Avatar

dspaceman20

dspaceman20

About

Username
dspaceman20
Joined
Visits
0
Last Active
—

Comments

  • What type of swf are we talking about 4 man, 3 man, 2 man?

    If 4 man I would sorta understand, However if it's 2 man or maybe 3 man to a certain extent then I would say its probably fine.

  • @Ace_Ventura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685340#Comment_1685340

    The builds the survivors had were far more powerful, to be fair. Plus, he had no addons. Can't really call it a sweat build when addons are the most powerful thing about killers.

    https://forum.deadbydaylight.com/en/discussion/comment/1685465#Comment_1685465

    DBD isn't a competitive game. It's outcome is determined largely by RNG. It can never be competitive with that much reliance on RNG. Only the players are competitive.

    I Would disagree. There are multiple perks that do different things, different killers with different abilities that leads to a wide range of different play styles.

    I'm also using the literal definition of a competitive game, which is a game in which players are pitted against one another, and the outcome is a state of which there are winners and losers. Just because there are some RNG mechanics doesn't mean it's not competitive right? don't some competitive games have RNG that could determine the outcome?

    And not to be mean but to say the outcome is determined largely by RNG seems a bit hyperbolic to me. Could you provide some examples?

    (P.S is your name based on the movie?)

  • In a competitive game things like this are supposed to be expected so i don't think that these games would stop anytime soon

    Also side note how are you seeing their auras for long periods of time?

  • I have also thought of some killer perks.

    Alone

    You become obsessed with one survivor

    Anytime the obsesion performs a cooperative action the obsession suffer from the exposed status effect for 50 seconds

    Alone has a cooldown of 45 seconds after downing the obsession

    You can only be obsessed with one survivor at a time

    In The Dark

    A successful kill hides your dreadful presence for the next hunt.

    When a survivor is killed or sacrificed you gain the undetectable status effect until you start a chase with another survivor.

    Onlooker

    After kicking a generator, any survivor within 15 meters of the kicked generator will revel their aura for as long as they are in the range generator.

    Onlooker has a cooldown of 25 seconds

  • I am a survivor main but I have a few ideas for a survivor perks.

    How are these survivor perks?

    Level Headed

    You are able to keep a calm mind even in dire situations

    When you are in the dying state, your aura will not be show to the killer under any circumstances and grunts of pain while in the dying state is reduced by 100%.

    You bleed out 50% less blood

    Back on track

    After being side tracked your able to effectively get back to the task at hand

    Generators that are regressing will be show to you in a red aura, until it has stopped regressing

    Stopping the regression and repairing the generator you have a 10% increase in repair speed for 5 seconds

    Back on track has a cooldown of 30 seconds


    For Others

    Your able to sacrifice yourself for the survival of your friends

    Once the exit gates are powered you become the obsession and your aura is show to the killer indefinitely.

    All other survivors that are still in the trial will leave no blood trail or scratch marks, and aura will not be show to the killer

    If you are killed, hooked or sacrificed the perks effects are disabled.

    Decreases your odds of becoming the obsession

  • @Axe said:

    Cause ranking is so easy, you can abuse the 2-2-2 strat all the way to red ranks. 2 generators, 2 chases, 2 unhooks. You will pip instantly

    Its that simple?

  • @SurvJoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1682605#Comment_1682605

    what u on about ? tunneling is real thing go play some survivor as soon as killer sees u dont have decisive strike = your game is over unless killer purposely will ignore u for a while which is rare occasion

    I'm Not saying that that tunneling is a not real thing, I'm saying that its subjective.

    A killers definition of tunneling could be different from a survivors definition of tunneling.

    P.S I'm a survivor main

  • I think the issue of tunneling comes from the fact that peoples definition of it is vastly different from each.

    In other words the definition of tunneling is subjective.

  • Thank you. Finally someone who understands my pain

  • @Xyvielia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681549#Comment_1681549

    And MoM is still good, just more challenging to activate...

    though, isn’t it interesting (while not the actual reason for the nerf) how they profited from such a strong perk, then nerfed it well after sales peaked and were on the decline.

    Could this be a trend we see in future chapters... make it look flashy, players buy it up, then...nerf it after the bank’s full, idk?

    MoM is scarcely used as often as it once was.

    I always wonder why MoM was stopped being used. I hate to imagine that survivors are too lazy to want to get the grand benefit of having endurance

  • Actually I'm thinking about taking a break as well. Playing constantly seems to be worse for me. I think I will wait until the next chapter. I also wanna see what new perks they should come up with so the next time I can do a perk randomizer. That should be fun

    In the meantime any other good games you guys might suggest?

  • @jerakal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681434#Comment_1681434

    https://thething.fandom.com/wiki/R.J._MacReady

    Right so, in a nutshell, MacReady is a helicoptor pilot, and we can see his that he's generally level-headed and intelligent, if a bit immature and cynical. He's resourceful as heck, and willing to do what it takes to root out this otherworldly evil and dispose of it with extreme prejudice.

    We get to see a lot of his character throughout the movie, from pouring whisky on a "Cheating" computer, to threatening to blow himself up to get his crewmates to see reason, to even threatening to kill another character to get them to do a test to verify their humanity. He comes across as ruthless and practical as the movie goes on, but is definitely the most effective and rational throughout. Even with all the people around him losing their minds to suspicion and paranoia, he stays on track, even if he has to use some pretty extreme methods to do so.

    Perhaps his perks could reflect his ability to remain level headed during insane situations? Or his ability to take desperate measures to ensure the survival of humanity?


    How are these survivor perks?

    Level Headed

    You are able to keep a calm mind even in dire situations

    When you are in the dying state, your aura will not be show to the killer under any circumstances and grunts of pain while in the dying state is reduced by 100%.

    You bleed out 50% less blood

    Back on track

    After being side tracked your able to effectively get back to the task at hand

    Generators that are regressing will be show to you in a red aura, until it has stopped regressing

    Stopping the regression and repairing the generator you have a 10% increase in repair speed for 5 seconds

    Back on track has a cooldown of 30 seconds


    For Humanity

    Your able to sacrifice yourself for the survival of humanity

    Once the exit gates are powered you become the obsession and your aura is show to the killer indefinitely.

    All other survivors that are still in the trial will leave no blood trail or scratch marks, and aura will not be show to the killer

    If you are killed, hooked or sacrificed the perks effects are disabled.

    Decreases your odds of becoming the obsession

  • @jerakal said:

    I really think the coolest classic Horror Movie Monster that is missing from the Roster right now is without a doubt, John Carpenter's, The Thing.

    https://picfiles.alphacoders.com/158/thumb-1920-158961.gif

    I've already seen a thread or two suggesting The Thing as this stealth killer that can transform to ambush survivors and I love this. The potential for this as a killer is so good. It would give players a reason to be suspicious of each other until the Killer is revealed to not be the Thing, and discourage players from grouping up afterwards.

    This would also be a lot of fun for SWFs too, because since they're on comms, they would have to ask each other, "IS THAT YOU?" when they run up to assist one another.

    There's also a lot of potential for the killer to show up under certain auras while disguised, leading to a lot of confusion for the players.

    But I digress. What would be some cool and thematic perks to go with the idea of this creature's alien physiology and shapeshifting abilities?

    My initial thoughts were something along the lines of:

    -Alien Endurance: Some kind of Stun Resistance/Duration Reduction

    -Sabotage: I think it'd be cool if The Thing could pretend to work on a generator in survivor form, but really be negating progress in some way.

    MacReady would also be a very fun addition to the Survivor list, with his grizzled and No BS personality. If only he had his flamethrower. I admit I don't have any good ideas for perks for him yet.

    What do you guys think?

    If Your going to make perks for the survivor, i noticed that they have to connect with the survivors characters in some way. Could you describe the survivors character a bit more? Like back story, personality traits, abilities ect

  • This is really interesting read!

  • I understand how you feel about him. His lunge is annoying and weird as well

  • @lowiq said:

    Survivor bad

    I'm a survivor main

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679403#Comment_1679403

    ^ This. You should not feel frustated while winning a game, it kills it after some time

    Isn't in competition some frustration is needed to make for a more intense and unpredictable game. Its inevitable to feel frustrated when your so far in the lead and nearing victory only to have the opposing team get a fighting chance and could carve out the win. But you were able to use that frustration to have a more intense game and get a win. I imagine that those survivors had a more intense match and fun match despite losing. And if you don't feel happy you won ( because of what ever reason) thats on you

  • @OmegaXII said:

    It really angers me while reading the commend. How can you all not see the problem when someone is angry even winning the game?

    In PVP game, people should NOT ever have chance to reset the game when you play so badly! If you somehow comeback with skill, it's absolutely fine. However, if they make a comeback because of one single thing in the game, then it's broken.

    In this situation, how much mistakes survivors need to make in order to be in 3 hook basement situation? Should these survivors even deserve to have second chance?

    Sure he won the game, but this is only one game. There are many more games that survivors truly make a comeback because of 1 single perk design. Got 4 slugged because of massive bad play? One unbreakable and the game is reset. Why should these survivors that make bad plays to be even rewarded with a chance to reset your massive mistakes you did and everything the killer takes advantage of?

    What if there is a killer perk that unpowers 3 gens after all gens are done, and he only got one hook in total? Does he deserve this chance at all? Yeah you guys still 4 escape, and are you happy with it?

    I'm sorry but you seem to be talking about a particular situation. What about the case where Unbreakable is nessacary for a fare game for survivors that didn't make a mistake?

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679244#Comment_1679244

    Maybe, but since you need to be lucky to get any value from this, I think it wouldn't be that bad.

    Also this gives you a debuff at the start of the game, so if you're not lucky, it could actually make your game worse.

    Wait Does luck effect skill checks in the game? If thats true then that could buff the perk

  • @AhoyWolf said:

    Maybe instead of instant heal progress when hitting a Skillcheck, it could make you heal 25% slower, and with every skill check your healing speed increases by 15%, up to 50%.

    Thats could be good but it could potentially overshadow other healing perks that increase healing speeds wouldn't it?

  • This seems like a very good and interesting idea that should definitely be added to the game.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674316#Comment_1674316

    The total amount of totems you end up cleansing would be the same as when you go for the Hex totems and they always happen to be Ruin. At least by cleansing the Hex, you at least have a chance of decreasing this number by taking out Undying.

    I'm not saying you should ignore the dulls and only go for Hexes, just that the idea of only going for dulls is a flawed strategy. Just cleanse every totem you see, dull or lit.

    Really this works best because people will most likely ignore dull totems and find hex totoms instead. Sure the amount of totems you do is the same but with other places for ruin to go that means it stays in the game longer.

    I feel I should test this out in a custom game to really confirm it.

  • Really the best way to counter the ruin/undying meta is to do dull totems before you do any hex totom.

    There is a 50 50 chance that the hex tottom you find is ruin or undying. Thats way to big of a risk in my opinion. If you take out the dull totem first you take away the opportunity for ruin to be transferred over to them.

  • @NoObzBoiYT said:

    i hate when survivors complain everyday

    so are survivor complaints not valid? If a killer complains its completely justified?

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671933#Comment_1671933

    I think reducing 50% to 30% is unneeded, but otherwise, I think it would work a lot better.

    Oh I didn't know it was 50%

  • @GrimReaperJr1232 said:

    This is... would not work very well. Allow me to explain why.

    1. The effect is only for 4 secs at max lvl. Survivors don't attempt to leave until the killer is long gone (typically waiting a sec or two after the TR fades). That's not enough time for the killer to make it back before the survivor is long gone.
    2. It still has current IM's weakness. What's that? Once they know you have this perk... they won't go into lockers. It's not subtle in the slightest.
    3. It's an aura with no noise indicator. This makes it very easy to miss as a killer. However, if there is an indicator, I will retract this statement.

    Just about the only thing this would be good for is countering Head-On. That's pretty much it.

    I Think your concerns are valid so let's change the perk a little to make it viable.

    Remove the exposed status and scream

    Any survivor that gets into a locker outside of your terror radius, has there arua shown to them for as long as they still in the locker

    You open lockers and pull survivors out of lockers 30% faster

    How is that?

  • @OBX said:

    Why is SWF so imbalanced? I really enjoy stacking gen perks so my game doesn’t last 4 mins.

    see how the whole perk argument goes both ways?

    Thats not the discussion topic. This is whataboutism

  • I think a better buff to cruel limits could be to make it so that while chasing a survivor any generator that is complete will block windows and valuts within the survivor your chasing location.

  • @OldHunterLight said:

    I'm starting to believe the chances aren't 4% anymore or 11.5%ish if you try 3 times.

    I've been having people kobe really often without luck offerings.

    That doesn't mean anything though. 4 percent doesn't mean it's impossible to kobe, it means its unlikely. Out of all the games you played your going to have to expect people to kobe a few times.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664920#Comment_1664920

    People who say it's the century of snowflakes are probably the same people who get offended over "ok boomer".

    What's weird about this statement is that its not true. Throughout human history everyone has been and taken offense to things and have been snowflakes. In the past when a person didn't like a message or statement/line the actors said in a movie or TV show they would write letter to the stations complaining to them about it. To say this century is full of snowflakes is wrong when every century has had snowflakes.

  • Idk I'm conflicted here.

    I'm of the opinion that no one at all should be toxic to anyone regardless of how the other person is.

    We should be adult enough in order to not stoop to that level at all.

  • @Heartbound said:

    Uhhh. I can give you counters for the killers if you want. (Or at least what I do.)

    Trapper: Don't step in tall grass and be wary at loops. Don't start hopping windows etc until you're injured because if you go down then well, you were going down anyway if you didn't try to escape.

    Wraith: Watch for his shimmer and start a loop to avoid the speed boost he gets uncloaking.

    Hillbilly: When he revs his chainsaw for more than 2 seconds press A or S on your keyboard and turn your mouse in the opposite way to spin. That usually throws him off.

    Nurse: Dead Hard the second blink when she's on top of you. Failing that use map geometry to your advantage. She has to predict you to land a hit on you, so as soon as you break line of sight pick a different way of going, but mix it up or she'll catch on.

    Huntress: You can duck her hatchets and I find it more useful than juking her, but make sure not to run in a straight line away from her or she'll axe you.

    Shape: There's two strats. If you're a gen jockey do not let him get stalk on you. Do whatever you can to remain behind cover. If you're the runner let him drain you completely of stalk and keep him busy. If you keep him off your jockeys he can never hit Tier 3.

    Hag: When she picks someone up run around and pop as many of her traps as you can. Make sure to hold crouch when you're rescuing someone. High rank survivors will crouch off of hook and hook traps will never be a problem with strong survivors.

    Doctor: Know your lockers. A lot of Docs use their static blast off cooldown and it's on a minute cooldown. If you know its been a minute and he hasn't used it and you hear the terror radius, consider getting in a locker. Alternatively run Calm Spirit, but lets be honest its real use is suppressing crows.

    Cannibal: If he's on you, know your fundamentals and stay at either a loop or window. Force him to M1 you. Stay calm and don't let him catch you in the open and do not crouch in corners. If he bodyblocks you in one it's over. He can be obnoxious to hook save against but unless he's memeing they usually run BBQ and Chili. You can hide in lockers before he hooks someone to shield your aura.

    Nightmare: You need a runner on your team to beat him. If someone contains Freddy and the others do gens he's not a big deal. It's when you let him use his power and run all over the place that he's an issue. Stay calm and just knock out gens. He's an M1 killer in the end.

    Pig: Fundamentals. Her traps add RNG. Usually my team finishes gens before I get unhooked at high ranks, but if your team is being slow consider searching 1 box and then doing a gen, then searching the remaining 3 boxes. The idea is to slow down the game, don't let her do that.

    Clown: Play liberally at loops. He'll slow you down a lot and chew through defenses faster than other killers. If you're the runner rely on vaults more than pallets, but use what you have to.

    Spirit: This one's tough. At easy ranks just loop her like normal. At high ranks she will expect you to try to mindgame her. Play a little stupid and you'll be rewarded, but mix it up. Something I say against Spirit often is "That shouldn't have worked."

    Legion: Split up. 99% of the time they're running Discordance and will run over to your generator if you work with a teammate and utilize their power. They can see you in a locker too, so just run away. Otherwise rely on fundamentals.

    Plague: Healing yourself highlights the fountain in white to her, so if she's paying attention she'll know where you are and reinfect you. If you only see one or two spots to heal yourself, go ahead and do it because the fountains reset and stops her from saving up corruption (though she will get one charge instantly, but just hide it out) Don't take risks with this killer. Also avoid infecting your generator. If she patrols she'll expect a generator being worked on to have green smoke. If she hits it and pukes on it and you don't touch it til its done being infected, she'll think the gen has been abandoned. She probably won't be back before you finish that generator.

    Ghostface: Don't reveal him. It's a trap and it reveals your location. Look down at the ground if you're not on a gen, and keep an eye on your surrounds if you are on one. If he stalks you and makes you one shot...it's not a big deal, just loop him until you outlast it. The biggest time Ghostface is a threat is before you know what killer you're facing. Always assume you're vs. Ghostface and play accordingly.

    Demogorgon: He's not that tough. At vaults and windows he will want to use his shred. Juke at the window to make him miss and it'll give you enough time for another circle around. Portals are okay but as long as you keep an eye on it it's not a big deal.

    Oni: Don't get hit lol. Okay so someone got hit or you're using no Mither. No big deal. Treat him like Hillbilly. He'll either know how to use his stick or he won't. A lot of them use Infectious Fright. Either stay out of his terror radius or run calm spirit.

    Deathslinger: Don't let him get into a position where he can fire at you. Hug walls and always have something between you and him. Pre-drop a pallet if you have to. He can shoot you all he wants but he has to touch you to down you. He didn't wash his hands after using the bathroom don't let him get ya.

    Executioner: You know how with Huntress she'll ready a hatchet to hit you as your animation locked in the drop, so you just do another loop instead? Same difference. Executioner is just faster than her with infinite ammo. No big deal.

    Blight: If you hear a moth hitting a lamp while you're working on a gen, the Blight is your killer. Run towards him on first charge, run diagonally or into the open on all subsequent charges. If he has nothing to bounce off of then he's locked in one direction. Dead Hard on the last charge and get to a safe loop during his stun.

    Calm Spirit, Detective's Hunch and Dead Hard counter 90% of the current meta in this game, but ya didn't hear that from me.

    Thank You so much I had some trouble with some killers.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667730#Comment_1667730

    Because you waste a huge amount of time to get that For The People opportunity,you need to be healthy,the killer has to be stuck in an animation AND you need windows and pallets nearby in order to not get downed within the next few seconds.

    As you would see something like For The People or flashlight saves are prwtty much high risk high reward plays that need quite a lot of effort to pull off.

    Sure,you can easily recover from most missed special attacks,but the time you lost because of that adds up and can quite possibly lose you the game.

    But Using dead hard also comes with high risk and high rewards. If you think about jt being injured at all is a high risk, it you don't have a way to heal yourself or don't have a means to make being injured less bad. And the reward is dashing forward in an attempt to reach a pallet or douge a hit.

    How much of a big time loss there is by missing a special attacks that doesn't take long to recover from. You also have to take into account addons that reduce recovery time and cooldown. And perks like brutal strength, enduring, Spirit fury unrelenting, and others can also help with the time dead hard takes from making the extra distance to the pallet.

  • @Avilgus said:

    My only problem with DH it's when it's used to counter a trap, because the Trapper has already too many, and mostly easy, counters.

    Otherwise i think it's a strong but fair perk, one of the few "skilfull" perk.

    Wouldn't that make basement trapping overpowered. In most cases dead harding through the trap is nessacary to be fair

    @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667094#Comment_1667094

    Yes,but they are still not compareable to dead hard.

    All the other exhaustion perks only require me to walk a bit longer to catch.That can be annoying sure,but it's not that much of a big deal.

    Dead hard however lets you recover from situations where the killer put in a lot of effort to get you in (like a carefully aimed shot by the huntress or deathslinger,a precise blink from the nurse,a regular mindgame etc.) very easily and it's exactly that which feels awful and pretty much unfair.

    Just dodging a hit with dead hard (when the killer would have been able to wait out the dead hard) or using it to get another loop is just fine and pretty much the same like all the other exhaustion perks.

    Yes bloodlust is more or less he same type of frustration,which should be looked at once all the maps and loops are balanced enough for that,but at the very least the killer wastes a huge amount of time to get that one hit.

    Sprint burst doesn't let you dodge:

    -bear Traps

    -punishment of the damned

    -shots from huntress or deathslinger

    -shreds

    -pigs ambush

    -a blink from the nurse

    -a lethal rush

    You can also make plays with dead hard and borrowed time

    Sprint burst however just makes it easier for you to get to the next loop near you without having to pay that much attention to your surrounding.

    This argument that it counters most killers i feel, is not convinced enough. This is another a perk that can be used multiple times in a row. If you dead hard over one trap, you can't dead hard over the next one. If you dead hard demo shread you won't be able to dead hard the next. A lot killers can easily recover from missed special attacks. Also this idea that you can undo all the hard work that the killer did to get a down is a bit flawed to me. If a person has For The People and use it on a survivor the killer just down, they technically undid the hardworking the killer did to down the survivor. BY PRESSING A BUTTON NO LESS. Isn't that also unfair? And if it is why don't we persecute For The People like we do Dead Hard? Why don't we go around calling For The People unfair?

  • Can anyone explain how iron will is meta?

  • Thank you someone was able to figure out the counter.

    It was extreamly obvious of how to though.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665924#Comment_1665924

    Happens a lot more often than people think, considering you can't steer the dash. Some people have actually saved themselves by DHing into the Killer, since you're still invincible during the dash... even when you're not actually dashing at all. Makes no sense tbh, but it's what it's.

    https://forum.deadbydaylight.com/en/discussion/comment/1665930#Comment_1665930

    I mean yeah if you're talking about timing it than I guess that takes some skill? I'm talking about a case where they DH to a pallet because without that distance they would've been downed. There is no timing, there is no counter, they dash to a pallet for extra distance and get the stun. To me, that is unfair and I disagree it takes any skill.

    But I can agree to disagree, we don't need to see eye to eye on it. It doesn't matter at the end of the day anyways.

    Yeah I think we have reached an equilibrium in arguing this and now this just a matter of opinion.

    Thank you for keeping this discussion civil

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665849#Comment_1665849

    Well yeah, you can out distance DH if you lunge at the right time. But what I'm referring to is the case where you can't do that because they have enough distance AWAY from you to DH into the pallet or vault, that's what I mean. If the Killer is right behind the Survivor and lunges at them, they'll either hit them or they'll DH into getting hit, since your lunge was farther than their initial distance boost.

    Also the 2nd concern is the full comment. I don't understand what you mean by it, so I can't give an example. If you can provide a video, than I'll see what you mean. If it's what I think it's, than we're talking about two different scenarios that can happen in a chase. I'm talking about the case where you can't do anything to prevent it.

    https://forum.deadbydaylight.com/en/discussion/comment/1665852#Comment_1665852

    Well some people argue that reverting the perk back to its roots would solve the main issue DH poses in a match, since it used to just be a dodge perk but now it's a dodge + distance perk as well. Alone it's manageable, but if everyone uses it than it can be a handful. I didn't even mention if it's with other meta perks as well.

    I'm probably being the biggest idiot right now but...

    In the case your describing i still attribute that to skill. The person was able to use dead hard skillfully in order to make it to a pallet in order to get the stun on the killer.

    Follow my thought process for a second.

    The person using dead hard was able to accurately predict when the killer would swing, use dead hard for instead making distance and not to prevent them from getting hit, and successfuly made it to the pallet and get the stun.

    This plan would have surely back fired if they messed the timing up just a bit. They could have did it too early and wasted a pallet or they could have did it too late and get hit before getting to the pallet or got hit through the pallet.

    With all of this, to pull this off consistently in my opinion takes skill.

    P.S I would like to exclude niche cases where a person who does pull this off. This doesn't automatically mean they are skillful they just got lucky

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665795#Comment_1665795

    Ok but I fail to really see how any M1 Killer can counter the perk itself if it's used to gain distance to a vault or pallet. That's primarily what I mean when I mention that scenario, that the distance thing for the perk really does cause issues. It can actually fix a chase or even extend one with not much effort.

    I also don't really see what you need to time when you use the perk, if the Killer is only a few meters behind you and you know you won't make the full loop without it, than what're you really timing to get to the other side of the vault or pallet? That's what's confusing me when you mention timing, since you can't really time a straight shot to those two things, you just get there regardless.

    I'm mainly speaking from personal experience here, but I have went against many M1 killers that has timed there hits perfectly to down me and other survivors. This may seem hard to explain with words but maybe a video can convince you. Do you watch otzdarva. He made a video recently where he played pig and the survivors had dead hard. One person was able to use dead hard to make it to a window, but still got down because the otzs timed the hit perfectly to make dead harding to the window a bad play

    I'm sorry but I'm bit confused on the second concern. Could you explain more on this?

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665718#Comment_1665718

    I mean everyone is free to use what the game provides, it's the community that decides if it's fair or unfair. Some people do perk shame which by all means is not really ok, but people can still make points as to why they dislike something or want something changed.

    As for the perk itself, if it's just one player using it than it isn't really a big deal, even if they're extremely good with or without it. But if a full team uses it with other meta perks, than that'll really cause some trouble. But like before, it really just depends on WHAT it's being used for that makes it fair or unfair. That's why I can respect someone with the perk who pulls of complex loops that they could mess up, but I don't really consider the DH for Distance meme to be fair, since there's nothing you can do about that if you're not someone who can punish it.

    https://forum.deadbydaylight.com/en/discussion/comment/1665730#Comment_1665730

    Tbf, I don't think anyone has accepted the DS + Unbreakable combo. But that's another problem entirely...

    https://forum.deadbydaylight.com/en/discussion/comment/1665748#Comment_1665748

    I think he means that when you pair it with the already known issues it brings, than that's a recipe for disaster. The perk itself is manageable albeit annoying, but when mixed with other perks can cause issues. That's all DH is anyways at the end of the day, it's just a "helper perk" that can add to other perks that a lot of people don't like.

    That could be why the DH for Distance meme started, but I'd like to think it was started just because it's not really fair in a lot of cases.

    I'm Sorry if I seem a bit heated in this discussion, but I just want a bit of consistency. I just don't understand why we persecute Dead Hard so much when other perks do strikingly similar things.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665671#Comment_1665671

    I just don't really see how DHing to a window or pallet takes much skill. If I said it did, it isn't much since anyone can do it. If you're out in the open with DH as a usable perk, you can't effectively use it at all, so I don't really understand what you mean by that either.

    As for an example, just pick any M1 Killer that can't dash forward like Nurse, Spirit, or Demo to name a few. If I was The Wraith and got you to make a mistake at a loop which would've gotten you downed, but you just DH'ed to a pallet or window because I couldn't immediately down you, is that fair? To me it isn't, nor did it really take much timing to do it. Of course it does end the loop entirely, but the Survivor at least go away with it and could continue the chase with a potentially stronger loop.

    From the first part I feel we can agree to disagree

    For the second part I feel wraith is not the best example for this. In my experience he has been able to counter it with impeccable timing making it utterly useless. And I believe that's the thing with this perk. Timing is everything. (For me I haven't fully got the timing down.) You have to time things perfectly in order get effective use out of it.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665709#Comment_1665709

    One chase extender isnt a problem. When its combined with ds, bt, and unbreakable, then all 4 are using it, along with comms, and flashlights, then it becomes a huge problem.

    It would be like old swing chains freddy, with undying, old ruin, pop, and noed. It would be oppressive as all hell and completely miserable to play against. That's what irritates me so much about the devs, killer perks aren't allowed to synergize, but survivor perks are.

    But Thats not the fault of Dead Hard right. Its the synergy that's the problem not the perk itself.

    Don't get me wrong I understand it can be overkill to have everyone run these perks.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665709#Comment_1665709

    Sprint burst is just as bad imo and very powerful if all survivors run it.

    BL and Lithe aren't as common because they are more situational.

    Exactly all of these perks do the same thing in extending chases, like dead hard. So to argue that dead hard is unfair because its a chase extender not a sufficient argument.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665671#Comment_1665671

    I had never used dead hard until an archive required it, and I got the timing down in about 2 tries. Not a lot of skill required for use.

    If used at a pallet, you either swing and miss, or they make the pallet anyway. Someone like huntress or pyramid head can punish it, but no one else. Basically it's a free chase extender, and we all know how bhvr feels about perks for free.

    Is a free chase extender really bad though? There are many survivor perks that extend chases but we don't persecute them like we do for Dead Hard.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665544#Comment_1665544

    First, as I said before I personally don't think it takes much skill to dash forward to a pallet or vault. If we're talking loop extension when the Survivor already effectively looped the Killer or for a complex use like a save or what-not than yeah, it does take some skill to think about when it's useful in what scenario.

    But for other scenarios like the DH for Distance meme, I don't really consider that to take a lot of skill. And in my opinion, I don't think it's fair either because there's nothing MOST Killers can do about it. You can argue it does take some skill yeah, but I personally don't think that skill cap is very high. It's more-so just common sense that the perk will give you enough distance to a vault or pallet when pressed, it doesn't really take much... well... skill to do that, at least not in my opinion anyways.

    I can definitely see what you mean but I wanna make a point to say that it has to be used effectively. Sure I may seems that dead harding for distance may take no skill and anyone can do it sure, but that does not mean that they did it effectively. If I'm out in the open and use dead hard i didn't use it effectively. At most it only bought me a 2 seconds. Using it effectively to get to a pallet does take skill if you are able to time it correctly (Which some people have not got the timing down)

    Also forgive me but to say that is not fair because most killers can’t do nothing about it seems a bit hyperbolic to me. Could you provide some examples of how?

  • can someone explain why DS should be deactivated at the end game? DS is supposed to prevent tunneling right, and regardless of its in the beginning or end of the game tunneling is tunneling. How is it fair for the survivor to be tunnled at the end game?

  • Before I give my opinion i feel its best to determine what is considered fair or unfair in this game that will help things a lot. In my opinion what makes things unfair is that something has little to no counterplay in something.

    With that out of the way in my opinion Dead Hard is fair perk. Annoying sure, but fair.

    I believe that, to a certain extent, it takes skill to use dead hard EFFECTIVELY. In my opinion a player has skill if they are able to use a perk for more than its original intentions. The original intentions for the perk is to avoid taking hits when injured to dash forward for a small frame. However others are going above and beyond and using it for more then its original purpose, which is to use the extra distance not to avoid taking a hit but to make it to a pallet or window (albeit with great timing to pull it off effectively). To be able to have the thinking and ingenuity to get even more out of a perk to benefit you, means you're skilled.

  • In order to do this I feel im going to have to turn off cross-platform in order to be able to get more messages

1 … 75 76 77 78 79 80