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dspaceman20

dspaceman20

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dspaceman20
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  • @CrowFoxy said:

    Sorry folks, by the way, this is PC ONLY!! Editing it in.

    I'm sorry but I'm on xbox not pc

  • I think I'm interested in this.

  • I think the only problem with deathslinger in my opinion is that when your shot by the spear you bearly have any resistance to being reeled in. So regardless of what you do your still getting reeled in without any hope of escaping given if there is not a clear obstruction in the way to get away.

  • I'm sorry but I don't really see this as a problem to be honest. The DS obsession mechanic is a good and nessacary deterrence in order to make a somewhat fairer game. Let me ask you this, what do you think would happen most of the time if there was no obsession at all in the game? Most likely the killer is going to tunnel a person out of the game in order to get a great advantage for themselves and potentially win the game. However the deterrent of an obsession can potentially make the killer question if they should tunnel and risk wasting time with DS or not. This could make for a more intense and fairer game for survivors.

  • Does this mean I can run any survivor perk build without getting hate for it as well? For example Ds and Unbreakable

  • @Orion said:

    • Alert
    • Diversion
    • Red Herring
    • Urban Evasion

    The goal is to draw the killer away from important generators and teammates with Diversion and Red Herring. Meanwhile, Alert tells you whether or not the killer fell for Red Herring and Urban Evasion helps you (re)charge Diversion. It's a stealth distraction build.

    How Is using red herring? I'm thinking about using jt but I don't know how helpful it will be. I'm afraid of getting someone killed because I lead the killer to the gen.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658931#Comment_1658931

    Clicky you have to stop man this is heavy whataboutism. Only thing I agree on is the perk Is hard crutch. Also those are killers and dead hard is a perk with a cooldown.

    Wait serious question isn't nearly every perk is a crutch? Also a crutch perk isn't necessarily a bad perk is it?

  • Does anyone have any Adam or David skins they could show. I wanna change my outfit

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658843#Comment_1658843

    Yes I agree, if you are close enough you can still hit them at the end of the dead hard. But really good loopers won't give you that opportunity because the dead hard is done too far in advance.

    Yeah I can agree with that to a certain extent but again timing is everything

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658821#Comment_1658821

    He is talking about dead hard for distance though, which is how the majority of really good players use it. Using it to actually dodge an attack is super risky because it will leave you exhausted on the ground half the time.

    But at loops it's pretty much the best perk there is assuming you didn't use sprint burst to get to the loop in the first place. Dead hard for distance has no counter, it's just extra distance on command.

    I Know that but sometimes dead harding for distance doesn't work. I have done it many times and still has not worked. When using and going against this perk you have to realize timing is everything. And if the killer can time their hits well than it can be a devastating counter to dead hard.

  • As a survivor main who uese dead hard a lot there are some ways killers has countered it. As stated before if your an insta down killer you can negate it. Exhaustion perks and add on help too.

    But two big ways you can get a hit is baiting it ( which has worked), be extremely near the survivors back to make it hard to tell when you will swing. And other times dead harding to a window or pallet doesn't work if skillful killers time their lunges right to get a hit at a window.

    Playing with it as a survivor has made we realize the counters to it, and its not always the end all be all if they use to a window or pallet. I hope this helps

  • If it is an anti tunnel perk then its not a very good one. I have used it multiple times when the killer is tunneling me, but it didn't deter the killer and they continued to chase me and kill me. So i as make it so that after they are stuned for 5 seconds in those seconds you leave no scratch marks, blood trails. That way they can get away better.

  • To further change it i think that it should work like blood pact. Make it so that only the obsession has the effect and is deactivated when they are not. That way multiple people can't use it and it be overpowered

  • @TATAHARAMBE said:

    useless

    why? It seems like it could have its uses

  • In my opinion, I feel graphic updates for the map like this is a really good step in the right direction. Dark maps like this are good at capturing the dark scary atmosphere the game has been missing for a while. It also could be a good buff for stealth killers that could greatly rely on the darkness to make an impact.

  • @MusicNerd_TC said:

    No, you're doing most people a favour by facecamping a toxic OoO user.

    You shouldn't assume that a person is automatically toxic for running a perk. Granted some people can be toxic with it but don't make generalization about everyone

  • Don't take this the wrong way but how do you know the person using objects was in a swf? I have seen some solo run it

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098446#Comment_1098446

    There’s no skill in using it to make up distance and reach a pallet. There’s literally nothing the killer can do.

    @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098617#Comment_1098617

    That’s it. People that say it takes skill or to bait it out.....are they playing against green ranks?

    You run towards a window. Killer is going to get a hit. You tap E to give you that small boost forward, just enough distance so that now the killer can’t get a hit and now you have the upper hand in a safe loop. Run the loop, drop the pallet safely and then move on to the next.

    It takes no skill and buys so much time. It’s too strong for how easy it is to use. They should just have i-frames and remove the distance.

    I'm Sorry but I disagree with your assertion that dead hard takes no skill. In my opinion a person has skill if they are able to go above and beyond in order to get more out of a perk then its original purpose. The original purpose of dead hard is a short burst that prevents you from being hit when your injured. However a person uses it instead to gain distance to get to a safer position. This was not its intended purpose and the player who uses it like that had the skill to know the right time to use it how to get more out of it.

  • I guess you have to keep some form of continuity and logic. It wouldn't really make sense if survivors stepped in the trap but not the killer itself.

  • @Leachy_Jr said:

    Add a requirement to the perk, your version would make it annoying to use.

    Make the recovery speed 25% at T3, and make it so you have to pick someone up beforehand in order for it to be used.

    Picking yourself up is an extremely strong effect that shouldn't come lightly tbh.

    I agree it should be like deliverance where you have to meet a certain requirement to activate it.

  • @MadLordJack said:

    DS needs a rework so it can stop being the key to the second chance meta. UB definitely needs looked at just because it's completely free, maybe just having a small prerequisite like healing, picking up or safely unhooking another survivor. Or even doing a totem, though that one would be a bit wierd. OoO needs to be reworked, because even for solo players that's a ridiculous amount of info with very little downside. Iron Will needs a bug fix so that it allows breathing but mutes grunting. Medkits might need some small tweaking in the speed department, ever since their buff last year I've low-key feared them. Adrenaline needs to have a different effect that isn't a free heal, because it negates late-game map pressure. And keys, because they are literally as strong as they have ever been with the new hatch offerings.

    That's it as far as pure nerfs, at least as things stand. The lists of buffs or reworks would be a lot longer, but that's not what this thread is about.

    Maybe To fix Unbreakable they should have the same conditions as deliverance. A safe unhook at anytime activates it and you can pick yourself up from the dying state. Maybe lower the recovery speed in return

  • @Timeman63 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643712#Comment_1643712

    I somehow overlooked that when brainstorming ideas for Hope. Sorry about that. I actually don't think Hope is terrible, but it's an unfortunate case of "Why use this when that exists?".

    I can definitely see why you would think that

  • The survivor perks that you suggested giving a buff are really good and potentially change up the meta and for that I applaud you for these welly though out changes. However there are some changes I would make to your suggestions to make it stronger.

    Any Means Necessary: they are going to buff this perk to make it good but to add on to the buff I would say make it see the auras of dropped pallets anywhere in the map. That way you could get even more use out off it.

    Flip Flop: to make it more viable on top of what is already there we could make it so that you see the auras of hooks when your in the dying state. That way you could make sure your not by the hook and have a greater chance to wiggle off.

    Hope: overall I like your hope buff but the fist effect seems a bit overpowered. If a person is running the killer and have hope and the gens get finish they could get a unnecessary speed bost and prolong the chase. I say just make it so that they don't get the haste status effect when they are in a chase.

    No Mither: I feel to make this perk better they should make it so that you get the broken status effect when you are hooked for the first time and not when your injured.

    Second Wind: the buff you suggested is good but I have to ask is it just changing the health state of the survivor your healing or you have to heal them fully? Also decrease the time from 30 seconds to 25 or 27 seconds.

    Slippery meat: this perk is also getting a buff, but i feel a better buff would be to take off the bear trap chance, and keep the increase the number of chance you get to unhook yourself, but also increase wiggle speeds by 10 or 5%

    Solidarity: This buff to this perk is good and I agree with it but seems a little over powered against killers that can put you into the injured state quickly. So I would say keep your suggestion but make it a token system. Everytime you heal fully with Solidarity you use one token.

    Vigil: I would say to buff viglil would be to also include oblivious and exposed status effect but in return lower the percentage from 20 to 15 or 18%

    Overall i agree with everything you suggested for the other perks. They are really good and would love to see your approach to killer. There are also a few more perks I would like to see yout suggestions for a buff.

  • I'm not sure about what your trying to do but please don't make hasty generalization about all survivors. Not all of us are this toxic and cocky person.

  • A better fix to slippery meat is to increase the wiggle speed by a certain amount. Maybe 5 or 10 %. This pairs well with the point of the perk is to make it easier to escape out of certain situations

  • Wouldn't a better option be go make it so that you can put favorite/hate marker on your perks? That way it would be easier to find? Or do what they do in DBD mobile and have different categories for different types of perks. For example make s page for perks that make you more stealthy.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642886#Comment_1642886

    Yep. I keep saying this but Cruel Limits could be a GLOBAL window blocker and still be a bad perk. There are several factors in this.

    • A generator needs to be completed and this perk can only proc 5 times. You only have 5 chances to take advantage of this perk.
    • When a generator is done usually it's no where near you. Meaning a survivor has plenty of time to move on to the next area where there is likely other windows and even pallets. Even so the duration isn't that long to begin with all things considered.
    • Most maps don't have very many windows nearby. The ones that do are broken beyond belief to begin with in favor of survivors.

    My honest to god opinion is this perk needs different activation conditions and it should be the exact same as Tinkerer. That way the perk has more opportunities to proc. At 70% repair on the generator or if it gets completed when a survivor lets go of a generator after this condition is met then the windows block. Thematically it would make sense and it would even be a play on the name. It would basically work like Tinkerer + Mindbreaker.

    I Think a better buff to the perk would be that when chasing a survivors and a generator is finished windows that are nearest to the survivor and you are blocked

  • @Mikeasaurus said:

    As Survivor, I've had a Trapper message me pre-game on PS4 telling me not to use Claudette. I asked why and he said, because you're HER. Literally, just that. So I got a little confused because I was using her Silver dress, which is not going to hide me at all, so I said, what's the issue? Shes my favourite character and I'm just using her for the cosmetic I unlocked. He then proceeded to target only me, facecamped and tunneled me to death, then proceeded to let the others live. He messaged again after that saying his reason, which I won't repeat here because it was beyond racist. I couldn't beleive it honestly.

    Did you report them?

  • @oxygen said:

    People that shame other players for daring to use something they dislike.

    I agree thats a big problem that needs to stop

  • @gatsby said:

    The correct answer is We'll Make It and Deliverance. Don't be the first person hooked and you pretty much get a guaranteed free unhook and self heal with Second Wind

    Doesn't second wind deactivate when your already broken. And you become broken from deliverance

  • Thanks for the tip I tend to play at night so this could be really helpful. Seriously this is coming from a survivor main and I can attest to this.

  • Maybe to fix that they could change the MMR for survivors a little. Maybe they should make survivors join together with different MMR. One that has high mmr and those with MMR lower than that. And then have a good average killer.

  • Did Michael always have his knife in the corner when he is teir 3?

  • @Saitamfed said:

    https://forum.deadbydaylight.com/discussion/comment/1628081#Comment_1628081

    Actually... it doesn't take skill to press a button, using it as their original purpose, meaning avoid being hit, takes skill but using it to get advantage and get a pallet or window it's no skill. Since you know, press A button while being injured and you get a short boost, is not skillful and don't tell me, "well, but you need to know when to use it" because as I said, press A closer to a pallet, window doesn't take skill and everyone can do it, it's like saying NOED recquires skill when the only thing you need to is to have uncleansed totems.

    I'm sorry I respectfully disagree

    Just because you can do something everyone can doesn't me you don't have skill. Technically everyone can cook something, but it takes skill to do it effectively and make something that taste amazing. Everyone can Technically play a sport but it takes skill to play that sport great. And same logic applies to dead hard. Any one can use but it takes skill to use it effectively and get to a pallet or window. I have see some people use it out hoping to get more out of it but end up failing. They didn't have skill to use it well.

    Also I feel your NOED analogy is a bit flawed. NOED is a perk that is only active at the end off the game. Its basically chance if you get to use it or not. But dead hard is a activatable perk which you can use at anytime when your injured ( given if your not already exhausted). because it comes down to chance if you use it at the end of the game I wouldn't really attribute it to skill ( we can agree to disagree on that) and correct me if I'm wrong but there is no way for the killer to know where every dull totom is in the trial to leave one up.

    If I interpreted what you said wrong then tell me

  • With the perks you mention you have here are some builds that can be useful

    self care, spine chill, deliverance and ds.

    Iron will , adrenaline, prove thyself,

    I'm going to assume you have bill so

    Unbreakable, tenacity have good synergy

    Premonition and spine chill has decent synergy

    If your good a being chased for long periods of time i sometimes use dead hard, spine chill, resilience, and dark sense or adrenaline.

    If I think of any more j will comment again

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/discussion/comment/1627818#Comment_1627818

    Whats weird is even killer mains defend DH and say it takes skill (it really doesnt). Yet they complain about DS

    Depending on which killer I’m playing I’d take 4 DS over 4 DH anyday. You can play around DS. Most killers can’t play around DH and rely on the survivor making a mistake.

    I Can understand why people would find dead hard annoying to deal with, however to say that dead hard doesn't take skill is a bit hyperbolic. I would make the argument that It does take skill to use it. In my opinion a person has skill if they are able to have the ingenuity and cleverness to use a perk for more then its original intentions. The point of dead hard is to dash forward in order to avoid getting hit when injured. However some people don't use it for that purpose they use it to get to a window or pallet early and possibly get a stun and get away. (Sometimes it doesn't work). They were able to get more out of the perk then its intended purpose and if any killer or survivor is able to go above and beyond to get the most use out of their perks then they have skill.

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/discussion/comment/1624719#Comment_1624719

    Not trying to be an ass. You don’t like someone running Object, so you felt that deserved being tunneled out of the game. How does that make the survivor entitled?

    Thats a good question. Shouldn't we be above judging others for running a build?

  • I'm sorry but what is IW?

  • Its especially worse because you need to use flash light for the challenge and you can't progress without doing it

  • I don't think that it should be deleted. Its really annoying but I sorta like an increase in difficulty but I think to make it better would just be to rework it. I have an idea.

    I'm thinking we should keep the insta down aspect of the add on but make it so that it rewards skill. Make it so that if the survivor is hit by the hatchet 10 meters away from you then they are put into the dying state. Decrease the number of hatchets by 2 (or 3). And add a large bonus increase in blood points for hitting far away hatchets

    How is that rework?

  • I think he is fine as he is but they just need to fix his stalking. I still notice and see him just fine but I not revealing him at all and I get exposed.

  • @MrLimonka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601422#Comment_1601422

    Sadly that would be difficult to implement because the game would have to distinguish between headphones and speakers and even then you could just crank your headphone volume up so that it would be back to normal.

    The best fix would be to just make it obvious when Spirit is phasing and when she is not.

    Alternatively, just switch her power so that she sees blood pools instead of hearing survivors while phasing. Would be fair and the hemorrhage effect would be useful for once.

    I Could actually agree with that change. We could also see an increase in the perk lucky break since it gets rid of blood

  • @MrLimonka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601200#Comment_1601200

    Because she requires very little skill to easily win and get 4 kills every time and with stridor she has none, absolutely ZERO counterplay. That is why.

    Well from what I'm reading is that she can be difficult to go against because if the person is not using iron will then a player with good headphones will hear them more right? So wouldn't the best option would be to fix sound and make it lower for people wearing headphones so that they don't have a big advantage when playing spirit?

  • I don't have a problem with him especially after his nerf to see cages. But the only change i would make to him is to slow him down. He is way to fast when he is making trenches

  • O MY GOD. Genius. Someone get this man the Nobel Prize

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1591076#Comment_1591076

    I think a good player should not use windows of opportunity because he knows the maps better than me, but the buff you said is clearly my combo any means + windows of .... so it would make windows of opportunity useless...

    I'm this kind of player that love to make combo of perks, I know that one perk alone can be good but I like synergy stuff

    But Window's show the auras of vaults, breakable walls, and pallets regardless of if they are dropped or not. the buff i suggested only shows them when down, so windows would still have more versatility. plus windows has a range so if an unbroken dropped pallet is across the map from where you are you you wouldn't know making you get less usage out of any means necessary, I feel that with the buff the synergy would still work with this buff to any means necessary.

  • @Anara said:

    Any means necessary + windows of opportunity is a great combo, I reset minimum of 2 or 3 pallets per game, I think it's fine.

    But yeah 2 minutes can be long, maybe 1m 30sec?

    I don't think we should have to pair it with Windows Of Opportunity in order to get anything mostly useful out of it. To buff it i would say to make it see the auras of dropped Pallets since one off the big things that hold me back from using it is not knowing where a pallet has been dropped

  • @NuclearBurrito said:

    Second Wind + Autodidact + Blood Pact + Spine chill

    That is my primary build when I play Survivor.

    I know it seems troll, and it kinda is, but hear me out.

    Second Wind works based on heal participation. One of the primary challenges to using it is that if someone even gets tapped by someone other than you then the perk doesn't trigger.

    For your first heal, the most important one in this context, Autodidact fixes this problem, since the mechanics behind the skill checks means you get more than 100% of healing contribution.

    Afterwards it speeds up your healing so your 2nd proc is also faster to get at a time where more people are probably injured.

    Blood pact then both gives you an easier time finding injured people, makes healing people safer with the speed, acts as a self healing perk because it procs while YOU are injured AND makes people less likely to run away from you since they see your aura and thus immediately know you want to heal them.

    Spine chill then both directly synergieses with Autodidact and also just makes healing safer in general. Plus it's just a good perk.

    Thanks i was thinking about using blood pact

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1588956#Comment_1588956

    It counters Bitter Murmer, that perk is another reason I added the extra part of cleansing a totem too.

    Also i have to ask would there be a max on the amount of tokens you can have. Theoretically a person could just go around the map and find every totems and get 5 more stacks added on to the 3?

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