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  • @Weasdat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348859#Comment_2348859

    The game isn't always just counting the seconds for distance gained from holding w. Dead hard for distance also negates mind games where the survivor ######### up. No other exhaustion perk can do that. That's not to mention the million utility cases dead hard still gets over other exhaust perks.

    Ironically, at high level holding W and maximizing distance is one of the strongest strategies since so many of the top Killers are anti-loop. Do not underestimate the power of gaining distance, it is one of the strongest things a Survivor can do in the game, which is why all exhaustion perks are stronger than most non-exhaustion perks.

    As for fixing mistakes, playing risky is part of the strategy with Dead Hard. What you might have considered a mistake could have been planned or at least predicted by the Survivor because they were playing around their Dead Hard.

    If you can get away with it, greeding and playing risky can be the optimal way to use Dead Hard.

  • @Superyoshiegg said:

    ...people hate it because it has no requirements to use besides 'be injured', which is going to happen in a chase anyway.

    It may not give as much distance as the other Exhaustion perks, but it's on demand distance with no downsides.

    Sprint Burst forces you to move slowly lest you activate it prematurely, Lithe needs a vault, Balanced Landing needs a drop & Smash Hit needs a pallet stun. Dead Hard? All you gotta do is push

    https://us.v-cdn.net/6030815/uploads/UOKPJUCDKGCD/image.png

    It takes no skill, or effort, or timing to Dead Hard for distance. Mess up a loop? It doesn't matter, because you can simply Dead Hard to make it to the pallet/vault anyway. There's no counterplay to this. The Killer cannot prevent the Survivor from using it incorrectly.

    It's a free second chance button that can be used multiple times a match with only a short cooldown between them. The definition of a crutch perk.

    You didn’t read my post lol.

    Distance adds up over time. The reason a Survivor barely makes a pallet/vault in chase could have been from a BL, SB, SH or Lithe used earlier on in that chase.

    Dead Hard’s burst of speed is just more in your face than other perks. An exhaustion perk doesn’t end the second its timer runs out its value only ends once all the distance that was gained with it is lost and the Survivor goes down.

  • @humanbeing1704 said:

    Is power struggle really that strong? Always seemed like a meme perk to me

    Power Struggle + Flip Flop is strong. It’s inconsistent and might seem troll at first, but the Killer could lose the entire game if you can pull off a solo pallet save. All you gotta do is go down on a pallet and recover to at least 50%.

    The main case against it is that Unbreakable is another slugging counter perk but only uses one perk slot, while Power Struggle needs the combo with Flip Flop.

  • @Ruma said:

    You telling me i am stupid for running boil over, tentacity, unbreakable and flip flop?

    Yes because you should be running Power Struggle instead of Boil Over :)

  • You can't get an anniversary crown on Nemesis so anyone doing the event won't play him.

    Also, he's just an average Killer nothing super special. I would expect him to have a similar pickrate to Demo

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2335363#Comment_2335363

    Flashy just means ostentatiously attractive or impressive and I based my reply off of that definition. Regardless, I feel the point I made stands and I hope it resonates with you.

    I do however agree that the perks are descrete and can really bite the killer in the behind.

    For example I was once personally responsible for getting a 4 man escape against a red rank trapper. He had a Claudette hooked as the final gen popped and was camping. I ran in for the rescue having an active deliverance and DS, knowing full well I would replace her on the hook. That's exactly what happened and the rest was history. I never even needed the DS because I also had sprint burst and the hook was quite close to the gate (not right next to it but relatively close).

    Flashy has multiple definitions. Other definitions from merriam-webster are "momentarily dazzling" and "superficially attractive or impressive," which capture more what I was going for.

    I don't use like Decisive Strike, Unbreakable and Adrenaline because I find them unreliable. I prefer consistency every game over the occasional montage worthy play like 25% of the time.

    So you'll find me using healing with Inner Strength, getting a head start with Spine Chill, Dead Harding for distance or using Kindred to pull off an uninterrupted save. Not using a Head On into Decisive Strike into Flashbang into Lucky Break meme play.

  • @[Deleted User] said:

    Spine chill is a good perk but I prefer not to run it, it doesn't really fit into my builds. It's a great perk against a Stealth Killer on Lery's or Hawkins.

    Just touching on your comment about it not being as flashy as Unbreakable or Adrenaline, as a Solo Queue Survivor I never run Unbreakable or Adrenaline. They are very situational; One only works if the killer slugs (quite often I'll admit, but whenever I equip the perk the killer never slugs) and the other only works if the killer made enough mistakes or your team was strong enough to have all the gens pop.

    Similar to 'Left Behind' you have a perk that is literally no use to you until the very end of the game. If you play in SWF, Adrenaline is much more valuable. In Solo Queue lobbies, all too often you will get Survivors who are dead within a couple of minutes and you will have a wasted a perk slot. SWF is different because of how stark the contrast is between it and Solo Queue.

    "Flashy" perks just mean perks that have very obvious value. They tend to be the more "in your face" perks that Killers are constantly reminded of because they have extremely high value when the opportunity arises. Think Soul Guard, Power Struggle, Unbreakable, Decisive Strike, Head On, Dead Hard, Borrowed Time, Deliverance or even Iron Will etc. They're not subtle at all when they get used.

    Spine Chill, Bond, Kindred, Detective's Hunch, Resilience, Windows of Opportunity, Inner Strength, Distortion, Desperate Measures or Alert etc. are all examples of powerful perks that might go completely unnoticed by the Killer because they're subtle and don't give the Killer any real visual cues to confirm what you're running. It's not a matter of strength its a matter of discretion.

  • @FattiePoobum said:

    To add to the conversation

    l think it’s a very handy perk for those who arnt comfortable playing injured.

    but on the flip side it also encourages to much caution sometimes

    how many times have you been on a gen with someone at about 90% and the killer is coming and you are yelling at the other survivor “commit” and they just glide of because of SP and the gen doesn’t get done.

    Those are two different types of Survivors. The ones who are comfortable playing injured usually hard commit to gens if they think they can finish them.

    And the ones that get scared probably didn't even pay attention to the gen progress very closely anyway.

  • @bobateo said:

    1.) Speed bonus not that much. And if the Killer is looking at you long enough to make that boost meaningful, you better be running.

    2.) It has downsides - you don't know which direction the Killer is facing you from. On maps where you have 2 paths to choose from, that's literally a 50/50. (See: almost every area in an indoor map.) On outdoor maps, unless you're relatively in the open (which can have its own problems), you still have the same thing: you don't know from what angle the Killer is approaching unless they're in LOS. Which, lbr, if the Killer is in clear LOS, it's not SC keeping them from getting a down. SC 'flickers' and for nervy SC users, those flickers are pretty much free pressure for the Killer. It takes a lot of game sense to get real use out of the SC. As with the 2 points before 'nervy' SC users are as likely to run into the Killer as not and that is .... more free pressure. On maps with two floors, SC is even more uncertain as the Killer can be on a different floor and SC will 'flicker' or stay lit up even tho the surv is in no immediate peril.

    Combined with a perk like Bond and Resilience, SC can have more utility to the average surv. But hey that means they only have one slot for something else which should be a blessing.

    Unless they're really good at looping and have excellent game sense, then the Killer might be in trouble. But no one says you have to chase that surv.

    I'm the Red Rank Survivor that can infer a ton of information from the perk. And that's the use of Spine Chill that I'm talking about.

    I keep track of where I last knew the Killer to be and the likely direction they would come from based on my location in the map/the gens that have been completed, so usually when its lighting up I'm not surprised about where they come from.

    Also, I use Spine Chill to be greedy so flickers of the perk don't scare me at all. I use the perk to tell the difference between the Killer chasing someone else in the area and actually knowing where I am and coming to chase me.

  • Here’s some for Twins.

    Hexes are the best perks for Twins because they all work even while Victor is in use. (i.e. Crowd Control>Bamboozle, Ruin>Pop)

    Victor’s Lunge Animation is faster and farther than Dead Hard so 90% of the time he will hit through it.

    Victor has built in Bloodhound, which is something you can abuse when Survivors are injured. It heavily counters Iron Will and helps snowball slugging. The blood is so bright that I’ll sometimes go on top of hills and see a blood trail from across the map.

    And my final tip is for Charlotte. Always keep her centrally located since she’s only 115% while Victor is 150%+. It saves time in the long run and totally freaks out Survivors when you chase them with Victor into the center of the map right to Charlotte.

  • It’s possible yes. If you play a lot and always run WGLF/BBQ, you’d be able to get at least one P3 per week.

    However, it would be a huge waste assuming you already have characters maxed out with good perks, offerings and items

  • It’s the event.

    People are playing Killers they normally don’t play to level up, prestige or simply just farm cakes/addons.

    Basically, no one is playing normally because the event incentivizes grinding all the Killers/Survivors

  • @DwarvenTavern said:

    Do they have a date when these will be released?

    PTB is July 7th. The Live patch will probably be the end of July/beginning of August

  • @MojoTheFabulous said:

    You seem to have explained it yourself. Obviously the blind and stun is useful but revealing the aura of the gen to every survivor is a great bit of info to have, especially in solo queue. The fact that if the gen doesn't get kicked you get blast mine right back makes it so using it at any point isn't useless.

    Now I understand. I didn’t realize you got it back if the gen doesn’t get kicked so there’s no way to “waste” it

  • I'm doing the same thing. DBD really pushes up against 8gb of RAM. You can run the game fine but if you have other applications and tabs open it quickly becomes a problem.

    In a week or so when I'm done assembling my new PC with 16gb DDR4 3600, I hope to not have to worry about running stuff in the background anymore (Netflix and YouTube during queues and loading screens is too good to give up especially since DBD will probably never be optimized to use less RAM just more over time)

  • @tippy2k2 said:

    At least in Red Ranks, killers are too good at the stutter step to make Smash Hit really all that useful as you rarely get to actually stun them.

    Not to mention a few killers like Nurse or even Bubba who basically eliminates pallets completely unless something very strange happens...

    I suppose when it works, it's probably one of the most effective exhaust perks for just plain getting away but in my experience, it just doesn't come into play very often.

    I use it at Red Ranks. Most Killers don't fall for it twice but I pretty much always get one activation of Smash Hit.

    The real key is running slightly past the pallet and backing up to stun them. Its a skill that you have to learn over time. A lot of Red Ranks know distances so well that they pre-drop when they know they can't make another loop around, so they never get stuns due to being super predictable.

  • @MadLordJack said:

    Don't forget the fact that he's the only killer in the game who never, ever mindgames because it's more efficient to just walk at people and throw teeny little knives as you're coming around corners.

    Trickster is a wierd killer.

    Depends on the loop. There are plenty of loops (or even entire maps) where the knives will decay quicker then you can consistently land them

  • Legion and Twins

    Not perfect but I can put up one hell of a fight against a high rank SWF

  • Killers have worse performance optimization on console.

    Try playing Blight, Nurse, Billy, Deathslinger, Trickster, Huntress, Plague etc on Console and you'll see why they're all Survivor players

  • Camp and three gen.

    If you see anyone on the other side of the map with BBQ, ignore them its not worth it.

  • @Iliketoplaykiller said:

    So you want free points for being tunneled out of a game?

    Actually that would make the experience better

  • ... no one said the fourth anniversary crowns are coming back

  • It's possible to load into ONE MATCH with a glitched cosmetic but it will reset every time after the game ends.

    So a dedicated person could do the cosmetic glitch, but its super unsustainable long term

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/2298818#Comment_2298818

    I could be wrong but to my understanding as long as you don't change your current combination, you're not going to lose your bugged outfits. It's just if you change it, it won't be possible to get back. So not really a waste of money in that perspective if you're happy with what you already have.

    I lost my gliched Leon (he was set to default when i loaded in) and I'm upset about it.

    Everyone else stayed the same though so it seems like they patched it specifically because of the RE license

  • twins are good against SWFs and the matchmaker has been giving sweat matches?

  • @SomberNokk said:

    Id like to see something like survivors voting on what boon totem with different effects to spawn within the trial before the match starts.

    That’s a bit of a stretch for the Devs. If they could’ve done a pre-game voting system they would have done that for the maps years ago.

  • The balance of the Survivor to Killer ratio has shifted.

    I guess Survivors left because of the bad patch.

    Or the new RE players are more inclined to play Killer?

    Either way. Survivors are now usually with quicker queues as the Killer playerbase seems to have increased

  • A 2080 super is one of the better gpus. It even beats out some of the rtx 30 series. I'd be shocked if you knew what DBD frame drops were

  • If Trickster was 115, he’d still be weak

  • Survivor sided at low skill.

    Killer sided at average skill levels.

    Survivor sided at high skill.

    There’s a reason average Survivors cry for Killer nerfs and Rank 1 streamers cry about Survivors being overpowered.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/258069/why-are-the-devs-making-ranged-projectile-killers

    Nemesis is definitely not ranged. His m2 is the same range as a lunge.

    the range goes up slightly in tier 3 and its got a unique hitbox thing going on for windows and pallets that a normal M1 lunge doesn’t

  • @WiiFitTrainer said:

    This is pretty much my experience.

    Ironically, using his power is similar to trickster. Against good survivors its almost not worth using.

    At least he’s not 110...

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/256901/how-to-instantly-tell-weak-teammates

    Agreed. Except in instances it’s critical to stop someone being eliminated from the gane, especially if they’re a valuable asset because they’ve been able to keep the killer in really long chases.

    Unfortunately, very few Killers respect DS anymore and even less Survivors actually bring it.

    So Killers can get good loopers out of the game easier than ever. A good looper will usually only go down in an area once its completely burned of resources, which makes it really hard to express their skill considering they're usually being chased again the second they're unhooked.

    Yes, BT it a thing but its not a perk anyone outside of a SWF can rely on because someone else has to bring it to help you. And there are no promises in solo queue. zero.

  • @FIEND8LOODED said:

    Remember, NEVER help your teammates. If you see somebody on a hook do NOT try to save them, lest you get labelled as a LOW RANK SURVIVOR.

    If they're being camped (yes even proxy camped) and you don't have BT. Thats exactly what you should do.

    The Killer has minimal map pressure from staying near a hook. Slam the gens and gtfo of the game if the Killer refuses to play don't be a hero. Altruistic people that try to play hero are more likely to make things worse than better.

  • Yun-Jin with Spine Chill (its just a generally useful perk that doesn't really have weaknesses or counterplay).

    Smash Hit is one of the best exhaustion perks and Fast Track is essentially the solo queue version of Prove Thyself. Self Preservation is alright but pretty average. It helps a bit with anti-tunnel because you get to disappear if someone takes a protection hit for you.

    Overall just a nice balance of chase potential and utility.

  • The issue is that running a dedicated perk to counter Iron Will is only worth it on Spirit with every other Killer its not enough value to consider running. And Bloodhound doesn't even work with Spirit unless you have the Iri add-on

  • @KingFrost said:

    Does anyone even wear the crowns? I think I maybe see them every 50 games or so. But they're like a big flashing light saying "Come get me!" I don't have any (well, I did. But then I changed platform so I had to start everything over) but I don't think I'd use them even if I did.

    To be fair, Legacy has the exact same issue of being a big flashing "come get me!" sign

  • @ClumsyTrapper said:

    Yes, but the 5th anniversary crowns look better and at the rates the games going it won't be around long enough for the crowns to become special.

    The player base was 1 tenth of it's current size when legacy became a thing and only an even smaller amount of players got and kept legacy after that (rip every who lost legacy because the devs made mistakes)

    The crowns were and will be easy to get and gotten by a very large amount of players. In comparison dbds player base would need to increase 10 fold and have half the players that earn crowns to have those crowns or accounts deleted by a behavior error to have crowns be as special as legacy.

    Having said that I'd say odds are 50 50

    A lot of people have taken periodic breaks from DBD and the 4th anniversary was only three weeks in the summer.

    Less people have it than you think especially the full set.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260368#Comment_2260368

    I don't think it has the same meaning:

    If you have anniversary crowns, which most of us do, that means you walked around the map and found it. As survivor, it means you've walked around the map, found it, and escaped.

    If you have Legacy, which is much more rare, that means you've grinded a lot while playing a game which wasn't very rewarding in terms of Bloodpoints and dealt with an extremely unfair Bloodweb. And lost your perks, items and offerings multiple times, depending on how many Legacy cosmetics you have.

    the only thing I think legacy really signifies is that someone has played the game for a long time.

    the old bloodpoint grind wasn't a massive accomplishment for someone that had tons of time on their hands. getting a legacy outfit isn't any more difficult then finishing the older rifts to level 70 and plenty of people did that

  • @GeneralV said:

    Technically a watered down version without a special meaning.

    if you have all of them it means you found a crown and escaped with every survivor in a period of three weeks.

    legacy means you played a lot in a period of like five months.

  • @MojoTheFabulous said:

    Pretty sure they said the 4th anniversary crowns were coming back too.

    https://youtu.be/3-ip1w-FrSY?t=6394

    the link is timestamped for easier access

  • @gendoss said:

    Is it confirmed that the 5th anniversary crowns will be different?

    yes. it was mentioned and shown in the anniversary dev stream

  • It's not healing its a "transfusion"

  • I look up. Just a habit i guess

  • Honestly, I don’t blame them for choosing FunWorld. Easier to work with and like 80% of the playerbase doesn’t read the lore and thinks its GhostFace from scream anyway

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2256673#Comment_2256673

    The Rank 9 was obviously tunneled out of the match it was unlikely they were ever going to come before someone who got to last 5 minutes into the match.

    Also not sure what point you're making, are you implying you've NEVER been in a match and scored less than someone with a lower rank than you? lol.

    maybe if they're also red. but almost never someone thats a different color

    if i get put in rainbow ranks i pretty much always outclass

  • @Seanzu said:

    When MMR is active these ranks don't do anything.

    @Mandy said:

    The Rank shown is not going to make sense under MMR because it doesn't use the old rank system so we may well see a mismatch of colours in the end game.

    pretty interesting how the survivors are in rank order then....

  • @[Deleted User] said:

    Kinda off topic but i feel like bite the bullet and self care will be really good.

    Or just use Inner Strength. It's a safer heal because the locker dampens your noise and prevents Nurse's Calling

  • Its Melodious Murder and Fizz Spin Soda.

    Turns him from a meme into a legitimate threat

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