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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/comment/3189645#Comment_3189645
My personal stats in the past week:
https://us.v-cdn.net/6030815/uploads/LT8LP421EZG0/img-20220915-182452.jpg
Survivor games are in SoloQ. Killer games are mostly for Tome Challenges and my most played killer was huntress.
Where did you get these stats?
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Im trying to figure out how they think a 39% escape rate means things are balanced.
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@predalienman1 said:
I am tired of people telling me this game is killer-sided after the recent patch, I really am. Solo-survivors playing casually crying about killers being too strong after losing to (I KID YOU NOT) a goddamn Wraith of all things is so cringe I have no words.
People complain about STBFL, Devour, Make Your Choice, Starstruck and the list goes on. What I do not understand is that, why are people complaining if all of these (and many more perks) have counterplay. Hexes can be cleansed and therefore gone forever(unlike a certain surv perk that can be placed at the edge of a map AND replaced at will), STBFL can be countered with correct bodyblocking (I guess that requires teamwork and knowledge of the game, oh no) and as soon as people know about Starstruck they can just split up and never come within a kilometer of eachother. (Needless to say all of that is 10 times easier while in SWF).
I do not think killers are THAT weak, but there a things survivors can do that have 0 counterplay if you are not running top 3 killers and sweating out of your mind.
I am gonna go over some points which are brought up often to make clear how I feel about things.
-Godpallets. Yeah, Blight and Nurse can ignore them (the first one only to an extent), but you know who cannot? Every other killer in the game. You just have to loop around the shack\rpd hall\main buildings in general. And it is gonna take you a good 3 to 4 loops around the structure to get the pallet out. (While 3 people are hammering on gens, most likely). And there are maps there these pallets can be back-toback-to-back, like Eyrie of Crows or RPD.
-DH. Yeah, you thought that was a nerf? I agree only 50% on that. DH is still the same second chance perk it always was. Yeah, it does not give distance now and does not let you dodge doctor's shock\slinger's shot (Imagine playing around something). People are still using in exactly same situations to avoid hits and make 50-50s into unwinnable situations. Oh and speaking of that, people can now take one-shot hits with DH to cover their team. Remember the times when people lined up to protect someone at the endgame? They can now do it while injured with enough practice, so you gotta eat through 3 people with 3 deadhards, so the kill-denial game is stronger than ever.
-Genrushing. But OP, the gens are now 90 seconds!!!!How can people genrush?????? In the current patch there are games with the first gen being doing within a minute. If you don't believe me-go believe YouTube. Prove Thyself still exists, BNPs still exist, toolboxes still exist, and while overall regression perks have gotten better since they are percentage-based, so did BNPs, which are also percentage-based. I personally won games with people having 4 bnps, but it was pure dumb luck on my part (finding the first person quickly and snowballing from there). If that does not happen-the game is pretty much going downhill, especially on larger maps.
-99% exit gates..should not be a thing in my opinion. I don't think it's powerful(aside from denying BloodWarden and purple nemesis addon), it just makes the game very lame in my opinion, making situations where you are held in the game for far longer than you should be is tedious.
As a bit of a side note, I'd like to address complaints about Overcharge\Call of Brine\Eruption. This one is just funny IMO. A killer needs to have these perks in the first place, get to a gen in time and kick it to activate them(Eruption takes kicking several gens on top of needing a down to activated effectively). Even so, against people with 1 brain cell it will proc only once (or maybe never, since it's effect is felt immediately and if you are hit with it once you will just let go of any gen you are working on so you don't get incapacitated. And you know what survivors can do to stop overcharge\call of brine combo? Touch a gen for exactly a millisecond. Hell, people are doing this during chases ffs. I will not get into the new survivor meta, since people already figured it out. I do love me some people healing in my face at the speed of sound, while being on an entirely safe loop.
Before you start typing these very smart and original comments of yours, I have been playing this for almost 500 hours, so do not come at me with that "you have not seeing anything yet" type speech, I have outplayed and killed people with 7k+ hours and recieved #########-talk for doing so (while running a non-meta build, mind you). For most of the time when I was not burnt-out I got to Iridescent rank 1 and I have purchased and played every killer, so I am not entirely clueless as to what I am talking about.
God Pallets - Are only good once. If the survivor drops it, break it right away, you dont have to worry about it again.
DH - 0.5 seconds endurance. Bait out the dead hard to see if they have it. I use Dead hard and still have a hard time getting the timing right.
Genrushing/Prove thyself - the counter to Prove thyself, Discordance. It allows you to see gens and alerts you when multiple people are on the same gen. Also, there are loads of gen slowdown perks.
99% Exit gates - Wesker's new perk terminus. Unless the exit gates are open all survivors become broken and cannot fully heal until the exit games are open and has a 30 second lingering effect and it also counters adrenaline. I have seen games take a turn for the worse because my teammates 99 and exit gate to go for a save with terminus on end dying because they couldnt heal.
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@Toaster427 said:
A significant majority of survivor challenges cause survivors to "throw the match".
The most optimal way a survivor team can win a match is by doing generators when they are not being chased, taking turns running the killer, the healthiest survivors making saves, and only cleansing totems when it's significantly impacting the match.
That's the game.
However, survivor challenges are counter-productive to this. Totem/sabo/chest challenges have survivors cleansing all over the map when they should be doing gens, save challenges have people racing to the hook and unhooking immediately in front of the killer so the other teammates don't get it first, and chase challenges have people hogging the attention of the killer until dead.
On top of all of that these guys go into a match with only the challenge in mind. They create a build that only focuses on sabos/totems/chests.
This game is a literal race for hooks/gens. And when you have even just one survivor on your team who is not focusing on objectives that matter, it impacts the whole team negatively.
Even people who play in a SwF will focus on primary objectives while playing with their friends, then switch over to solo queue to do challenges because they don't mind pissing off randoms to power through the challenges.
You can 100% argue that the challenges can be done naturally, but how often does that happen? To do a challenge naturally you would have to play 4 or 5 matches before you accomplish the task. Most people are not going to do that, they'd rather knock it all out in one go and move on to the next challenge.
What sucks is that BHVR could 100% fix this, but they continue to ignore it. For example every survivor challenge you could reduce the amount of tasks from five to two or even one. After you do that you place the "must escape out of the exit gates" for every single one.
In doing this, you completely remove this headache for solo queue and significantly improve the current state it's in. You will no longer have teammates who have conflicting objectives, every survivor will have a goal of escaping out of the exit gates since their challenges won't count if they don't.
The Challenge, Looking out for Number 1 is a great example of this. Where you have Heal once and use ONLY the perk Self-Care and escape. Ive had survivors hide in corner and do nothing all match because of this challenge in hopes they can escape.
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@Nick said:
https://forum.deadbydaylight.com/en/discussion/comment/3182310#Comment_3182310
And towards which objective does it count towards? Does it repair gens for you?
You are correct. It counts towards boldness emblem which helps you PIP up. So how is it throwing a game if you are trying to PIP?
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@Frys_Dog said:
https://forum.deadbydaylight.com/en/discussion/comment/3182283#Comment_3182283
With a good med-kit you can do it :D
I didnt say impossible, just tough as solo q.
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I dont see how it can be throwing. It counts towards the Boldness Emblem and helps prevent NOED.
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I had to do it in a SWF with one of them running Boon Circle of healing. I tried doing it solo and it was difficult.
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3177072#Comment_3177072
So you are saying:
- you want free escapes, meaning free wins for survivors
- you want punish killers for doing their objective
I had a survivor complain about me camping. To be fair I did camp.
2 survivors dead.
All gens completed
I down 1 of the last 2 survivors and hook. I proxy camp that hook while the other survivor opens the gate.
Instead of leaving, they come and attempt to save and I get the hook grab.
Apparently camping in that situation is not the right move. Apparently I was supposed to go to the gate to get the last survivor so both could escape through the second gate.
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My bonus says this right now:
I dont even have a bonus
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I wonder if they disbaled it because I havent seen this since it released
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THis also promotes selfish play:
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3174991#Comment_3174991
This is true. There's no real reason for him to have a 40m TR. His Hindered is almost never in play and there are killers with much higher mobility than him.
There is a reason for him to have a 40m terror radius. With his bound and addons, he can cover that 40m in no time and get someone. So with the 32 meter radius, he can get on gen and grab someone with no warning.
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@GoshJosh said:
BHVR really do be hating their solo queue players. Just when you think nothing can top the previous bad Rift challenges...
They must be because there is another challenge where you have to escape via the hatch
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Ok. How were we supposed to figure that out on our own?
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Since survivors have all the same items/add-ons in the bloodwebs, why not just have a shared pool of resources among your survivors.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3174257#Comment_3174257
In one match I blast mined a poor Trickster 3 times and flashbanged him another 4 times. But that was literally lightning in a bottle and will never happen again.
In most games it was a 50/50 if the killer would kick your gen. If you WANT the killer to kick the gen, you need to prep the gen with a mine when its 80%, so that the killer might WANT to kick it. Then you can get his attention via Red Herring and hide in a nerby locker. With some luck you can then stun him with a Head On and get three stacks of a "Stun or Blind the killer" tome challenge.
My favorite thing to do was pair it with parental guidance and quick and quiet. Where I set the trap when the killer got close, hide behind a rock or wall. If they kicked it and got hit with, ran to a near by locker and jump with no trace I was ever there..
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Coulrophobia is really only good on Wesker due to his large terror radius. Just like Thanatophobia is only really good on Plague and a really good legions due their ability to keep people injured.
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@shitman said:
today I came across two games against bubba with camp builds, although I don’t like this style of play, my team causes me more negative
why don't they do anything? they can see very well that I'm being camped, they know they can't save me, but they just go around watching me hang on the hook, wasting time and not fixing the generators.
i don't understand the players who then cry in the chat that the game was not fair, you just let him win, learn to play against the camp, it's easy - fix the ######### generators and don't waste time on healing and searching for totems. why didn't bhvr make tips for dumb survivors, i'm so tired of getting into a team with such useless players.
bhvr make more hints or training because you can't fix the camp, teach the survivors how to stop it.
YEs, camping is a problem. I always to try to get the save as its more BP if we get a save in the altruism category. Thats why they ry to go for the save.
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@OrangeBear said:
Right now as Wesker it's possible to use Distressing + Coulrophobia with a midwich offering to basically make coulrophobia's effect unavoidable. With it's new skill check speed buff + unnerving prescene healing is unbearable.
This can be done with Doctor too so i don't think it's a wesker problem.
I think coulrophobia should just be nerfed because with huge terror radiuses and sloppy butcher it's way too much.
If youve seen Spooky Loopz Wesker video, he uses this with dark devotion.
@Steel_Eyed said:
I’m going to have to disagree. Heal slowdown is a fresh change to the game vs generator slowdown.
Maybe after more experience my mind will change but at the moment I want to see it more.
As a Solo q Survivor, i must agree, its nice to see a change from gen slowdown to heal slowdown
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3174646#Comment_3174646
Oh so THAT'S why Clown got killswitched. Man the devs are brutal.
https://forum.deadbydaylight.com/en/discussion/comment/3174649#Comment_3174649
Dwelf is my only friend.
He just misses his friend. The carnival is not the same without Maurice. Who can blame him. :P
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There has been no update on The Observer or maurice. Last word i saw was the clown was out BHVR protesting we get Maurice back
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@ZVom said:
Incentives are good enough - the problem is with score events that are ridiculously bad at the moment.
I don't play survivors because it's unrewarding. 1250 points for sitting for 90 seconds? gruesome.
Score events for survivors are pathetic.
I agree the scoring events need to be changed. Mind you, i am a solo q survivor.
I went played a scratched mirror myers match for a tome challenge. I played my hit and run style on him just for fun. Sneak up behind a survivor, give them a good jump scare and go on to the next survivor. No hooks all match, just hit and run. I ended the game with 23K BP.
Survivors need a scoring event rework so that ones that are tunneled and camped dont get screwed over on BP
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@AVoiceOfReason said:
I've read a lot from people and what I've gathered, almost anything a survivor has to do their objective or even HEAL themselves isn't fair and needs nerfed but all the killer gen regression perks that people LOVE to stack are fine and tunneling plus camping is also fine as long as the killers are winning. I guarantee that barely any of these people play survivor without being able to heal or do gens. It's obnoxious. Toolboxes, medkits and perks are fine. You know most of the time it's 100% Bloodpoints for Survivors? No one wants to deal with that role any more. Finally, I'm getting sick of people using the streamers as valid reasons to nerf things. Dude has done 100 win streaks with almost every killer at "high mmr" but gets rolled once and makes a video on how to nerf a perk xD
I play solo queue Survivor mostly. My thing about removing toolboxes and medkits was sarcasm
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/3174583#Comment_3174583
You can be sarcastic all you want but this combonation works and makes the gens fly. I'm simply saying this will become issue on higher MMR where survivors are good and know what they are doing. Even on solos.
Theres a video on this threat that proves it to you that its broken and here you are saying you need prove? Look at the video. He is doing the gens alone. Add a survivor with another toolbox + prove thyself into that mix and yeah, you think thats good gameplay and fair?
Simple solution...Remove Medkits and toolboxes from the game. Just give survivors Flashlights, Keys (Useless since hatch is only when 1 survivor is left), and maps.
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Ive seen where i get llike 20K BP for the match then like 18K incentive bonus. i thought the number would match if its 100%
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@MikaelaWantsYourBoon said:
People are not playing survivor because it is not fun anymore.
I am hardly seeing we are making gates powered on solo-q. If i know i will lose most of my games, why i should bother myself to play solo? I really don't care about bonus bp, i want fair and fun game.
IM a solo q survivor and im having lots of fun. Do I die a lot...yes; however, I do run a lot of meme build perks and try to have a fun time overall. I work one a gen with red herrring, run across the map and hop in a locker to trigger a sound. Its all about making your own fun.
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@[Deleted User] said:
Im still getting stunned by the blast mine, when using LB. Is that intented ?
You can still get stunned, just not blinded.
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@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3174412#Comment_3174412
they buffed his hitbox, sorry
No they adjusted his hitbox. On the PTB, his hitbox was 40. For the live, they nerfed it to 20. They just increased it to 30, so overall, its still a nerf to what they originally had. Its a fix, not a buff.
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@Krazzik said:
He -did- need a nerf from the ptb though since his hitbox was blatently too large. It wasn't unessecary.
However, they did over nerf him i have to admit. There were a few times where WEsker should have grabbed me and went right through me because of the hitbox
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The Legion is 1 Killer. Depending on the cosmetics, they are either Frank, Joey, Susie, or Julie. So one Cosmetic will say Bush Party (Julie) or Never Stop Slashing (Frank). The Cosmetic changes who the person is, but they are all The Legion.
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3172297#Comment_3172297
he wasn't aware??? the perk has been around for more than a year and a half and he wasn't aware how it worked??
dbd devs never stop surprising me.
however i hope they revert it or lower the repair percentage needed.
Exact tweet from someone from BHVR
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3174314#Comment_3174314
It highlighted the gen in yellow. Rather it was "come here and help" Or "don't come here if being chased"
I'm not saying the change was a good thing. I'm just pointing out BHVRs latest patten of not wanting perks to do multiple things
How is that any different than what Wiretap currently does?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3174244#Comment_3174244
I think it's them trying to be consistent with perks. They didnt want bbq, wglf, PR doing multiple things. Well blast mine doubled as a beacon and information
How did it act as a beacon and information? Its only ability was you trab a gen and if the killer kicks it, it suns abd blinds the killer.
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@woodenEnthusiasm said:
As I understand it blast mine was always supposed to lose its charge. The dev team bug fixed it and doesn't see it as a nerf.
I understand it was a bug flx to something "they didnt know was bugged". However it was a nerf. 66% gen repair to charge it is ridiculous. At least have it match wiretap. That way the killer has a 50/50 guess if the gen has wiretap or blastmine.
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HOw often were killers really getting blast mined? I ran it an a killer rarely kicked the gen i had trapped. When i played killer i may have gotten hit by 1 in every 10 games.
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Now that you fixed Weskers hit box, can we get a fix or update for blast mine?
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Thats you. Me personally for the past 6 days, ive been stuck at +100% on Survivor with no fluctuation.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/3172297#Comment_3172297
its scarier to think that they believed it was supposed to be this way all along.
Since this nerf/bug fix, ive switched to wiretap because it gives the same information ive used it for. As a solo q survivor, I have put it on a gen im working to let others know, dont run the killer here
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@Masterninja said:
Is this true? The devs said It was a mistake?
A dev did say that Blast Mine was bugged since it came out. They only realized it when coding Wiretap. They also mentioned in the same post, they do need to look at it.
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If you change Anonymous Mode while in match, it will change at end game. I have done this few times.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3172264#Comment_3172264
No, the definition of not acknowledging it would be to not acknowledge it, something that's happened multiple times.
I've never understood why people have the escalate their complaint into inaccuracy. Is it not worthy of criticism that solo queue still needs help, does it have to also be something the devs refuse to acknowledge before it's worth criticising?
Unfortunately, there isnt a simple solution to this. Any buff they do to solo q will also buff SWF. They need to find a way that helps Solo without heavily buffing Survivor. If they try to nerf SWF, they need to find a way that wont kill Solo Q. In the game code, there is only Killers and Survivors, not Killer, SWF, and Solo. So any changes to Survivors will affect both SWF and Solo.
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@[Deleted User] said:
I'm not a big fan of all gens being blocked. It would be boring. Besides if you have a Hex this will probably lead to survivors finding it even faster as they've got nothing else to do.
https://forum.deadbydaylight.com/en/discussion/comment/3172095#Comment_3172095
This is so ture. I remember not too long ago I had Discordance on. The second I'm able to move. It goes off right on the other side of the map. I remember thinking how in the hell are two people already on a gen when I've just spawned in.
It doesn't help that there is an offering that survivors can spawn together
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I would rather have a shared pool of items and add-ons to be shared amongst survivors. They all use the same items and same add-ons.
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This is from a BHVR employee
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@threeQuinn said:
I'm going to tell you the same thing I told my friend who always complains about being tunneled, while the rest of us don't as much. It's you.
So you are blaming the survivor for being tunneled? How is it my fault that as soon as I get off hook, the killer comes straight after me again? As a solo q survivor, its extremely annoying to tunneled.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3168308#Comment_3168308
Balancing around SWF/Nurse is better, because you will literally never prevent SWF from being a thing, and trying to do so will quite literally kill the game. So, instead, buff solo to their level of information and rebalance killers and the game around that.
You cant buff a Solo survivor to the level of a SWF. Most SWFs are in constant communication as to location, what they are doing, etc. In order to that, they would need to put icons as to what they are doing and make bond map wide and base kit which would be too powerful.
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@Marius1234456918 said:
https://forum.deadbydaylight.com/en/discussion/comment/3168240#Comment_3168240
No you just arent Part of one those try hard swf teams i m talking about
The issue is, even if a good SWF can get a gen done in 43 seconds, they need to think of solo queue survivors too. Any nerf they do to SWF would be extremely detrimental to Solo q.
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@HarlockTaliesin said:
https://forum.deadbydaylight.com/en/discussion/comment/3167625#Comment_3167625
Gotta say that one made no sense. It takes most of a gen to even activate that perk, it's time limited once you apply it, and there's no guarantee the killer is going to fall for it. Sad of all, it's not that effective. It's annoying for a few secs, then that's it. You may get one use out of it the whole trial. It's a wasted perk slot unless your going for a blinding tome entry and you need a backup for the flash grenades/flashlight.
It was also good for solo q because it rarely affected the killer, so you got it back. When you apply it, it highlights the gen in yellow for the other survivors, so they knew where I was and didnt run the killer that direction during a chase. It was a good info perk.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3167774#Comment_3167774
I reckon you don't know what it is. They've got validation. Unless you think they can defy physics and rewrite reality?
Dead Hard is a good perk in the hands of someone who can use it. I suppose you can't use it yet.
I had a match against weaker, where I hit dead and as soon as the animation started (exact same time) I was grabbed. Exhaustion was applied and I was grabbed at the same time.





