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  • @Rivyn Stranger Things had two DLC characters. Steve followed the trend perfectly, but Nancy must've slipped by with decent perks because they'd never done two survivors together before and ran out of meme ideas temporarily

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116555#Comment_1116555

    Killer:This is why insidious exists you can't complain about it.

    Kindred is a perk I run 24/7. Ain't nobody falling for insidious on my team

  • If I'm getting hard camped, I tell the killer in the endgame chat "this is the reason decisive exists. you can't complain about it"

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/1113690#Comment_1113690

    Hmm, it sounds good, but it sounds like a risky idea because SWF's might try and find a way to abuse it. But I'm not sure, we would need a full description of what it does exactly.

    When you get hit, you have increased movement speed. This perk increases the duration of the boost of speed you get.

  • @Elena said:

    So kind of like a dead hard but without pressing a button on your keyboard? Or am I perceiving it wrong.

    It's like dead hard except its only good when your healthy because if you were already injured you go down

  • Not really. Because you have to take a hit to use it. Sprint Burst is on demand every 40 seconds and you can use it to avoid hits in the first place

    Exhaustion Perks avoid damage. This perk makes the best of a bad chase. And you can only use it once per chase like exhaustion perks since you can't get hit twice without being downed most of the time (unless you have mettle or styptic)

  • @korean_zombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111372#Comment_1111372

    Scenario; 2 survivors are on hook, 1 dead, and 1 healthy. Healthy survivor finds hatch. Waits patiently for 2 survivors to go from first stage to sacrifice then he escapes, did he earn it?

    Only asking because that scenario has happened to me more than once (I was on hook). Killer was not camping.

    I've done that. It was for the get two hatch escapes with a key challenge. Once I did it in normal gamplay, it was super clutch. But the second time I just let teammates die and played super immersed.

  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111286#Comment_1111286

    "Survivors need to learn, that they not deserve to get escape."

    The hatch is earned. You have to track it down before the killer and if the killer finds it first they can close it.

    Unless you have a key, a hatch escape is an accomplishment.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111212#Comment_1111212

    So if i absolutely destroy a survivor team yet dont pip because the last guy escaped thats my fault even if i utterly destroyed them because they were obviously weaker then i am but they get a free escape? Seems kinda weird.

    The game rewards hooking survivors multiple times and having chases, which doesn't happen in steamrolls that involve slugging and camping even though they might end in a 4k

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111291#Comment_1111291

    ok so yeah, sorry to break it to you but 200 hours means you are and absolute baby. it really is nothing for this game.

    A. if the killer sits on it, you can get the slug up........

    B. Soooo undo those traps? or get the slug up while they go to doors to setup these traps? and no, Nurse Spirit and billy can more often then not, not go between doors that fast, especially when the survivor lets go just before the red light, waits for the killer to leave then quickly continues it, ez escape.

    C. ..... are you serious?

    Honestly, this is just a lack of experience, it is.

    If 200 hours is a baby, then I guess I'm a baby in your eyes. Can't change that.

    But I can say they I picked up this game quickly and can outclass plenty of people that have thousands of hours

  • @CrassardStreams said:

    Killers don't deserve the 4K any more than survivors all deserve to escape, piss off with this black and white logic. If the killer is slugging for the 4K it's just as legit as you Decisive Striking him right next to the exit gate ######### man.

    "God forbid Killers actually play the game like they want to win it"

    Getting a 4k isn't winning.

    You can de-rank or not pip with a 4k.

    And you can easily rank up without a 4k

    Winning is having a long drawn out game where both sides do a lot to get emblems. Winning is having a close game. A survivor or killer stomp usually means everyone loses

  • @ZoneDymo said:

    Ermm if the killer slugs the slug can crawl far away from the hatch, the other survivor, based on what the killer does can, A. go to the hatch, B. Go to a door and open it as soon as they can or C. Help up the survivor.

    Im just going to go ahead and assume you just started playing and really dont know what you are doing yet and touched playing killer even less if at all.

    A. Going to the hatch is pointless because the Killer will be looking for it and if they find it they usually just sit on it.

    B. Demo, Freddy, Trapper and Hag can booby trap doors. Billy, Nurse and Spirit can easily check both doors before they can be opened. Plus, even if you have a low mobility killer the doors can spawn very close to each other and/or the hatch can spawn really close to a door which save the killer time and usually lets them check both no matter who they are.

    C. There's no point in helping the slug because two survivors won't finish all the gens by themselves. And even if they do, only one will survive because you'll have to split up and pressure both gates and the killer will defend one of them while the other will escape.

    200+ hours. Already level 105. Purple Rank survivor that hit Red Ranks last season. The only way I've escaped when a Killer slugs for the 4k is with a key or a really lucky hatch they couldn't find

  • @Joao_Bandicoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111212#Comment_1111212

    Not really sure why Survivors feel so entitled to an Escape, there should always be a chance for the Killer to kill you, even if it's not that high. Just to show how strange it feels when the role is inverted. Hatch mechanic being killer favored is a topic to be discussed but not gonna touch on that on here.

    There is always a chance for the Killer to kill you even if you don't slug for the 4k because the hatch mechanics are random and slightly killer sided. You just don't like my point.

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/131930/fix-slugging-for-the-4k

    Be at the door when he dies. Especially if the doors are far apart. If at the furthest one you will have time to open it in most of the games. Rspecially i you have the perk. Simple.

    Most killers instinctively go to the hatch. I as killer now have a 3 part problem. Hatch, door number one or door number two.

    In my experience, doors are just as likely to nearby each other than on opposite sides of the map. And even if you get lucky with door spawns, billy, spirit and nurse exist. Plus hag, demo, freddy and trapper can place stuff near both doors to slow you down and notify them you're there.

    In most games, the hatch is your best chance of escape. Once the hatch gets shut its usually gg because the doors are too easy to defend.

  • @CrassardStreams said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111212#Comment_1111212

    Are you kidding? You simultaneously go "Not sure why Killers feel so entitled" while being an entitled survivor.

    BOTH SIDES deserve EQUAL OPPORTUNITY to win.

    If both sides deserve an equal opportunity to win, how is slugging for the 4k supporting that?

    It's circumventing the odds for the survivor to find the hatch and stacking the deck in the killer's favor

  • @ABannedCat said:

    Or fix the the inherently flawed hatch mechanic, so killers are not forced to slug to get all 4 survivors.

    Not really sure why Killers feel so entitled to a 4k, there should always be a chance for a survivor to escape, even if its not that high. The hatch mechanics by themselves are still killer sided because all killers have faster movement speed so they can cover more ground searching for it

  • Add-ons and items are always risky for survivors. They’re a big help, but you don’t always get to keep them.

    I wish I could brig a commodious or a ranger kit every game, but sometimes I have to ration brown toolboxes.

    The bloodwebs also tend to give bad ad-ons or bad items. Like keys are nice but I guarantee everyone has 20+ key add-ons and like less than 5 keys

  • @kodd1000 said:

    They are trading off four hatchets for their confidence in a successful first throw. This seems like a pretty fair trade-off to me. Especially considering you can usually loop around something if they try to prime their hatchet.

    They use the add on that increases their hatchet count 99% of the time

  • I feel like killers just have issues hearing survivors... it’s not necessarily bugged.

    I huntress called me an immersed bug abuser because she couldn’t hear me... I was playing Ace so...

  • @lunaticlifter said:

    i'll explain... since i'm a spin chill gamer, i found this is one of the best perk to absolutely destroy stealth killers..it's stable on my build since i hate stealth killers.. but as i said it completely counters stealth killers.. i also played a nurse game on lery's with monitor and abuse against a full team of spine chill blendettes and there's no way i could find them...i realized how strong this perk is against some killers... so i think that maybe a change should be needed.. i don't know like giving a cooldown, so stealth killers are not completely helpful against spine chill users..

    To be fair. Any killer would have issues against immersed blendettes on lerys. Also, nurse isn't a stealth killer btw

  • Breakable Walls will be niche and not in all map geometry. They're more of a way to spice up traditional looping than a way to prevent looping.

    They'll probably be like pallets that you can break in advance to make areas harder to loop

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101775#Comment_1101775

    Again, this was mentioned in the stream. It comes down (mostly) to latency.

    Say you and I both have a 100ms ping.

    • I attack you. The pallet is not down for me.
    • You drop the pallet before I attack.
    • By the time our messages reach each other, I already got the hit, and you get the stun.
    • Both things happen, so it looks like I hit you through the pallet. You can't unhit a survivor, and the survivor can't un-throw the pallet.

    There's not a whole lot you can do here unless you manage absolutely everything on the server, but that's not ideal because then you would have an input delay on everything (including movement).

    Thanks I think I get it now. And I was on 100 ms ping too. Guessed that exactly right

  • @Peanits said:

    Conveniently enough, we did an entire stream on this last week.

    The short version is; there's a disagreement between what you see and what the other guys sees. One of you sees the pallet down in spite of being hit. One of you sees a hit before the pallet is dropped.

    My main question is how does the pallet go down when the survivor is in the dying state?

    Like if the killer truly got the hit, the survivor wouldn't have been able to move the pallet down right?

    You can say there's a server disagreement, but the killer got stunned, the pallet went down and the survivor is on the other side of the pallet on both screens. It looks wrong and shouldn't be possible from a mechanics standpoint because survivors in the dying state can't perform actions if the survivor was truly hit before the pallet went down

  • Plague is super bad in chases because of her slow movement speed. So she's weak to looping. The compensation for this is that her power has a long range and her sickness effect means that she usually only needs one hit to end chases since no one heals.

    Basically, she removes stealthy playstyles at the expense of being weak to aggressive playstyles

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098619#Comment_1098619

    That wasn't your suggestion. You said, " Instantly heals an unhooked Survivor but puts Steve in the exposed status for 20 seconds." I could hit Steve and hook him, but then the full health Survivor with DS comes back and unhooks him. If I chase Steve, I get DS'd. If I chase the unhooker, I get DS'd.

    You got confused: "Steve" is the person with the perk.

    So if you have babysitter, the person you unhook is fully healed, but the person who did the unhooking is exposed. It's very similar to the mechanics of the Pig's perk "make your choice"

    The perk is best for trading hook states in camping scenarios (if they're almost dead and you haven't been hooked yet) or for time efficiency if the Killer isn't camping because you get an instaheal on your teammate and they won't be able to take advantage of the fact you're exposed.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099419#Comment_1099419

    "I need self healing and decisive"

    Thanks for proving my point. Take the L, bud. You don't have perks to help you win this debate.

    I bet you could get rank 1 only using No Mither right? LOL stop acting like Perks aren't a core game mechanic and are unnecessary if you're "good"

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099407#Comment_1099407

    Rank 4 means nothing. Ranking up as survivor is crazy easy, as I said. Survivor rank is a participation trophy, not a factor of skill. Even the DEVS said in the matchmaking notes that rank doesn't translate to skill.

    So no, rank means nothing, and if you need meta perks to win, you're not good at the game.

    I need self healing and decisive. That's it. I run plenty of "off-meta" perks in the 3rd and 4th slot. Alert, Balanced Landing, Better Together, Prove Thyself, Quick and Quiet, Head On etc. But all of those are for fun. Unbreakable doesn't even get used half the time. And Detective's Hunch is an expensive perk to buy on an otherwise unremarkable survivor

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099380#Comment_1099380

    Oh okay, so you don't know what you're talking about when it comes to balance.

    You think NOED and slugging are OP, but somehow DS is balanced. ahaha

    Legit though, you're new, you have no room or experience base to talk about balance. So stop. Your comments scream "I'm a no0b3 wannabe and just bought this game 3 months ago!". You need to actually get some experience, play killer above brown/yellow ranks, and then tell me how OP these things are. However, if you can't win without meta survivor perks, I don't think you could win killer at red ranks with the most OP killer perks in the game.

    As for your rank 4 flex - with the way rank reset has been the last 2 months, you have zero credibility for claiming you got to rank 4. It's always been piss easy to rank up as survivor, and it's been easier since the rank reset changes happened. Case and point, rank reset happened a few days ago. I'm already rank 1 survivor again; and I was reset to rank 11.

    DeadByDaylight   2_12_2020 11_59_34 PM.png

    Happy now? Idk why you all want to invalidate my opinions as me being "bad"

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099350#Comment_1099350

    If you can't win without meta perks, you are a terrible survivor. Like, you are just flat out bad at the game if you can't win without meta perks.

    Now we know what kind of player you are. Rank 20, and without a valid, experience based opinion. Or, a troll. Either way, you have no idea what you're talking about if you aren't good enough to escape without meta perks.

    I win. i will always win, and you will never win this debate. Now enjoy talking to yourself. LOL

    Nancy.exe.png

    I'm this kind of player. Idk how you'd classify it but I win games and was rank 4 last season

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099336#Comment_1099336

    Who cares if they are off meta. Don't use the meta perks then. You have choices. Get good.

    You will never win this debate.

    Don't use the meta perks, don't win. Like I literally don't feel comfortable loading into a game without Decisive Strike

    Maybe the Devs could add more perk slots for variety so you can counter killers harder? Like 5 or 6

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099326#Comment_1099326

    You're asking for slugging to be balanced to be fun to play AGAINST. You've not once thought about what it's like for the other side. Killers don't want to slug all day and run NOED but a lot of them are running out of options and feel this is the best way to adapt and cope with the recent changes. It's really rough to play killer as it is and if you don't slug, you don't have pressure, therefore you lose. It's really that simple. This is how the game is played now and until BHVR do something to actually help killers instead of run them into the ground even more...you'll just have to deal with it I'm afraid.

    They could always just make Killers easier to rank up on by having the emblems balanced around getting 2 kills.

    Bam. Fixed the high rank killer shortage and made Killer easier to play because there's no pressure to get a 4k

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099326#Comment_1099326

    Slugging is balanced. There's 2 perks that counter it. NOED is balanced, there's 2 perks and an item that can help you destroy totems, which counters it.

    Boom. Winning has never been so easy (and you really do make it brilliantly simple). Get good.

    /thread

    The two perks to counter No ED are bad and off-meta. And one of the perks to counter Slugging is literally the worst perk in the game

  • @ALostPuppy said:

    ..ok you have to be a bait account, there's no way you're not at this point lmao.

    Just balance slugging and No ED so they're fun to play against and I'm happy.

    Not asking for too much

  • The Key requires you to make it to endgame.

    Which means you'll have to play more passively to avoid getting focused, since most games aren't 4 kills or 4 escapes.

    If you avoided chases and didn't go for risky play, you probably did really bad in the altruism and evader categories... so yeah running a key usually punishes you

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098505#Comment_1098505

    I was more referring to the fact that if they come for the unhook, you are put into a lose-lose scenario.

    Slug the person who unhooks because they're exposed.

    Even if they had DS, they're on the ground and you can wait it out (especially since they'd probably only have less than 30 seconds left, if they still have DS at all)

  • Borrowed with DS is a huge pain too if you're really trying to focus down the person you have hooked.

  • @Pulsar said:

    Babysitter might be too good, that would promote some really unfun gameplay for both sides.

    It's competition for Borrowed Time as an unhooking perk. Much more high risk, but potentially higher reward

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/130317/how-to-rework-steves-perks-to-be-viable

    Wait so do these suggestions activate as well as the ones we have now?

    So the unhooked survivor still won't leave scratch marks and camaraderie will still apply to you or not?

    Nope. They lose their current effects and are replaced with these

  • Looks awesome.

    The games on that map are always awful though. You're trying to say that people's perception of the map is why it's bad. I just think it's badly designed no excuses.

  • @Frankie said:

    I just had a game where I destroyed all 5 totems, and we still did all the gens and escaped in under 10 minutes. Solo queue, no map, no perk to help me. Killer had NOED, but I destroyed the totems. Also double pipped. All at rank 2.

    But no. There's no counter.

    That was not on Lerys, The Game or Hawkins.

    Probably autohaven or something

  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096306#Comment_1096306

    So what exactly is your main complaint here before we continue? Totems should be easier to find, you should know the killer has Noed before it's active, totem counter even?

    I know you're title says it's unrealistic but I feel you're arguing about something else entirely. Noed has plenty of realistic options to counter it so what exactly is your main complaint then?

    My complaint is that you can list all the counters to the meta perk: No ED

    But they're all very situational and require you to waste time and slots to anticipate what's going to happen without knowing for sure

    Here's an easy solution make No ED increase the number of totems to eight. That way If the survivors see extra totems, they know its in use BUT they know its in use so they have the option to counter it.

    No ED be could a perk to slow down the game because it wastes the survivors time due to the extra totems and the requirement to cleanse them. Instead of being the lame end of game camping perk that's a crutch for mediocre killers to prevent saves or win by slugging

  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096279#Comment_1096279

    Okay, not to be that guy but this is pretty close to complaining about BBQ aura's but refusing to hide in a locker levels of wow.

    You have multiple options available to you for these totems. You don't even have to cleanse them all, just know where they are and check on them after the gens are done instead of going right to a gate. Being able to know the killer is running Noed would make the perk beyond useless, like Saboteur without a toolbox levels of awful.

    I literally run Inner Strength and Head On. I love lockers. I stay injured until someone gets picked up and then go into the locker so I heal and avoid BBQ at the same time to maximize efficiency.

    That's the reason why No ED is bad. It's extremely inefficient to search for all the totems and you can't trust your solo queue teammates to do it if you don't take it upon yourself

  • @StardustSpeedway said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096253#Comment_1096253

    All I'm getting from your replies is that you don't want to sacrifice one of your meta perks to get rid of a killer perk that can be rendered useless during the match. Or go out of your way to go totem hunting when matches don't even last super long anymore.

    Yeah. And I think that's fair.

    I'm not swapping Decisive, Inner Strength, Spine Chill or Head On just because there's no way to tell if I killer is running No ED in advance and so I have to cleanse all five totems with little reward just to be sure... which usually means the game doesn't make it to endgame because the amount of time wasted focusing all the totems sandbags my team so No ED wouldn't even come into play

  • If you have a game with that easy totem spawns, small game is sandbagging you

  • @StardustSpeedway said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096242#Comment_1096242

    Definitely not worth it if the killer is Hag, Trapper, Freddy with dream pallets, and the 1k BP per every totem you cleansed is NOT worth it.

    Hag and Trapper are super off meta.

    Freddies usually don't run dream pallets in my experience (they usually have the stupid paintbrush tho). I have all the perks I want and 900k bloodpoints saved up.

  • @StardustSpeedway said:

    Imagine calling small game a borderline useless perk when complaining about NOED. Yeah, we're done here. Next.

    Totems=Healing so going a little out of my way throughout the match to find 2 or 3 in the spots i have memorized pays off.

    Wasting a perk slot to run around the map just to find the hard totem spots I don't know in case the killer is running No ED. That's not worth it.

  • @ZoneDymo said:

    Im going to go ahead and guess you are fairly new to the game, less then 600 or so hours

    I guess I'll make it my challenge to get back to rank 4 this season with my hand tied behind my back from running a borderline useless perk and not rushing gens just to memorize the totems because my 200 hours in this game running Inner Strength isn't enough

  • @StardustSpeedway said:

    If you hate it so much, bring Small Game or use the buffed version of Detective's Hunch. There IS counter play, it's just survivors not wanting to get rid of their normal meta perks.

    Sorry. You're right I need to spend $5 and level up Detective Tapp to level 35. Then level up my other survivors to get Detective's Hunch so I can run an off meta perk. All to counter a free perk that every killer has access to and is meta.

    Small game doesn't cut it in the scenarios I'm talking about. If I'm within 12m of the totem, I already know where it is so that perk's useless

  • @Cardgrey said:

    Idk I use small game for totems...

    Do you?

    @gatsby

    If I'm within 12m of a totem, I can find it on my own. Don't need a noise notification.

    The issue is when a totem is well hidden in a dead zone with no gen nearby on the map, so I would never come across it in normal gameplay

  • @YaiPa said:

    You really shouldn't expect survivors to know the totem spawns on every map

    But we should expect killers to win a 4v1, with the current gen speed, winning 12 chases because tunneling and camping are bad, lel.

    Here's an idea. When the second to last gen pops, the survivors get a notification that the killer is running No ED. Slows down the game because it turns into a totem hunt so the killer has more map pressure and the survivors aren't going to gen rush the last gen

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