gatsby
gatsby
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I’ve always liked the idea of Survivor Passives. A lot of people will tell you it’ll create a “meta” of which Survivor to use, but I think the majority of people will still play who they want regardless of passives so it could be fine
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Might be alright on Demo ngl
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To be fair the design, marketing and digital art departments did amazing work on this Chapter. The only team that dropped the ball was the balancing team.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2061376#Comment_2061376
Well self-preservation activates at a different time than OtR. Plus, I doubt the killer just blacks out when they hit my rescuer. Even a Blendette can be seen running behind a wall.
It’s 10 seconds of zero scratches, which is the most of any perk in the game (tied with Distortion).
If Killers can lose Survivors with the 3 seconds of stealth from Dance With Me and Deception. Imagine the options for 10 seconds. Especially when another teammate is making noises and leaving a trail.
It’s all about breaking LOS in jungle gyms, shack, main buildings and indoor maps. Once a Killer loses eyes on you, you’re completely gone
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2061347#Comment_2061347
I think having the killer know the general area of where you are is still pretty meh. I would really like it if it let you make a silent escape, without them knowing you were there. It would be a lot more interesting on that end.
The Killer doesn’t necessarily have to know you’re there. You just have to be near where your teammate got hit.
12m isn’t like a protection hit range. It’s farther away than a Coup de Grace Lunge.
If you’re running Spine Chill and see it light up while you’re working on generator, you could back up a little bit and book it the second your teammate gets hit. The Killer wouldn’t necessarily know you were ever there.
It’s also good for people following around for flashlight or pallet saves because the Killer won’t see any scratches that would make them suspicious since you lose them when the teammate goes down
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2061315#Comment_2061315
Well, that brings the issue of you have to not be seen, and I have literally not seen a Blendette in a few months (which I guess is the point but ...).
You can be seen for a little bit. You just have to lose LOS within the 10 seconds.
Literally any indoor map, shack or jungle gym tile can give you what you need to disappear. All you need is a wall with some corners. Because the Killer won’t be able to guess which direction you went. And again there will be another teammate leaving tons of blood and scratches to follow.
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@Kebek said:
I'd rather use 115% movement speed as last resort buff as nothing is more boring than making more 115% M1 killer which he would need to be to warrant ranged damaging power.
Pyramid Head is 115 and his power is light years ahead of Trickster
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2061187#Comment_2061187
The issue is that in what situation are you going to be with another survivor, unseen by the killer, and in need of an escape? Such an arrangement is just not that common.
It’s pretty common with unhooks.
If your teammate takes the hit after you’re unhooked, you can disappear. If you run BT and your teammate takes the BT hit, you can disappear.
It’s also not uncommon for Survivors to be grouped up when working on a generator and being interrupted. Self Preservation can be your ticket out of a bad situation.
Keep in mind that when Self-Preservation activates you leave ZERO TRACES. All you need is to round a corner and the Killer won’t be able to track you. The second they lose sight you’re gone which is especially likely to happen if other, trackable, teammates are nearby.
Dance With Me loses scratches for 3 seconds and still leaves a blood trail and sound. And that can throw Killers off big time. Now imagine 10 seconds with no giveaways at all
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@ShamelessPigMain said:
Hi, my name is Iron Will/Lucky Break, I'm here for the poor soul who said self-preservation is good?
Sarcasm aside, I really prefer smash hit over fast track. I often find myself being the gen slave, and really wish it was over more quickly, but getting 4 seconds of sprint burst is so much more fun.
You’re forgetting that Self Preservation also hides scratch marks. As well as blood trails and silencing. For 10 seconds as well, which is plenty of time to disappear.
No other perk in the game does those things at the same time. You literally turn into a ghost if you can break LOS.
It will probably only activate a few times during each match, but the opportunities it can provide to get out of bad situations can’t be understated.
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Blood Pact is honestly a really solid perk. It’s like a hybrid of Aftercare and Empathy.
You’ll want to use it to help get healing and just to share information with a teammate. Often times when I run Blood Pact me and my Obsession will become temporary best friends and keep coming back to eachother for healing or to help with gens.
Blood Pact works in any build really. Run it with Iron Will and think of it as your healing source (it’s a substitute for Inner Strength, Self-Care or a Med-Kit)
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I think the design team outdid themselves on the Killer and the Devs realized there would be a lot of dumb people that bought him solely for his looks and the K Pop theme... which is exactly what happened
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I’m pretty sure that the console versions are just direct ports of the PC game.
I don’t think any of the Devs even try out the new Killers on console or spend any development time considering those platforms
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The Twins weren’t a flop. They’re comparable or arguably better than Blight.
Their slugging and camping potential makes them a nightmare even for coordinated teams. Especially since Hex: Crowd Control gave Victor the ability to use Bamboozle
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For me it's Nurse.
A lot of swings I think will miss somehow hit. And I lot of swings I think will hit somehow miss.
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Interesting. You definitely have different taste than me
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I think it'll be cool to have a powerful, possibly meta hex perk that isn't Ruin
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Fast Track is so bad lol. You can only have up to 18% gen progress on one generator without having a dead teammate (all teammates have been hooked twice). It encourages playing stealthy and encouraging the Killer to tunnel other people... all for a bonus thats less than a good toolbox.
Also a lot of hooks happen in endgame trades... and the stacks don't do anything once the gens are popped
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@DawnMad said:
I wouldn't like a week where DS is banned so every single killer tunnels survivors to death, or BT is banned where they camp them to death, or Unbreakable is banned where all games end with 4 people on the ground dying on their first hook. You get the point.
It's almost like on those weeks the Devs would get overwhelming feedback that helped them rework, buff or create new perks because it would become obvious that a perk had no alternatives and needed them
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@sleepywynd said:
https://forum.deadbydaylight.com/en/discussion/237774/what-if-a-perk-was-banned-every-week
Nobody would support this outright. What this could be though... is a really fun game mode. Potentially random load-outs as an event or X perks were banned while Y perks were still available.
@Mugombo said:
No
It's ONE Survivor Perk and ONE Killer Perk banned per week. I don't think that's crazy
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@Anara said:
You dont need to ban perks to try new builds.
With meta perks as strong as they are, you sort of have to. No one would willingly bring weaker perks
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/2056766#Comment_2056766
I have to say no.
5 hooks is not a big number.
This perk will benefit you in most of match.
And for others match you are winning anyway.
Not really. 5 hooks isn't a big number UNLESS you realize that its 5 teammate hooks and you yourself don't count.
Your teammates only have 9 hooks between them. In a best case scenario, 5 hooks means two teammates are death hook and one has only been hooked once. But most Killers will have someone dead by so scenarios like one teammate dead (three hooks), one teammate death hook (two hooks) and one teammate completely ignored (zero hooks) are more common at high ranks.
And thats not even taking into account that a lot of the unhooks in a game come late game after the gens are done (games that finish early usually involved slugging and killing everyone before they've been three hooked). And late game stacks of Fast Track are useless because there aren't any more gens
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Fast Track is like Soul Survivor. You only benefit if you're team is getting destroyed, which means you'll probably lose the match if you get good value from your perk
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DaBaby is my SWF's nickname for Victor lol
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Holding Victor hostage can be good or bad depending.
It prevents slugging snowballs if a lot of your team is injured, but if Charlotte is already in a chase with someone else, the Twins have two Survivors forced off generators simultaneously.
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@dspaceman20 said:
I think soul guard is fine as it is. Especially since it has such a strong effect.
It's only strong with unbreakable, which is already one of the strongest perks.
Imagine if Soul Guard was as strong as Unbreakable... without relying Unbreakable
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2051082#Comment_2051082
It is a lot of work, but the advantages are far from slight. A survivor spotted by a good Clown isn’t getting away. They’re going to go down ridiculously quick.
Thats the thing with Clown though. He’s much harder to use than what he initially appears as.
Clown is worse in chase then Killers with more map mobility. A Freddy, Nurse or Spirit will be on the other side of the map pressuring the next gen after their down and hook before Clown burns through a few early pallet drops to get his down.
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Killer Rank 1
Survivor Rank 1
Playing both sides makes you better at both sides
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Doctor is NOT low tier. He's just harder to use than Killers like Freddy, so people underrate him.
If you play Doc perfectly, the Survivors will really struggle to loop pretty much anything
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The antidote is just a more niche, harder to use anti-loop mechanic on a Killer that already had anti-loop.
Honestly, it gives the Clown more options, but the entire rework is weaker than the exhaustion bottle add-on they removed.
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@PatWesker said:
Why is this subject is in "Feedback and Suggestions"?
The mods don't like me I guess?
The post doesn't belong here but @MandyTalk moved my post here within a minute of it being posted... so early I highly doubt they even read it.
It belongs in general discussions
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honestly, it depends on who the last survivor is.
if it's some toxic meta perk ######### that t-bagged. im slugging for the 4k
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@Breque said:
"and you'll never to have to guess if the Killer knows where you are"
The fact that this is really accurate about why i use spine chill scared me a little bit not gonna lie
Honestly, I've used Spine Chill to guess a Killer's perks and add-ons so many times its ridiculous.
Because the perk will tell you if a Killer knows something they shouldn't know and then your brain can start triangulating the answer. I've even correctly predicted Rancor before the last gen while not being the Obsession in solo queue a few times
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@ukenicky said:
I feel like you could just run bbq and no way out together and it would be fine. If you're doing an end game build anyways, the aura reading from bbq would probably help find players hiding from bloodwarden unless they hop in lockers
The Aura Reading from BBQ is useful, but the reason it never leaves my build is the Bloodpoints.
I would be more willing to run builds without BBQ if there was another bloodpoint perk that had a similar stack mechanic.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/236922/missed-opportunity-to-replace-bbq
So you want people to one hook and have 40s of noed with blood warden and no way out ok
the scummy bubba players are ok with that probably.
I actually just wanted an alternative way to get more bloodpoints, but go off on how you don’t like the perk
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Favorite: Legion, Twins, Pig, Ghost Face and Blight.
Least: Oni, Billy, Trapper, Hag and Trickster.
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Oni is way too high in your tier list. Gen rush and drop every pallet super early so Oni can't start gaining blood. He'll lose 3-4 generators before his first Blood Fury against high level SWF teams.
He really needs to be in the same tier as Myers or slightly higher. Oni might be alright against bad players, but if his power drops off the better the players are he can't be justified as a high position.
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In my opinion, the most balanced Killer is probably Pyramid Head.
His power is great at loops, but in most cases it relies on correct prediction, so its not unfair to the Survivor.
Also, Pyramid Head can circumvent some of the strongest Survivor perks in the game, just naturally through his torment and cages. Which makes him have a better chance against SWFs than most
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@malatruse said:
The Trickster chapter was delayed, I think that means they're working on it?
Yeah because they failed the first time... and the second time... so they need a third time and I'm not exactly optimistic.
Even if they get Trickster right at this point, they shouldn't have needed this long to fix him. The feedback from day 1 on the PTB should've been enough to take the hint
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@Chchchcheryl said:
The cyclical narrative you used for emphasis is both cringey and satisfying.
Thank you?
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@Nullclines said:
My first thought was she's just carrying too much to be able to run... I've been playing too much Skyrim recently
Victor is heavy
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2035259#Comment_2035259
And if you're not injured she just lost at least half a generators worth of survivor objective time for going to that gen and getting nothing. That is huge. People like to only ever talk about while injured while completely ignoring the half the entire game spent uninjured where you are at a significant advantage.
Not to mention even if you are injured and literally just start running in a straight line from the time your spine chill goes off bar good addons she generally won't even reach you before her power bar runs out.
Technically, you can run early with Spine Chill against every Killer btw. It's good against literally everyone.
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Spine Chill is good against Spirit, sure. Mainly because it saves time because you can commit to gens and know when the leave instead of being scared of her phasing noises.
But if you're injured and she has Stridor its pretty much GG.
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I haven't used Decisive Strike since June. And I never regularly used Unbreakable. At Rank 1.
Dead Hard is an awesome perk and I do use that every game. No lie
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New Flash- You can only be bullied if the Survivors are above your skill level (or bring stacked offerings/items/add-ons)
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@bjorksnas said:
It only affects default pallet breaks, powers are unaffected
@LazyPayday said:
https://forum.deadbydaylight.com/en/discussion/comment/2031214#Comment_2031214
As far as I'm aware no, nor does it need to be. Those killers already have an ability in their moveset to quickly destroy pallets, you should not be running it with them.
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/2031214#Comment_2031214
BHVR doesn't want perks to directly buff killer powers so no, Brutal Strength doesn't affect pallet breaks caused by killer powers.
So they should update the perk description then. Got it
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@WingerSenpai said:
Nope. Only pallet breaks, wall breaks and generator damages as far as I know it.
I'm talking about Killers that can use their abilities to break pallets....
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@Munqaxus The point of this experiment was to see how the MMR is doing while Ranks still have meaning. Since it hasn't been in effect long enough to influence them.
I agree that the current rank system is flawed, but its the only way to compare the new MMR to the old system. And you'll notice that the low ranks DO tend to do worse based on this sample despite how arbitrary the rank system may be
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Maybe he really needed one of the original four Survivors (Jake, Claudette, Meg or Dwight) for one of his masks
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@Kellie said:
Blight and Twins are more efficient than freddy but alr.
They're all close to each other. I could have easily put them all in S or all in A.
Blight is just always gonna have that buggy factor on some map geometry.
Twins has some bugs with Victor occasionally.
Freddy is pretty much bug free and consistent. That's why I put him above them even if he's a more boring choice.
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@GannTM said:
Really? The Twins are that high? I’d honestly love to hear your explanation.
That's my explanation.
