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  • Unbreakable is one of those perks that's overpowered or a dead slot. You will not use it every game, which is why I don't love it

  • After Mindbreaker got its buff awhile back it's been relatively strong. Mostly for stealth Killers to screw over people that use Sprint Burst. Same idea as people who run Stridor Spirit to counter Iron Will.

  • @Mr_K said:

    The easiest way to counter someone with DS/Unbreakable/DH/IW is to one hook them at the end of the game when all their teammates are dead. And Legion is the only Killer that can reliably do that.

    Sounds good. What do I do if all 4 run these perks?

    ... you probably weren't winning that game anyway

  • @bjorksnas said:

    Yea but look at it this way, while legion could single someone out a stronger killer like nurse or blight could have 3 hooks by the time the legion finishes singeing that person out and finally hooks them, so its a mixed bag

    Blight and Nurse aren't the best examples. They're mixed bags most of the time too because they're both super prone to bugs with their mechanics and frequently get cheated out of hits. The are awesome if you get a stroke of luck where nothing goes wrong though

  • @Terro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1908812#Comment_1908812

    U can still at least assume that anyone that makes it to red ranks within that month is probably good enough to get there or have absolutely no life.

    I doubt it. Since matchmaking will be separate from ranks, you won't necessarily get harder games the more you play.

    Someone could be playing games at below average skill level while technically meeting the emblem requirements for a Rank 1 because the MMR matchmaking and old ranks are independent of eachother.

  • The main thing with the MMR system is that no one will know what their "rank" is. So there will never be a way to prove a match was "unfair"

    The ranks will all be reset to 20 every month and your number will only be an indicator of time. So a match with rainbow ranks won't actually give anything away anymore because there's nothing associated with the colors anymore.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1907248#Comment_1907248

    Now we are getting somewhere. See, it’s fun to discuss new ideas. Most people just be hatin!

    Do you think hexes are really that strong? Most red rank survivors hardly even touch them.

    Hexes are super strong when you know what you're doing. The trick is that they're not passive wins the Killer usually has to play well to make them really devastating. A bad Killer will do nothing with Third Seal, a good Killer will slug the entire team.

    I think making them a core game mechanic would actually be really healthy because it builds in more slowdown since Survivors would have to search for the totems every game. And the Killer does nothing but benefit from the totem searching because they can still run normal four perk builds

  • It's fine. But only if Survivors get the exhaustion perks as a bonus category.

    So you can have four perks + exhaustion

  • @Schmierbach said:

    I've been running combinations of Fire Up, Brutal Strength, STBFL, Enduring, Bamboozle, and Spirit Fury. Having no slow down perks has unconsciously trained me to play very aggressively compared to before and the change in playstyle tends to take traditional survivors by surprise. Killers I play most are Clown, Myers, Bubba, Freddy and Doctor.

    So... you slug... like a lot... instead of running slowdown. Might wanna try the Twins it's their specialty

  • Who knows maybe the next Survivor from Felix and Elodie's detective group could be of Indian descent. It seems like it's a pretty global secret society

  • @C3Tooth said:

    I think Obsession should be a mechanic, not just a status.

    Obsession status just so depended on perks. Save best for last force you to ignore them, Remember me force you to target them.

    What if the game starts with no Obsession, anything that cause Obsession (DS, Mettle of man ect), a Survivor become an Obsession. At the end of the match, Obsession gets Rancor effect. That would be crazy, dont u think?

    Yeah actually because you're telling the Killer there is no Decisive Strike in endgame, which is the time when most Killers camp the hardest

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906449#Comment_1906449

    i endorse this mindset. let's obliterate decisive strike so killers can have something else to complain about, sounds good

    Make BT base kit with a 32m range requirement instead of terror radius and Decisive Strike can get deleted for all I care

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1904621#Comment_1904621

    30 seconds of another survivor not being able to jump on the gen after someone has just been chased off of it, 6 to 8+ times a match is a pretty big deal. It’s mediocre on its own because of the coordination it prevents. Like I said if it worked as effectively as it does with Furtive & Nemesis but on its own instead, it would be broken with other meta perks.

    I've used Furtive and DMS with Freddy before at Rank 1. Survivors don't get off gens unless you force them to. It just encourages the "gens before friends playstyle" plus I always felt like it wasn't worth giving up Pop or Ruin for because if you chase a Survivor off a gen they're busy so they already aren't coming back so who TF cares if its blocked.

    Maybe there are some god tier plays you can make with green rank Survivors that use bond and prove thyself instead of meta perks. But in practice at Rank 1 its nothing but a meme build. It never feels like you get as much value from it as other regression perks

  • It's still mediocre at best because DMS activates for 45 seconds after the hook. Not after the Survivor lets go of the generator.

    So in practice the most it blocks a generator is like 30 seconds or less. Honestly, Repressed Alliance is better at denying gens and that's a Survivor perk (honestly if RA it was a Killer perk it might be pretty decent like an alternate version of pop kick the gen and block it for 45 seconds)

  • My main opinion that's changed is that SWFs are overpowered. When I was a lower skill Killer, I would get rolled by them and get angry about it.

    Now as a Rank 1 Killer, SWFs don't really scare me at all because they're way too altruistic and really vulnerable to being slugged because they group up more than solo players. Having voice chat doesn't matter when you play sub-optimally.

  • Honestly, try Doctor with Discordance. If finding Survivors at the beginning of the game is difficult, running that should help out a lot.

  • Ideally, you want to hit and interrupt multiple Survivors before committing to your first down. It prevents 3 gens from popping on your first hook

  • Survivors teleporting. Also, when a Survivor is laggy they sometimes have a 3-4 second delay when you try to pick them up

  • @HollowsGrief said:

    The numbers you put in here make it seem like you have no idea what you are talking about my guy. 5% haste is such a big deal it might as well be like an entire extra hook state.

    I run Blood Pact all the time, which gives 7% haste. It's strong but at the end of the day it doesn't fundamentally change a loop if it's weak its still weak and if its strong its still strong.

    Haste's main benefit is running early because it can delay a chase from starting (helps delay bloodlust and window blocking). It's very good on large maps and stupid maps like Midwhich

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1897004#Comment_1897004

    you do realize, deathslinger and huntress get their opportunities to shoot because of the essential 10% ms difference. the wind-up time for huntress makes it so that you have to get close to the survivor at a loop and then either choose to pull out hatchet at pallet or disrespect, and this wouldn't be possible with 5% ms difference, you'd probably have to get bloodlust 1. deathslinger is similar, even though he has no wind-up time, he has to get line of sight which is not easy against a survivor that doesn't fall for mindgaming tricks. even though some loops have no walls, at tiles with walls, you need that 10% difference.

    spirit is a different case because she has a speed boost power and 5% wont matter anyways. hag sure, if you got a trap in that loop, but there is also a trick to wasting hag's time. since she is a 110% killer you can literally just hold W at some edge of the map and she will take years to catch up and hit you twice. with 5% haste this is going to be a lot of time.

    also, imagine this 5% haste on midwich. it's basically autoloss for a killer with no mobility.

    It's strong. That's the point. But I think perma-5% haste isn't broken

    Dead Harding a Deathslinger shot, Hag teleport lunge or Huntress hatchet is probably even better. And Sprint Burst against those Killers might make even more distance especially if you're at a dead zone gen that's high risk.

  • @bjorksnas said:

    Heres a probably closer to balanced version of these

    Grants 50% healing speed bonus and 50% more if the person you are healing is exhausted

    Grants 15% vault speed and pallet drop speed doesn't stack

    Grants 5% action speed bonus (except vault speed)

    50% heal speed is too comparable to non-exhaustion perks; it feels weak. I feel like it wouldn't temp many people. Desperate Measures, We're Gonna Live Forever and We'll Make It can already exceed 50% healing bonuses.

    The vault speed one makes sense. Stacking vault speeds could get ridiculous.

    The action speed one feels extremely weak and hard to balance to me because Spine Chill and Resilience exist and could stack. Resilience with a med-kit so you can 99 the heal to keep a semi-permanent 9% action speed bonus seems much better especially in chase since it effects vaults. And its not even an exhaustion perk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1896966#Comment_1896966

    i don't think you understand how 110% killers, or any killer for that matter, is designed around 100% ms. exhaustion perks are not necessary to win and grant an incredible advantage when used correctly. killers like hag, deathslinger, pyramid head, huntress, would be hot garbage against permanent 5% haste in loops. instead of trying to add something even stronger than current exhaustion perks, look to nerf them or leave as is.

    The 5% haste would probably matter the least to 110 Killers. All 110% Killers have really strong powers to help them in chase.

    If you're regularly trying to traditionally loop with a 110% Killer, you probably shouldn't be playing that Killer at all because you don't understand their power well enough. Good Spirit, Hag, Deathslinger and Huntress players pretty much only have to break god pallets that would be unwinnable with a 115% Killer anyway.

    The 5% haste would mainly be useful for getting extra loops and baiting swings on 115% Killers like Legion, Wraith, Ghost Face, Freddy etc. And even then it would probably still be less game changing than a well-timed Dead Hard could be.

  • @BaschFonRonsenburg said:

    Suggestions like these always get tossed out the window from the rest of the community because of the numbers people use. Just use XX% when suggesting a perk because numbers like 5% haste will make others think you have no clue on just how important movement in this game is. Same with healing, I would go for something like 33/44/55 because healing perks stack so well together already.

    @[Deleted User] said:

    5% haste and 100% healing are incredible boosted, just compare those to the perks Hope and We'll Make It. The 10% vaulting speed is ok but I believe you shouldn't be able to pair it with Resilience.

    @SirCracken said:

    The idea of getting a permanent stat increase at cost of not using any exhaustion perks is pretty neat. But 2 out of your 3 suggestions are incredibly overpowered.

    An extra 5% movement speed is huge. Not only would it absolutely translate to several extra loops during a chase if the survivor knows what they're doing, but it would be a nightmare for 110% speed killers.

    And you forgot to add the "survivor healing" requirement for "Emotional Overload". Without it, Self Care allows you to heal yourself at normal survivor healing speed, ignoring how absurdly powerful the 100% extra healing speed is already.

    My numbers actually make sense when you realize the perks are competing for the ONE exhaustion perk slot.

    The numbers have to be higher than comparable perks because those are competing for the other THREE generalist slots.

    They're broken, but are they as broken as the perks like Sprint Burst and Dead Hard that you'd have to give up? That's the real question because the Devs have really struggled to introduce anything strong enough to compete with them and I feel like my ideas could finally do that. The only exhaustion perk added to DBD after 2017 as been Head On, so I feel like the Devs have hit a roadblock

  • Why is Mettle of Mither on here???

    Please don't tell me Monto convinced you those perks are good... especially when they're used together

  • Surge. It's an awesome perk on the right Killers. But the M1 down restriction means that about half the Killers can't use it at all, so it's only usable on Killer specific builds. Also, Survivors that are really smart catch on to Surge and hop in lockers when they're about to go down to deny the Surge activation, which sort of sucks. Because locker grabs don't count as M1 downs.

  • If I saw that build in my games, I would wonder if the Killer was doing a random perk generator ngl. It makes like no sense

  • Trapper should really just be like Hag and Freddy with all his traps in his inventory at the start of the match.

    Having to walk around the map to collect your traps and fully use your power is what kills him

  • @kyogul

    I'll say what no one else will. The only perk slot I could see Surveillance replacing in a Ruin/Undying build is BBQ as a tracking perk. And no Killer ever takes BBQ out of their regular build for a long amount of time because the bloodpoints are way too juicy to miss out on.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/221481/i-dont-want-bad-killers

    You know what else is frustrating? Being that rank 10-15 killer constantly matching up against red ranks match after match.

    Constantly losing chases or dropping them altogether to go find someone else because your outmatched and basically ignoring that survivor everytime you see them. Trying to scrape whatever bloodpoints you can out of whatever you can get by camping because 3 gens have popped by the time you get your first hook, so those free hits are super valuable.

    Maybe when your winning you could take it down a notch when you realize your so much stronger than your killer that they cant compete and think about the fun they are having. Im not saying throw the game but maybe put some restrictions on yourself in chase, decide to do a chase with no windows or no pallets, instead of just looping them for as long as you can until theyre demoralized and decide to stop chasing you. An early hit in a chase goes a long way to keeping it interesting, i'm more likely to chase you if i have already hit you once in the match.

    Until they actually fix matchmaking (if that ever happens) you might need to try and help build up the confidence of lower rank killers so they want to keep playing and keep trying.

    Honestly, you might be right. Letting bad killers think I'm not ego threatening might let me farm better in games that otherwise would've been a camp fest

  • @Momentosis said:

    MMR isn't "accidentally" on, there's just no more killers playing. So all you have are these ######### low rank killers to play against.

    What happened in the last month that made Killers stop playing? All I can think of is the bad DLC but that should've made both sides play less

  • Legion and Pig are the most fun M1 Killers by far.

    They have interesting mechanics and natural slowdown so they generally don't get gen rushed too hard.

    Stuff like Wraith and Trapper are unironically the hardest Killers in the game because they have literally nothing to help them for new players. Their powers are near useless against good Survivors and you have to really rely on having the expensive DLC perks to use them at all.

  • Because Surveillance is completely dependent on Ruin staying active to be strong. If they actually cleanse your totems, you'll be begging for Discordance or Tinkerer

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1891474#Comment_1891474

    I camp all the time, and you are right. I don’t feel like running another 4-5 safe pallets in a row when I have a 3 gen and a hook secured. There’s no reason other than giving survivors more second chances (like they can’t equip enough).

    He also went for the person that was unhooked instead of the healthy person that unhooked them. And slugged the poor thing and proxied for 60 seconds to wait out DS to secure his second hook of the match

  • @Farya said:

    I don't see any "camping" in this piece of video you posted there. But yes, 'I don't wanna loop 'cause all you wanna do is loop' is one thing every killer should always say to himself.

    They purposely avoided a chase to go back to hook and said "i don't want to loop"

    If that's not camping idk what is

  • @WishIcouldmain said:

    I thought Self-care was the killer perk

    The full Killer perk build is Self-Care, Urban Evasion, Spirit Burst and Calm Spirit

  • Silent Hill is the realm, which is mentioned in the offering.

    Midwhich Elementary School is the map.

  • Top 2 (M1 Killers with natural slowdown and unique perk build options)

    Legion

    Pig

    Bottom 2 (M2 Killers that live and die by landing one shots that are risky and inconsistent due latency and hitboxes)

    Billy

    Bubba

  • @Yamaoka said:

    Quote: "Helping double heal faster. Or the ultra rare triple heal."

    There's no such thing as a triple heal...

    It's a triple heal because you can have all four Survivors contributing.

    Two Survivors healing an injured Survivor with the fourth Survivor nearby to provide the 25% boost (ideally on a gen for maximum efficiency).

  • It could work but as a delayed thing. Every week, a perk change goes live but its already in the code just being unlocked so they don't have to download a new patch every week.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1881508#Comment_1881508

    No, why would I tell you that. What I'm saying is that leaving yourselves all one hit from the dying state just because Myers might be ready to Tier-3 on you is not a good choice. There isn't much reason to stop and heal while Myers is in Tier-3 or you know he has the Fragrant Tuft of hair, but otherwise it is never a bad option to heal up with a Med-Kit or another Survivor's help.

    In regards to your Legion comment, I think I should address it. No, I don't make it a habit of staying wounded all match just because Legion has Feral Frenzy. The best way to deal with Legion is for everyone to split up and go to the four corners of the map and work Generators. This minimizes Legion's ability to wound everyone at once and track by heartbeats. Staying injured all game isn't any better a strategy against Legion than it is Myers. It would be a judgement call based on your current situation.

    For that matter, there are lots of Killers that have Insta-Down. Chainsaw maniacs start the game with it and have it all the time. Most Killers have a way to get it through their Power, Perks, or Add-On(s). That doesn't mean I'm going to play the entire game injured against them either. It is a judgement call based on a specific match and the conditions therein. If your reasoning were taken to its logical conclusion, everyone would be running No Mither. :)

    I guess I just have a different approach to Survivor.

    I generally don't heal against Killers with insta-downs because I want to use my Dead Hard and have Iron Will, so there's not tons of benefit to healing. Unless I brought a med-kit or another Survivor is offering to heal me I don't really care.

    You really have to weight the amount of time it takes to go out of your way to find someone to heal you and then be healed to the amount of extra time you get in chase from being full health against your Killer.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/220359/countering-myers-is-weird

    Hrm. You gave him insta-down all game; I don't think your choosing not to heal is WHY this particular Myers lost.

    Next you’re gonna tell me Legion is OP because Survivors choose to stay insta-downable when playing against them

  • Plague's issue isn't a power level thing. It's just that her power doesn't vibe with a lot of people. Because you don't get to choose whether or not you get to be Huntress on crack or off-brand Legion

  • Personally, I would use Alert or Bond. They both give you a good feel of what the Killer is doing so you can determine if they’re coming for you or not

  • It feels like you made Wake Up barely viable by combining the two best effects of Vigil and Wake Up into one slot. And then ran out of ideas and left Vigil in the dumpster as a cleanse for status effects that most Survivors barely see as more than an inconvenience

  • It's Iron Will and being more comfortable playing while injured.

    -Rank 1 Killer and Survivor player

  • Honestly, Decisive Strike is bad in solo queue because its less abusable. In a SWF, you can tell everyone that you have Decisive and they can play accordingly to try to force the Killer to pickup.

    In solo queue, plenty of Killers have no intention of tunneling and you'll never get to use your perk slot.

  • Probably Lithe. I still like it... but Dead Hard is just better and less map specific

  • @Speeddemonsaif said:

    Also i think if a survivor would come with these perks it would be some type of person similar to David King they work on helping their team but also leave themself at risk of death but can still survive.

    Probably somewhere in between Yui and David. Didn't really think too much into the character because I figured it would take away from the perks

  • @Deadeye said:

    False Confidence might actually be OP, as Exposed is not affected by hatchets, shreds, pig dashes... besides that, things that affect some killers more than others are unlikely to make it into the game.

    Finishing Touch is your Tinkerer counter I guess. Not sure if it is strong enough for that case, as it cuts the time to get to your gen from 24 to ~21 seconds, unless you combine it with a good toolbox. And for non-Tinkerer matches I'm not sure if this is really a strong perk, able to displace something else.

    Run like Hell sounds like Infectious Fright counter, but might be also good for flashlight / pallet / sabo save attempts. I like that one, although pretty niche if not communicated with the team before

    False Confidence could potentially be OP. But it's also risky because you don't know who the Killer will be and what they'll play like. You could have massive payoff or get farmed almost as bad as a No Mither. It would probably be in the same tier as existing perks like Decisive Strike, Soul Guard, Unbreakable, Deliverance and For the People.

    Finishing Touch could be on the weak side or the strong side. I erred on the side of caution because you could play around the perk and only work on generators mid/late game when there's already progress. The Survivors that love being chased and hate doing generators unless they have to would probably do really well with this perk.

    You're right. Run Like Hell was my thought for an Infectious Fright counter and also just a broader anti-slugging perk. Plus, you're right that it could be good with a SWF as well. I'd imagine it would have an icon that pops up when its active like perks like Leader, Open Handed, We'll Make It etc, so it could still get some play in solo queue once Survivors got used to its effects.

  • @MrPeterPFL said:

    I like them all.

    The last one is interesting, how would you build it?

    No Mither, Resilience, DS, Finishing Touch?

    Probably, good builds with Finishing Touch will a combination of Spine Chill, Resilience, Sprint Burst, Adrenaline, Built to Last or Prove Thyself. You'd be able to commit to generators so hard with those builds. RIP any Tinkerer users that think they can interrupt you. Once they got the gen notification at 70% progress it would pretty much be finished before they could even turn in your direction.

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