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  • It’s definitely a good perk. Pretty close on being on par with Kindred for the info it gives your team and yourself.

    Lets you know if you need to get off your gen for the save. And lets teammates know where you are so they can come help or avoid interrupting you

  • I have the opposite approach. Using Detective’s Hunch to get the totems taken out relatively early. No reason to be afraid Hexes when you know where all the totems are. Right?

  • Blood Pact for me. It's just generally useful as an Aura Perk with the bonus of creating an Obsession if no one brings DS

  • If you want a fun Killer, Legion.

    If you want a super strong killer that is easy to play, Freddy.

  • Blood Pact. Haven't been without it since the day the Silent Hill Chapter released. It's the most consistent Obsession Perk. And you have to run an Obsession Perk in case no one brings Decisive.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/197297/i-counter-ruin-undying-single-handedly

    The point is hopefully youve done enough damage (getting hooks/pallets) before its gone. Nobody expects it to stay up the whole game and nobody cares how many points you get. The truth is if survivors split up to work gens these perks do nothing.

    Common misconception. Ruin will seriously end the game if the Survivors try to power through it and let it survive.

    All the Killer has to do is create one messy situation that draws everyone off gens to completely reset all the progress. Get one Survivor hooked and another slugged. And the last two won't be able to afford to finish their gens and essentially forfeit all their progress

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674232#Comment_1674232

    Sounds like a good strategy! I might try Detective's / Inner Strength sometime; do you find time to do gens or do you find yourself running across the map just getting the totems?

    Detective’s makes totem hunting a breeze honestly. Because you’re not actually checking for the totems since you already know where they are.

    If there aren’t any active hexes just plan your routes around them, they tend to be somewhat near gens so if you’re smart you can just pick up totems on your way to get unhooks and gens when you have time. Also, Inner Strength makes the time investment well worth it.

    If you’re dealing with Ruin, start the game working on a gen and once it pops use Detectives to go on a cleansing spree. Spending 2-3 minutes getting rid of a Killer’s perk slots is totally worth it most of the time. Your early/mid game might start slow but your late game will fly by because the Killer has no gen defense

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/197297/i-counter-ruin-undying-single-handedly

    Curious what you think of other players -- do you think other survivors are adapting this playstyle? Like do you notice your teammates also doing totems now?

    Most people on my teams in red ranks don’t really cleanse totems reliably. They might get one or two dull totems if they run into them randomly.

    But barely anybody else runs perks to locate totems and I’m usually the one who gets the hexes.

    Ironically, despite the meta, I see Inner Strength more often than Detective’s, so I don’t think most people are really adapting

  • It’s really good if you have good map pressure. You can end up getting METRIC TONS of gen regression if you’re really on top of interrupting super close gens.

    It comes crashing down against a high tier SWF or if one of the Survivors is a dedicated totem hunter that uses Detective’s Hunch or Small Game though

  • Survivor matchmaking is best during “normal” times. So basically during the day and early evening.

    If you’re gaming late night or early morning, you’re gonna get Rank 10s on your team as Red Rank and have to wait 5-10 minutes for it.

    Learn to game the system for the best experience. Killer games late night. Survivor games midday.

  • Mine was three green toolboxes with BNPs with two Prove Thyself and four Resilience.

    They couldn’t loop and I was chewing through them with eight stacks of STBFL, but it didn’t matter nothing could stops those gens.

  • Overrated- Adrenaline and No ED. You’re using a perk slot for an event that may not even happen. Sometimes its clutch, but sometimes it’s dead weight.

    Underrated- Detective’s Hunch and Third Seal. DH gives map awareness and hard counters totems. Third Seal counters common Survivor perks, is easy to get stacks on, buffs slugging and creates a slowdown because everything requires more guessing.

  • The biggest issue with Adept is that you need to play "fair" on Killer to get it. So Killer's that generally slug, commonly make people DC or usually camp really struggle.

    Hag is probably the best example. Winning with her without camping, slugging or making people DC is almost impossible.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672583#Comment_1672583

    I don't have the perks i want to play him to his full potential, so until then I have to run this build, and this is one of the few matches where I didn't use tier 3 more than about 2 to 3 times per match

    Myers is one of those Killers that's really gonna be held back without the right build. You're pretty much playing him on hard mode right now. Mad respect.

    Sucks that most of the meta Killer perks are DLC. And most of the meta Survivor perks are free...

  • I play Spirit at Rank 1, but I'm not a Spirit main or anything. I'm more of a "casual" with her. Yes, she can win chases pretty reliably regardless of how strong the pallets or loops are.

    BUT it still takes time and her power doesn't really let her snowball, so ironically I think for most people she'll be a little bit weaker just because snowballing is pretty hard since she can't one shot and her power has a pretty strict cooldown to work with. Spirit is only really crazy if you can correctly predict Survivors immediately and don't need to spend much time in her power so it recharges faster since you're barely spending any time in phase.

  • Honestly, you're just playing Myers wrong. To win on Myers you need to have map pressure from snowballing off your power like Oni. Slugging with Infectious Fright should be a big goal to get the most out of Tier 3. Also, because of the whole slugging snowball thing Hex: Ruin is significantly better than Pop. Because your goal is to draw people off generators by downing enough Survivors that people can't afford to just sit on gens and they have to leave to help.

    Basically, don't play like a "normal" Killer. Slug, proxy camp and just generally be more aggressive to maximize the value from your power. Meyers shouldn't be walking around the map patrolling gens and taking normal chases. He should be playing like a total dick and forcing Survivors into messy, messy trades.

    And finally, yeah just break every strong pallet. But keep in mind that because Myers isn't super high mobility its a good idea to stay in an area once you've cleared out all the resources so it's really expensive to save or do gens there. If there's gen across the map being worked on that you see on BBQ, most of the time its not really worth it and you should just protect the area you already have control over. A lot of times you let Survivors take you to areas of the map that still had tons of pallets and had the gens already completed... its better to leave those chases.

  • Felix is super hot and already one of my mains. I have him P3 and perk maxed already.

    But yeah. People have their mains and at this point you have to really like the character to invest that many bloodpoints so it can see why there aren't as many Felix mains right now

  • @Almo said:

    I think he meant "The day level 4 of Tome 4 launched".

    Yeah. That's what I meant. Level 4 of Tome 4

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/196764/would-unlimited-distortion-be-overpowered

    Yes, but it is my personal opinion that the current time periods are too short. It should be 15 seconds at Tier-1, 30 seconds at Tier-2, and one minute at Tier-3. So potentially it could be 3 minutes of black out during the match.

    Yeah. It's super strange to me that Off The Record gives more Aura blocking time than Distortion.

  • @lowiq said:

    OOO

    *Distortion only activates from the Killer's Aura revealing Perks and Add-Ons.

  • It's hard camping. Because the Killer is losing points, the Survivors are losing points. And the guy on the hook doesn't even get to play.

    If the Killer refuses to play the game normally, the ranking system and bloodpoint system makes everyone lose automatically.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667489#Comment_1667489

    You never want to use dead hard to dodge hit,because of how easily the killer and your ping can prevent that.

    If you want to use it optimal then you use it to get that extra bit of distance to a window/pallet after being too unattentive or greedy at the loop.

    It feels kinda unfair because you can easily nullify great mindgames from killers with a simple push of a button.

    Dead Hard for dodging hits is fair because its unreliable and risky. Dead Hard for distance is fair mainly because Killers have perks to shorten the distance in chases like Brutal Strength, STBFL and Bamboozle. If Killers can lessen the distance made in chases with perks, it's fine for Survivors to increase the distance made in chases.

  • Dead Hard is mostly fair because the most optimal uses are the most high risk. Like charging right at the Killer and timing the swing just right to get to a loop or out a gate. Or using Dead Hard at razor thin margins to get an extra loop.

    Sometimes it works amazingly... other times it fails because you mistime it, there's lag, you get stuck on the Killer's hitbox or the perk flat out bugs. So because it's never 100% consistent and there's always a level of risk to it, its fair mostly

  • they can't even get freddy's deam world lighting right half the time and it bugs like every other patch

  • Being buggy and map specific makes Blight hard to play sure. But most of that doesn’t come down to the player’s skill with the Killer. You’ll still get screwed sometimes no matter how well you play him.

    I’d consider Nurse, Spirit, Huntress and Pyramid Hard hardest to play because they can be consistent with enough skill and practice. Blight never will be because of his power’s unstable design.

  • I got level 70 maybe two weeks ago. All my tome challenges are max completed.

    I just play regularly and always have a challenge selected when I play. That being said I am a Rank 1 Killer and Red Rank Survivor

  • @Mew said:

    for his current power, id reduce the stun from 4 seconds to 3 seconds, remove the 50% power reduction from successful basic attacks, and somehow changing deep wounds to be more of an engaging status effect (idk how though)

    and if it was possible, id like to just see a complete rework of his power. the way it stands his power can never see a middle ground imo, it’ll either be way too strong or way too.

    I have an Idea for Deep Wounds.

    Mending triggers a permanent skillcheck bar that sporadically spawns very difficult skillchecks (like overcharge difficulty). There's no penalty for missing the skillchecks, but there's an instant +1 second progress for hitting them.

    So mending and missing all the skillchecks takes the same speed as it is now, but someone who hits them all could potentially save maybe 3-4 seconds

  • @Justalittlepeeck said:

    If dodging a oneshot was a once per trial, they perk would've been good, otherwise it is broken because it 1) Negates instadowns all the time 2) Doubles the distance gained by the survivor once they are hit which extends chases even more.

    Not being able to run other exhaustion perks doesn't justify the effect.

    https://forum.deadbydaylight.com/en/discussion/comment/1661839#Comment_1661839

    are you talking about the perk that is used by like every 4th tryharding claudette with smallpp combo? Soul guard is used very frequently because of 2 extremely strong effects it gives.

    Almost no one runs Decisive/Unbreakable/Soul Guard. It's just too many perk slots dedicated to one thing even if it is strong.

    It's pretty much reserved for the sweatiest Red Rank players of all. I see it maybe once every 10 games. Soul Guard has no where near the usage of perks like Sprint Burst, Dead Hard, Unbreakable, Decisive, Iron Will, Self-Care, Adrenaline, Borrowed Time, Resilience and Spine Chill.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661825#Comment_1661825

    It's Adrenaline without the heal everytime you get hit. It also negates all insta-downs. Sprint Burst and Dead Hard are not competition for that.

    Sprint Burst can give you the positioning to get to a loop and avoid the early hit altogether. Dead Hard is essentially a third health state if you use it right. Somehow I feel like most Survivors wouldn't change their lineups.

  • @NursesBootie said:

    No dude. We don't need another second chance.

    It sounds like when people complained about Soul Guard as being overturned... when it reality it wasn't strong enough to compete with the meta perks at all. Just because it sounded like a crazy concept

  • @Warcrafter4 said:

    O look a another nerf to billy, leatherface, michael, ghost face, Oni,NOED, Devour hope, make your choice, iron maiden, rancor, Dragon graspe, and all instant down/exposed addons.

    Please tell me this is bait.

    @DetailedDetriment said:

    Does the last part mean chainsaws are no longer instant downs? If so, this is a bad idea.

    @ToxicMyers said:

    That would just negate every insta down killer.

    Not really. It's like balanced landing where the secondary effect doesn't work when you're exhausted. And plus Survivors would have to run this perk instead of Dead Hard and Sprint Burst.

    So its unlikely you'd see it that often merely because of the competition from the other exhaustion perks and the fact that they're more useful against Killers that can't insta-down, which again is most Killers.

  • DONT PLAY NICE WITH HAG

    Use the traps to aggressively slug, three gen, tunnel and camp. Find a section of the map to defend and don't compromise. She's not a normal Killer. She doesn't chase. She doesn't loop. She doesn't even play the same game as everyone else tbh.

    Hag is pretty much a spider. You set up your web and wait for stuff to happen.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658052#Comment_1658052

    I mean, yeah, but it's really easy to counter.

    Drop the Medkit on the ground at some accessible. Go get it when you need to heal.

    Failing that, have an ally in your SWF pick up/drop the item when you get hit to cancel the consumption.

    Dropping a Med-Kit is still slowdown because they'll have to come back for it even if it doesn't have a Franklins count down timer.

    As for SWF... thats the counter for literally everything so it's not really fair to use it here

  • I have zero issues with it. I'm the designated totem cleanser in my SWF and the hexes rarely last more then 3-4 minutes into the match.

    My build has Inner Strength and Detective's Hunch. I don't think a Ruin/Undying user has 4k'd against us yet

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658028#Comment_1658028

    Except you can't swap killers to respond to items anymore.

    If that were an option, we'd just play Plague.

    Now your options very well may be "Wraith with Sloppy/Franlkins" or "dodge".

    Franklins is actually a really good counter to med-kits because the Survivors are probably relying on them for healing, so they're pretty motivated to go across the map to get it, which creates slowdown. It's unlikely they'll have a perk like Bond, Self-Care, Blood Pact or Inner Strength if they're bringing a med-kit

  • @TheClownIsKing said:

    Anyone willing to test and confirm from a survivor whether it does continue for the whole repair?

    I can confirm. I noticed it earlier today in a match playing against a Killer running Mindbreaker on PTB.

    It works the entire time and doesn't stop at 50% progress

  • Effective pressure is mostly about gen control. If you can keep one of the Survivors looping near the generator you want regressing, it's really hard for the other to come back to work on it.

    Basically, whatever you do, keep the Survivors you interrupt from going back to generator for as long as possible (especially if you have ruin).

  • I think this person doesn't realize that the "vault speed build" buffs all actions.

    +15% speed on generators, totems, healing, exit gates and unhooks can be even more clutch than the vaults

  • @supersonic853 said:

    i have decent builds on everyone but legion any suggestions appreciated.

    Rank 1 Legion main here.

    Undying, Ruin, BBQ and something to punish injured Survivors (Blood Echo, Nurse's, Thana)

    Always use one of the sketchbook add-ons btw. Frenzy duration is super important

  • I mean Hag doesn’t really count.

    Once she sets up her traps, she’ll hit anyone unlucky enough to step on one. It’s not really tunneling if you aren’t even aware of who stepped in the trap before you teleport and hit them.

  • It’s not that difficult. Just run a lot of Hex perks with Undying and pick a map offering with good spawns like Lerys, Midwhich, Hawkins or the Game.

    Personally, I got it on the first try

  • Honestly, Trapper just needs a charge system like Hag and Freddy. Having to walk around the map and pick up traps just inefficient

  • Sounds like the Killer equivalent of Quick and Quiet + Head On.

    Super fun meme build... but pretty much only worth it if you like messing with people and don't care so much about winning

  • @[Deleted User] said:

    Yeah, I'm iffy on the 16m radius, would have rather seen 8m with a small duration afterwards.

    Well, now you can have a cheerleader as you find new and exciting infinites!

    Looping with friends new SWF meta?

  • Don't heal.... run dead hard and loop him like the vanilla M1 Killer he is maybe?

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640221#Comment_1640221

    That's a brilliant idea! I run For the People on some of my builds to fill the obsession slot.

    I used to do that before Blood Pact was released. I like Blood Pact better because its extremely reliable and gets used pretty much every game... which is something literally no other Obsession perk really does. All the other Obsession Perks are unreliable and have entire games where they never get used

  • I run Blood Pact as a staple. It's one of my favorite perks because it fills the slot of a useful Aura perk and an Obsession perk to protect against no one running Decisive

  • @The_Krapper said:

    I focus on gens unless the killer comes my way and I'll gladly take them , but it's not my fault if someone can't stay up in a chase long enough for a gen to get completed I shouldn't have to take aggro because someone else sucks at the game

    The ironic part is that you should have to take agro because someone else sucks at the game... keeping more people alive to hold M1 while you're looping is pretty useful

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1637709#Comment_1637709

    Do you mean that the heal happens immediately after you’re no longer broken? Or do you mean that one must wait a further 30 seconds after the full minute from deliverance?

    Thanks for all the fast responses by the way everyone. I didn’t expect this post to be seen that fast!

    Update. Deliverance and Second Wind don't stack anymore it got patched... so you literally stay injured with the Perk lit up when the broken status ends.

    Second of all. I realized that Second Wind is a stupid perk because Killers come back to hook all the time. So there's no guaranteed opportunities to heal someone off hook anymore and if you get unhooked and they notice you have second wind it's like putting a massive "tunnel me" sign on your back because it encourages them to slug you to keep the perk from activating at all.

    If you want a cool perk to help with unhooking just run Deliverance, its much more reliable and fun to use.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1637709#Comment_1637709

    Do you mean that the heal happens immediately after you’re no longer broken? Or do you mean that one must wait a further 30 seconds after the full minute from deliverance?

    Thanks for all the fast responses by the way everyone. I didn’t expect this post to be seen that fast!

    I'll run the build and get back to you.

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