually the best way to gain distance and make him miss it. Over-greeding on Pallets and Windows will usually result in a good PH hitting you... sadly like most other killers, you can waste more time in a majority of chases by holding Shift+W than actually trying to be fancy.

  • @seki23 said:

    the addon that i think is just too much is his aura raed , is just too much.

    Do you mean my personal ranking or that it is a bit too strong? It's actually gameplay changing at anywhere with high walls and all 3 indoor maps it shines just like any other perk like that (especially since you will be rushing while patrolling naturally). Plenty of times where you get hits or downs because having auras around a high wall basically forces a mistake from the survivor - approximate locations (these addons) even combined with moonwalking with do the same thing.

  • @Mekochi said:

    So after have 700+ hours as survivor, I decided to play killer, I am Rank 18 but I am slowly getting higher up and I will probably main survivor 60% of the time and killer 40%.

    I get this adrenaline rush while playing Ghostface and my eyes light up and my heart starts racing.

    I run BBQ, PGTW, I'm All Ears, and Sloppy Butcher. The reason for Sloppy cuz I don't have Brutal Strength, wish me luck.

    Highly recommend 2 changes eventually as you get further in killer experiences.

    1) Drop Sloppy Butcher and Bring up Nurse's Calling. Lack of Sloppy promotes healing from survivors (that might be more willing to hit up a gen rather than healing) which is actually an outcome that your killer's biggest strength is actually 99% stalks and instant downing. Nurse's is very powerful on Ghostface from my experience results in quite a bit of slowdown even if they finish heals off outside of your NC range - while doing it within it is usually just a free down with shroud.

    2) Drop I'm All Ears as it's a crutch perk in most cases (Although it could directly counter certain survivor perks and help you out in chases occasionally) but you'll get to a point where you don't need it anymore for chases. Things like Whispers and Corrupt Intervention are strong contenders for me but other chase perks to directly replace it like Brutal Strength or Enduring are good too


    Chewed Pen Green addons are invaluable and his best one. Yellow Address books and brown matchbooks are passable if you don't have anything else - basically all other addons are pointless other than his pink outdoor surveillance camera - pair that one with infectious fright and get perfection information whenever you down someone.


  • @Bard said:

    He's not the worst, but that says more about Clown, Wraith, and Myers than it does about Legion.

    I would agree with Clown, Meyers to an extent due to the existence of Ghost Face but Meyers has "fun" elements through addons like Tombstones and and Mirror EW One that I can forgive him too. Wraith has a higher potential than Legion with the right perks and addons (he's basically trash without Windstorm as a bare minimum, silent bell or Sight addon being the other options). Legion is very 1 dimensional but he is strong enough for the same reason at a 115% M1 killer who can instant down (due to keeping people injured) and perfect tracking through even lockers couldn't possibly be unplayable.

    Not recommended for tournament play because actual coordination beyond what an average SWF can pull off can completely counter and make Legion nearly unplayable by splitting up and pressuring gens with Dead Hards/DS/Unbreakables stacked up. Legion is a very low skill floor killer with most of your skills shining from map/game knowledge and fundamentals as a killer.

  • @Maelstrom10 said:

    Honestly i completely agree with your views on all addons ZCerebrate Except for perhaps adrenaline vial. i don't know what adrenaline vial you were using, but mine locked me in a direction until i slammed, even with more rushes to make room for error i couldn't get much use out of it outside of map pressure through zooming across the map.

    Completely agree that the speed addons are going to be a sleeper hit. used them almost exclusively today. however they're balanced around the fact that his rushes are incredibly hard to land expecially at higher speeds. Honestly a 10/10 from me because i like to go as fast as possible, even if it might be to my own detriment!

    turning appears to be the rate at which you can turn your camera during a dash and "pre line up your rushes". its not a curving addon like billys, with the adrenaline vial actually being a reverse version of billys curve addons. it takes away your ability to curve during a dash, but unlocks your camera to preline up shots. you can actually spin around whilst rushing in one direction and hit behind you however useful that may be.

    turning addons (my text is stuck in italics help) appear to help you be able to prelign up your shot, rather then to be able to curve around a corner easier.

    Honestly the unlocked camera is actually more helpful against 360ing survivors than I thought - keeping it up there at 9/10 for me even though the lessened curve was a bit more noticeable after further testing

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1607663#Comment_1607663

    Well i dont play SWF, i solo 95% of the time,and i dont see how that has anything to do with my question lol but ok i guess

    Ah thought you were talking about killer - and pipping has been more difficult on that side.

    As for survivor, I've been going against a lot of boosted Blights at R1 and basically have to force scoring events for myself to get more pips/bps out of a match at times. Other than that I found it easier to pip / win as survivor today even as soloqueue

  • Run. Bonds. And learn what to do with the information it provides gives.

    I'm a 100% solo queue R1 survivor and while Kindred is arguably the other good solo queue aura perk but I have prefer bond precisely because it remedies a lot of situations.

    Caught in the chase for the entire match? Once you are maxed out on chase points - it's time to pawn this joke of a killer onto someone else... especially if gens have been getting blasted through. It's not really sandbagging (though it could be if the game just goes down the toilet because your teammates all immediately die and suicide on hook) to run the killer into a healthy teammate after you've been chased for 5+ minutes. More often than not the teammate will panic, take a hit for you, or well sandbag you by bodyblocking you and dropping a pallet on your face but it's something you learn to deal with.

    Now you're free to go do generators, that garbage random couldn't loop and got downed in 10s? Now you have someone to rescue off hook when the killer goes away - if they don't... well that would've been your fate and you can just power the gen(s) and walk on out the door or go for that ballsy rescue if your other randoms look like they need you.

    Your teammate is looping the killer FOREVER and you haven't been chased even once? use bonds to HELP him out "effectively" - key term here as learning not to be that guy who bodyblocks your teammate while throwing yourself to block the killer to force a bloodlust losing hit on you will improve your skills. Obviously do this after powering through 3~4 generators in the appropriate amount of time first and not 3-genning yourself first, learn how to read how the match is going to get a minimum of 1 pip from easy matches.

    Other than that just keep playing optimally - meaning also do something on the map whether it be gens, rescuing or totems. The less time spent waiting somewhere idling for a "perfect time" to rescue or in a locker to "hide" is going to result in BP and pips for you. You'll lose some here and there but you should on average gain a bunch if you aren't letting a generator go until you actively see the killer commiting to you - gaining distance is fine but NEVER taking a chase when you have 0 hooks while your teammates are on death hook is actively throwing the game too.

    Also Bonds solves another crutch a lot of survivors don't understand about Self-care perk - it actively removes Altrusim emblems and points from the match to run that perk ontop of not giving good opportunity return in a lot of cases. Heal one another, even better if you can manage 3 people huddled together to heal one another - and you'll your ranks fly up.

    P.S. Ranks also do not have directly determine matchmaking any more according to the devs but it still gives a small reflect on time spent playing the game so whatever you have fun doing - go for it

  • @MissBehavingX said:

    I've been red rank and mostly rank 1 since the second month i played this game, been playing for over a year and today is the first day i find REALLY HARD to safety pip at rank 4

    The SWFs are out to test their mettle against the new killer (or well bully potential). I'll at R1 but the number of SWFs I'm facing has been a bit obnoxious - same with most of the streamers spamming blight games

  • Edited my views on turning radius addons - they're worse than I thought or bugged

  • @KingFrost said:

    Yeah, I'm not sure it needs to be a Hex.

    I do wonder though, I haven't been able to test it out... what happens if you get the hit, then the survivor drops the pallet. Does the pallet not get dropped?

    @SCP_FOR_DBD Pallet gets dropped and you can still kick it - doesn't effect it because its technically already down before that hit "registered" on the server side... I guess(?)

  • The scream audio plays but you don't get an explosion of noise. Definitely a bug if you're going by every other scream inducing power/perk in this game

  • Got any screenshots or examples? I've been on new preschool a few times now and have been able to hit each bone or have each bone broken so far (because hex undying its easy to know when all 5 get cleared). I'll give you that it's probable that something got screwed up during the update and there are going to be some glowing totems that are just uninteractable but I'll like to see it

  • @OP - bit early to have "final thoughts" on a killer isn't it? Guess you gotta shelf him indefinitely or uninstall the game now (sarcasm of course)

    I was wrecking folks on Lerys and Midwich (my god especially this map) with him so indoor maps aren't really his bane... clustered pallet loops like Hawkins and Ormond is his issue (basically wasting too much time being a basic M1 killer in most layouts of those 2 maps). Those two maps just need to be adjusted anyway unless Blight Slams are going to be able to smash pallets in the future like the demo shred change

  • most likely an unintentional bug. People have been saying pallet stuns are shorter too but never confirming Enduring is being run or not (but since new enduring doesn't effect DS its very noticeable for folks too). I got DS'd as blight just a match ago and basically ran down the guy who DS'd me without even my power - so not sure if it is every single time but it's apparently a thing for now.

    Forum Killers rejoice

  • Played about a few more matches and I'm starting to see some of the points that Map tile spawns make a huge different to his mobility and ending chase potential. Some setups had me in a familiar PTB 2~3 bounces on something I can't even see from every angle then just waiting for my power to cancel so I could move out of that spot - definitely could use a bit more polish on that regard. I honestly would like to see a slightly higher perspective too considering his FOV is arguably more important than most other killers to make full use of his power and being obscured fully by grass (not even corn stalks) is a bit iffy at times.

    Still really fun when you do manage to pull off 3 bounces and spank some survivor who is just hugging a loop and greeding that single pallet just because a single wall is placed at the perfect angle.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/189551/loop-killer-through-all-gens-still-die-to-noed-please-add-a-totem-counter

    There is a counter already, i.e. your whole team takes Totems seriously and does Bones.

    I'm pretty sure he is asking for a UI element that says how many of 5 totems are remaining dull or hex. I personally wouldn't mind it just because 4 man SWFs already have this information and solo queuers would benefit from it.

    Totems in general are fairly RNG based and not something I really prefer as a killer but with a few better hiding places like some of the newer maps (namely dead dog saloon for such a small map actually rarely gets all 5 cleansed) and less wide open totems or within 5m of a generator should be a fine if implemented together

  • It is a bit awkward that your body blocks the aim point in most cases due to third person perspective but it's a bit more intuitive that it's the center of your screen


  • @NuKeD said:

    even if you made some improvements, this killer is still goofy and clumsy, literally a pinball machine, stun time for every rush is pretty boring and he's basically a M1 killer with no abilities, this killer is the door that promotes the genrush, i don't see anything special from him, i'd rather main legion at this point, 1000 times better than pinball machine killer.

    Oh and one more thing, his basic attack not being counted when using a rush is pretty stupid, i mean, if a survivor has an exposed status effect, you can't oneshot him if you're using a rush, like his basic attack is something different. i don't get this, deathslinger has an ability too, but his spear attack when shooting someone is still labeled as a "basic attack" so why can't it be the same? using noed, his own perk (which i don't remember name of it) and devour is a waste of time if you gotta hit them with M1 anyways.

    Only part about this that I completely agree with is that his rush hit should count as a basic attack - given it's basically a nurse blink strike in execution and skill requirement... but since they've been slowly removing that ability from most other killers they probably just err'd on the side of caution.

  • Can you relax and see that zoning the survivor into the right side (especially on pallet loops) will 100% guarantee you a hit when they try to transition to a new tile because how fast the mobility is? The exception to this is when 2 pallet loops spawn next to a jungle gym within 8m of each other but in that case you were screwed on 90% of other killers anyway.


    P.s. It's day 1 - literally hours since full release and you're most likely spamming your power when you shouldn't due to lack of experience with him. Imagine any other killer where you just spam their power without rhyme or reason and see how "suboptimally" you play them as well. Give it a week at least then we'll be happy to jump in on the Blight hate train if he is indeed unreasonably weak

  • Built to Last + Streewise with any purple toolbox, medkit, flashlight or map + addon with charge increases.

    Visionary + Dejuvu + Detective's Hunch = Those pesky immersed generators hiding from you? Now never lose track of exactly where they are! /s

  • @_Travis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1604105#Comment_1604105

    I have only experienced hacking twice today was the second the first time was even more noticeable. The first time was 2 friends were insta fixing gens and insta healing.

    I've seen numerous hackers over the years - you'll be surprised by the ones that are trying to be "sneaky" while hacking. You ever run alongside a fellow survivor who isn't sprint bursting but slowly pulling distance from you in a straight line Like they're 110% movement speed? They'll eventually get downed by killers but it takes the killer much longer on average at every simple loop where bloodlust is required on many to even barely tap them if the survivor isn't absolutely brain dead.

    Not counting the lag switchers on both sides and point and click disconnect hacks (killer just boots the someone he is chasing for too long, watched a buddy of a streamer watch the killer just stop for 10seconds then magically disconnect the streamer before the killer resumed playing the game and going after others)... there are still subtle hacks being used here and there by script kiddies that are very clear to see when you're next to them as a survivor but hard for the killer to tell.

  • @_Travis said:

    I don't like face campers and I don't like face camping but today I did it. There was a survivor using speed hacks and I still got him onto the hook. Took him a while to just escape via another hack.

    Once had a blatant hacker on my team as a survivor - somehow got downed by the killer since the rest of us just stopped doing gens and started chasing him around to watch. Killer picks him up - gets stunned within seconds by instant struggle hack, guy clicks his flashlight and speeds away while crouching. Comes back gets downed again, instantly stands up while the killer is wiping his weapon of blood and is not even injured anymore. Teabags for a bit and then goes running off to instant pop gens.

    So we (At least I did) reported that with video recording a few months ago and then never heard if anything ever happened to him... must've been "IP" banned forever, amirite?

  • @Thrax said:

    I lol'd at my main man Quentin a few times. I think it is accurate. I don't know how I feel about that.

    Lol - I literally have seen a very small handful of Quentins in thousands of games on both sides.

    Added Zarina and Yui - just Cheryl and Felix left

  • @Justalittlepeeck said:

    I've seen so many won games literally threw into 4k because some people just refused to do objective or leave because of their buddies got caught and was being camped. People should learn that not everyone could be saved.

    I've basically suicided in the post EDC one man on hook + facecamp scenario multiple times since the rest of the match may have been extremely boring for me holding M1 (since running at the killer because I'm bored was never my thing) and eliciting a single chase would be a good time. I never really put my emphasis on walking out the door to leave people behind for bloodpoints once I've gotten through the point where "We're gonna live forever" stopped being a staple for me and every survivor/killer has reached level 50 with a majority or all perks unlocked.

    Occasionally being super altruistic at EDC is fine - the other people have the option to leave, if the killer gets another kill - more power to him. Maybe doing a 1 for 1 trade for that guy on hook might make a difference in the day for him (because being sacrificed doesn't matter to me), if we all go in for the save and die together than I assume they understood that risk.

    As a killer or even a survivor, I hate it when people swarm the hook when 5 gens are left to be done and the killer (or me) just sit there shooting fish in a barrel because they're all just wasting time and forcing a camp by very obviously being on screen with no one on generators anywhere (Can't really run off to pressure generators if no one is doing one, amirite?)

  • @MrLimonka said:

    Aces are absolute chads and will open every single chest in the map - thats the priority

    I've seen this behavior across lots of survivors to be honest - they brought an item into the trial and could be doing anything at all but will gravitate to a loot box 99% of the time anyway.


    @ringwinning @Player35 I actually had an idea for Zarina or Yui going for super idealistic altruistic plays like rushing a killer picking someone up or a survivor just as he goes down... even if it dooms the rest of the team. "If only the rest of the team drank the Kool-aid like we did then we would've been saved together."

  • I've just yesterday vaulted a jungle gym window, walked 5m past the pallet then been hit through the window by the killer back there. Wish I could see the killer's ping sometimes since the survivors were all below 100ms.

    On the killer side - I have noticed the elimination of moments where I am stuck in a grab off generator animation for 3s while the survivor goes running off (but maybe I've just been lucky...) - haven't had the issue with someone jumping out of a locker infront of me being grab animation locked as well which used to occasionally.

    I have still encountered laggy survivors causing strange animation issues after I have picked them up and tried to hook them - basically freezing at the hook though.

    Maybe it was slightly killer favored even though the "server hit detection validation" should've helped survivors vs laggy killers as well... also doesn't fix some of the bugs as noted before but addressed one for me

  • It does for Steam at least because just having the game open adds to the hours just like many other games that people afk to "earn" trading cards in

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/189015/survivor-stereotypes-and-reputations

    Errr..ummm... Where's Jake?

    He's one of the OG survivors, you can't leave him out.

    Must've deleted him by mistake when editing the post - replaced him back. Sorry to all the jake mains out there

  • @Toybasher said:

    Black jacket Tapps are immersed Gen Jockeys.

    Added - also something else I noticed with Tapps is their love of Tenacity + Unbreakable that I usually don't bother leaving him on the ground

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