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Zeidoktor

Zeidoktor

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Zeidoktor
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  • One thought I'd had, though no idea if it's even feasible, is Hyperfocus only applied to Great Skill Checks that were hit in the Great check zone. Stake Out wouldn't matter then since legit Greats don't spend tokens and you still have to actually land the great.

  • @Crowman said:

    The claim of Windows being a beginner friendly perk falls flat when you see that it is one of the most used survivor perks. The perk gives a lot of value to veteran players who don't need to think about how to path and can see which areas are deadzones.

    I would honestly say that the new version of Windows is more of a beginner perk, because window locations are something to learn as they never change within the tile. So the value veterans will get will be much less.

    Also because, unless you buy the relevant dlc or are on the Switch, Kate isn't basekit so beginners won't necessarily have access to her or her perks.

    In that respect maps are more beginner friendly since they do the same thing and are basekit.

  • I'm not sure if any arguments about Windows being useful for beginners hold that much water.

    While I myself have considered it a valid "training perk" in that respect, unless the new player bought the relevant DLC pack or is on the Switch, Kate isn't basekit.

    In that respect, the current version is Maps are probably the better tool to show players where pallets and vaults are. They are basekit and show both.

  • I've always looked at the comparison between the two as a trade-off:

    Pop is makes the next kick much more powerful, but you still gotta go over there to kick the thing. it can also be paired with other gen-kicking perks (Nowhere to Hide, Lay Waste, Eruption, etc) if you're using them.

    Turn Back the Clock is half as powerful, but can be done from further away and, as OP says, mid-chase. Handy if you're more chase oriented and don't want to stop for the kick.

    To me, which is better or worse is going to depend on the killer you've picked and personal play-style.

  • Better a delay that goes nowhere than a rushed or scheduled release that breaks things even worse.

  • I don't think basekit Pop should be stronger than actual Pop. The max I'd imagine it being is 10-15%, maybe a bit higher if it's current progress over total.

    The OP notes we don't know if there's a time limit to use the basekit pop. If there isn't, then there's no way to justify a total 30% damage you can use at will.

  • @Шиповник_колючий said:

    Interesting changes, looking forward for them. The only question. Why do Blight, Nurse, Ghoul, Billy and Dracula are less rewarded for hooking individual survivors? Is it because you consider them stronger and more opressive than other killers, or is there some other reasons?

    I imagine their high mobility is the deciding factor. Other mobile Killers like Sadako, Dredge, or Spirit are more inhibited by parts of their kits (limited teleport destinations, lower base speed, that kind of this) that don't really affect the listed killers.

  • @Coffeecrashing said:

    What happens if the most recently hooked survivor decides to aggressively bodyblock the killer after the elusive status wears off?

    Because that sounds like survivors weaponizing the anti-tunnel feature.

    I try not to tunnel because it's the thing I most hate encountering as Survivor. In situations like this, however, I'm not above Deep Wounding or slugging for pressure, the latter off which should be just as effective in the new anti-slug.

    Either they get picked up by a teammate or a perk, I get a fresh hook quick enough that I am free to go back and hook the slug, or they're out of play for the 90 second it takes them to pick themselves up.

    The first two are just as likely now as they would be then, the third still leaves that survivor out of play for a minute and a half.

  • @blkhat said:

    Are you expecting the killer to get a pen and paper and track who they hooked, how many times and for how long? Because that sounds miserable. This is a casual game, and that is taking it to a level of effort I'm not willing to put in. I just want to sit down and play a game, not get punished for not taking notes during the match. I'll just stop playing if this goes live. DbD isn't the only game in my library. The minute it feels like work I'm done.

    One of the features being added is an indicator of who was hooked last.

  • Question: What about Killers who can kill with their powers before a Survivor is on Death Hook, like Sadako and Pig. It's entirely possible for them to kill a survivor without ever hooking them.

    Will death by killer power trigger the pre-6 hook survivor buff? Well the anti tunnel penalty trigger if the last hooked Survivor dies to their Reverse Beat Trap?

  • @RepossessedTV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989562#Comment_3989562

    that sounds very abusable and just makes the game unwinnable no?

    making it so if someone gets tunneled out is an insta lose for the killer is just kinda of questionable

    The first thing that came to my mind was a 3-stack deliberately leaning their rando to die on hook to trigger this affect separate from anything the Killer does.

    Having it as a permanent effect is too much for sure. A temporary one may be better, short if removing it entirely.

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989514#Comment_3989514

    The reason why camping and tunneling are biggest pain points for the survivors is because it makes them difficult or impossible to engage in game's aspects like hook saving, healing, and gen repairing, leading to die early with lower score. But I don't think being survived until all gens being repaired means you died early with low score or failing to properly engage the game.

    Plus, in my experience, the general player base seems to be more tolerant of camping or tunneling in endgame, especially if it's the Killer's only chance to secure a kill.

    That's always been the tricky part about changes like this: How do you prevent a tactic's abuse without catching legitimate uses of it in the crossfire.

    That's why the 90 second slug timer seems fine vs their last attempt at basekit Unbreakable. Worst case, the Survivor gets picked up same they would otherwise, best case, you've got a survivor out of play for a minute and a half.

  • My understanding is it doesn't matter if it's in or out of chase. Once it's charged, you can use it.

  • @foxofthestars said:

    As title states. Why am I being penalized for suspicious activity when I am being tunnelled out? I get unhooked and the killer waits out BT resulting in me being hooked again. Repeat cycle and I get punished 😡 😭

    Can we please fix this!?.

    Asking the obvious question for the sake of clarity: Did you get tunneled out and killed, or did you DC upon being tunneled?

    The former would most likely be the "false positive" issue the Go Next had previously, the latter would be exactly what DC penalties are there for.

    I wondered if you brought something to Go Next in hook, but if you're being tunneled that likely wouldn't be at play since that only benefits your first hook and, in they scenario, you're not being tunneled.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972209#Comment_3972209

    I understand what the concern is. I just don't see it as a lasting issue.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972211#Comment_3972211

    I understand how powerful it can be. However as I said I'm pretty sure they won't be used much after a couple of weeks. Even if they were they can't be constantly spammed. The effect lasts what 10 seconds? At worst they make you waste one phase because of the Vials. I'm not saying it won't be annoying, it absolutely will. I'm just not convinced it'll be nearly as crippling as you're predicting.

    I imagine Vial use will be at its worst in the first days/weeks as Survivors enjoy their new toy, then taper off to using other items/their previous preference

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922455#Comment_3922455

    If a survivor is repairing a generator, and the SWF wants to know where the killer is, then yes, the Sprint Burst is better used to trigger the killer aura reading, so the entire SWF can know where the killer is.

    Because if it turns out the killer is moving towards them, the survivor can start hiding earlier, and won't need their Sprint Burst.

    @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922461#Comment_3922461

    Or they can just go

    "Hey anyone seen the killer yet? who is it?"

    "It's a Clown, he's going to my gen"

    Again, SWFs do not rely on nor need info perks. I wouldn't call them useless but… Having comms makes them redundant which is one of the big complaints about SWF to begin with. Everyone knows that.

    Alternatively, for this specific scenario, Fogwise

    Random Thought: You know who Rapid Response would really hurt? Users of Mindbreaker. (Edit:No, walt, forgot the Blindness part of it)

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922438#Comment_3922438

    Please think about what you're saying. SWFs don't rely on info perks. They just don't.

    This is how actual SWFs play the game:

    "Hey teammate being chased, where's the killer"

    "Killer is at the shack"

    This not how actual SWFS play the game:

    "I'm gonna keep repeatedly jumping in lockers/making myself exhausted so i can briefly see the killer briefly and tell you where he is".

    No SWF will do this.

    The only way I see this perk being used is either brief aura reading after someone using head-on or exhaustion gamers using it with eyes of belmont to see the killer mid chase for a bit. (Something a lot of other perks already do!)

    While not real useful for a serious build, I was thinking of combining this with Lucky Star and maybe Quick & Quiet to get a decent amount of info all at once.

    But you're right that this is unlikely to become the new SWF meta compared to already existing options. Even in solo queue you'd likely get more value out of things like Alert and Kindred or, in the case of your example of using it in chase, Troubleshooter.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922421#Comment_3922421

    What the perk says doesn't matter. Eruption did exactly what the perk description said it did, but it still got nerfed. Many killer generator perks did exactly what the perk descriptions say they did, but they still got nerfed.

    The important part is the perk SHOULDN'T work the way it does, because it's too much value in SWFs.

    What the perk says matters very much because it tells you how it works. Rapid Response is written in such a way that it's clearly intended to be used alongside other Exhaustion perks.

    Whether it should or shouldn't work that way will be determined by whether or not it actually does become the kind of problem old Eruption or Object of Obsession were.

    I'm more inclined to think this will follow the more typical pattern of "people are freaking out about this new perk that will become another barely used niche option"

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922412#Comment_3922412

    It shouldn't work like that though. The perk should be balanced by the fact that it alerts the killer with a locker loud noise notification.

    There shouldn't be a map wide killer reveal, that doesn't alert the killer, that has zero downsides, just because the survivor combined it with a different perk. The combo is completely on demand with Sprint Burst, or as low as 20 seconds with Quick and Quiet (because that can bypass the loud noise notification too).

    This 2 perk combo is completely worth it in SWFs, where a survivor can just voice comm the killer's location, just like what used to happen with pre-nerfed OoO.

    The perk description explicitly says (emphasis mine) "Whenever you become afflicted by the Exhausted Status Effect, Rapid Response triggers its primary effect:" and goes on to describe the aura reading, then describes the locker record as a way to become Exhausted at will. I take that to mean comboing with other Exhaustion perks is by design.

  • @Coffeecrashing said:

    Why does Rapid Response still combo with Sprint Burst, which allows survivors to bypass alerting the killer with a locker loud noise notification? So it's ok if SWFs get on demand map-wide killer aura reading, with zero downsides, and can voice comm the killer's location to everyone else in the SWF?

    Rapid Response procs with any source of Exhaustion, not just Sprint Burst. The fast exit from a locker is only there to give you a way to activate it if, for some reason, you don't have an Exhaustion perk already.

    Rapid Response will proc the same if your became Exhausted from Lithe, Dramaturgy, Genetic Limits, or Blood Echo.

  • Question: Is it possible the reason the Survivor Abandon options are all Draws so that they can't exploit the losses to lower their MMR?

    That sounds nonsensical since the idea is you're abandoning once the game is basically over anyway (i.e. when you're guaranteed to lose) but I could so easily see Survivor players abandoning to incur a loss the same way a Killer would AFK for matches at a time.

    Different Question: is it only considered a Draw for the abandoning Survivor, not the game as a whole (so it's still a win for the killer if they finish the bot off)

  • I imagine the duration was reduced as a trade off to it being made easier to trigger.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771574#Comment_3771574

    Mostly of them are p100 and if killer see p100 he can dodge but now nothing will stop them bullying festival

    The point being made is this theoretical bully squad could be using Survivors they're only P3 instead of their P100 main.

    Just because you have aP100 character doesn't mean they're the only one you're allowed to play.

  • See more info here

    https://support.deadbydaylight.com/hc/en-us/articles/28143341034644-Cross-Progression-Release-FAQ

  • Random Fun Fact: The Spirit can see Spies alerts while phase walking.

    I definitely have an appreciation for Spies and have always considered it underrated.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738355#Comment_3738355

    I use eruption regularly on Oni…

    Eruption is definitely valid if you want to use nowhere to hide, basically get as much value as possible from each kick.

    CoB was nerfed so much I don't even consider it slowdown perk, the difference is just too small.

    I liked to use Eruption+Surge on Wraith, but that's just terrible combination now.

    I think No Way Out might get more use. It's kinda nice to have back up plan, so last gen is not so stressful situation.

    Oni's a good choice too. Eruption is good on M2s since it encourages downing with your power on the Killers that can do so, where Surge compels you to M1 to get the effect. I mainly recommend Pyramid Head after a thread I saw noted he's hard to pick regression for since they're hook based like Pop or Pain Res or otherwise restricted, while Eruption slots nicely into his playstyle.

    Going back to the topic at hand, my view on Pop was initially confusion since 20% was where it was last, but remembering the gen kick buff I'm wondering if that mitigates the drop to enough of a degree that 20% isn't as bad as it looks on paper. Still a nerf, but not as bad of one.

  • Eruption was the video's regression of choice for M2s, actually, alongside Call of Brine. The video was made before the perks got reworked/nerfed, but the logic is still there (Eruption does for M2s what Surge does for M1s, turn downs into regression, while CoB gives the kicks to activate Eruption a bit more oomph). Nowhere to Hide was a common combo, too.

    With the 8-kick-per-gen update, though, the only Killer I'd suggest Eruption for is Pyramid Head, since it works off of M2 downs and isn't hook based, so you're free to choose cage over hook if desirable.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738325#Comment_3738325

    Kick is 5%, not 5 seconds, right?

    So it's 4.5 and used to be 2.25

    99% gens used to be 28.65 and is now 22.3

    Kinda misleading to stop your calculation at 60%, no? Because of it's current, the more progress the bigger difference.

    Pop is not good enough as solo perk, you just need to combine it with something else. Preferably not pain res, because both got worse and have same trigger, which can be an issue.

    A video from early last year offering general builds for each killer typically paired Pop with Jolt/Surge on M1 killers. The logic, as I understood it, was Surge made sure you didn't have to stop to kick gens as often, while Pop potentially ensured that you'd get your money's worth if you did have to kick a gen.

  • @sizzlingmario4 said:

    You can have 2. You can't get 3 because the game doesn't let you have Dark Devotion and Unforeseen be active at the same time. If Dark Devotion is active and you kick a gen to activate Unforeseen, Dark Devotion deactivates. If Unforeseen is active and you hit the obsession to activate Dark Devotion, Unforeseen deactivates and goes on cooldown.

    On Unknown's PTB you were able to use these perks together but after the PTB they changed it for some reason.

    You can have the terror radius from the addon + one of the perks active at the same time though.

    Are you sure about this? I tested this in custom games with Wraith and the meme add-on. I confirmed the suppressed Terror is still in effect when DD and Unforseen are active, and I recall both perks being active at once, but I'm not 100% sure now I'm thinking of it since that wasn't what I was testing.

  • Which just means you make them use up their Unbreakable. The real, if unlikely, worst case scenario would be Soul Guard or Exponential since they're reusable.

    in New Ds Comment by Zeidoktor
  • @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708707#Comment_3708707

    Not my point. It currently doesn't act like that, it acts like the PTB version. My concern would be if that description highlights an intended future change.

    And my point is it might not and might just highlight a bad copy paste job. No telling which until it's in game or BHVR comments on it.

  • @Alionis said:

    There are currently screenshots from the game surfacing that show a description for Ultimate Weapon that is different to both what was on the PTB (and is in the game now) and what you propose at the top of this thread.

    The description says that the range around the locker will be 15 meters, cause them to scream, and apply Blindness for 3 seconds, then go on cooldown for 30 seconds.

    I sincerely hope that that version is not the planned one and you will stick, if you must, to the version with 32 meters.

    Personally, I think both suggestions are knee-jerk overnerfs. Ultimate Weapon in its original would have been fine if it had a higher cooldown.

    I've seen those pics. Honestly it feels like someone mixed up the text of the aura read with the Blindness effect. I'd wait for confirmation of it acting like that in-game before kicking up a fuss

  • "Seriously why are dc penalties still here?"

    Because people continue to DC whenever they're mildly inconvenienced in a match.

  • @Sandt1985 said:

    Hasn't it always been that way?

    @ytmotomoto said:

    I think it's always been like that

    I think it used to only be pallet stuns. But I play Plague only occasionally so I can't be 100% sure

  • The primary reason is the system has no way of knowing if your DC was for one reason or another, if it was legitimate or deliberate.

    Legitimate disconnects should, ideally, occur infrequently enough that the penalty is negligible. On the flip side, if you're legitimately disconnecting often enough to build up a high penalty, you've very likely got bigger issues than whether or not you can play Dead by Daylight

  • @Wowie said:

    it wouldn't be 9 hours if you'd only left once gamer

    Not necessarily. Weren't there also hacks that inflated the penalty time on whoever D/C'd?

  • The idea I've had is require at least 5% healing be done before Buckle Up can kick in. More specifically, heal a Survivor with a heal action that recovers a minimum 5%. Basically give it the same rule as regressing gens.

    It covers the last 5% that's normally required for an otherwise full pickup and nerfs the ability to use For the People with Buckle Up.

  • @Gplays2000 said:

    Not hating I'm just genuinely curious as to what the counterplay to her/her power is? When I walk into a drone it already gives me 1/3 ticks before I can disarm it? Then another time and then I am just in deep wound xD? I truly do not understand how she works and just want to improve my gameplay against her :) Thanks in advance for all the answers if there even is counterplay to her :3

    Re: the drones, they have T-Rex vision. They can't see you if you're stationary. They also follow Hag rules in that you can also crouch walk without issue.

    Even they're in Stealth mode (you don't see the radar zones) there should still be lights you can use to identify where they're scanning

    @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407311/how-tf-do-you-counter-skull-merchant

    The first thing you should be doing when trying to disarm her drones that you may not even be noticing is that you have to pay attention to which way the drone you're wanting to disarm is facing.

    Her drones have two modes they can be in which are Stealth Mode and Scout Mode(I believe that's the name of the active/triggered mode at least) where in Scout Mode her drones rotate at full speed and you can actively see the scan lines(the moving beams) coming from the drone and when it's in Stealth Mode the drone rotates a lot slower, has its scan lines hidden, and is quieter than in Scout Mode and getting scanned will always trigger them to enter Scout Mode.

    The way her drones work with scanning is that they go off of Line of Sight(LoS) which is what the scan lines are indicating and they will only detect moving survivors so all you have to do is simply stop moving whenever the drone is about to scan over you. Or you can just simply crouch walk up to the drone because, for whatever reason, crouching in general = no movement to the drones hence why that still confuses a lot of players which is a slower method to reaching the drone, but is a much safer method. Also if you're wondering how you're supposed to know which way the drones are facing when they don't even have visible scan lines in Stealth Mode all you have to do is look for the two bright lights coming off of either side of the drones. Those lights indicate which way the drone is facing because those are what projects the scan lines.

    Didn't see this post yet but, re: line of sight, this means drones no longer see through walls and floors like v1 drones did, right?

  • @xEa said:

    Titel

    Perks like Prove Thyself (you find your teammates quickly), Background player (you know where they are for a quick safe) or Botany Knowledge (get your Aftercare working really fast) have some soft synergies, but are there any really good ones i am missing?

    Thanks for helming me out.

    Desperate Measures is my first thought. Gives a boost to both healing and unhooking, meaning both actions that offer tokens are buffed. In the flip side would be Leader, which benefits anyone healing you (don't think unhooking is affected by it).

    Alternatively, something like Boil Over which can possibly prevent you being hooked and lowering tokens.

  • @Alice_pbg said:

    https://us.v-cdn.net/6030815/uploads/60SJ9TPNOQZO/imagem-2024-03-07-205352764.png

    didn't see a thread for it, so... simple question.

    are you ever hooking people in the basement if you can help it after it goes live?

    just curious on the general view on this.

    personaly, I don't think I'm ever running it, but will essentially be respecting it because someone will be and it will be annoying.

    not that I go for basement a lot anyway... so no big loss

    Probably not for a while. Perks like this see a lot of use out the gate then things taper off as the novelty wears off and the meta reasserts itself.

  • My personal takeaway has been that it's less about directly buffing Huntress and more about reducing add-on reliance/increasing add-on variety.

    The vast majority of Killer updates this time take the most used/'required' add-ons and making them partially basekit. Doctor got Discipline and range, Demogorgon got Shred cooldown, Huntress got max ammo and wind up speed.

    Putting these add-ons into the basekit seem to be intended to allow players to try a wider range of add-ons by making it so they don't feel forced too use X and Y just to have a chance.

    Design philosophy lately also seems to revolve around encouraging Killers to use their power as much as they can. This update's changes aside, Hillbilly's rework literally flipped the script by turning overuse of his chainsaw into a benefit than a hindrance while Trapper's last rework made Coffee Grounds basekit and made it easier to collect traps around the map and the failed Pyramid Head buff encouraged more use of Punishment of the Damned.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669785#Comment_3669785

    It's less charges overall. 10 per gen instead of 15.

    They buffed it and nerfed it, but I think the nerf will hurt it a lot.

    10 per gen that, if achieved, the Killer can't really do anything about because it's locked in, vs the 15 per gen they could potentially just regress off with a kick or gen perk.

    I like the change myself. Not sure if it's worth risking a lengthy Broken period, but it's a bit more viable this way, nonetheless.

    Me own idea had been spread all the potential charges (105) over the currently incomplete gens, making it more powerful the later it's used.

  • Have BHVR devs ruined DBD for survivors?

    Only until the next time they ruin it for Killers

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662203#Comment_3662203

    Most of the videos I've seen, the players use the addons. What I find hilarious is, that most of this was possible before the buff as well.

    Placebo effect in full force.

    It reminds me of a video I saw during Sadako's first rework when they tested her new power with Iri Tape, which basically gave Sadako her old power...

  • @Sngfun said:

    Outside of a few youtube videos, I cant find pig gameplay of the ptb changes, does anyone happen to have some streamer VOD or something? I would appreciate it. If you dont have any, dont worry, I dont think there's a lot anyway.

    Here's a couple of PTB Pig videos to help from (respectively) RedGamingGears, TwoKnee, SpookyLoopz, and Bazazell:

    https://youtu.be/KQgRnNqf9EY?si=oEQW1Qtk3n7v30sa https://youtu.be/9XHtoOJvVbM?si=NmAxAsXpA7fd7X_R https://youtu.be/YM4X9fDx5Ro?si=6HbTFSW5222n6oc0 https://youtu.be/ezwA-8p1ZeE?si=QxDSZc4vr7McJNHN

    My only gripe is the videos seem to use the Pig's Ambush related addons, which kind of defeats the purpose in my opinion (I haven't watched TwoKnee's vid so could be wrong there)

  • Odd as it may sound my own main use of Ultimate Weapon has been in stealth builds, using the Blindness effect to hide which generator I've Trail of Tormented.

    I also think it's unironically a decent choice on Freddy, as it lets you find awake Survivors more easily.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658051#Comment_3658051

    I was hopeful that the Mangled Rework could be changed to affected Survivors suffering a penalty to repair times until healed. This would incentivize Survivors to heal and encourage the Killers to go for more injures over focusing on just one Survivor.

    Alternatively having a Survivor on death hook being unable to repair gens but have increased totem cleansing/heal/unhook speeds would serve to bring the gen efficiency that 4 Survivors (1 on Death hook) would have closer to that of 3 Survivors while still allowing the 4th Survivor on death hook to remain in the game and contribute. Killers would also be incentivized to have more Survivors on Death hook rather than getting one Survivor out ASAP.

    An easier version to implement would be a basekit Dying Light (Hooks on different Survivors consecutively reduce gen speeds, consecutive hooks on the same Survivor increases gen speeds)

    That idea for mangled might also justify it being on a timer again. Take the time to heal and get your repair speed back up, or just wait it out/power through it

  • @arcaneGospel said:

    I've noticed recently that I've begun to run the same five or six perks on all of my killers, most prominently No Way Out, Grim Embrace, and Deadlock. Three objective blocking perks, and then I'll run, say, Sloppy Butcher on M1 killers(not for long), Infectious Fright and Monitor on most others, occasionally Hex:Plaything. I feel an intense sense of dread when I bother looking at any other perks, really, due either to the prevalence of Distortion, the recent changes to how breaking generators works, or just the fact most perks already weren't worth a damn. I feel that any information perks I try to run will be entirely wasted--Surveillance requires gens to be kicked, any aura perk is likely to be smothered by Distortion--and any perk at all relying on the kicking of gens is only going to be wasted when a generator blocks me from interacting with it.

    I recognize it's not LIKELY that a generator will be rendered unbreakable--that it's entirely an issue of perception on my end--but I can't shake the feeling that killers have a very dying collection. It feels as though the only perks I can run without them being rendered a waste are ones that act completely passively and don't properly interact with survivors or often myself. This is especially bad on killers who rely on special attacks, who are disincentivized to run perks involving Exposed, or anything activating on basic attacks(ESPECIALLY Save the Best for Last, now). Everything that isn't just blocking a gen or making the terror radius smaller feels wasted.

    Am I just being irrational? Is this even a real problem, or is it a skill issue, plain and simple? If it is an issue of perception, is it widespread enough to still count as a relevant problem? I feel like I've seen this sentiment expressed before. (As a sidenote, I am accepting suggestions for fun builds or potentially underrated perks, of course.)

    For what it may be worth, one thing I like to do in this game is look at a perk and consider which killers, if any, get any special or unique use from it that other killers don't. For example:

    Doctor's Static Blast hits Oblivious Survivors, so he gets use out of things like Plaything, Hysteria, etc, that no other killer can.

    Spirit can actually see the crow alerts from Spies From the Shadows while phasing.

    Nemesis's zombies hear noise alerts from perks like Discordance.

    Back when Lightburn was still a thing, I'd pop Hubris on Wraith. Wanna burn me with that flashlight? Go right ahead.

    Maybe they'll work in practice, maybe they won't, but I have tons of fun with my Oblivious Doctor build (Hysteria with Plaything, Pentimento, and Retribution)

    I find perk variety by thinking about what perks can do for a given Killer, rather than just what's good in general.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653635#Comment_3653635

    I feel like a broken record, here, but people are not supposed to die to RBTs. That is not why you put an RBT on someone, it is not the goal, you aren't supposed to be relying on people dying to RBTs. In a Pig game where everything goes reasonably well and your power is firing on all cylinders, nobody will die to an RBT.

    Play a hundred games, if Pig's power is working, nobody will die to an RBT.

    That is not what they're for. That isn't the value you're shooting for. I'm going insane, this is what insanity feels like.

    I've always regarded the head pops as a bonus, not a goal. It's one reason one of my favorite Pig add-ons is Ruleset No 2. It hinders Survivors ability to find their boxes until theyre on the clock.

    My rule with trapped Survivors is they're the ones I least need to worry about. I'll smack them if I get the chance, sure, but won't go out of my way for it.

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