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pwncxkes

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  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661326#Comment_1661326

    "I can see a stealthy player with my eyes"..

    🤣 i'm done

    What is so wrong about that? It’s not like survivors are literally invisible. You can HEAR them they still make sound idk if you knew that. Or just equip aura reading perks. And yes you CAN see stealthy survivors with your eyes, if you ever have put any effort into using them.

    Also, if they are being stealthy and not doing anything isn’t that a good thing?

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649818#Comment_1649818

    And as a killer you still have to chase and down survivors.

    As a survivor you COULD hide the whole game and then just leave.

    Also these things doesnt justify DCing.

    But the survivor that is ONLY hiding barely would earn any blood points and is not fun. The survivor is also hindering the team and could get that persons whole team killed.

    If the survivor does get out by doing nothing then, a 3k is fine. That survivor could’ve helped the team survive but chose not to and could’ve have other survivors live. And the killer most likely double pipped or single pipped which is still a win.

  • I agree with all of what you said.

    The number of pallets wasn’t a problem anyway

  • Sweh is really slept on, he is a really good survivor but idk if he streams

  • @GrimmReaper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1621546#Comment_1621546

    I wasn't being toxic lmfao. I let them do the gens and escape for booping the snoot. I was being a friendly killer.

    Well shoot, sorry if you took that the wrong way i was being sarcastic. :)

  • Well you can see the offering, so you can expect it.

  • yeah, and that’s why they don’t want to buff Bloodpact to have a longer duration.

  • Yeah he is known in the community to be a bullying killers and being toxic, which sucks because this community is already toxic enough

  • bro stop being so toxic, do something that can be countered. Geez killer mains

  • Ochido is a toxic survivor main if you didn’t know.

  • @MrBuffalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1621101#Comment_1621101

    I dont think we'd see the same survivors if they did do a change like this mostly cause lots of people like to "Main" certain survivors but if 3 survivors did become meta due to these stat changes it'd mostly be try hard players who would most likely use them. but as this will never happen there is no way to know how it would pan out with the community.

    If that idea did come to DBD maybe in a trial only 1 of each survivor, because :

    1) It would encourage the grind on other survivors, but please devs remove perk tiers.

    2) Obviously increase diversity each game.

    something like that lol

    I just wish something big would happen to spice up the meta.

    But like you said the DBD community is very unpredictable.

  • Survivor stats would really change the meta but we don’t want to see the same 3 survivors all the time, and that would be a big change. I would not mind a change in the meta though due to it being very stale atm.

  • Some players need to get hit with reality because not every game has to cater to you always.

  • Adrenaline and Deliverance are the few balanced 2nd chance perks.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1618658#Comment_1618658

    Yeah moris are known to cause issues as survivors tell me it seems to unplug their routers anytime you have one

    Oh that’s the problem, I knew something weird was going on.

  • Weird, each time I bring a Ebony Mori no one wants to play,Is that a intended feature?

  • @Chatkovski said:

    While you are on the Hook, or while another Survivor is on the hook, Camaraderie activates.

    If another Survivor is within 16 metres of your Hook, the Phase timer is paused for 30 seconds.

    Any Survivor within 16 metres of your Hook gains a 5/6/7 % Haste Status Effect.

    If you are within 16 metres of the Hook, the Phase timer is paused for 30 seconds.

    While you are within 16 metres of the Hook, gain a 5/6/7 % Haste Status Effect.

    For now, I have this. Applying the same treatment as Kindred seems to be consensus, I add a little bonus.

    I like this idea, it’s not busted but not weak.

  • Just ignore them their opinions are irrelevant, because they just played poorly.

  • Watch this thread turn into a “ Nerf DS” thread.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/190438/compound-21-is-the-latest-proof-that-the-dev-team-has-no-clue-how-their-game-is-played

    Distortion, Sole Survivor, Off The Record (to an extent).

    In particular Sole Survivor. If just one other survivor is dead, then compound 21 is completely useless against you

    They should just change Sole survivor to how much times you have been hooked.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611556#Comment_1611556

    The player misusing the perk is not a downside, it's literally just the player not knowing what they're doing.

    99'ing the perk and it not activating is not a downside and I have never seen that happen, ever. Even if it did happen, that is a glitch, not a downside.

    The perk not activating but it goes on cooldown is not a downside, that is server latency issues.

    You make pools of blood regardless of if you have the perk or not, that isn't a downside.

    Getting hit through windows happens regardless of using the perk or not, and once again, is based on server latency anyway. Has nothing to do with a perk downside.

    Can't find a window? That's a player mistake and you would have the issue regardless of running the perk or not anyway.

    Adrenaline and Head On are actually perks I am fine with as they DO actually have risk or downside attached to them that would not occur otherwise. BL also has some situational requirement, so I am also fine with it, as that is a downside. You may get a map with no good drop offs and waste a perk slot, that is an additional risk.

    All the rest of these "downsides" you are mentioning are not downsides at all.

    Player error, bugs, glitches, or things that are negatives regardless of if you are running the perk or not, are not downsides of the perks.

    Downsides are negatives when you use a certain perk.

    Yes when you use Dead Hard you have to be injured that IS a downside to using DH, you have to be injured, but like I said it as not risky to some people.

    Dead Hard not working IS a downside because you know that it may not work but regardless you still use it. Server/Latency issues that mess up perks DO make the perk have issues thus creating downsides because of the perk directly messing with a perk.

    Not finding a window IS a downside just like Balanced Landing because you NEED to interact with something and if you can’t find it, then that is a risky knowing you might not have a window to vault Map knowledge is connected to you player skill but skilled or not you may or may not find a window ALL of the time. The killer can also mindgame the window which can result to getting a hit maybe.

    The term ‘second chance’ could be applied to any perk( but it is so widely thrown out)

    The killer is behind you and you vault a window and you have the perk Dance with Me, then the killer loses you because of no scratch marks.

    Another Example:

    The Killer is chasing you and you have the perk Q&Q then the killer loses you. Second chance?

    Server issues, requirements to use the perk, player skill( sometimes) ARE downsides/risks. No exhaustion perk has ZERO downsides, if they didn’t people would call them Broken, but they aren’t broken. Maybe Dead Hard to some people will call DH broken.

    The timing of using a exhaustion perk is important because it can still make a mistake, if timed horribly it can cost you.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611506#Comment_1611506

    What risk?

    Comparing not running the perk, to running the perk, there is no negative or risk they apply to you that you wouldn't have otherwise.

    Sprint Burst

    - Teaches bad habits to walk and waste time

    -Can be used earlier on accident

    -99ing can be glitched and not activate

    Balanced Landing

    - You May not find a place to drop from

    -Some Maps have no consistent drop offs

    Dead Hard-

    -You are injured thus making pools of blood

    -You can get dedicated and be exhausted on the ground

    Lithe-

    -Can still get hit through Windows and vaulting pallets still giving a speed boost

    -Not always going to find a window

    Head On-

    Are you seriously saying Head On is a second chance perk with no downsides.

    I’m not even going to list the downsides because you should already know them.

    Adrenaline-

    -Not having a 4th perk until endgame

    -May not even need it because you are healthy and the killer isn’t chasing you

    All those are still downsides believe it or not.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611480#Comment_1611480

    Killers on your back, you jump the window, now you've made it to another tile. You would've normally been stuck there and either given up a hit or a pallet. It's no different than the other Exhaustion perks.

    I would say that all exhaustion’s perks have their risks, some less risky than others.

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611457#Comment_1611457

    See that's the thing I picked up dead hard and now I feel like I use it as a crutch! Ugh. I find it hard to unequip now. But I have to admit it does extend my chases.

    If you practice without Dead Hard then you can make less mistakes because you need to Be smarter on where you go.

    Thats just like me with Iron Will, if I don’t use it I feel naked.

    Its how you play though in the end no one can tell you to not use Dead Hard :)

  • Just equip Compound 21


    Compound 21= ez win.


    jk never use his power in a tight loop and try not to go inside of jungle gyms and shack

  • The Compound 21 is pretty busted, they should only reduce the aura reading time.

  • What happened to the tech?

  • If you believe in your ability to loop the killer, then you don’t really need a exhaustion perk, and it’s good to play without exhaustion perks to improve you skills as a survivor.

    Nonetheless it’s still a perk and you can use it, those kinds of perks just increase your chances at living.

  • @Blueberry said:

    They're all second chances at life every 40 seconds with zero downsides. Why not run one?

    Mostly Dead Hard though 😂

  • And the thing is that the Iridescent Addon : Family Crest For Oni is literally a worst version of Compound 21..... the devs really need to chill

  • I Agree dude, the grind is already a lot and with perk tiers it’s too much time invested. They need to go

  • @AceInTheKate said:

    Tbh i think survivor perks are fine. I think they need to do a operation health kinda update so they can fix everything.

    That would be nice, because the amount of bugs and bad perk are too many. Since I’m rainbow 6 siege there was 2300 bugs before operation health.


  • @Auron471 said:

    I dont play much killer, so i cant really make a killer version of this, but here are my ideas. These changes are purely to spice up the meta, and to have more perk variety.

    Right now, so many perks are so weak that playing with a variety of different perks actually puts you at a significant disadvantage.

    Im going to organize this post by dividing the survivor perks into different catetories based on the current meta perks.

    First off:

    Exhaustion Perks:

    Dead Hard: The main problem with dead hard i would say, is the fact that it allows the survivor to very easily recover from a mistake, assuming the servers dont kill them. DH also allows survivors to gain a small boost of distance, where the killers really cant do much to counter it. So i suggest that DH either have a longer exhaustion than other exhaustion perks, OR cause the survivor's grunts to become 50% louder for 40s. This will cause DH to make the survivor more vulnerable, and make it combo with iron will less effectively.

    Adrenaline: I think the problem with this perk, is the "insta heal" nature of the perk. i think the heal should occur after 4s so long as the survivor isnt hit within that 4s. If the 4s is interrupted, the timer is reset, allowing the killer to pick up the survivor, and avoiding that awkward moment where a killer downs a survivor, only to have them instantly get back up.

    Head on: Easily the most fun perk in the game, i think that either the stun duration should be increased to 4s, or reduce the prep time required down from 3s to 2.5s. Why a 4s stun? bc when head on came out, the killer would get stunned AFTER the exiting animation was complete giving the survivors 3s to run away. But after it was changed, the stun occurs the moment the survivor hits space bar, causing the survivor to only have 2s to run away. The time required to be in a locker should be reduced, so that it is more usable mid-chase, just like every other exhaustion perk availalble.

    Lithe: I honestly dont think lithe needs too much of a change, but if i had to give it one, i would maybe say "a lithe vault is always a fast vault"

    Balanced landing: After it's nerf, balanced landing is in my opinion the worst exhaustion perk available. It is far more difficult to activate compared to lithe, and some maps just dont have many drop-off points, if at all. But i dont think it should get a more powerful sprint burst effect, bc that would cause it become OP again on maps with many drop offs. I think the only way to "buff" balanced landing is to give every map that has very fer drop offs, more drop off points.

    Sprint Bursto: I think its fine, i guess.

    Survival:

    DS: Cant become active during EGC, and only lasts for 30s, but being in chase pauses the timer.

    Solidarity: You can use medkits, and other survivors within 4m also get solidarity. Solidarity does not stack.

    Off the record: only counts down while injured. start the trial with "Off the record" activated.

    Lucky Break: Performing a safe unhook, adds 60s back to the timer. Luck break also reduces grunts of pain by 33%

    Alternate version of MoM: After being unhooked, the killer can see your aura for 3s. But you have endurance for 15s, and perform all vaulting and locker actions 10% faster for 60s. Lose MoM buffs upon touching a generator or healing.

    Stealth:

    Iron will: 100% -> 75% grunt reduction, but you also grunt 50% less frequently.

    Lightweight: When your feet "create" scratch marks, those marks will have their duration reduced randomly by 3-6s. This will make scratch marks inconsistient, and very hard to follow. Also reduces footsteps volume by 50%.

    Calm Spirit: You still scream, but the volume is reduced by 75% and killers dont get a notification. Also You aura cannot be read after being screaming for 20s.

    QnQ: All noises, even those caused by slow actions are reduced. The perk only goes on CD after a rushed action. Even when on cooldown, slow actions are still silenced.

    Fixated: Works while injured.

    Urban Evasion: you dont cause grass collision while crouching. Grunts/breathing volume reduced by 50% while crouched.

    Distortion: Get a token back after performing a safe unhook. Survivors within 8m of you are also affected by distortion.

    Facecamping:

    Borrowed Time: Works based on killer proximity, and not on terror radius. 16m radius will allow BT to trigger. BT has a cooldown of 120s.

    Camaraderie: If you are on the hook, and the killer is within 24m for 20s total, press E to pause your hook timer for 30s. Other survivors are given the buff icon, to know that you are ok.

    Babysitter: The unhooked survivor is completely silent (this includes rushed actions, slow actions, grunts of pain, footsteps, and screams), cant have their aura read, leaves no scratch marks or blood pools, and has 7% haste for 20s. They lose these buffs the moment the perform any M1 action.

    Slugging:

    Unbreakable: Reveal your aura for 6s after getting up. 35% recovery boost -> 25%

    Soul Guard: Endurance only lasts for 4s, but removes all debuff effects, excluding madness, torment, and exposed.

    Tenacity: Leave 50% less blood pools while slugged, and move 70% faster.

    Buckle Up: Heal dying survivors 50% faster. Get healed in the dying state 50% faster. Other survivors can also see your recovery progress. The aura reading range is infinite.

    Flip-Flop: Recover 25% faster. Recovery speed boosts do not stack. 100% of your recovery progress is converted to wiggle progress, up to a max of 50% wiggle.

    Generators & Team Buffs:

    Prove Thyself: No longer gives a flat speed boost, but instead gives many more skill checks, so the other survivors can prove themselves by hitting those great skill checks.

    Visionary: Its a free perk now. Give Felix a new perk.

    Technician: The generator is marked with technician when you touch it. While marked, survivors within 4m of the generator make 50% less noise, and if they fail a skill check, they are presented with a 2nd, harder skill check as a "2nd chance". Generators marked with technician are also 50% quieter. Generators marked by technician remain marked for 15s after the perk user leaves the generator,

    Up the Ante (luck): Rework luck, so that luck will give you more skill checks, affect chest loot, and doesnt affect trapper. Luck will also randomly give you larger great skill check zones.

    Streetwise: Currently it doesnt seem to affect all items? Fix that, and increase the bonus to 33%

    Info Perks:

    Premonition: Reveals the killers aura for 0.1s, and makes a small puft of smoke at their feet. Works against phasing spirit. Cooldown from 30s->15s. Does not reveal the aura of the killer if you are in chase. the puft of smoke still occurs while in chase.

    Spine Chill: No changes needed, just needs more competition, hence the buffs to premonition.

    Misc:

    Red Herring: Press E while standing still and not in chase (not crouching) to make the generator explode. Explosion causes no regression but the killer will hear it, and see it, and get a notification. After activating red herring, you are completely silent for 20s.

    Diversion: You leave a trail of scratch marks, but you become completely silent and leave no scratch marks for 4s.

    I would like to respectfully disagree on a few.

    DS: Shouldn’t deactivate if you are being chased and will turn off if you do anything else other than running. It should also work in EGC.

    DS is a very hot topic but it should never turn off unless you do anything else, thus making it anti tunnel.

    MoM: It’s fine the way it is now.

    Iron Will: It’s the most balanced out of all of the meta perks, it doesn’t need changing.

    Calm Spirit: It’s not used high enough, so making you scream any way would hurt the perk. So it’s fine. The aura thing would make a nice buff but it doesn’t need it.

    BT: 120 seconds is way too long, it would be like any means necessary, and that perk is barely even used. The cool down should be reduced.

    Prove Thyself: Getting more skill checks will making it worse and if you are only getting good skill checks the perk is basically hindering the people on the gen. It shouldn’t be changed, but I would be fine if the speed was reduced.

  • @TheWarNung said:

    Nancy - the more terrified version of Claudette. Likes to play stealthy and immersed, but finds it a lot harder to pull off then Claudette because you usually find her wearing a bright white shirt. Has a bad habit of hiding in lockers and hyperventilating whenever the killer gets close.

    I agree with this post right here.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601919#Comment_1601919

    But just wait, as soon as you leave I'm getting on that gen 3 ft from me! And if you come back guess where I'm going!?!

    Then the killer isn’t tunneling and actively looking for other survivors.

    Congrats you found a killer with a brain and a added bonus he isn’t some petty player trying to tunnel you to death.

    But wait the killer can just grab you out of the locker and eat the DS. Wow, that would’ve surprised you. After that you can still go down, very interesting did not know that you can still go down after being unhooked. I thought you were supposed to be a God that can’t be hurt?

  • Each time I see a David King they are REALLY altruistic, like they would die for their team. They would do anything in there power to be saving the team. Also they are most of the time shirtless.

  • @HollowsGrief said:

    https://forum.deadbydaylight.com/en/discussion/comment/1601545#Comment_1601545

    Or I could just climb into my safe space (a locker) and you can't even slug me! GGEZ BABY KILLER!!!

    Yooooo that means you aren’t doing anything! GGEZ

  • Thank you I do use DS because I don’t want to get tunneled, but that never happens, and I rarely get to use it. When I do get tunneled it saves me, so I will continue to use it.

  • Idk why everyone thinks that running ds and getting unhooked means that you cannot be hurt. That doesn’t make any sense, you can still hit them. It’s not invincibility, either eat the DS or leave them. Plus you can only use it once, sometimes you don’t even get to use cuz the killer is not even in the area.

    Stop thinking that you can’t do anything because someone has DS, stop having that kind of mindset, these DS threads about having invincibility is really annoying.

  • @Toybasher said:

    Detective's Hunch. Pre-buff it was decent, post-buff it's amazing for finding totems.

    Calm Spirit is ok. IIRC it used to be meta years ago when Spies From The Shadows was also meta. No screaming shuts down Doctor. While it's "Fine" I think it is not worth the perk slot just for the off-chance the killer is Doc or has Spies. I also just remembered it counters Infectious Fright. Maybe it should also stop killer instinct?

    Better Together. Love the perk. Great gen-jockey perk when combo'd with prove thyself so other survivors see your generator. The built in "See all survivors when someone is downed when you're on a gen" actually counters Knock-Out, and it acts similar to a mini-kindred.

    Devour Hope. Perfect example of what Hex's should be. High risk, high reward. (3 unhooks and you can instadown. 2 more unhooks and you can now mori.) Other hex perks should be as strong as Devour Hope IMHO. Only one that comes close in my opinion is NOED.

    Overwhelming Presence. While it's the least popular perk in the game IIRC it has a decent use in rapidly depleting flashlight batteries. I'd prefer Lightborn or Franklin's though. I still think it needs a rework/buff since there's better alternatives and it doesn't stop survivors from blinding you, just makes it so they can't do it as many times.

    when someone uses better together I just avoid that gen because of that one pyramid head perk that makes his terror radius none and turns the gen yellow.

  • The 50/50 is always in the spirits favor, well I guess I shouldn’t call it a 50/50 anymore. Lol

  • wow at first I thought he was a filthy liar, but I am really happy that worked lol.

  • i have yet to see someone provide a actual counter to Spirit.

    All I have seen is:

    -“ wAlK tOwArDs hEr.”

    Yeah like I am just gonna go towards the killer. #########

    -“Just run fixated and Iron will.”

    When I am injured I can’t use fixated, when I am healthy I can’t use iron will, and why do perks have to Hard counter a killer?

    -“ Go watch a How-to video to counter the spirit.”

    The fact that you can’t think of a consistent counter on the spot means that she needs fixing and requires no input from the survivor.

    Those are the only ‘arguments’ I have seen on ALL Spirit posts.

  • Stevie or Jake

  • I’m so used to Iron will that when I don’t use it I feel naked.

    STBFL is my go to killer perk.

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