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  • @Entity_Hugs said:

    Honestly, I think Bloodlust should NOT go away upon breaking a pallet, since the Entity's world is 90% pallets. They are 3 feet apart on all maps, and I usually get BL1 just in time to have to break a pallet or go the long way around; both of which negate having BL.

    It doesn't go away on breaking pallets. Survivors usually just lose LOS long enough to break the chase. If someone sat there and watched you break the pallet you'd keep BL

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/151558/the-most-annoying-thing-about-dead-hard

    I know what you're talking about. It is just a classic second chance perk. As survivor you can mess up and still get away with it. For example a chase of 20 seconds can become 40 seconds if you just press E at the right time. 

    Yeah some loops are so long that it takes like three times around just to drop the pallet... which they can extend to four with dead hard. And go another three if you swing and get pallet stunned. All with no counterplay

  • @Entity_Hugs said:

    Bait the dead hard. Don't attack in that moment you want too attack. Wait an extra second or two and DO NOT LUNGE.

    They will either DH when they thought you were going to attack, or were waiting for the lunge. The extra 2 seconds can get you in slap range.

    That's not what I'm talking about at all. I'm talking about the Survivor that gets greedy on a loop and dead hards to the pallet/vault to avoid being hit. The Dead Hard invulnerability isn't saving them the extra distance is getting them to safety. You could swing or not makes no difference they're getting that vault or pallet

  • Not that different. The majority of maps are very similar, but the disappearance of god loops is nice. Games play the same, just some chases end a little quicker because the loops are shorter.

  • I personally feel like I get more info from Bond, but if Empathy is your style then go for it. Having information on teammates is really strong in solo queue

  • @tippy2k2 said:

    I won't even play as a Survivor until I have Kindred unlocked.

    I've never used Dwight before so with the Challenges being him, I'll likely end up seeing what Bond is like and if that's something I want to keep. It sounds pretty useful to me.

    Just make sure you have Bond at tier 3. It's good with the 36m range, but if you try lower tier Bond it'll be way less useful because of the worse range

  • Otz also specializes in Legion, one of his most played Killers even tho its not his main.

    Umbra also specializes in Demo, one of her most played Killers even tho its not her main.

    Ayrun is a Billy one trick.

    BlameLMFAO is a Nurse main.

    ZubatLEL is a big time Deathslinger player.

  • In Red Ranks, you pretty much need a 4k to rank up. Blame the Devs not the players... even giving someone hatch and taking a 3k can give us Brutal Killer so we don't rank up

  • @BlueFirebilly said:

    Slinger is in a good spot in my opinion because of what he lacks in map pressure he make up in amazing chase potential

    But is that design healthy. The Killer gets gen-rushed and the chases are about as interactive as working on generators

  • @BigBrainMegMain said:

    So the killer can just quit chase and run back to the unhooked survivor like what killers already do when Make Your Choice is active.

    This isn't a good compromise, the killer will easily stay the distance away and just run back to the same survivor.

    It happens a lot with Make Your Choice and Devour Hope.

    But Make Your Choice and Devour Hope are both relatively balanced perks... I don't think anyone would consider them overpowered or particularly weak.

  • @Schmierbach said:

    You can literally mindgame Deathslinger in the open. You don't even need to lose LoS. He punishes you if your predictable, that's it.

    He's not Huntress. The travel time on the harpoon is extremely quick and it's a straight shot with no warning.

    Dodging it isn't easy in the open. Most of the time getting caught in a dead zone is a death sentence at Rank 1 against Deathslinger. Dead Zone applies to pallets with short walls like on Autohaven, Macmillen, Temple of Purgation etc because there's really no mindgame or chance for a pallet stun because he'll just shoot over and drag you. So even in areas that would be somewhat safe against most Killers you can have nothing to work with. Because of his lack of warning sound you can't even re-actively crouch like with Huntress

  • @GamerCustard

    Deathslinger is just gross. Survivors have games that consist of holding M1 and chases that are based are on the Killer's aim not their own skill. You can't "outplay" Deathslinger... you can gen rush him faster than can get kills but that's it because no one will last long in chase whether they're a Rank 1 or Rank 8 if you get a bad map.

    His biggest issues are just that there's no reaction times for him. A 16m terror radius and a shot with no warning sound + fast travel time doesn't allow counterplay.

    Increase his terror radius to 32m. Give him a warning cue like Huntress. And maybe make his reload time faster to compensate and even increase his range from 18 to 20m. Then he'll be interactive to play against.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1255016#Comment_1255016

    It's just a garbage perk, there's not much else to say about it. 3 protection hits means you are wasting a ton of time, probably almost a gen's worth, to save yourself from 1 hit. I'd rather run a styptic any day, especially a styptic with For The People. Instaheal an ally, then insta-mettle yourself if you get caught during the broken period.

    "I don't like being a douchebag to the killer but I bodyblock them all game long". Ok, whatever makes you feel better.

    Sabo + Breakout is a way better way to save your allies from the hook. Like flashlights, after you hit a killer one or two times with it they will be so paranoid they might not even pick an ally up and will throw the game because of it.

    As a Rank 1 Survivor, doing the majority of the totems and taking hits during the carry actually gets you a lot of emblem points, so its a good use of my personal time.I find Mettle useful and far more reliable than Decisive in Red Ranks because it's based on you, not the Killer. There's no real counter-play to it, when you know what you're doing. And it's pretty fun and interactive to use since you have to earn it and it gives you playmaking opportunities.

    But you can have a different opinion and that's fine. If having a perk that the Killer can choose to ignore or purposely losing chases by jumping in lockers just to use your perk is fun for you than whatever floats your root beer.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254987#Comment_1254987

    This whole post is like saying DS hard counters STBFL. Except, you know, DS is actually good.

    I'd just use a styptic and boom, now you have mettle of man and don't need to waste all game getting it.

    I don't like Decisive Strike because of the gameplay it promotes (being a douche bag to make the Killer pick you up in a locker or having it as an insurance policy that only gets used like once every ten games because Killers usually slug).

    However, I recognize that there needs to be an Obsession in every game to scare the Killer from tunneling and I tend to play solo queue. So I run Mettle because it gets use every game I run it and I don't have to play like a jerk.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254948#Comment_1254948

    You run an entire build centered around taking one single hit after wasting a tiny bit of the Killer's time. Even with all that healing stuff, you STILL need to spend time healing. This is further agitated by the fact that everyone and their grandma runs Sweaty Butcher. This also isn't taking into account any scenario where the Killer could counter your bodyblocks by running Agitation, hooking in the basement, or applying the Exposed effect. It also ignores the possibilities of Survivors getting picked up too far away from you for you to do anything, or you getting tunneled.

    Is the extra hit really worth it?

    For me it's worth it. Inner Strength ignores Sloppy Butcher and encourages me to do the totems which protect my team from No ED and give me a ton of points.

    Plus I usually get Mettle near the end of the game and that extra hit can easily be a major playmaker. I can get a safe unhook against a camper, bait the Killer into an extremely long chase to buy my team time to finish the last gens or get a nearly impossible escape (the Mettle hit gives you a speed boost like sprint burst plus I run lithe so I can literally zoom across the entire map to the exit gates if I have to since I essentially have 6 seconds of exhaustion perk that the Killer won't expect).

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1254926#Comment_1254926

    So you get one of three stacks, and I lose out on two stacks that I can get back easily. That's not even assuming you're injured at the time and taking a hit would hurt you and your team more than it would help you.

    What a hard counter.

    I usually run Inner Strength, Bond and a med-kit. Healing is not an issue for me at all. I usually get Mettle with minimal hindrance to my team and I rarely run around injured.

    I'm not trying to counter STBFL I'm just trying to farm stacks for Mettle. It's an extra bonus when it hurts the Killer as well.

  • @SnakeSound222 said:

    Demogorgon and Pig can save all of their stacks because of their alternate attacks.

    Not if I'm taking hits during the carry. Even they can't stop me from getting my mettle stacks and taking their stacks

  • @MrDardon said:

    Or, which happens to me often. I run Save the best for Last, hit the mettle guy which isn't the Obsession, giving me free stacks to a Killer like Demo, Pig or Deathslinger which won't lose them or lose them rarely.

    I think I have something that makes me the Obsession. Maybe my connection is fast or something because I'm the Obsession without any Obsession Perk about 80% of the time and it jumps to 99% when I run something that actually increases my chances like Mettle.

    The last time I didn't load into a game as the Obsession was when one of my friends was running Decisive and Mettle... and it still took three games for that to happen.

  • @Kellie said:

    It works like that if your healthy with mom up

    It should be that that but no. You still get downed if you go straight from healthy to injured

  • @metalklok said:

    You guys dont need more second life perks, also there isnt that many insta down killer

    But there are many No ED Killers

  • Sounds like you're creating the problem for yourself. You have to have the gen management perks like Pop and Corrupt to play mid-tier Killers and not get gen-rushed. Otherwise you need the meta Killers to win. Variety in Killers means paying for perks.

    Corrupt is the best if you're confident on the spawns of Survivors or have tracking perks like Whispers and Discordance. As a rank 1 Legion main, I can always get a couple Frenzy hits and at least my first hook before Corrupt ends. It is a good perk and with good gamesense (or crutch perks), no Survivors will be able to hide for the full 2 minutes.

    Yeah. Some of the weaker killers need buffs, but the reason they're weak is the lack of map pressure... so making their powers more oppressive just makes them more awful to play against and still doesn't address their gen rushing weakness. You'd need to do a Freddy rework to a Killer like clown and magically let him teleport to generators to make him good... no change to his current power would fix him

  • Sounds like you need Corrupt Intervention to keep gens from popping early game. And probably to play Killers with more map pressure.

    Also, yeah the matchmaking is totally f'd, but honestly, if you think you deserve red ranks on Killer you shouldn't complain about red rank Survivors because they're giving you practice for what it really means to be a red rank if you can't beat them now how will you do it later?

  • Hot Take but Decisive Strike.

    We're in a slugging meta and killers need map pressure. Very, very rare in high ranks that a killer will actually pick up Decisive they'll usually just leave you on the floor. Pretty much the only way it gets use is when the Killer is desperate in endgame or if you really piss them off and jump in a locker.

    As long as there's an Obession. The Killer usually treats everyone like they have DS so no one who's actually running it gets much value outside of the scenarios I mentioned above.

  • @katoptris said:

    Hag has that potential to be everywhere at once.

    ... or you can just set off all her traps whenever she's in a chase or hooking someone. tilted a rank 1 hag so hard she DC'd

    if she commits to doing literally anything just activate all her traps

  • I've legitimately never found all five totems on Hawkins without a map and I'm a Survivor that runs Inner Strength in pretty much every build

  • @yourfavskillcheck said:

    https://forum.deadbydaylight.com/en/discussion/148771/make-more-killers-with-map-pressure

    Some killers are not designed to have hillbilly's pressure but to compensate this they have a great power for chases which is fine.

    All those "weak killers" need is a good buff to their chase power so they'll waste less time in chases and they can pressure gens better.

    That's exactly what I don't want. I don't want a Killer that inevitably wins every single chase with their power, but gets gen rushed. Those are the ones I hate because it doesn't feel like you outplayed them at all you just held M1 and optimized gens

  • You can mori people once you've hooked them twice. So instead of hooking them to kill them you get to mori. How is that like devour hope?

  • Please heal. As a Legion main, I enjoy chaining Frenzy it's no fun when everyone stays injured and rushes gens

  • Charms take less time than skins and the rift tiers need to get filled up with something

  • @Zephinism said:

    There aren't enough perks that make you the obsession sadly. I have also noticed that killers tunnel more when theres no obsession. 5 Perks and 1 add-on on the key are all we have available to force there to be an obsession.

    The funny part is that 3/5 of the Obsession Perks are Laurie's teachables which were released in 2016.

    Also, all obsession perks are on DLC Survivors and only one of them is available on a Survivor you can buy with shards: Zarina's For the People

  • @Stitch7833 said:

    its not less meta just everyone is red ranks so you get people that are new, not as skilled or people that dont own the dlc. any good player will have it, especially those SWF tryhards...

    I'm a Rank 3 Survivor and I haven't run Decisive in the past month. I have the perk unlocked it just doesn't get consistent value. If I'm with a SWF, I sometimes run Mettle to make an Obsession because my friends don't like Decisive either (and they're Rank 1 Survivors).

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/147797/there-are-two-basic-types-of-survivor

    Mmmm, but BT/DS are also about a requirement in some situations. Someone is getting camped in the basement? BT/DS or it's a free kill.

    "Just don't go down into the basement in the first place" except half the maps are empty as hell now. Killer has never been easier, and I say that as a killer main used to dealing with the pallet filled maps.

    Now the maps are pretty empty for the most part, bar a few specific ones. Toss someone in the basement, camp them, and you are good to go unless it's a highly coordinated SWF, or it took you 3 gens to down them.

    Camping only works as well as Survivors let it.

    If the camped Survivor is using Kindred, the other three teammates might choose to gen rush and escape in the two minutes it takes to die first hook because the Killer has zero map pressure. No BT or DS needed for a three person escape at all. The Killer gets their one kill and de-ranks.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243478#Comment_1243478

    Granted you would probably have to find a balance for something like object of obsession but it is an interesting idea

    Object is already balanced around this kind of thing. Staying close to the Object is a risk because they give away your position as well, so if the Killer decides to come start a chase they'll find both people.

    Players with Object usually have to lone wolf and avoid teammates because of that. Very rare that they'd be healing a teammate or working on a generator with someone else while looking at the Killer.

  • @Volfawott said:

    I think you're better before it would be to allow teams within a certain range to see the things that you see.

    So if you're running alert and you are close enough to another survivor they will also see the alert go off

    That would actually be really great. I like that a lot

  • @CLAUDETTEINABUSH

    Against stealth killers, it's still not as strong as Spine Chill, but a person running Bond should be aware that the Killer is in the area. You can generally pick up on chases happening even if they're right at the edge of range, so you won't get caught off guard if the Killer switches targets. Stealth or not.

  • If they somehow got Catwoman in the game, I don't think anyone would complain. But a generic dominatrix with a fetish for pain is good enough for me

  • @Nurgling7 said:

    I thought they fixed this a couple of patches ago.

    Its not a bug. Stuns and Blinds are supposed to cancel Legion's power

  • Unbreakable is the best anti-slugging perk.

    Tenacity and Flip Flop are more situational and even though they can be used more than once the Killer catches on 99% of the time and they'll just insta-pickup so you can only really use them once.

  • @PigMainClaudette said:

    What survivors want is to be hardcore tunnelled and facecamped 100% of the time. Don't.

    Sincerely, the survivors

    The ironic part is that those Survivors exist. They run all meta perks, a flashlight, an distracting outfit, are god tier loopers and tilt when you ignore them because they hate doing gens and only get satisfaction from annoying Killers.

  • @AsePlayer said:

    You can't know what I want if I don't know what I want :^)

    Those are the Survivors that are truly scary (or dumb). Sometimes both.

  • @csandman1977 Do it again but with the original non-licensed DLC characters because saving up the shards to get all their perks makes completing rifts seem like a cakewalk. Yes, its possible... every 2-3 months if you never buy from the shrine, but realistic for most just for the perks? Not really.

  • @MadArtillery basically. slowdown perks are what win games as Killer. otherwise you won't be able to take chases without the other Survivors making a ton of progress on generators. The biggest common weakness of Killers is generator speeds and not getting enough time to really spread pressure.

  • @Deadman316 said:

    Survivors: "rework Ebony Mori and hitboxes."

    Killers: "Nerf all survivor perks and items"

    Can't wait to see the next issue you killers have, though I will side with you on the NOED fiasco.

    I want Keys and Moris nerfed. No ED and DS nerfed or reworked. And hitboxes to be more accurate for both sides so no one is confused

  • @Kebek said:

    How about making survivors who use DS glow red as long as their DS is active to provide additional counterplay ? Since you as killer can't know which survivors and how many DSes are in a match just like you don't know with NOED so adding this would be just as fair. If you would agree with such change to DS I would be more then happy to agree with yours for NOED.

    Honestly, I'd settle for the Obession always being someone with an Obession perk. Right now I think that running Decisive only increases your odds of being the obession by like 3%. It's very, very common for random people to be the Obession right now

  • @Deadeye said:

    This will pretty much not slow them down, as it will be a hidden hex (unless you mean it otherwise, but wouldn't know what should trigger the hex to the survivors, like a skillcheck wouldn't make sense). So they would not know that NOED is active unless they stumble across it by chance, therefore not wastin any time to search for it.

    Getting a kill because of the increased movement speed triggers the No ED notification (I know because sometimes injured Survivors go down and everyone still gets the notification of the perk)

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227900#Comment_1227900

    If you're determined to have a kill you can camp and secure trades.

    So you think the Killer should be encouraged to face camp endgame instead of tunnel?

    Plus the trades can backfire because multiple Survivors can activate DS and all escape in the exit gate

  • @GhostofYharnam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227859#Comment_1227859

    Its crying. Its all any of these ds posts or noed posts are about.

    Honestly, I think both sides would be happy if Decisive and No ED both got heavy nerfs or reworks

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227831#Comment_1227831

    Come on...

    I literally commented above that you still have the option to go after the unhooker and it is still your choice to tunnel. It's obvious you're running out of justification for stopping an anti-tunneling perk from preventing tunneling.

    Most of the time the unhooker has the advantage. They can take a hit and then use the speed boost to leave their teammate in the dust. Plus, in high risk scenarios they usually send the person with Dead Hard to do the unhook... so even if you manage to catch up to them because you're determined not to tunnel the speed boost from the hit and the dead is usually enough to get them out

  • You obviously don't play killer. It's totally necessary to do.

    Tunneling to me is when there are other options and you ignore them. At endgame, the only option is sometimes the recently unhooked injured person

  • Sorry I'll just slug them and watch them leave so DS doesn't activate. My bad

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