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anarchy753

anarchy753

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anarchy753
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  • Survivor side, I can't stand to play without Iron Will. It doesn't even feel like a crutch, it's more that it enables options that simply don't exist with any other perk because any good killer can find an injured survivor.

    As killer, I've almost never played without PGtW since Clown was added. I find it WAY more useful than Ruin and the recent buff was just insane QoL for me. I always run BBQ if I have it, but I'm fine playing as killer without it, as it's more about the double points for me.

  • If she can climb UP the hay bale, yeah that's an exploit, that's pretty distinctly designed as a 1-way path.

  • This still has a pretty major issue that existed with the old MoM. It punishes all the wrong killers.

    Most of the top tier killers could already avoid the perk entirely, or were Nurse and Spirit who didn't have too much of an issue landing an extra hit. Meanwhile M1 killers were both unable to avoid it, and more harmed by the free extra hit. Not to mention, it's also a free extra hit for doing absolutely nothing. You aren't entitled to it, work for it.

    It also works too well with Decisive Strike, as once one person gets the free hit, if someone DSes the killer, then bang, you're the obsession and you get a free hit too.

    It's also bad thematically, you're the obsession of a psychotic killer empowered by a god, it wants to kill you, yet there's only 2 perks left in the game that don't make that a POSITIVE thing for the survivor.

    The perk needs a complete rework, not adjustments on free hits. If anything, it should be a perk that can grant resistance to one-hit downs to be injured instead. (Conditionally, not "I can never be 1 hit.")

  • @SureSpear said:

    https://forum.deadbydaylight.com/en/discussion/comment/675931#Comment_675931

    A good chunk of the mechanics on survivor's side that ahould be helpful are borderline useless. Wiggling rarely ever helps unless a killer is greedy for the basemmt hook, luck is just a flat out joke, and sabo is great for memes but not much else. The devs need to actually fix these mechanics and make them useful.

    Wiggling does exactly what it's intended to do, it stops killers taking you to whichever hook is tactically best, or holding you hostage by just never hooking you.

    Wiggling OFF is not meant to be a common occurrence, in fact I would guess it's almost completely unintended without the aid of perks or other survivors.

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/comment/675898#Comment_675898

    Yeah me too, it's rare for me to be impressed with a killer (of "wow, he's good), I just keep getting the same players that put me on their mori/camp list for no reason. I was playing Kill your friends, and a mutual friend who is a killer main chose to be a spirit with beads. I just DC'd (I don't DC in public matches) as if I wanted to play against a spirit with beads, I'd play solo Q and earn blood points for it.

    EDIT:

    https://forum.deadbydaylight.com/en/discussion/comment/675918#Comment_675918

    I don't know, maybe it's because I'm on console but I can barely can tell difference between the quality of randoms I get at red and purple ranks. Both seem to like to roam the map in the search of ruin, whilst my aim was to be the runner whilst everyone else did gens, I feel like I'm the only one working through ruin. Amount times I'm making jokes to myself about match making, and at the end of the game I find out my team mates were actually red ranks, it blows my mind.

    I honestly just flat out refuse people offering KYF, I used to enjoy it, but it becomes clear fast that it's ALWAYS just the worst things in the game. Doctor on the Game with Iridescent King, Scratched Mirror Lerys, Tombstones, Prayer Beads, Iri Heads. Nobody just plays normal ######### to have fun, it's always just how toxic can I be?

  • The only reason I end up high ranks is because I don't actively play intending to depip. Hell I even started mostly playing Plague recently and despite many 4ks being safety pips, I'm still creeping on up.

    There's no reason to want to rank up, it's not fun. If anything it's stressful since the only people up there are hell bent on showing that they can make you miserable. Half the time even when you get a clear win you come out feeling ######### about the match.

    I've taken to running Franklin's semi-regularly too, as for some reason these days, if it's a medkit in the lobby, it's an insta. No exceptions. I'm not the sort of person who runs noed, nor any exposed perks that I can think of, I don't even run moris any more if I don't have a daily, so instas and keys and ######### feel pretty annoying to deal with. It's especially true when SWF all comes packing their instas and perfectly coordinate saves and #########.

    It's another reason I'm enjoying Plague. I've had a lot of ultra rares on her, and they honestly make her a powerhouse (if still a mostly M1 killer) and having people not cleanse is actively a downside when they don't realise they're playing into UR builds. Watching people go down in one hit knowing that they're carrying instas that can't do anything is exceptionally satisfying.

  • Saboutage is just such a problematic mechanic, as soon as it's "viable" it's an issue, especially with SWF.

    There's no entertainment in a game where you simply cannot do your objective, because it's very easy to saboutage a couple of hooks, and it's easier for a SWF squad to destroy whole areas quickly, along with running other anti-slug perks.

    Imagine if Overcharge just stopped you working on gens for 3.5 minutes at a time, would that be fair? Of course not, the ease of setting that up would not even compare to the payoff.

    Saboutage should honestly just be removed from the game entirely. It's worthless in it's current state and it's horrendously abusive when it's stronger.

  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/675651#Comment_675651

    Not really true, unlock BBQ for killers and WGLF for survivors and it takes a huge bite out of the grind, being able to get these perks easier and more consistently reduces the grind.

    Which, if you're doing what most new players do, collecting teachable perks before moving onto the next character, will not be affected by the bloodweb change at all, since they only need to level up to 40.

  • @GhostfaceneedaNerf said:

    P2W KILLER has sprint from Meg survivor + run while crunching from The Pig killer and Nea the survivor + stalking from Michel Mayer but instant + kill in 1 stab from Michel Mayer but faster + watch survivors like bbq and chile from leather face + run more than survivors or Legion even withouth use the sprint + long weapon lunge from Freddy + his own habilitys like block engines = block the main target of survivors + learned habilitys from other killers, etc. lol just need teleport from Nurse right ??. Literally 90% killers switched to him, you dont even see the old killers anymore unless you play 24/7, i bought recently Michael Mayers and i feel scammed cuz he can stalk and oneshot in less than 5 seconds while i need the whole match to do the same with Michael Mayers, totally game breaking, all matches as survivor against him, he killed the whole party in less than 2 mins even with obiously noob player handling him. So yeah you are doing something wrong.

    Well, he doesn't have a sprint, he just has a different animation for running while in a chase, he still moves regular killer speed.

    He's slowed while crouching, like Pig, with no ambush attack out of it.

    His stalking is far worse than Michael as it can be broken and only affects one survivor, and provides no benefit in a chase like Evil Within does.

    He also doesn't have aura reading without an ultra rare add on.

    Again, moves the same speed at most killers, slower than Legion's Frenzy.

    He (and Freddy) have the SAME LUNGE as EVERY killer.

    Thrilling Tremors blocking gens is literal garbage, it only lasts 16 seconds and doesn't affect gens being worked on.

    I don't know how you've managed to get this many misconceptions about one killer.

  • You're broken, so Adrenaline will not heal you, however you're in control of your character so you would gain the sprint effect still.

  • I think it's a decent idea, as it makes more perks like Calm Spirit or Small Game more useful when part of them only applies to one or two killers.

    You could get dodging if, say, the three icons show Nurse/Billy/Spirit, but no more than killers already dodge this, that and the other thing.

    That said there's nothing to stop a killer having a loadout readied up on their killer and last second switching, though same as the point above, that's kind of a taste of the other side's medicine.

  • The grind for new players is 100% unchanged with the new patch. Trying to unlock teachables on 30+ characters isn't lessened at all by adding a handful of extra perks at high levels.

    It ONLY affects people trying to collect perks on single characters, which is usually people at P3L50.

  • You can't just hand survivors 2 of the strongest perks in the game for free, and one of the more fun utility perks.

    Not every survivor needs to die 3 seconds before the end of the match, sometimes you die early, deal with it.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/674126#Comment_674126

    Same. I couldn't even remember when I got Haddonfield the last time so I used a map offering. Them survivors are probably still wondering why a killer would use a Haddonfield offering haha.

    I use the Game offering as survivor, fite me.

  • Lucky you, that means you aren't on corn 90% of matches.

  • I'm happy to play on Haddonfield the rare times it shows up. It certainly isn't fun, but I'll suck it up and deal with it.

    However, if there was a map offering, you better believe I'm gonna work out which person's running Unbalanced Landing and make sure they get the lowest points for the match.

    There's a lot of maps that are killer sided or survivor sided, but Haddonfield is pure exploitation when you build specifically for it.

  • With Ghostface, I would never call his power reliable. One slip and you're on a cooldown long enough for both gates to be opened.

    With Myers, survivors will almost always go for saves right after they hear the tier down music. If you're also packing noed that can let you punish some riskier attempts in the end game as it's especially unexpected on him.

    In both cases it adds speed and a security blanket in the end game.

  • Both have high potential with what a skilled player can do with them. The difference is a relatively unskilled or new player can jump on Billy and still do pretty well, especially since he comes with 2 stackable training wheels add ons, where a new player nearly always suffers on Nurse.

  • I completely agree. They did a mass map fix up ages ago to make less abusive loops with lots of windows, yet somehow a few of the worst just snuck through untouched.

    There's plenty of maps that are fun and fair without psuedo-infinites that show it would be more than fair to fix these ones.

    The people arguing that it's somehow "skill" to beat people when all game is just "I ran to the Wretched Shop loop, I'm invincible for 5 gens now" are just talking out of their ass because they'd prefer running around a square they cannot physically be caught on than actually learn to run in a proper chase.

  • Ok, killer side of things, they're awful.

    Surge is a small range now, combined with the fact that if you want it to be at all valuable you have to stack it with PGtW (and let's face it, that synergy will be nerfed) means you're taking up 2 perk slots for what you were already making do with just pop for, makes it pretty undesirable. This perk is 100% only a bandaid to the threads that did the maths to show that kicking a generator is nearly ALWAYS a waste of time if you aren't completely certain nobody is nearby.

    Cruel Limits, again, small range, but now it's a 30 limited effect around an area of the map that you no longer want to be near as killer, because there's more important places to pressure. I get that the theme of the perks are "sneak up and assault them near gens," but this is just too situational, short-lived and largely out of your control as killer.

    Mindbreaker only has a significant effect against people who don't look around on gens, and are running Sprint Burst. I'm sure the brown ranks are going to love this.


    On the survivor side it's a mixed bag.

    Better Together is a less consistent Bond or Empathy. It's a buff to solo survivor but probably not enough of a reason to run it over the other top team aura reading perks.

    Fixated will be interesting, but certainly not long term. I can't imagine 20% extra walking speed will be a major game changer.

    Inner Strength is strong, and really it's just a nerf to noed and other hexes. It also annoyingly supports this whole "no heal" meta because now you can have a free passive heal for removing ruin at the start of the match. Personally I just hate it because as survivor it's going to be denying me altruism.

    Babysitter, meh. 9 times out of 10 if the killer is coming back to the hook they see the survivor before their scratch marks. If anything it's more likely to make me think the user is more confident and be less tempted to chase them.

    Camaraderie is #########. If it's doing anything in a match, it's because a killer is camping and someone else is getting nothing done anyway. Chances are it isn't changing the outcome for the survivor on the hook, as their fate is down to how their teammates play against the camper.

    Second Wind. Again it annoys me that the reward of a perk is that I'm denied altruism points for healing them because they have a passive heal. At least this one forces them to heal others at least once for the tempo balance of the game.

  • @Milordo said:

    https://forum.deadbydaylight.com/en/discussion/comment/672400#Comment_672400

    They already did it with Aftercare which is exactly the most powerful aura reading for survivors to seek others teammates.

    Bond doesn't require setup through either one of you being injured or hooked already, and works on every survivor from the get go.

    On top of that bond can't lose it's effect that you spend half a match building just for being caught once.

  • Brenda Meeks from Scary Movie.

    Since we have Ash from a semi-horror/comedy series, and now we have a kid's show, there's not much limit on characters.

    I'd love to see her gain buffs while other survivors (or the obsession) is being chased https://i.pinimg.com/originals/33/2f/0e/332f0eab212fe965a33564a84b582b76.gif

    Or buff items pilfered from dead survivors https://memestatic.fjcdn.com/pictures/Rpgs+in+real+life_b4281b_6440441.jpg

  • Nope. The Stranger Things chapter is set, next chapter will be something completely different.

    It's a small piece of ST content in an existing game, not a ST game and it doesn't need the whole cast.

  • Funny, that's what all the survivors in Australian killer lobbies have looked like for the last week.

  • Portals are going to be disabled once gens are complete. Give him the old castration rather than fixing an issue, just like Pig.

  • Am I the only one seeing a VERY aggressive boob grab on a corpse?

  • It means I'm no longer playing the game of "I'll just sacrifice this third guy and hope I get to the hatch first."

    Slugs for everyone.

  • It seems pretty garbage as a rework.

    Takes too long to build up the effect, mediocre effect at maximum. Obsession is not affected but you HAVE to keep them alive.

    This seems like an attempt to make the changing obsession perks relevant, but this ######### just isn't worth a slot.

  • @Awakey said:

    Dude, wall of text. The space bar won't bite.

    But the full stop key will break.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/666769#Comment_666769

    It's only been four hours since the update went live, and the perk isn't even available in public matches yet. We're going to wait a bit before pulling the trigger.

    If public match data is important, why do we still have such huge limitations on the PTB? Barely anyone will have tier 3 of any of these perks in the 1-2 days the PTB is actually populated enough to get a match.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/666031#Comment_666031

    Blood on your hands is for the first survivor you kill without sacrificing right? Because I got that from the RBT too (never wanted to use moris, still don't, rather get bloodpoints XD )

    Yeah, I didn't get a mori on the bloodweb before I got an RBT kill. I bought the Saw bundle when I had still basically only played survivor.

  • A tonne, but I play a heap of Pig.

    3 stand out to me.

    My first was in my first game as Pig, and it got me the "blood on your hands" achievement.

    Then there was a David who teabagged me in the exit gate from across the map when BBQ revealed him, and he proceeded to run out, killing himself.

    The best one though? There was this INSANELY toxic Claudette, she was SO up in my face all match. So she was trapped, and the gates were powered, and it was her and a Jake left. I finally managed to hook her, and Jake saved her with me following him.

    I took the moral high ground and went for Jake instead and happened to hook him near a Jigsaw box. This was the patch where Jigsaw boxes were bugged and you could hear them globally. So Jake hangs on on the hook, and I hear every other Jigsaw box on the map laugh, and know she needs the one behind Jake on the hook, and I got to watch as the #########'s head got wrenched open.

  • @chieftaco said:

    https://forum.deadbydaylight.com/en/discussion/comment/665746#Comment_665746

    if you keep getting me sick and i keep running off it sounds like i'm having a pretty good time in your game as well :) not sure what your point is, friend. :)

    again, if you think it's fun to mow down everyone else in the game while i loop you around stuff and run away, i don't see how that's a negative for me in any way. "dip" :)

    Pretty simple really, just cos you think you're a looping god doesn't mean you win chases.

    Worst comes to worst your team gets mown down by poor decision making, then I just have to find the hatch before survivor #3 dies.

  • Also, having played a lot of Plague in the last few weeks, you are the person I love having in my games.

    I just keep getting you sick, keep letting you run off, and you keep making my game easier and easier by cleansing.

    The people that don't understand how fun and easy plague is when someone cleanses and forces the rest of the team to are the ones that single-handedly win the game for her.

  • @chieftaco said:

    i like how everyone wants to, but nobody wants to be the first to do it..

    why straw poll? why not discuss pros/cons?

    personally i ALWAYS cleanse. i want plague to have red vomit and here's why:

    with green vomit, she runs around infecting everything and everybody. the things become stinky and gross and will infect anything that comes in contact with whatever is infected.

    if it's a person, they become broken and lose the ability to take a hit from the killer, making them completely useless. when they are downed and hung, they hang there infected, and i have to go rescue them, getting myself infected (stinky, noisy, visually easier to see, soon to be 1-hit down), and they are broken so i can't even get any altruism from them.. altruism (healing others) is 25% of my score.. without that i have to max all 3 other categories just to get a 75% score..

    when people cleanse and give the plague red vomit, sure she has ranged attacks but you have to get hit twice. i'm not sure why people try to constantly run away from a killer with ranged attacks, but they do.. if they would invest a little time instead in learning the size of the object you need to loop around for her to not be able to hit them with the vomit when she tries, she would run out of red vomit before being able to down them..

    when they do get downed by red vomit and they get hooked, after unhooking them i get to get altruism, and so do other teammates that are smart enough to come "get it while the getting is good..". i also don't automatically get infected, so after healing, the newly formed "group" of people who can all take 2 hits if needed can then work together on getting things done instead of having to focus so hard on hiding because they're broken.

    remember if survivors are as good as they think they are, 8 hooks can take place in a match before anyone ever dies.. who cares if you get downed and put on a hook? the game is not a 1v1 game, even tho a lot of people like to pretend it is, which is why people are usually dead by the time a killer has 1-3 hooks in a game instead of closer to 8..

    It's not that everyone wants to but doesn't want to be the first, it's that the benefit of not cleansing is lost as soon as she's able to get corrupt.

    Now, you go down in one hit AND she can hit from range.

    Once that first person cleanses it's in your best interest to cleanse too, or you just become a very easy mark.

  • Plague should be pretty bottom tier. Nobody cleanses and makes you just an M1 button on legs. Strong or not all of the "fun" of her power goes out the window a minute in.

  • @mylesmylo said:

    Well we all know how annoying this cap is, but hopefully with the new bloodweb change, it wont be as annoying lol

    The bloodweb change doesn't affect the amount of points to reach 40 for teachables, nor 50 for prestiging. It only affects how many perks you unlock after level 40.

    Personally I'm annoyed that with hitting the cap, saving up enough shards to buy 3 perks on the shrine, and holding onto 3 high value dailies, I'll barely unlock one character's teachables, and perk slots on the other two to attempt adept.

  • Yeah, gotta say the design of Suffocation Pit especially is crippling to most M1 killers. It's a string of about 10 windows with pallets around each, but then the two ends have the decent building, or the shack and a bunch of debris, so they're not exactly dead zones.

    It'd be nice if the map could be reworked a little to randomise the placement a little more so every match isn't "just run to the center and vault 16 windows."

  • I think people are missing the same point as the devs are.

    Smashing your space bar is not "stressful" because you feel like you're under pressure. It's stressful because it's damaging to expensive equipment. It's stressful because you could die any second to a PING SPIKE, not to a mistake.

    Struggling on the hook isn't a valuable part of the game that adds to the atmosphere, it's an annoying, poor mechanic.

  • Yeah, can't say I'm the biggest fan of the way they choose to change things.

    They like to compartmentalise things, we can't fix an issue or an add on with a killer until the killer gets EVERY add on changed, or rebuilt from the ground up.

    With Freddy they identified about 5 changes (like no progress in the transition) that would've made him much more fun about a year earlier, but chose to leave him disgustingly unfun until his full rework was decided on.

    DS had like 5 variations, one or two of which ever made it to a PTB and that took YEARS.

    We don't get small fixes to one or two broken things until it's done in bulk. We don't get adjustments, or steps in the right direction until it's "this is the exact version we have decided on, bar minor number tweaks."

    It's frustrating, but I guess that's just the way it is.

  • @se05239 said:

    It used to be like this on new cosmetics. But I guess Behavior have abandoned the practice, since it didn't generate enough revenue to be worthwhile.

    It let people get outfits without forking over cash, therefore it had to be scrapped.

  • Oh boy that's the reputation we want, the game that copies fortnite.

  • I realise it has been edited, but still:

    Killers should be able to see what they're up against. Many perks (lightborn, Hangman's Trick etc) are incredibly niche as it is, and only really affect a singular aspect of the game. The killer can only bring 4 perks vs a team of 16 perks and 4 potential items, and taking away information like that turns very rare perks into non-existent ones. On top of that, nothing a killer can bring 100% counters items. Lightborn changes the timing for a save and makes blinding at pallets poor, but there is still function there.

    From there, we move onto lobby dodging. I don't believe lobby dodging should ever be punishable. While some people are very "Yeah, let's force everyone to deal with 4 mans or punish them!" There's more important parts to lobby dodging. I live in Australia for instance, and depending on the time it can take quite a while to find survivors who don't have red ping when it chucks SEA players in, and many of them will ready up, even though it will be an unfun experience for both of us.

    Then there is 4 mans, and in smaller communities, you can get matched with the same 4 man god squads 3-4 times in a row if you don't dodge them, and wait until they're in a lobby. It simply isn't reasonable to add a punishment to a situation like that, and it would drive away some players, even just in the sense of playing less often.

  • "Any of you run X, Y or Z and I'll facecamp you" would probably be popular.

  • Plague is not "weak," the issue with her is that once people break and don't cleanse, you no longer have a power. It may be simple to get downs, but she becomes about as much fun as licking sandpaper.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/661988#Comment_661988

    OOHHHHHHHHHHHHHH

    I misunderstood. I thought you meant make it like in the initial patch where it was only silent within 8 meters.

    So something like "Someone within 10 meters of the TR won't hear it" or something along those lines?

    Yeah, so basically silent until she's within 8-10 meters. She still gets the huge advantage of being right on top of you before you have a heads up that she's phasing, but doesn't just get free grabs from discordance, toth, etc.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/661948#Comment_661948

    I mean downgrades from base kit. Having the addon would be worse than not having the addon at all.

    Like if you are trying to make a challange addon like speed limiter then fair enough, but that's what this is the equivalent of.

    That simply isn't true. #2 maybe, but #3 would decrease how far from you they can hear the phase sounds, meaning they don't know you're phasing towards them until you're much closer. That's not a downgrade, it's what the add on originally was.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/84374/prayer-beads-bracelet-is-still-the-least-balanced-add-on-in-the-game

    All 3 of these things are downgrades.

    Right now with no addons Survivors outside of your terror radius will know you are phasing and Survivors inside of your terror radius will not.

    This means option 1 is no different from base kit.

    Option 2 and 3 are a straight downgrade

    Of course they're downgrades, that's kind of the point of nerfing prayer beads.

  • @MsFrizby93 said:

    Spine chill

    A perk that can counter an add on is not equivalent to balance, as you cannot put it on in response. You should not have to run a perk every match for the CHANCE that an obscenely broken add on is in the match.

  • This change doesn't make any difference in the amount of points needed to reach P3 50, so why would it be worthy of legacy?

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