dugman
dugman
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- dugman
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Honestly they should either remove the fog offerings since they have no real effect right now or revamp the fog to be more noticeable. I don’t really care about the fog either way, but having a bunch of fog offerings cluttering the webs is annoying.
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The killer loadouts I’ve been playing with recently are
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The Anti-Popular Perk loadout
- Discordance (to counter Prove Thyself)
- Fearmonger (to counter various Exhaustion perks)
- Hex Third Seal (to counter Windows of Opportunity)
- (After Wesker comes out) Terminus (to counter Adrenaline). Until then, either NOED to counter Adrenaline or fill in the blank of my choice depending on what I’m in the mood for
Basically the top picked survivor perks at the moment on the stat site I follow are currently Windows of Opportunity, Lithe or Sprint Burst or Dead Hard, Prove Thyself and Adrenaline. So I picked perks that specifically counter their individual effects. It’s actually working pretty well too. 🙂 (It’s funny how when people talk about popular survivor perks Windows doesn’t get mentioned too often but it’s always been popular and a solid perk. And ironically Blindness, an effect that isn’t typically considered that good or popular on the killer side, totally shuts it down as a side effect. If Third Seal wasn’t a Hex that ran the risk of being destroyed quickly I’d use it even more often!)
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Backpack Build
- Agitation (carry survivors at 108% survivor speed)
- Mad Grit (free attacks while carrying)
- (after Wesker comes out) Awakened Awareness - see auras within 20 meters while carying
- and either Starstruck (Expose survivors while carrying), Forced Penance (Broken on hit while carrying), or Iron Grasp (carrying longer distances with improved steering
It’s a gimmick but it usually pays off since they don’t know you have it until it’s too late. By the time they realize you are running this they already came in for a bodyblock or flashlight save or whatever and you get a couple of free hits or downs.
The build is especially funny on Scratched Mirror Meyers because he remains Undetectable while carrying someone and also he moves faster with Agitation while carrying than he does normally. So you can actually relatively zip around corners while carrying someone and get the drop on people doing gens with that build on him, it’s kind of hilarious! 😄
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Bad Medicine
- Coulrophobia (healing in your terror radius takes much longer and has faster skill check dials)
- Unnerving Presence (skill checks are half the size and happen more often in your terror radius)
- Septic Touch (survivors are Exhausted and Blind during and for 10 seconds after healing in your terror radius)
- Distressing (larger terror radius)
Basically you cover a wide chunk of the map with your terror radius and make healing difficult in it. You can also swap in Sloppy Butcher for Septic or Unnerving or Distressing here as a variant, I like the theme of all aura-based effects though. 🙂
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Juggernaut
- Enduring (faster pallet stun recovery)
- Brutal Strength (faster pallet, wall, and gen breaks)
- Bamboozle (faster vaults and block windows)
- Fire Up (faster everything and stacks with the above)
This is a fun build, you just force pallet drops early in the match and by the midgame when they’ve got a few gens done Fire Up kicks in and even if they stun you with a pallet and you immediately kick it they get hardly any distance. The map becomes a big dead zone by the end, you just have to be mindful to keep juggling gens early on so they don’t get too far ahead so you can catch up once the momentum swings.
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Scourge Hooks
- All four Scourge Hook perks
Simple enough, use all four Scourge Hook perks and get big value every hook.
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Block Em All
- Dead Man’s Switch (blocks gens survivors leave after you hook someone)
- Deadlock (blocks gen with most progress after a gen is completed)
- Thrilling Tremors (blocks gens during carries that nobody is working on)
- No Way Out (blocks the Gate switches for up to 60 seconds)
Just block everything all the time. There are some variants on this with some other perks but this one seems pretty good. 🙂
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I don’t play survivor much, but when I do it’s always Plunderer Ace
- Plunderer’s Instinct (see auras of chests and get rarer items from them)
- Open Handed (significantly increases all aura distances for all survivors, including Plunderer’s Instinct)
- Ace in the Hole (items from chest include rare add-ons)
- Appraisal (can Rummage an already opened chest for a second item)
So with this build I go in with a simple toolkit, head to a gen near a chest, use the tools up right away on it, open the chest to get a new item, and unless it’s a flashlight or key just use that item up as applicable, repeating as needed if I want a third or even fourth item. Ideally I actually keep getting tool kits or get med kits I can use right away to very quickly heal someone, but maps are passable since the auras they show are kind of handy. Flashlights and keys are the only things I don’t like getting since they’re just not as useful. (I wish I found Flashlights to be as good as tools and medkits but sadly running around hoping for a save rather than doing gens or healing is just bad strategy in my opinion. As a killer I’m always much less worried about flashlight players than the ones that just stick to gens and heal each other.)
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From the stats I’ve seen Deathslinger is basically middle of the road in kill rate. A little worse than Huntress overall but not by much, which makes sense since his main advantage over Huntress is his needle like projectile can thread certain obstacles the huge hatchets can’t get through (e.g. shooting through holes in the wall of killer shack, something I can’t personally do since I’m a terrible shot but which some of the streamers I’ve watched can reliably pull off and is pretty slick to watch honestly!) But there’s a few too many pallets where he can land a shot on an injured survivor but not get a down because there’s no way to reel them around it in time versus Huntress who just downs them instantly on the hit.
The one buff I’d like Slinger to get would be to let him turn normally while aiming. For some reason I think he’s the only ranged attacker in the game whose turn rate is significantly reduced while aiming, it feels like turning in mud. If they just let him swivel normally he’d feel a little more fun to play, at least to me. 🤷♂️
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@FlyTyTi said:
https://forum.deadbydaylight.com/en/discussion/comment/3152150#Comment_3152150
TV refresh REALLY will help Sadako. With this change I can teleport to the same gen 2 times in the worst case, and 3 times in the usual case, or even, even 4 TIMES (I have taken all cases into account WITH the start of chasing the survivor) so the survivor will need a tape. With 100 sec. cooldown in the best case I can do 2 teleports in most cases with no risk to be genrushed.
But again if you’re midchase why teleport out of chase to a TV you’ve already just chased someone away from? Even if your goal is building up stacks they’ve left that TV for the short term most of the time so the TV you want to teleport to next would be a different one. And if you’re teleporting out of chase you’re giving up on getting a hit or down or pallet drop, etc.
Mind you, I understand what you’re saying, I just think it’s not as important as the other buffs people suggest.
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Deathslinger isn’t bad, I think making him 115% would be a bit too strong even. But I do wish they would let him turn full speed while aiming. For whatever reason he’s the only ranged attacker in the game whose turn rate is significantly throttled while aiming, it’s kind of annoying.
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@AnneBonny said:
any perk that depends on another perk to function is poorly designed. this is pre-rework small game levels of bad.
I disagree, perks that counter other perks aren't bad design provided the effect they give in their conditional scenarios are worth it. Franklin's Demise for instance is useful if nobody carries equipment, but in practice most of the time most or all of the survivors have equipment and Franklin's gets some value. Shattered Hope is worthless if nobody uses Boons, but in practice Boons are common enough that you tend to see at least one every 1-2 matches and occasionally see two in the same match. Personally for instance when I've brought Shattered Hope I think there's only ever been one game I didn't manage to snuff a Boon with it. (Not that I bring it all the time, but I do have a Don't Mess With Hexes build I enjoy with Shattered Hope, Pentimento, Devour Hope and Undying.)
I'm not saying I think Shattered Hope is top tier or anything, I'm just saying in principle the idea of one perk countering another is perfectly fine, it just needs to be an effect that is powerful enough that when you get to use it it's more impactful than an average run of the mill perk that isn't as conditional.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3151986#Comment_3151986
Coh is not overrated at all. It is still by far the best healing perk in the game and it is not balanced. It also indirectly encourages tunneling because the killer knows that if there is a boon in play then most likely that survivor is going to be able to go heal on their own at a high speed and without help from a teammate, thereby forcing them to commit to chases and not let injured survivors get away.
BHVR can either nerf coh into the ground (and survivors will stop using boons because the others generally aren’t worth it) or they can give killers a more permanent answer to boons and then buff the other 3 perks to make up for it. Personally I’d rather see the second option because the first option will mean that the whole boon mechanic will likely just die.
I agree with Gannman, Circle of Healing is a good perk but overrated by some people as being "the best perk in the game" or whatever. Honestly I've seen plenty of matches lost by people focusing so much on keeping their Circle of Healing Boon lit that they lose time they could have spent on gens and lose the match. The healing speed it gives isn't nearly as good as it was, it still has the range limitation, and takes 14 seconds to place and relight if it gets snuffed. It's definitely not as powerful as it was when it first came out.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3151248#Comment_3151248
Largely there's not enough reason to take a tape. Sadako's tv cooldown is longer than taking a tape so often it's just better to let her teleport. The only time you really need to take tapes is if Sadako is running Iri Videotape, because that addon is really nuts with how it can basically keep all her tvs active the entire time unless survivor take tapes.
If you improve her teleport cd at base, she can teleport more often thus apply condemn more often and survivors will start to have a real need to grab tapes.
One thing I've noticed as Sadako is the cooldown isn't as bad as it sounds on paper. It's not "100 seconds between teleports", it's 100 seconds between when you can teleport to a specific TV again. But in practice you don't actually need to teleport back to the same exact TV all that quickly since typically if you teleport to a TV if there's someone there you get in a chase, and if there isn't you go somewhere else. Basically it's kind of rare you need to teleport back to a particular TV right after you start a chase from it, so most of that 100 seconds is going to be spent elsewhere anyway.
That's not to say that speeding up her TV refresh doesn't help her, it does. But I don't think it's as huge an issue as some people make it out to be. I wouldn't turn my nose up at speeding up her TV cooldown, of course, but honestly I seem to be more impacted by the Lullaby interfering with Stealth than the TV refresh.
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I haven’t watched Tru3 in a long time, I got tired of his constant griping about everything, and I’m not sure what Behaviour can do people badmouthing him, but I agree that trolls who go out of their way to streamsnipe him or other streamers and who use hacks to lock him and others from ending games, etc, are all jerks. If you don’t like a streamer just don’t watch him, why harass him? Makes no sense.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3151551#Comment_3151551
i think brutal strength is largely placebo perk that feels good but doesn't do much against strong loopers. big noobstomp perk.
You can think that but Otz has it as 3 out of 5 stars on his perk list from last year and he’s not exactly a noob. (Mind you that is pre-rework, but if anything Brutal Strength might be just slightly better after the rework because of the reduced stun times.)
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151567#Comment_3151567
Fair enough, but I still think 80 seconds of 0 Generator progress would be too much.
Maybe give it a 50% unstackable repair penalty similarly to Pentimento for 60-80 seconds
I pulled 80 seconds out of the air simply because it’s longer than 60 from No Way Out. If 80 turns out to be too strong you could set it to 70.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3151567#Comment_3151567
But it has stronger effect. It activates when there is a guarantee somebody is on hook - making it stronger effect. That's what was just written above.
A sidenote - why should every killer perk be useful when survivors have all the buckle ups, no mithers, technicians and bite the bullets? I mean GE really is bad rn, but so are a lot of survivor perks and nobody cares...
- If your argument is “No Mither should be better” I agree. The existence of other perks that need buffs doesn’t mean Grim Embrace couldn’t use one.
- I fail to see how someone being on a hook during Grim Embrace makes it stronger than No Way Out not necessarily having someone on a hook. Especially since No Way Out also includes a noise notification to help you get a new down.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151556#Comment_3151556
The difference is No Way Out activates whenever the Exit Gate Switch gets touched, whereas Grim Embrace activates whenever you hook the 4th Survivor.
With NWO, you're not guaranteed to have a Survivor on Hook at that point, GE is guaranteed
Exactly my point, No Way Out is actually more flexible than Grim Embrace because it can trigger for partial results if you only get 1-3 of the survivors hooked by the time they touch a gate. Grim Embrace does absolutely nothing if you don’t hook all four so it’s a greater risk of failing and hence should have a stronger effect than No Way Out when it succeeds.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3151494#Comment_3151494
That'd just give a Killer an entire Hook State for getting 4 unique Hooks.
I'm all for incentivizing Killers to go for multiple Hooks, but that's too much imo
Do you think No Way Out is too powerful at 60 seconds? That’s a hook state as well if you get all four survivors hooked. If you think No Way Out is too strong that explains why you think giving slightly more for a harder to trigger ability is also too strong. But if No Way Out is ok as is then it follows you could make Grim Embrace be a bit longer and likewise still be ok.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3151190#Comment_3151190
you create deadzones without brutal strength. brutal strength is zoning perk for very specific pallets in the corner. Against most pallets. the killer breaking the pallet stills get you to next loop. I'm not sure how the perk is underrated if it doesn't impact 90% of the pallets on the map.
I don't get how a 1vs1 perk could be too strong. isn't the killer suppose to be dominate in the chase? 30% would be around 1 extra meter of distance. that is like 1/4th of old dead hard for distance. I'm aiming the perk to grant around 4 extra meters of distance which should be around old dead hard for distance for killer. I feel like 1 meter of extra distance wouldn't be enough for most of really long pallets.
if you played wesker in PTB, he had a bug where he moved super fast and it increased his lunge velocity by a lot.
https://www.youtube.com/watch?v=oZPyAMaXgMM
it wouldn't be as crazy as this. this is like.... 500% lunge velocity which is like.... 10 dead hard's in straight line. the perk would be something like half of 1 old dead hard extra for killer. it would help make m1 killers more threatening in a chase.
I didn’t say you need Brutal Strength to create dead zones, I said Brutal Strength helps you better take advantage of dead zones you’ve created.
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The most straightforward way to buff it is probably the best, just increase its duration. Given its precondition maybe 80 seconds would be good? That makes it longer than No Way Out, for instance, but that would be ok since it’s also harder to trigger than No Way Out (since No Way Out can trigger even if you only hook 1 to 3 survivors and not all 4).
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Fire Up is actually not bad when you combine it with something else it stacks with like Brutal Strength or Bamboozle. But I wouldn’t turn down it having its percentages increased a bit.
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@ReverseVelocity said:
...spawned more chests as a secondary effect? Ever since the key nerf, I think the perk needs a little love, and I think having the perk spawn 2 more chests when it's equipped would be very nice.
I don’t play survivor that often but when I do I play Plunderer Ace and I can definitely say the number of chests is never a problem. I have yet to have a game where I wasn’t able to loot one or two chests with it (assuming I didn’t get downed immediately or something.)
That said I do wish flashlights and keys were more useful, I’m always a little sad when I loot a chest and get one of those. 😞 I’d so much rather get a toolbox or medkit. Even maps are kind of useful compared to flashlights and keys.
P.S. I go full on looter mode with Ace. Load out Plunderer’s Instinct, Ace in the Hole, Open Handed, and Appraisal. I go in to the match with a toolbox, head straight toward a generator near a chest, use the tools up on it, loot the chest, and repeat using whatever item I find. (Although I might drop flashlights and keys on my mood and Rummage for something else.)
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3151414#Comment_3151414
That's not really the point I'm making - if it's revealed, it will be used that way by hostile players. Even if the absolute number of instances of toxicity doesn't go up, it is giving those toxic players another tool, and so it is still a downside that must be acknowledged before it can be argued in favour of.
I'd also personally suggest that because visible MMR would carry out beyond the matches and into things like forum discussions, as it's an easy single piece of data to demand of someone, it'd make toxicity outside the game worse too- but that is up for debate and I'll recognise that. My main point still stands either way.
I disagree that it’s actually a downside if the number of people who bully others doesn’t change when you, say, replace Prestige on the endgame score screen with an MMR bracket indicator.
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I’m not sure it needs a buff, it might be an underrated perk. If it does need a buff though I would go for increasing its range over increasing its speed.
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@jesterkind said:
It's worth mentioning that it will absolutely become a bullying tool, and it will lead to toxicity. That's not up for debate, the only question there is if the benefits would outweigh it being used in that manner, which is a question that is very worth discussing!
So, in that vein, let's look at the benefits. Certainly, it would satisfy idle curiosity of players who'd like to know where their MMR is at, but I don't really see what else it'd bring? Other games don't show your MMR unless it's tied to a competitive mode, and that's mostly (I assume) because there's really not much reason to.
You also expand halfway through your post to not only your MMR, but also your opponent's MMR, and there's definitely no reason you should be seeing that outside of a competitive mode, surely? All it'd achieve is people getting mad if they think the gap between them and their opponent is too high- which it may be, but I don't know what the acceptable gap would be and I'm willing to bet the vast majority of people who'd take to the internet about it wouldn't know either.
Personally, I just don't see the benefits, and there'd be undeniable downsides to deal with if they made this change.
Actually the question is whether showing MMR bracket would lead to significantly more bullying than what they currently show. It’s not immediately obvious that people who are inclined to bully someone they perceive as a weaker player won’t bully them based their Prestige or perks or loadout or any other excuse to bully them. So I think that part is in fact debatable.
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Slinger isn’t THAT bad, but I do wish they would let him turn at his normal turning rate while aiming his rifle. He’s the only killer that turns more slowly while aiming and it’s kind of annoying.
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Sadako isn’t top tier but I don’t think she needs more than a slight buff. The one I’d push for is removing her Lullaby, I’m not sure why they made her the only Stealth killer that has a Lullaby. Get rid of that and her Stealth improves which goes a ways toward shortening her time between hits.
The other change might be that once you are Condemned your timer builds up automatically regardless of whether or not you have a tape. Right now there’s not much incentive to carry a tape at all, a lot of survivors just ignore the tapes unless they happen to have built up a lot of stacks already. If the Condemned built up slowly over time though they would be compelled to periodically use the tape or risk getting to full.
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@momppu said:
Could you please put the exit gates as far away from each other as possible. When you are the last survivor in the game, it's impossible to escape if the hatch is closed and the exit gates are too close to each other.
Sometimes the killer can just stand between the exit gates and see which gate the last survivor is trying to open.
The flip side is when they’re at extreme opposite points the killer might not be able to get the last survivor unless the survivor messes up.
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Obviously if she’s looking to mostly play solo then go for killer, if she’s mainly looking to play together with you and other friends go for survivor.
Also keep in mind custom matches against bots are coming in the 2022 roadmap. We don’t know exactly which month but given they’ve already completed a lot of the parts of that roadmap bots could be as soon as even the next midchapter if we’re lucky, who knows? 🤷♂️ Either way, once they’re in it will probably be a great way to try the game out.
And lastly there’s the option of DbD Mobile which is free to play and already has custom matches against bots. The mobile version is solid except that controls on a tablet are harder to use than mouse and keyboard or a console controller. But if you want to just get a gist of how the game works without shelling out money, that’s a way to do it. Similarly if she’s a Playstation Plus subscriber then Dead by Daylight is free to members currently. (My nephew was trying it out in that, said he likes playing as Huntress. 🙂)
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I used it for the first time a couple weeks ago to unlock Appraisal for my Plunderer Ace. 🙂
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To be fair if there’s a hook save against Hag odds are pretty good she’s going to aim for hitting the rescuer with Make Your Choice. 😉
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- The sirens on Midwich. Also the weird moaning from the stalls or lockers on that map.
- Huntress screaming bloody murder when she’s pallet stunned
- The voices on Whispers
- ”STARZZZ….” When Nemesis pulls a STARS member out of a locker or moris them.
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Legion is tricky because they have a bunch of different chase themes. I think I like Julie’s maybe the best.
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Most people say Shadowborn is ok, I don’t remember a lot of people saying it’s “bad”. It has a kind of useful effect and there are definitely people who use it frequently. (I like it but I don’t use it that often. 🤷♂️)
Lightborn isn’t quite as good, not because being immune to blindness is bad, but because it steers survivors away from trying for flashlight blinds at pallets and from doing risky often time wasting flashlight save attempts. Basically it’s telling the survivors “don’t mess around with the flashlights, just go do the gens”. So ironically by being immmune to flashlight shenanigans you end up making the survivors play smarter. That said I’ll use Lightborn sometimes simply because it’s hilarious when you get a hit on someone desperately trying to blind you. 😄
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I could be wrong but I think those Realm Beyond map reworks are tabled for the moment to make room for the things on the 2022 roadmap. (Obviously they just did a rework of RPD but that was part of the Wesker chapter so it was on that roadmap.)
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3150837#Comment_3150837
its hex perk. you can disable it. I don't think nurse needs this perk because the nurse gets hits without the perk. The perk lower's the nurse's skill-ceiling because you do not need to be as precise to land the blink hit, but casual nurses according to bvhr had somewhere between 40-44% kill-rate. I'm not sure if I would be concerned if low mmr nurse uses a perk like this given their performance-level. A stronger nurse would be impossible to beat in a chase though I'm not sure how much different it is compare to current nurse with add-on's.
https://forum.deadbydaylight.com/en/discussion/comment/3150857#Comment_3150857
Same reason why brutal strength doesn't do enough. a small number will not have enough of an impact on overall outcome of the loop. I would wager that only killer that might get use out of that version is Wraith coming out of cloak.
I really wish there was more killer variety when playing survivor at the higher-level. its boring going against same killers over and over. perhaps more variety would occur as a result of the hex perk.
Actually Brutal Strength is a somewhat underrated perk, by the mid game once you’ve destroyed some pallets you’ve begun to create dead zones and Brutal Strength allows you to get the survivor to the side of it facing a deader area, break it, and they will have a harder time reaching safety before you catch back up because that small amount of time saved kicking turns into a few seconds saved in that second leg of he chase. It’s in the same vein you don’t need a large lunge extension for it to make a difference in getting hits a few times a match because it turns close calls into just hits.
Also note that because if the lunge distance increase is too low the perk would be too weak and if it’s too large it would be too strong there is mathematically a range in the middle of reasonable settings. So there is an X such that “Increases lunge distance +X%” as the full perk description is reasonable, even if that reasonable people might differ on where exactly that number lies.
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Heck, just make it something like 10%/20%/30% longer lunge distance period, No hex, no tokens, just a flat bonus. Why complicate it?
P.S. “But this would be a good perk for Nurse!” So what? Why are we pandering to try and balance around Nurse who’s a mechanical aberration? If Nurse is the sole reason various things can’t be in the game then maybe it’s time to consider revamping her so, for example, her attacks are special attacks and not basic ones.
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Yep, reminds me a bit of the old version of The Game where you couldn’t see the walls in parts of the lower level. Some maps are just way too dark, it’s why I play with my brightness up a notch (and even then it’s still hard to see in that Garden house.)
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3149356#Comment_3149356
with tombstone piece myers is ok...
ghostface is better bc he has stealth, and he can 99 individuals (having an entire team 99d, to be exposed when in chase, rather than 99ing a quad expose, and activating it to get value against 1 survivor and having it mostly wasted
and sadako can actually traverse the map. like its once every 100 seconds but thats still faster than myers can, and she cant be trapped as a 4.2 for half the game by survivors using their brains
Also people bring up the 100 seconds but it’s 100 seconds per specific location which isn’t nearly as limiting because typically you will teleport somewhere, get into a chase, the chase ends one way or another, and then maybe you teleport somewhere else. It’s not that common to want to teleport back to the same exact television repeatedly within a minute and half.
Basically Sadako’s teleport alone and decent stealth makes her not the worst killer in the game. I put her at 2/5 stars with Wraith. Her chases aren’t great, but with good map sense and macro play her teleport and stealth make up the difference.
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@Rovend said:
It's not Felix's desperate measures, you mean Yui's any means necessary.
I think it still doesnt cancel any means necessary's action
Ah yeah, I got the names mixed up, thanks!
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@[Deleted User] said:
As someone who plays soloq a good deal of the time I'm glad for the change. let's be real here, do you really think most soloq games are that coordinated that the perk would have had good use anyway?
https://forum.deadbydaylight.com/en/discussion/comment/3149239#Comment_3149239
I believe with the perk you can still try to unhook yourself and you'll reach second stage after three attempts like usual.
You don’t need coordination to stall a hook with the perk for 30 seconds which is already just on its own quite a bit of extra time. 30 seconds more time for the other survivors to keep doing the gens could easily be the difference between them being completed before needing to do a rescue and having to do a rescue before the gens are done.
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@amazing_grace said:
It has been fixed for me since they said it. Last night my game finished and I didn't get disconnected, although I feel like one time it did happen. Usually it has worked for me where it doesn't disconnect me.
I got disconnected but it was after my match was over and I was in the character screen, so maybe they fixed being kicked out of an actual match? 🤷♂️
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@AkimboTs said:
https://forum.deadbydaylight.com/en/discussion/comment/3149550#Comment_3149550
But its not like the killer would bring the addon every game i just think its dumb how the only way to counter endurance is with deep wound and only like 3-4 killer have access to it.
All the endurance effects other than Dead Hard only last until the survivor touches a generator at most, and the base unhook one only lasts 10 seconds, and Exhaustion counters Dead Hard (along with Sprint Burst and Lithe and such.)
Aside from that annoying Dead Hard automatic block hack I don’t personally have an issue with Endurance at the moment. 🤷♂️
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3149503#Comment_3149503
If you think 10 seconds of baseline borrowed time is going to stop people from tunneling, you must not play a lot of survivor.
Nothing will literally stop a killer who is dead set on chasing a specific person immediately after an unhook, but the new update to 10 seconds on 10% increased speed with Endurance does mean the survivor will be a lot more likely to get to a stronger tile for the resulting chase so the killer will lose some additional time in the process.
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Doing fine, last I checked my kill rate is about 66-70% which seem decent. 🙂 And Wesker looks like he’ll be pretty fun, plus he has two perks I’m looking forward to using in some builds.
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I don’t get all the griping about Awakened Awareness, I’m still planning to use it in my Backpack build. 🙂 Not to mention even outside of that build it’s still a decent information perk since it tells you immediately if anybody is hovering for a save during a carry or if you’ll need to head farther out to get into a new chase after the hook. If you combine it with BBQ for instance you’ll basically see all the survivors’ auras in the course of the carry and hook, that’s really good info!
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Hard to tell for sure but I think I’m an above average killer since I’m running about 66-70% kill rate using a random killer every night with different mostly non-meta builds. Most recently I’ve been playing with my Bad Medicine loadout which is Coulrophobia, Unnerving Presence, Septic Touch and Distressing on killers that don’t become Undetectable. And the most recent match it was Twins using my Anti-Popular Perk build which counters the most popular survivor picks according to aggregate sites (Discordance to counter Prove Thyself, Hex Third Seal to counter Windows of Opportunity, Fearmonger to counter Exhaustion perks and also Windows a bit, and a fourth perk which is whatever I feel like since Adrenaline is the next most popular survivor perk but its “counter”, Terminus, isn’t available yet. I went with Jolt for this spot since it works ok on Twins.)
I don’t play survivor very often so I’m below average there. I’m better than someone who has never played at all obviously since I at least understand basic strategy, but I do sometimes miss skill checks unless I’m really watching it and I’m not great at maneuvering in third person in chases so if I get stuck having to try and loop a single tile I’m probably screwed. (“W” stands for “Win” 😄) And the only survivor I play is Plunderer Ace because it’s fun to go in with a basic toolkit, use it up right away, then open chests and use whatever I get up and repeat. (Plunderer, Ace in the Hole, Appraisal, Open Handed. Lots of bonuses when opening chests and you see their auras from really far away. Plus Open Handed helps the team generally assuming they have auras themselves, it’s a pretty nice perk. 🙂)
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@ACERESS said:
https://forum.deadbydaylight.com/en/discussion/comment/3148988#Comment_3148988
Thanks a lot, now I can say that Oppression is almost same as Ruin, but worse.
It’s actually not worse than Ruin because, unlike Ruin, Oppression isn’t a Hex that can be permanently lost or that turns off after a survivor dies. So even though you have to kick to get it to activate you at least have that ability the whole match aside from the (admittedly probably too long) cooldown. Note also that Oppression does pair well with Surveillance much like Ruin does, setting multiple generators into regression simultaneously that you can monitor with Surveillance.
That said, as I mentioned above, I do think the cooldown on Oppression is probably too long. 80 second cooldown seems kind of rough. It probably does need a cooldown of some sort, otherwise it would be clearly better than Ruin, just not 80 seconds I think. (Also you have to be a little careful since it becomes a lot better of an effect once the first survivor dies since at that point the remaining survivors will have a harder time keeping up with multiple generators going into regression at once.)
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Nothing to do with Sadako, there's just a lot of sore losers unfortunately.
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@Ana1661 said:
https://forum.deadbydaylight.com/en/discussion/comment/3148621#Comment_3148621
Not the facecamping tho which is the main issue.
It still hurts facecamping. If even one survivor uses Reassurance they can extend someone lasting on hook 30 seconds, and 30 seconds is a pretty long time for the other survivors to keep working on gens if the killer is literally just standing around face camping the hook.
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@Cameragosha said:
Wesker suck if he not have this add-on.
https://us.v-cdn.net/6030815/uploads/Q1L1JDZYSPXD/picsart-22-08-12-00-56-38-078.jpg
Actually after the change in the new update that add-on will make it harder for him to hit survivors directly across pallets or windows from him.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3148701#Comment_3148701
August 30th is when we are expecting it, but I do not believe it was officially announced.
It might be the following week though, the developer update today said the changes are coming "in the coming weeks". That makes it sound like it's not next week but maybe the 6th.
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@OldIronKing said:
I had a guy try to give up yesterday. He got downed and we distracted the killer. I ran over and got him up off the ground and he just stood there. Killer downed him again and slugged him. We completed 2 gens before he was finally hooked (the only hook the killer had so far), and he tried to kill himself. I 100% saved him. Screw that guy.
I'm with you, when I see someone just obviously ragequitting as a killer I tend to either ignore them or slug them. If they change their mind and want to actually play that's fine, if not they can hang out or take a DC penalty, I'm not helping them flip the table.