anarchy753
anarchy753
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The only way Pentimento works is if you have Plaything, and usually Thrill on top of it, because people are very happy to just boon Plaything totems, as almost every time you see Plaything these days you can assume Pentimento as well.
At that point you're running 3 hex perks which are doing basically nothing JUST in the hopes that you get a stack of Pentimento to slow gens down, which they can then remove anyway because they already know where the totem is.
Alternatively you could run 3 other stalling perks and achieve a much better, more reliable result.
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I agree, it's a sad state when a mechanism was specifically introduced to end the game when it's essentially over, and the meta that's developed is to go to the absolute greatest lengths to circumvent and undermine that mechanism as much as possible. Leaving the gates perfectly 99ed adds a fraction of a second to running out, you essentially have opened the gate, but any killer perks and add ons that rely on the gate opening are disabled, and all pressure to leave is gone.
Survivors use it to make sure everyone is safe, healed and good and ready to leave before ever starting the countdown to get out, and that's completely counterintuitive to the introduction of the EGC which was supposed to force survivors out rather than giving them all the time in the world to hang around and mess with a killer they've already beaten.
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@SunsetSherbet said:
The punishment talk comes because the people requesting it think killers are specifically griefing them/trying to hurt them. They seem unable to grasp the killer is taking the best strategy available to him at the time and always project weird stuff like "They do it to have power over people and to ruin your day!" No bro, I do it when it's the correct strategy for my situation. When you view something as a "BM" and not a legit strategy, you're just going to demand punishment rather than anything else.
The only actual solution that might work is incentivizing players to not do it by giving them a benefit or something better to do. Trying to tack on punishments has been tried multiple times now and NEVER WORKS. Maybe try some incentives instead of hoping the devs will take killers out back and shoot them for the high crime of camping.
https://forum.deadbydaylight.com/en/discussion/comment/2718213#Comment_2718213
The killer in your avatar can also create a a situation where a survivor is just dead. VHS tape+block a box with your body. Any survivor who got the unlucky number and needs your box is dead without any way to interact and stop you. And they never even had to down you.
But I'm sure we'll get to more Pig nerfs in the future.
I don't doubt there'll be a change to the Video Tape to stop people dying sheerly to RNG, but that's it, there's a 3 in 4 chance for each survivor to still live even if the Pig decides to waste everyone's time doing that. Having a Leatherface stand in front of you is a complete death sentence.
Neither of those situations is far in a pvp game.
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There's only 2 types:
- Break this wall or this loop is ridiculous - Wastes 3 seconds or so of the killers time.
- Never break this wall or the loop will be ridiculous - Serves no purpose. Is occasionally the justification for there being no hooks in range when you down someone in the preschool basement.
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@Stubbsyefc1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2718064#Comment_2718064
So you think removing killers instant downs?, So if they did that it would make killers even weaker and make swf more powerful, Its like me saying, Lets nerf the meta perks
No, I just think it's stupid that one killer can start the match by putting someone on the hook, and if they choose it, that person is just dead. There's no counterplay, the best outcome is just killing off that person in exchange for gen progress.
Other killers have 1 shots but nobody else can guarantee hitting both the survivors involved with zero cooldown, no buildup like stalking etc. At best you have BT and he still just trades you onto the hook, and worst he can still catch up and down after BT.
I don't think 1 hit downs, or camping, or killers need a change. I think Leatherface needs a change.
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I don't think camping should be punished, as most matches that reach the endgame demand some form of it.
I do, however, think Leatherface in particular needs some form of change to his power so that sitting near the hook doesn't either guarantee a kill, or downing both the hooked person and the unhooker in seconds. There's simply no counterplay to it, and it's largely done exclusively to piss off the survivors.
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Can't say for sure since I got them when they were Stranger Things achievements, but no, I would assume that 2 perks doesn't count as 3 perks, in the same way you can't just do Adept Doctor with only Monitor and Abuse equipped.
Cripple Them All involves playing Trapper lots, but remember you cannot M1 them when they're in the trap or it won't count, you have to walk up and press space to pull them out.
Left For Dead is incredibly difficult these days with EGC. I would recommend waiting for a match when there are only 2 survivors left and 1 gen remaining. When the other person is being chased, 99 the generator, then as soon as they are dead pop the gen so the killer can't block it by closing the hatch. For a build I would recommend Wake Up, Spine Chill, Resilience and Iron Will so that you can get the maximum gate opening speed while injured and the killer is coming towards you. Wait for them to check your gate, then get it to about 25% before the first red light turns on, then hide and wait for them to leave, and hope you get through the rest next time. Also make sure to scout the gates earlier in the match so you know if they're split up enough to risk attempting it, and see which is harder to check for the killer.
Skilled Huntress, wait for a double bloodpoint event and play a farm match with Iridescent Heads on. I know long time Huntress mains who aren't even close to this one. Also even in farm matches survivors often refuse to get hit by a second hatchet when injured so iri heads is safer.
For survivor I'd recommend either of Inner Healing or Renewal with Kindred, and for the extra perk probably Spine Chill.
For killer I'd say Fearmonger, Jolt and either of Sloppy Butcher or Bitter Murmur.
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Because you're the last survivor, and you've been caught and put on a hook.
You lost, no more "but I have 4 more second chances!"
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2716435#Comment_2716435
BT is only effective if the killer tunnels the person straight off hook.
If killers didn’t tunnel/camp then it would be a pointless perk
BT allows survivors to unhook safely when the killer hasn't had the single second it takes to turn their back.
BT allows survivors to get from the hook to the exit gate regardless of the situation.
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Plague:
BBQ, Thanatophobia, Pop Goes the Weasel, Dying Light.
I'm gonna replace DL with Pain Resonance once I finish getting Artist to P3-50.
I don't run add ons and I can't even remember the last time I didn't get at least a 3k.
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Should a perk that's used by 90% of survivors get a buff?
No.
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I think two big steps need to be taken to improve mindgames in general.
The first is to actually fix stretched res. The fact that cheating survivors are able to see what you're doing over walls when they shouldn't be able to negates any form of skill and prediction on the killer's part.
The second is to remove the boarded up windows on the back of the shack. This should simply be a plain wall that eliminates the survivors' ability to see what movements you're making on the other side of the wall. They should rely on instinct and prediction, not flawless information that means you can't reasonably make smart decisions against them at the shack.
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Remember Me was a useless perk long before No Way Out existed.
I agree that it should regress exit gates, on top of its already weak effect, but it also desperately needs to lose the condition that it doesn't affect the obsession opening the gate. A weak perk that only extends gate opening time doesn't need a 25% chance to just not go off, often sheerly by accident on the survivors' part.
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Kinda feel like his power needs a rework before I'm gonna be tempted to play him at all.
The ranged attack is fine, but the cages are just so BAD for you as killer.
It's very frustrating to apply the debuff to even be allowed to use them in the first place. Survivors can usually easily maneuver around his poop trails, and if you're going around a loop multiple times just to put down a trail so the survivor MIGHT loop again and walk through it, you're losing a lot of time. On top of that everything on the map just deletes your poop; gens, hooks, gates, pretty much anywhere that would make sense to put it, you can't put it.
Any time saved by not carrying a survivor is lost by how quick and safe it is to save them. The survivor is placed as far away from you as possible, and are hidden from you, so you don't know where they are. A LOT of the killer's pressure comes from survivors not wanting to unhook instantly and waiting for you to leave, or from you intercepting someone going between a gen and the hook. Pyramid Head just loses that pressure because you can uncage instantly, risk-free, and reset all the pressure on the map in the survivors' favour.
Pretty much all cages really do is prevent 2 perks; Decisive Strike and Borrowed Time from coming into play. Most killers generally don't need to worry about DS these days as it is much more balanced, and BT is a 12 second loss at absolute most. Conversely the amount of killer perks that rely on hooks, including about half the meta at the moment with BBQ, Pop and even Pain Resonance now being entirely disabled if you aren't hooking survivors is much higher and more impactful.
It's simply more of a loss to cage a survivor than it gains for you, which renders him a killer with a mediocre, difficult to aim, ranged attack, and occasionally a mori.
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Nothing I hate more than some cocky survivor trying to get my attention as killer, and I can see them staring down at the ground so I know they're running stretched res. Like sure, be cocky, but maybe after you learn to play the game and don't need to cheat to win.
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Most of the issue comes from the fact that survivors can reliably do 2/5-3/5 of their objective in the time it takes you to do 1/12th. The two don't progress linearly so almost every match is thrown very quickly into a tense setting of "how can I get a down while not getting too far away from the remaining 4 gens." Quite often just the spread of gens means you know the outcome of the match after your first or second chase because they just did the bare minimum of not 3-genning themselves.
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I think a big part of it is that killers feel so pressured into bringing massive amounts of stalling perks because the survivor meta of "how many spare health states can I bring" means the killer's progress gets dragged out massively so the issue of gen speed gets exacerbated.
If perks like Dead Hard were nerfed and actually fair to play against (ie, not a guaranteed third-health-state-chase-extension) then the need for stalling would be greatly decreased, and in turn some of the more popular stalling perks could also see some adjustments.
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There is no good logic in adding a specific effect to a perk that ONLY interacts with a single other perk to make it not work.
There's no reason Plunderer's should invalidate Franklin's as a perk. It already gives you a decent effect, and this would just make a killer perk entirely not function against you. It's not counterplay, it's not limited and doesn't require any interaction on your behalf, it's just "your perk does nothing!"
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Ruin is the least popular I've seen it in years, since booners have made any form of hex build more of a liabilty than it already was.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2714328#Comment_2714328
That is a concern, but I don't think it'd be that big of a deal? And frankly, I'd kinda rather see way more survivors running Flip-Flop + Power Struggle over their current loadouts, even if that means I'd have to respect pallet pickups way, way, way more.
I think that it would be worth testing just as is, but if it does end up being too oppressive, I think incurring a slight debuff to recovery speed wouldn't be the worst change in the world. Even without that, though- unless you're on the Game, there's a pretty limited amount of pallets on the map, and every Power Struggle is a pallet that can't be used in chase later.
Still, it is a concern, so it'd be worth testing.
I just think it wouldn't see any more use than it already does as a perk that stands on its own, it would only get seen in bully setups where you'd spend the whole match unable to pick anyone up because you either get pallet stunned by someone else, or pallet stunned by the downed person.
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I think his facial structure looks better and less ratty, but I don't like how bright it is.
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@jesterkind said:
I'd rather see it be brought up to one-to-one conversation with the same cap- IE, instead of reaching 50% recovery and that translating to 25% wiggle, reaching 50% recovery would translate to 50% wiggle but can't go any higher.
I'm torn on this. I think in a vacuum this would be an excellent change because it would take the perk from extremely niche and only worthwhile when you get slugged to max recovery to something that may actually have an impact on a more regular basis.
However other perks do need to be considered, and this would mean that without any form of recovery speed boost like Unbreakable or Exponential, it would only take 8 seconds to trigger Power Struggle. It would mean all you'd have to do is go down near a pallet and the killer basically cannot take even a few seconds to check that there isn't a survivor right next to you waiting to pallet stun, or picking you up will free you regardless.
I want Flip Flop to be more viable, but due to the existence of Power Struggle, a flat faster gain in wiggle progress would make it far too easy to abuse, especially in SWF.
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It would be a nice counterpart to the Christmas event. 2 weeks where survivors get a free extra health state, then 2 weeks where they get one of their 3 health states removed.
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@GannTM said:
The devs said they're making moris a base mechanic in the 5th year anniversary stream which was 7 months ago so who knows when that's going to happen.
Only 7 months ago? Still got a good 17 more months before we can expect it on a PTB, then another 12 at least before it comes out as a mechanic.
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The vast majority of people who played her aren't interested in something that's "still good," they want "downright broken, and plays the game for me."
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I wouldn't mind there being a hard meta so much, if not for the fact that they are so set on not touching it. It's been like 2 years at this point of identical perks being meta, most of them being in every match since their creation. The devs need to be less scared of nerfing overused perks.
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@dugman said:
I just never really cared much about charms either way. The only charms I personally use are the ones I earned for finishing Rift chapters since at least I feel like I did something to earn them. Not that charms look bad but… 🤷♂️ I never pay attention to them personally. So I do kind of wish there were something else alongside the current crops of charms in these rifts.
Overwatch has emotes and sound effects, something like that would be kind of cool for killers and survivors maybe? Earning a special emote or sound effect you can play during the match might be fun. Hook a survivor, do a little dance and move on for instance.
The fact that we don't have alternative cosmetics for powers already makes me think they can't make certain cosmetics like that work, because something like that would be printing money at this point.
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Suffocation Pit and Azarov's Resting Place are just terribly designed. Who thought it was a good idea to just wedge all the jungle gyms on the map back to back in the center?
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Honestly, I'd probably use it properly if it didn't chew through my slowing bottle ammo.
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@danielmaster87 said:
She hasn't been popular for a while, dude. Even in her prime I didn't see her much. It begs the question why everyone was acting like everybody was playing her, for easy wins, and like there was no killer variation.
Different regions have different trneds I guess, until the recent nerfs she was pretty much every other match for me.
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I've tried to make the add ons work in the past, but it's simply not worth the effort even with the recent buffs.
She takes too much time and work to set up, and unlike base Hag, has absolutely zero way to punish a trap going off more than a couple of meters away. Many maps have gaps that are simply too wide to block with a trap, most need to be pixel-perfect placement regardless.
Once you get a single hook your only option is to trap a web around them and hope you can catch someone going in for the save of coming back from it, because you really get nothing out of running across the map and trying to set traps as you chase someone further away.
They're simply poorly thought-out add ons that don't function reasonably in the game.
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I think Krampus is a better skin, but it still irritates me that his head isn't animated in any way, so it just reads as a big rubber mask.
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She is rarer, yes. That tends to happen when something goes from "obscenely strong and relatively simple to play" to "actually possible to counter reasonably," people flock to the next most broken killer.
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Artist is already largely countered by holding Shift W, increasing the duration of the speed penalty for using her power would just make her feel even more lethargic when survivors run to the next loop. Plague just recently had her penalties drastically reduced because as killer, constantly being slowed down because you try to use your power is incredibly unsatisfying to play.
Decreasing the hitbox of the crows is also a terrible suggestion as they already require a lot of precision, and anyone who plays Artist will attest to the fact that quite often crows which appear to hit survivors directly will only register as close misses and give killer instincts.
I think she's in a really good spot at the moment. She has counterplay, her crows are highly telegraphed allowing survivors to play around them long before they launch, and she has a relatively long cooldown for a power which is meant to be used for basically every hit. I've had pretty good success playing her, but coming up against good squads of survivors they're definitely able to dodge a lot of shots and waste time effectively.
You have to remember that the killer is a player too, something feeling "unfair" because you weren't able to dodge 100% of hits doesn't make sense, the power SHOULDN'T be easy to avoid every time, and her design as a killer is to make strong points on the map more risky, or to push you into making bad decisions.
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I loathe Lery's mostly for the massive amount of windows. Even after you've been playing for a while the map just doesn't get any better the way more pallet-window balanced maps do. Most of the strong ######### is still there.
I also despise how many rooms are dead ends or just have inconvenient doors, so you attempt to mindgame or cut someone off only to find your way out blocked, and there's no real way to remember where that issue is because the whole map looks the same.
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I just wish we had a toggle if we own the DLC.
Male Nancy on Inner Healing is way hotter.
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The devs are genuinely scared to nerf meta perks. Seriously it's been so stale for soooo long and the only time anything else gets attention is boons because they're so ludicrously broken.
Seriously, at this point I'd even take them just nerfing the balls off the top 4 perks on both sides just to see what happens.
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It's pretty hard to judge tbh. Scratch makrs just disappearing in the middle of a chase indefinitely is relatively difficult to deal with, especially as a player with hearing problems.
However it's difficult to know if lost aura reading is having an effect since I can't see it happening.
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I'd rather see people with clashing, clipping, nightmare fuel outfits than be told I'm not allowed to have one cosmetic with another because it has 2mm of floppy material hanging off the bottom.
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@Jejune said:
How about i take self care and botany knowledge and have same effect as what you just made? or just botany and good medkit?
I wouldnt even consider taking that perk unless i played in 4 man team and i was the only one taking it into the match.
The difference is what you're suggesting is 2 perks to get an effect. So what you're basically saying is bringing this one single perk that takes 1 slot basically gives the team 2 perks each (3 if we include empathy for seeing the injured person). It basically gives every survivor on the team a whole Claudette of perks on top of their build.
Somehow, a single perk slot worth 8-12 perks isn't worth your while. No wonder the only time we see new perks in the meta is when they're downright broken.
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Pig: Crouched movement speed is now 100% (4m/s)
If a Reverse Bear Trap is placed on a survivor after the last generator goes off, it is now active. If a survivor has a Reverse Bear Trap on during the endgame collapse, the timer will pause indefinitely until the survivor removes the trap, or dies.
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Lithe. I like that when I get a sprint, it also happens at a moment where the killer has to either stop and break something, vault something, or walk around something, meaning I gain more net distance than other perks where they're still just running behind me.
That said I almost never use exhaustion perks.
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I don't see any reason for Spirit's power to have any overlap with Sadako's. While her design is highly influenced by Sadako and Kayako (more the latter with her awful, awful hair) neither have anything to do with zooming around the ghost world at high speed. Sadako is far more likely to rely on some form of curse mechanic, and/or some form of teleport through televisions or wells.
Considering Shattered Bloodline released over 3 years ago, I expect it was at a time where it seemed unlikely to BHVR that they would obtain a license for either of the famous Asian horror girls, and they opted to include Spirit as a spiritual successor to them to provide fans of those series with some form of consolation prize. I'm happy we now get Sadako, but I don't see how it affects or devalues Spirit's place.
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I haven't been bothered to do the maths yet so here it goes;
I am making the assumption that +6% means it goes from 172.5% (6.9m/s) to 178.5% (7.14m/s) rather than a 6% increase in it's starting value, up to 182.85% (7.314m/s). In case I'm wrong, I'll assess both.
My second assumption is that this is being used in a straight chase. The survivor moves directly away from Pig gaining the maximum possible distance. This doesn't account for cases where extra speed would allow you to make slightly riskier mindgames at loops, but in my opinion that's equally countered by the survivor having an extra 0.5 seconds to leave the loop like most smart survivors would.
- Default: Stationary for 0.75s then 6.9m/s for 2 seconds. So in that time she moves 13.8m and the survivor moves 11m, essentially meaning you have to be within 2.8 meters of the survivor.
- With Last Will: Stationary for 1.245s then 7.14m/s for 2 seconds. So in that time she moves 14.28m and the survivor moves 12.98m. Meaning you have to be closer than 1.3m to hit the survivor.
- If my assumption is wrong and it's an overall 6% increase rather than +6%, then she would move 14.628m, meaning you'd still need to be closer than 1.648m.
So regardless of how the addon works, it's a net loss overall.
The only other possibility to consider is the Workshop Grease which increases charge speed by 50%. Normally we'd have to worry about how they stack, whether it be multiplicative or additive, however in this case, one affects charge TIME and the other affects charge SPEED, so there's no issue.
- Just Workshop Grease: Stationary for 0.375s then 6.9m/s for 2 seconds. She moves 13.8m and the survivor moves 9.5m, meaning you gain an additional 1.5m of leeway in using the ambush, up to 4.3m.
- Workshop Grease + Last Will: Stationary for 0.6225s then 7.14m/s for 2 seconds. She moves 14.28m and the survivor moves 10.49m. Using 2 addons to "improve" her ambush dash means you have to be within 3.79m to land it. While almost a meter of improvement over 0 add ons, it's still 0.5m less than just not using the Last Will at all.
- Workshop Grease + Last Will alt: 14.628m vs 10.49m. Again, only 4.138m. Still less than Workshop Grease alone.
Additional considerations:
It takes 1.3 seconds to move into and out of crouch. I'm not sure if her movement speed adjusts over this time, or is instantly reduced to 3.6m/s, but I would assume the latter.
In the time it takes you to crouch, the survivor gains 0.52m on you (0.4 with Combat Straps) so in using Last will alone, if you want to crouch and ambush while in a chase, you would have to be closer than 1m from the survivor to do so, in which case, you are actively choosing not to just smack someone with an M1 who is well within range in exchange for risking the ambush just for deviousness points.
Conclusions:
Outside of very, very niche situations where 6% speed is the difference between you landing a hit through a mindgaming ambush or not, Last Will is mathematically a detriment to your ability to land an ambush attack.
If you ever intend to land an ambush attack in a chase, Last Will alone will almost guarantee it is impossible outside of situations where you couldn't already hit them with a basic M1 attack, not even a lunge.
Worshop Grease (previously Video Tape) remains the best add on for improving your ambush, closely followed by Combat Straps, and a combination of the two is far better than combining either with Last Will.
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2705481#Comment_2705481
Understandable, but isn't that just a fair counter to a 3 gen? Why are the survivors at fault for a killer's inability to apply lethal pressure?
It would be a fair counter to a 3 gen if the perk were an anti-3-gen perk. The problem arises from the fact that it's a strong perk in basically every situation, and ALSO completely removes all pressure the killer has in situations that are hard to orchestrate. It's just a do-everything perk.
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What makes it so much stronger and more frustrating to deal with than any other exhaustion perk is that it has 2 distinct options for use, and both are incredibly strong.
As a killer you can almost counterplay the perk by waiting it out, but this only really works if a survivor is antsy, as otherwise they'll just wait until you attack to trigger it, and because of validation this is pretty much foolproof now.
However, if a survivor knows you expect the perk, they simply activate it mid chase when you're out of range to attack and use its lunge to reach an otherwise out of reach pallet or window and extend the chase by a huge amount.
The fact that there's absolutely nothing the killer can do to play around "dead hard for distance" makes it incredibly frustrating to deal with, because people who should have gone down for poor positioning or judgement just get to keep going because their safety net caught them. It's incredible to see how poorly some players perform in chases as soon as you have some form of exhaustion as killer, because they're so used to Dead Hard fixing their mistakes.
I'm firmly of the belief that Dead Hard should have some sort of animation like the white flash from endurance to indicate its activation, and the lunge and distance should be completely removed. That would make other exhaustion perks actually compete for the slot as they provide you distance, where Dead Hard would remain in its niche for avoiding an attack when timed correctly.
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Two reasons.
One, you assume the community is single-minded. Many of us never wanted an MMR system in the first place, and now that it's implemented in a really terrible way we feel justified in criticising it more than ever.
Two, because they promised a skill-based system, then chose a method which completely disregards skill.
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TBH there's enough worthless garbage on the bloodweb without adding as second version of every map offering just to avoid it. And what happens? You burn and offering to avoid the game and just end up on Midwich instead.
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I dunno, not a huge fan because it just becomes a mandatory wall to break every match. If anything, I'd like to see the windows on the back patched up so survivors can't have the easy play of just seeing where the killer goes and adjusting accordingly. Looping the shack should at least take SOME risk.
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It absolutely needed nerfs because it took literally zero interaction to use, and mostly punished lower tier M1 killers.