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  • @Jill10230 said:

    Thanato + sadistic bucher + dyinglight ?

    Blood Echo is one of Legion's best perks. Much better than Sloppy, Thanatapobia or Dying Light because it actually FORCES people to heal. One of the biggest counters to Legion is staying injured and gen rushing, but the risk of 45 second exhaustion actually threatens people to heal so they can't do that.

    16% slower gens is no big deal, but being injured without your Dead Hard or Sprint Burst is a massive problem.

  • I'm a Rank 1 Killer and a Red Rank Survivor.

    On Killer, my standards change depending on what I'm playing against. I think I won if I get a 4k against mediocre Survivors. OR if I get a 2-3k when I'm at a major disadvantage due to a SWF, extremely high rank players all running dead hard and DS or simply a bad map. Like if I get unlucky and get Ormond or Haddonfield on Legion, the goal is brutal killer and bloodpoints not a 4k.

    On Survivor, it's mostly just bloodpoints and decent loops. It's not super hard to at least safety pip regardless of your team. Realistically, in solo queue you can't control if you escape, but you can control your bloodpoints and emblems to an extent so that's what I focus on. I don't care a ton if my team dies because matchmaking can really screw you sometimes so I mostly focus on my individual play

  • Here's my tip: Run Iron Will and leave loops when you break LOS. A lot of times the Killer won't notice right away and will swing at a pallet and waste time

  • Not sure. It changes all the time. I'm liking Zarina a lot though.

  • @SleepyWillo said:

    I'd include the Self Care nerf as one of the worst things. It pushed a "no heal meta" among survivors making games rush by so much faster.

    I get that the devs were aiming for survivors to spend longer healing but this didnt really happen below rank 15 and should have been reverted imho...

    Never thought of that, but its true. At Red Ranks, I run Iron Will and Dead Hard and only heal if its convenient otherwise I just do gens

  • Best- Crossplay.

    Worst- Any of the various bugs that have caused players to get stuck for the rest of the match.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576530#Comment_1576530

    Is it really faster? I thought it was just slightly under 115%.

    Personally, I'm partial to stacking the colognes for longer Exposed duration. I tend to run Enduring and Spirit Fury on him, so I can try to build it up and proc it before the Exposed runs out, but if they're actually beneficial I should use the Crouch speed add-ons more.

    I thought they were just for memeing.

    Base crouch- 90%. Leather Knife Sheath (+5.6%). Drop-Leg Knife Sheath (+8.4%). 104% movement speed.

    It is slower, but since there's no delay with M1 attacks and crouching seriously messes with Survivors while looping because you're shorter than Hag. Also, the smaller hitbox makes it much harder for you to be revealed from Night Shroud.

    So it's surprisingly viable. And very meme. I spend half the game laughing as I get a 4k. Maybe not an all the time build but its spicy to mix into your gameplay

  • @TheRockstarKnight said:

    I really wanted a Ghostface add-on that would let him hide and Stalk from lockers.

    Instead we just get 18 different flavors of Slightly/Moderately/Considerably increase X, Y, Z. Sigh...

    At least Chewed Pen and Address Book are good.

    You forgot about Go Cart Ghost Face. If you stack the best crouching add-ons, you actually move slightly faster than the normal walking speed and can chase Survivors while crouching

  • @LethalPugy said:

    Well, mathematically speaking. It is very much possible that can happen. You’re probably just experiencing apophenia. But hey what do i know.

    Not really. Mathematically the odds of getting the same map twice or even three times within a span of maybe six games just isn't likely, but it happens somewhat regularly

  • Meh, I run Iron Will, Blood Pact, An Exhaustion Perk and the last perk can be literally anything depending on my mood (it tends to be WGLF tho).

    Rank 2 btw.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559247#Comment_1559247

    https://us.v-cdn.net/6030815/uploads/OTWYMHFH7JNV/jackie-chan-meme-color.jpg

    My point is here --> .

    and your interpretation is here --> .

    I haven't said anything about lack of creativity, but I realize my post might be too convoluted, so I've tried to condense it into one paragraph.

    The Point in question: The devs have focused on mechanics specific to a killer's power rather than anything that would make the game more interesting for all players. Because Pyramid Head's abilities are unique, they don't actually change anything about the base game for everyone, and that's not a new, base-game, mechanic. It's his power. Sure, it's interesting, but because it's not a base game addition, it's showing how the devs are succumbing to formulaic additions to their game and will not be able to fix major problems like gen efficiency. It's not a "new mechanic" for the players; it's only for Pyramid Head.

    I'm not sure how to make that much clearer, so I hope that paragraph gets across. It's a "this is a sign of other things not having any hope of getting fixed" argument.

    They've literally been rolling out a huge graphics update that's so important they didn't even make a map for the upcoming chapter (they literally reworked SEVEN maps in one patch). They just added crossplay. They're working on upgrading to better servers and tinkering with hit validation. They're fine tuning an MMR system that will eventually be better than ranks. AND they've been slowly addressing the generator speed by reworking ruin, lowering the speed of survivors working together and reworking toolboxes. PLUS they've announced plans to implement a "startup phase" into the gameplay like reverse endgame collapse, which should help with early game gen rushing.

    The Devs are being anything but formulaic at this point. They're cranking out more massive changes than we've had in the past couple years. Giving us a massive stream of cosmetics and lore. And still maintaining a somewhat regular schedule for Killers and Survivors. Something tells me they've been beefing up the DBD team at Behavior and it really shows

  • @Kind_Lemon so basically new mechanics aren't creative enough unless they're used globally across all killers?

    So in your mind, Breakable Walls are new mechanics and truly innovative. But all of Pyramid Head's unique abilities like a new status effect, an alternative way to hook a Survivor and an attack that pierces through walls are uninspired and show the Devs can't come up with new ideas.

    K.

  • I don't save people who I see crouching around wasting time. They're more useful to me as a distraction to do gens

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556323#Comment_1556323

    The first three chapters didn't nearly come across as regular in release as does the repetition of PTB, midchapter, PTB, new killer/survivor, etc. I'm not saying there was no schedule (because there was), but it seemed like the devs were less worried about being so rigid on the actual releases (eg. Doctor). More importantly, there have been no new mechanics other than killer powers that provide fresh interactivity on both sides since the release of The Hag and totems. With The Shape, it was Obsessions, and Huntress is the closest thing we have most recently (introduced the general idea of range). Every succeeding killer follows the same formula, just like how most seasons in games are designed, and this appears to have prevented new mechanics from being introduced. All of the obsession perks since the DS rework would have benefited from not piggybacking on the obsession mechanic and having their own mechanic instead (eg. a branding or marking of the sort that temporarily marked a survivor as special).

    Time is just one aspect of why I'm making this claim. Patterns and the kind of content released are majorly important to defending it.

    Pyramid head is probably the Killer with the MOST unique mechanics of all of them

  • @lucid4444 said:

    First sounds OP but then like you said it would be niche. Only problem is ..... Spirit

    Meh. Spirit is overpowered no matter what you do. She already has counterplay to Survivors that try walking and slow vaulting to confuse her... its called standing still and "mindgaming"

  • The Devs intentionally made Surge as underpowered as possible. It's only an 8% penalty so its less than failing a normal skillcheck

  • @brokedownpalace said:

    how is running certain perks and winning trolling?

    Most people would consider 3-4 hex perks a meme build

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1536623#Comment_1536623

    I was just wondering. It has an effect on my ability to try and understand your standpoint when I know how your logic "works".

    I main both sides at a high level. So I'm simultaneously an entitled Killer main and an entitled Survivor main.

  • @SloppyKnockout said:

    Wait, are you the same guy who said mending on tier 3 madness is broken?

    Yeah. Idk how that post is related tho

  • As Killer, if there's an opportunity to tunnel with no DS, of course I'll take it. I want to win.

    As Survivor, Blood Pact never leaves my build so its a non-issue

  • My technique is always running an Obsession Perk that isn't DS. Because the Killer will always have to play around the the possibility of a DS. And at high ranks Killers worship DS and slug 90% of the time unless you make a locker play or something

  • @APoipleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530281#Comment_1530281

    As far as I'm aware, Ace is basically a base-game character at this point. The "Of Flesh and Mud" Chapter that he hails from is included as base content in both the Definitive and Nightmare Editions of DbD (which have long-since replaced the original base version in most stores). These days, you'd have to go out of your way to purchase DbD and NOT get Ace as a free bonus.

    I already have all the teachables unlocked up through the most recent chapter, but adjusting the Shrine to prioritize teachable perks from DLC characters that cannot be earned through in-game grinding (BP / Shards) would probably be really nice for those players just joining the DbD community.

    Though I'd like to see them implement a "Perk Store" where players could spend Iridescent Shards on ANY teachable at any time (perhaps with an additional BP cost tacked on for perks not in the Shrine at that moment).

    I play on stream on PC. The default game comes with the DLCs for The Last Breath and Lullaby For the Dark (Nurse and Huntress).

    Every other DLC is only available with shards or cells. I bought the game in late 2019.

  • Ace isn't any more free to play than Yui or Zarina. He's a DLC character.

    And Ace in the Hole is situational, but if you're running an item farming build or bringing a crazy good item with add-ons it's worth the slot

  • @SloppyKnockout said:

    That's actually by design. You're not meant to be able to do anything except unhook a survivor when you're in madness 3.

    I don't see why a counter to BT/Soul guard existing for literally one killer in the game is a bad thing.

    Also - if you're being chased/running while not in a chase, the timer freezes. It doesn't go down. With "over 1000 hours" in the game, I'd assume you know that.

    I got in a scenario where I had to mend. Because generators still had to be done and stuff. But snapping out of it caused the mending timer to go down. My only option was infinitely running around the map being unable to be productive until the Killer found me or I found a Survivor (keep in mind it was down to three, we didn't have all four anymore). Or attempting to snap out of it and going down.

    I felt pretty helpless and had no really good options. I ended up just going down in a far corner to try and waste the Killers time.

  • If you can do well in chases, your team doesn't matter that much because you'll last longer than everyone else, which gives you more time do do stuff like saves, heals, gens and chases.

    Even if the game ends at four gens, a good Survivor will have done that one gen, gotten 2-3 saves and a decent amount of pallet stuns and time in chase. Plus, if you're the last Survivor and get unlucky with hatch you can farm points with totems

  • Fingers crossed it means the Devs are planning on giving Legion unique chase music. Not just a bug. I'm so ready to hunt down Survivors with hardcore metal in the background

  • @Pryzm said:

    First of all, I don't mean anything here to be disrespectful, so pleas please understand that. I main Trapper, who is one of the slowest killers to get going. He has to spend the early game setting up the map. You don't want to commit to long chases too early or you are done. I understand how fast those first few gens can go.

    That said, "gen rush" claims annoy the hell out of me. What are survivors supposed to do? Hide in a locker for the first 45 seconds, the run from th locker to killer shack and back before starting a gen? They have only one objective that counts, do the gens asap. The longer a match goes, the more their chances of survival fade.

    Getting upset at survivors hitting gens is as absurd as survivors getting upset at a killer for getting a hook within the first minute. We have one objective, kill the survivors.

    My thoughts are that you either ran into a group who completely outclassed your skill level;happens to everyone. You perhaps made too many mistakes early? Did you commit to a long chase early in the game that cost you more time than it was worth? Be willing to break off a chase if it looks like it will take too long. Wound and move on.

    Dud you tunnel or spend too much time proxy camping? A lot of killers rank up vs bad survivors in green and purple ranks only to learn that lazy strategy does not cut it so well at the higher ranks. They either whine, or learn to adjust their skills and grow.

    Not enough data to know what it was. I'd suggest taking a step back and try to asses any errors you are making and correct them. That is how you get better.

    Good luck.

    LOOK AT THEIR BUILDS. I had relatively short chases. Maybe it took me more time than usual to find the first Survivor. But 15% faster gens from Prove Thyself. Two BNPS. And toolboxes that last from 25%+ longer because of streetwise stacking.

    I play at Rank 1 to 2. Gens never go as fast as that game I had. Like it was mystifying to play

  • @Zeus said:

    Survivors justify balance between both sides by saying "apply more pressure". It's such nonsense. There's very little you can do with mid tier killers and a M1 killer like ghostface unless the survivor makes mistake and they always look at applying pressure in terms of how much pressure a nurse or a spirit applies.

    And then they wonder why they see nurse and spirits all the time and ask for a nerf

    I don't even think a Nurse or Spirit could beat those toolboxes with BNPs. Three Prove Thyself and FOUR Streetwise on a Coldwind. Those gens never stood a chance

  • @anarchy753

    It was never like that before, if its an intended nerf to Open Handed and Aura perks (more than this patch already is lmfao). I'd like some confirmation one way or another.

  • @MadLordJack said:

    Two holes. 1, you are relying on survivors having items in the first place and being the kind of survivor that worships and relies on their item. 2, in that scenario the old Franklins would have been better, wouldnt it? They would have wasted even more time finding their item after they got the trap off. I like the whole "Make you choice..." vibe, but surely the old Franklins would have have wasted more time by actually promising them that they COULD find it.

    Old Franklins had no pressure. You could ignore it and play normally and go looking for your item in endgame. If you didn't make it to endgame, you weren't keeping the item anyway. New Franklins forces Survivors that want their item to look for it mid-game, which creates slowdown: something old Franklins didn't really do well.

    As for teams with items, Rank 1 Killer queues allow me to be choosy with my games since I get lobbies in around a minute or less. And pro-tip, Survivors that bring med-kits usually don't have self-heal or bond so they're planning on relying on them for sustain. It hurts more than you think. And top tier Survivors are obsessed with their flashlights, they literally will spend the entire remaining timer looking for that purple beamer no joke

  • @Peanits said:

    It's mentioned in the patch notes, but switching killers while queuing is disabled in preparation for the upcoming matchmaking system. You'll have a separate rating for each killer, so you'll be locked to the killer you have selected when you start queuing.

    Have the server hit validation and updated tick rate gone in yet?

  • Solo Queue Survivor in Red Ranks is fine because generally I get competent Survivors. Solo Queue only really sucks when the matchmaking poops itself and gives me rank 15s and stuff. Usually, I can tell right away when Survivors are crouching and gens are taking 20 years. Thankfully its not that common

  • @Todgeweiht said:

    Bruh if you see 3 flashlights and a key in the lobby you bring iri head huntress with ebony mori, simple as.

    Can't when they last second swap... its bad sad

  • @ Antares2332 said:

    pig in expert? I am seriously thinking that you are a traveler of another dimension, in a place where the pig is a good killer doing 4k in red ranges. almost no pigs in red ranges..

    Pig seems like an average Killer in chase and she is. The dash is sometimes helpful but it doesn't come into play that much aside from being great for helping preserve STBFL stacks.

    But the fact that her power is strong gen slowdown and she can still run plenty of slowdown perks means that she has a lot more time to work with than most traditional M1 Killers. Pig games can last a long time and she rarely ever gets gen rushed, which is why she's so consistent for me

  • A perk that allows you to hit a skill check and stun the killer if they walk through a pallet while carrying. One use per match

    Counters slugging, questionable pallet hits and bodyblocking at pallets

  • @branchini1979 said:

    Sometimes killers will leave a survivor on the floor fearing DS, but with all that time wasting id rather eat the DS straight away. You will soon catch up with the survivor.

    Mind you DS is so strong as killers fear it even if you have not got it lol

    That's bad play. If you're gonna slug for Decisive, immediately leave and try to pressure someone else. Don't try to waste time waiting it out.

    Usually, I don't intentionally tunnel, but if the recently unhooked guy pretty much walks into me or something I'll leave him on the floor and just continue playing the game normally.

  • Vommy Mommy is actually a pretty solid Killer. She's just not most people's cup of tea because of her unique mechanics and her constant war with the ranking system mechanics because she passively injures people.

    As a Rank 1 Killer, Plague isn't one of my main Killers, but I'm fine with her; she's solidly in the middle. Most streamers I've watched feel the same way about her, not their favorite but they don't hate her or anything

  • I thought Dead Hard was kind of weak as a Survivor player.

    But the longer I player Killer and saw the BS you can pull with it at loops to be greedy. The more I realized it was super strong. Basically, I learned that Dead Hard was the strongest perk in the game by having strong Survivors teach me time and time again all of its potential

  • Billy was A Tier. Bubba was D Tier

    Now Bubba is B Tier and Billy is C Tier

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424964#Comment_1424964

    How could that possibly be a bug? And the blood is different. Doesn't look as bloody as prestige.

    It still feels like a bug. Why would the reward for prestige be bloody clothing?

    And then four years later the Devs add in a mechanic that makes all clothing bloody for the majority of the match

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424946#Comment_1424946

    Yes you get bloodied when you are hit. Healing doesn't clean the blood off.

    Again that doesn't make sense. Because it makes the current prestige meaningless since clothing gets bloody naturally in the match. It seems much more likely that its a bug.

  • @GoodBoyKaru said:

    afaik this isnt prestige, its just something cool that happens when you get hit

    Unlikely. The clothing stayed bloody even when I was healed. And this is a locked outfit that can't be used with the current prestige so it was obviously programmed in separately.

  • Try running Blood Pact with Leader and Iron Will. Last perk is the exhaustion of your choice.

    This is the most comfortable build in the game without self-healing of any kind. I love it at Rank 1

  • @BigBrainMegMain said:

    "It's not a healing command."

    Makes 0 sense.

    Leader effects lots of actions that aren't healing related. So the mending is healing debate wouldn't even need to apply. Just add mending to the description of the perk

  • I got all the crowns in the first 24 hours of the event at Rank 1. It was honestly pretty fun having to run random builds on low leveled Survivors that I don't play a lot.

    It's not overly difficult to Survive a match. Just play normally and grab a crown if you see one. Worst case scenario- stick around once the exits are open to find a crown late game.

  • Lightborn was pretty much already immunity to blinds. The aura reading is nice though because I can know where the clicky clicky went and chase them after I hook.

  • @emptyCups said:

    Very glad I never wasted money on him

    To each their own. Legion is my most played Killer. I learned how to play the role on them. Played them from Rank 20 to Rank 1

  • Makes more sense than the old description where it said Frenzy was a "deadly rage"

  • Honestly, I’m at the point where I can’t tell SWFs apart from normal solo players anymore.

    I run extreme slowdown builds that prey on altruism. Please heal against my sloppy butcher, please farm with BT for trades, please go for failed flashlights and sabos.

    The only thing that really scares me are gen rushers that don’t heal and leave people for long amounts of time on the hook. And thats not usually SWFs

  • If the Survivors get wrecked, the insults feed my ego.

    If I do horribly, I don't stick around for chat or flat out DC.

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