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gatsby
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@voorheesgt said:
It's healthy for all ranks to go through phases of NOED usage... It reminds survivors bones exist.
As if Ruin/Undying doesn't do that every day
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@thesuicidefox said:
Which then means this new perk is basically useless on it's own as well.
This is the kind of dependency is something designers should AVOID.
A perk that increases Pallet Stuns from 2 to 3 seconds is pretty decent on its own. It’s like reverse Enduring
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@H_Blocks said:
https://forum.deadbydaylight.com/en/discussion/comment/1823021#Comment_1823021
But if the timer is reduced to one second you have the chance to jump into the next locker with a fast vault and mindgame the killer more. I think these 3 Seconds are too much and take a lot of potential of the perk. :/ Moreover you do not smash the button 3 seconds after using the perk and on the other hand you have to learn not to smash the buttons.
There's literally no disadvantage to button mashing in this game. If I want to perform an action at the first possible second, button mashing will let me do that. Helps me get those Spine Chill 6% faster vaults where the Killer misses by like 0.1 millisecond
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Honestly, I got PTSD from using Deception before the patch. I tend to button mash to perform actions and the perk locker sucked me on accident more than it ever helped me.
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@Ghoste said:
Monstrous Shrine.
Not only is the perk too small of a benefit to be impactful, but it promotes camping as well. I'm not sure it could be properly changed either, because the whole idea of the perk is to kill the hooked person faster, which will always promote camping and tunneling. So maybe just remove it from the game? It's a generic perk anyway so no real problem. The least they could do is get it out of my bloodwebs lol.
I used Monstrous Shrine once... someone got a kobe in the basement.
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"New Billy" is basically old Billy without add-ons because while the reworked add-ons might be fun they're nowhere near the power level of the increased charge speed add-ons, which was what everyone ran.
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@TheClownIsKing said:
No, Open Handed is fine. It’s meant to come with the caveat of either only helping your teammates, or only helping you when paired with an aura reading perk (or perks) because that extra 8m of aura reading is actually very powerful information. Plus Open Handed stacks.
Ever been up against 4 OoO running 4 Open Handed so they can see you anywhere from within 104m?
I have! And it’s awful.
So no. Open Handed doesn’t need a buff. It’s very powerful when used intelligently.
Honestly, Open Handed just needs a buff so it increases aura range more and doesn't stack. Because right now its best in a SWF, but most aura perks are obsolete with a team in voice chat
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It's a community skin so its fine. The free stuff from the Rift that's common, uncommon or rare should stay exclusive though
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It's a hard game which makes both sides feel much more invested in the outcome. Because if you want to do well you have to sweat for it or play like a scumbag... or both
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Hold M1 early and slap down the pallets early instead of looping them
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1819009#Comment_1819009
I know how controversial it is, but without those you have to strategically slug. I sound like a broken record repeating this but my most used Clown build is Coulrophobia, Forced Penance, Distressing, Sloppy, no add ons. Sometimes I swap Distressing for Overwhelming Presence or Deathbound. Anyway, nothing meta as you can see. I quite often have games where the first 2 or 3 gens pop early, but after that no further gens pop, and they get stomped. Why? I strategically slug a LOT. I end most chases with the goal in mind that I want that freshly downed survivor to be a DISTRACTION. I almost always want at least 1 or 2 slugs happening before I focus on a chase that results in a hook. This keeps any survivors out of a chase too preoccupied with helping teammates, and in a constant state of chasing their own tails.
I’m not doing a flex here. Just trying to help.
Without gen slow down a killer needs to shift their mindset: “How do I keep as many survivors as possible busy with distractions, including how do I USE some survivors as a distraction as well?”
Interesting. You're describing one of my Legion builds I tried with Distressing, Coulorophobia, Blood Echo and Nurse's Calling. The Survivors couldn't heal and they really really really struggled to pick up the slugs. I got 4ks with it but I scrapped it because the bloodpoints and emblems were so low.
Part of the reason Ruin/Undying is the best build is because you can farm the most points and emblems with it, while still being effective. Slugging works... but you lose like 5-10k bloodpoints per match by playing that way and are more likely to get brutal and ruthless than merciless. Killer isn't my favorite role and a lot of my incentive to play it is the better points compared to Survivor. Especially since I hit Rank 1 pretty quickly each month on both roles
My best Pyramid Head build is literally Ruin/Undying/Thrill of the Hunt. Because I can heavily protect the totems and don't have to slug because the torment status lets me tunneling through Decisives (or get free downs and hits because the Survivors know I want to tunnel and will willingly go down rather than step in my trails or lose massive distance and time crouching through them. The Survivors just don't have enough time to do everything with that build.
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@TheClownIsKing said:
I have to disagree. Going to guess you had some tilting matches?
Yeah. I tried to challenge myself by not running Ruin/Undying and ended up with a bunch of 2/3ks. It just made me sad that those two perks are so strong that you can play the exact same and do worse just because you're trying to go against the meta
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@BattleCast said:
I’d rather regression perks be balanced around the normal regression speed tbh. If you make them all regress gens at 200% then you will need to nerf them so hard they’ll lose their uniqueness.
Not really because unlike Ruin. With all the other perks, you can just TAP THE GEN
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@Only2Megabytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1814519#Comment_1814519
This is what I've never understood about pressure, is there an actual consistent way to apply it or are you just out of luck if you don't bring very specific perks or play certain killers. I have 700 hours in this game, 600+ definitely on killer and around 500 hours I just had this crisis where I realised there is no conceivable way for me to apply enough pressure for the survivors to not do 2 gens by first down if they aren't braindead
It's the Killer and the perks. Killers with the potential to end chases in less than 15-20 seconds (Nurse, Spirit, Billy, Deathslinger, Blight, Pyramid Head, Ghost Face) and that run strong gen perks like Ruin/Pop/Surge/Oppression/Corrupt can get a Survivor hooked before the first gen pops. Also, Killers that spread pressure quickly like Legion, Twins and Plague. Because they can force Survivors off gens quickly and make them start healing/cleansing so they're distracted.
I also think one of the most underrated Killer skills is being able to find Survivors quickly by having the game sense to know where they spawn and being able to read subtle cues like crows and Survivor breathing.
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I’m Rank 1 on both and it’s Survivor because it mixes up more. When you’re really good at Killer the game becomes a little boring just because of how in control you are. Constant 4ks get boring. Survivor is always a mixed bag because of your teammates so you can get nail biting games even when you’re extremely good.
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I’m 90% sure that they’ll just rework the jump rope and swing chains add-ons to be useless. And probably change the default sleep timer from 60 seconds to 90 seconds.
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Freddy is super easy because he can teleport straight to generators, has an easy to use power in chase and his add-ons slow down the game by existing. Just slap on Pop and BBQ start winning games
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Honestly, the issue is that Freddy is too easy to play not that he’s too strong at the highest level. The Devs don’t want him stomping Green and Purple ranks
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Basically just spin around like crazy and make the Victor really uncomfortable. He’s basically like a Huntress trying to hit a close range hatchet. Except you can kick him if he misses
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Short answer- She's pretty easy with strong add-ons (mainly the wind up ones)
Long answer- If you want to master base kit huntress, she's one of the harder killers in the game because you need a ton of gamesense to predict shots in advance enough to hit people.
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It's so bad that even if it wasn't a Hex perk. I still probably wouldn't use it
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@HellDescent said:
Survivor strat - genrush and 3 gen yourself.
You know that its possible for Killers to three gen purposely right?
Even if you purposely try to "avoid" a three gen, it doesn't always work because the Killer can just ignore the generator that means nothing to them and never leave their position with the nearby gens.
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It’d just be like old Ruin. Makes the game awful for new players and does very little at high ranks
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The twins aren’t weak they’re boring. Its face camp by leaving Victor by the hook and try to slug the whole team.
Or lose because the twins can’t win by playing “normally”
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There’s an even more BS loop that spawns on Badham sometimes.
The two pallets are literally right next to eachother on either side
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Oni's biggest strength is punishing groups. His biggest weakness is teams that split up heavily and don't allow him to chain his power with Infectious Fright. He's very similar to Legion and Meyers in that way, but with a more threatening power.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1811927#Comment_1811927
Even from a survivor perspective legion was moving slow.
All I know is that I catch up to Survivors fine even when they're running away from me and still get 4ks at rank 1 on Legion. So I highly doubt the actual speed is bugged much. It's just weird visuals
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Honestly, its just Frenzy looking bugged. Once you spend a couple games getting used to it, Legion is the same Killer as ever. The Lunge range isn't decreased its just the perspective you're looking at it from now makes things look slightly closer than they actually are.
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Nope. Slugging is their design
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Ruin rewards the Killer for map pressure. The gens slow down if you chase different Survivors and try to keep them from sitting holding M1 for 80 seconds straight uninterrupted.
Although some people might not love playing against Ruin/Undying, the alternative is tunneling out an early kill and three genning with Pop. At least with this meta, the Killer has incentive to chase everyone and move around the map, which is a sign of skill in my book compared to the other way to play the game
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He's ok... until you get an open map with a SWF then you'll be wishing you were playing Nurse
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Infectious Fright is one good on Huntress if you run Monitor and Abuse. Otherwise your 20m terror radius ain't gonna scare nobody
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@GoshJosh Empathy is bad mainly because its outclassed by perks like Aftercare, Blood Pact and Bond in my opinion because all of those perks activate when you need healing. It's possible to be the only person injured while running Empathy and to have no information to work with.
Also, Empathy sucks if you have a SWF cause you already get that info
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Honestly, its no chase perks and all gen regression maybe with BBQ if ur greedy.
In general, chase perks are nice bonuses but gen perks are match defining
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We already have plenty of Asian characters. I don't think there's any rush
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Mettle of Man already tried that and look how that went
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@Rebel_Raven said:
There is such a thing as being too good.
It's one of the more common swfs in low ranks that there is a strong looper trying to boost people by being a bodyguard/decoy.
I will generally ignore them, and find weaker links to kill instead of do what they plan.
That’s the only thing to do. If it feels like a Survivor wants to be chased, its usually not a good idea. They totally might be the bodyguard trying to take the pressure off the weak links
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1804653#Comment_1804653
I don't disagree one way or the other. But they are now flair that had the cost of an Ultra Rare. My suggestion is that we correct that. If we are going to change them this drastically, I expect few of us would have bought them in the Blood Web.
Honestly, most iridescent rarity stuff isn't worth the 7k bloodpoints at this point. Unless you're running like iri head huntress or painbrush freddy, but both of those add-ons are probably on the chopping block in the next couple patches anyway
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Moris are basically just for the extra flair and maybe tunneling someone out of the game early that's using Decisive. Personally, I think that's all they should be. Before this update, I was afraid to use moris even for challenges because Survivors would DC. Now I have no issue using them
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@Almo said:
This requirement will stay. There are things we don't want, like someone going into dying state due to a Bear Trap with Honing Stone triggering stuff like Surge. The alternative to the basic attack requirement is making exceptions. For example we could say Surge works for Demo Shred, but not Trapper BT/HS. Now every time we add a new Killer, we potentially have to through and update every perk with these exceptions. It's just not a maintainable design with the vast amount of perk/addon/power combinations available.
Since every Killer can basic attack, we can create the perk, and know exactly how it works with every Killer without having to check a ton of different interactions. If this means some perks don't work well given some Killers' powers, then that's just the way of it. Not every perk is exactly as useful on one Killer as it is on the others. Learning to choose your perks well to synergize with your chosen Killer is one of the important skills in DbD.
I have heard it said that this answer means we're "lazy"... that we're not willing to "do things that take work". Whole programming languages and paradigms have been based around preventing the same thing in code as we're trying to prevent in design with this strategy. You don't want a ball of yarn of a design where tugging on any little thing pulls a whole ton of others.
In a game as complex as DbD, there will necessarily be some of that. But minimizing it through smart design is still a worthwhile endeavor.
Personally, I'd rather Surge be terror radius based and activate on a down like Infectious Fright. Makes it a better perk on more Killers without worrying about that Trapper scenario
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Just because Keys are too strong doesn't mean Moris didn't need a nerf lol. They were both stupid
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1799356#Comment_1799356
"You’re devoting a perk slot to a perk most Killers will play around unless you exploit it."
See that? You're using it as a NEGATIVE again, killers even at Rank 1 don't play around it and will tunnel you. Have you ever thought about shifting the blame to the killer who is intentionally tunneling a survivor? OR will you keep deflecting the "fault" to the survivor for playing "dirty" or "exploiting the perk?"
Have you given a thought to "HM...maybe the killer is tunneling the survivor?"
Honestly, neither of those scenarios even come up in the majority of games. I’ve had plenty of games where my three teammates were all running Decisive Strike and it didn’t get used.
Decisive Strike is like a bad insurance policy. You spend the perk slot and get no value way more than you actually benefit from it.
Most of the Obsession Perks are like that. For the People and Mettle of Man, also tend to have dead perk slot syndrome more than they get used. The only consistent Obsession Perks in my opinion are Blood Pact and Object and even both of those have unfortunate scenarios where they can be useless or actively detrimental.
Based on realistic use and not pure theoretical value most Obsession perks are B or even C tier
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1799262#Comment_1799262
https://us.v-cdn.net/6030815/uploads/KV8NRUWJGI4K/meg1-png.png
https://us.v-cdn.net/6030815/uploads/DG2QSRPH5WFV/meg2-png.png
So am I, what's your point?
Like I said, some of us just want to live longer against Forever Freddy's and Stridor Spirits.
The perks gets used as intended whenever I misplay or am not paying attention to the match. VERY RARELY I get a survivor who hops in a locker but most of the time I don't.
I don't make a whole forum post about it whenever I misplay and I get DS'ed, I don't come to the forums and complain for nerfs.
Eat the DS and move on, you Ruin+Undying+Tinkerer players have had your ego stroked too much.
Actually, I’m a Ruin/Undying/Surge player btw. It’s chief’s kiss on the Killers I play.
I’m more looking at it from the Survivor side though. You’re devoting a perk slot to a perk most Killers will play around unless you exploit it. So if you’re playing fair its a useless dead slot (which is why i think the perk is overrated). Or you can try to exploit it to force value from the perk slot (which has limited success and, personally, I think is pretty scummy).
I just can’t justify it in my builds. Killers respect Decisive so hard that I sometimes get to crawl out the exit gate in endgame because they don’t want to bother picking up and risking it.
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Sounds more like a Killer mechanic. You can drag Survivors off pallets to prevent saves and drag them to hooks if you don’t want them to wiggle because there aren’t any nearby.
... also, you could drag a Survivor with Decisive Strike away from the exit gate so they can’t just leave with no counterplay
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Sounds like you’re just running a bad build. The only good STBFL users are Killers like Demo, Pig and maybe Deathslinger. Because they can still play the game relatively normally and keep their stacks.
If you’re playing a Killer with no way to injured the Obsession without losing stacks and complain about not being able to chase the Obsession, why TF are you running STBFL?
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/211472/decisive-is-super-overrated
"Decisive only really gets used most of the time at this point when you’re playing reckless and trying to force it. And once that becomes your default playstyle, you mistakenly think the perk is a necessity. Kind of like Killers with Shadowborn/BBQ addiction. Or Survivors with exhaustion perk reliance."
Or for survivors who want to live longer and prolong the chase or simply want to play the game a little longer before getting killed.
Please stop making DS like a negative aspect of the game, some players just want to live a bit longer. They're not being toxic, they're not forcing it, they're not trying to get the killer's attention, they're not being jerks, they just want to live longer. That's it.
Have you ever thought about that?
I play Killer at Rank 1 and Survivor at Red Ranks. People rarely use Decisive Strike unless they’re trying to force it.
If I get hit with Decisive its usually because the Survivor hopped in a locker or made no attempt to loop, and at that point I figure the chase was so quick that its worth eating it and going for round 2. Otherwise it only comes into play at the exit gate or when I’m having a really good game and three people have been unhooked recently so I’m technically “tunneling” 75% of the team.
I’m sure there are legitimate uses for Decisive but at the level I play at. The perk doesn’t get used the way its intended and its usually exploited because no Killer in their right mind would intentionally chase a Survivor fresh off hook
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- Exhaustion Perk (Dead Hard, Lithe Sprint Burst, Head On, Balanced)
- Obsession Perk (Blood Pact, Decisive Strike, For the People, Object of Obsession)
- Healing Perk (Self-Care, Inner Strength, Desperate Measures, Botany Knowledge, Leader)
- Wild Card Perk (Prove Thyself, Bond, Detective’s Hunch, We’re Gonna Live Forever, Iron Will, Adrenaline, Plunderers etc.)
I play red ranks on Survivor and all my builds follow this model unless I’m doing a challenge or something.
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Try using balanced landing on a regular basis and you’ll realize how uncommon vertical tiles are compared to everything else
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Blight is a good Killer mostly because he's hard to pull off, but he can do a lot if you master him. Reminds me a lot of Nurse and Huntress in that way