radiantHero23
radiantHero23
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- radiantHero23
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Thanks
Short and simple
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Skull + hex face the darkness is super scary in nightfall. Plaything is also awesome with this.
Then send yourself to lerry's or midwich.
Maybe some spooky skin on top.
Your set to scare them.
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No.
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@HaunterofShadows said:
Oni and Demo are the epitome of balanced
Demo is too weak right now.
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@Sandt1985 said:
With survivors always asking for nerfs to strong killers like nurse and blight, and spirit to a significantly lesser degree, it got me thinking: Who exactly is the strong killer currently in the game that killer balance should be judged by? A killer that is agreed by most to be strong, but not so strong that they need to be nerfed in any way? A killer that we wish weaker killers like Trapper, Myers, and Pig were more like?
Who is the most balanced "strong" killer that all killer balance should be judged by?
Prior to his nerf of epic proportions, it was definitely Hillbilly. He was very strong, but had good counterplay. Then the overheat nerf happened along with his addons getting gutted ,and well, the rest is history?
Does any current strong killer meet the criteria to be the killer that all other killers should be judged by in the terms of balance?
Pigs not as weak as many make her seem like.
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@Venusa said:
Y'all just watch. Ultimate Weapon is going to cause so much trouble the more people find out about its busted potential.
Tried it. Its not good compared to other perks / builds. I have come up with way more reliable options and builds over the 2 years and 2k hours i mained her until now.
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No
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559641#Comment_3559641
They've added a ton of new information and chase/utility perks, at least one of each per chapter for two years. Including Ultimate Weapon, which can be one of the strongest information perks right now on some killers.
Killer meta doesn't change because an awful lot of players run 4 slowdowns and then can't find survivors and can't close out chases quickly. Instead of improving at the game, they come to the forums and scream about gen times. There's literally no game where needing an hour to win (by default) is considered skilled gameplay, but that's what players seem to want since chess merchant and gen kick meta are what nearly all killer players are screaming for constantly.
It's 100% a problem of 'I've tried nothing and I'm out of ideas.'
Killer meta was always slowdown. Why? Maps are too big. Gens, on a mathematical level go too fast, if survivors play smart. Only about 3 killers can more or less reliably play without slowdown. I play Pig. I used surge / jolt before 6.1. I use surge / jolt after 6.1. For me, nothing changed.
As you said, ultimate weapon is good on certain killers. As a 2k hour pig main, i disaprove this perk on her, despite what others say. Its good on stronger killers.
Try it on Freddy and tell me the insane value you get from it.
Sure, there will always some players that crutch on some perks on killer side. Same with survivor side. You cant tell me with a serious face that WoO is only used to learn maps for example.
Also what previous perks on killer are amazing? Leverage? Genetic limits? Most of the released perks are also meh to very situational. Rapid brutality is a good example. Only good on killers that rarely build up bloodlust to begin with and hit with m1. So..... Clown, Doc, Slinger, ..... maybe spirit? There are maybe some i forgot.
Killer will almost always be slowdown and survivor will almost always be faster gens and longer chases.
A fix would be a in game slowdown mechanic for the killer that rewards for multible seperate hook stages. But that is hard to implement.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559625#Comment_3559625
Half the survivor perks from the 6.1 meta change have been removed completely from the list. That was just over a year ago, so saying the meta has been stale for 'years' isn't true, at least for survivors
Iron will, DS, prove thyself, circle of healing, and BT no longer are even on the list. And with the exception of BT finally freeing up a perk slot, the others are gone because they got gutted as perks.
The killer meta list includes nowhere to hide, but the other 9 perks are all exactly the same, just maybe in a different order. So if anything is stale, it's the killer side. Although about 10 months of gen kick meta filled the gap where we have no stats, so even that shifted recently.
Maybe ask yourself why the killer side hasnt changed much.
Survivor has maybe changed in perks but the core idea is still the same. Propably will be forever. Its still longer chases and faster gens. The only thing that vanished is anti tunneling. But thats because it literally gets added to the basekit.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559186#Comment_3559186
It wasn't free, you have to force survivors off gens to get use out of it. It is actually more skillful than pain res or pop ever was.
It rewarded the killer for leaving hooks and chasing different survivors.
It was healthy for the game.
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Depends on the pallet.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559004#Comment_3559004
It does not need a nerf simply because it's popular.
It being unfun to play against is something to take note of, but is honestly more on the player.
Maps being an issue is a separate issue from MFT. Same argument as WoO.
Ok. So you tell me that a perk that has two effects that could be stand alone perks, one being very unhealthy, is absolutely fine. Ok.
Agree to disagree.
We know a nerf is coming. I can only hope it the right one.
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From what I've seen, teammates support it because it's fun for them.
Same with cheaters. You don't want to know how many players supported cheaters in my game to "enjoy the show".
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@zarr said:
I agree that MFT is problematic, but it isn't as problematic as it is sometimes being made out to, either. While it isn't like it doesn't do anything for an average player, I think an average survivor will much of the time be better off using something like Sprint Burst or Overcome, which are much easier to get good value out of than MFT. An average player doesn't plan chases ahead very much, nor do they have an intimate familiarity with maps, tile spawns and even the distances they can make relative to the killer, let alone factoring in Bloodlust. An average player even with MFT will often be forced (forcing themselves or let themselves be forced) to play a tile and get mindgamed on it. It does take a reasonably advanced player to really utilize MFT to its full effect, as compared to other Exhaustion perks one could be using instead. Although I will say that Windows Of Opportunity plus Made For This (and Resilience, to a lesser extent) can make even a very average survivor fairly difficult to catch, because depending on the map, they can just run pallet-to-pallet and force you to break most of them if they are safe enough. And if you try to mindgame tiles where line of sight is broken, this may well allow even a lesser survivor to make a lot of distance by simply leaving the tile on a lucky gamble, which is less risky with MFT because even if the killer catches on quickly to the survivor having left the tile, with MFT they can not seldomly make the next one regardless.
Which leads me to the next point however, which is that chase perks arguably are categorically weaker than macrogame perks, so to have a meta where even average survivors invest up to 4 perk slots into chase play is not necessarily a bad thing. There are a lot of game scenarios where chase perks simply don't do anything for you. When the game revolves around hook and generator defense or hit-and-run playstyles, the interactions you have with a killer seldomly constitute actual chases. More often than not, you will be caught or forced out of position, taking hits being unavoidable, having to aggressively pressure objectives and not having the killer just chase after you for prolonged periods of time. In these and similar macrogame scenarios, perks that help you do gens and heal faster and more reliably, to coordinate better and have more information, or get out of tricky situations (second-chance perks or in fact Exhaustion perks like Sprint Burst that as opposed to MFT can allow you to get out of dodge quickly when you are otherwise outpositioned) are much more valuable than chase perks which regularly don't do much of anything here.
Further, there are quite a few instances where MFT doesn't do anything because the killer has an instadown ability or add-on or perk. Exhaustion-causing killer add-ons and perks are regularly also more detrimental for MFT than they are for other Exhaustion perks, because with the latter as soon as you recover Exhaustion you can use them to their full effect, whereas it might already be too late to really benefit from MFT at that point. Even more notably, MFT doesn't do much against the strongest killers, particularly Nurse, Blight and Spirit don't care too much at all about it, again positioning MFT as an arguably categorically less beneficial perk because the strongest killers are precisely those you even rely on perks to help you compete against as they lack reliable base counterplay. Granted, this is actually more so a point against MFT, it being particularly problematic for M1 killers that already are comparatively less strong.
Even Otzdarva (https://www.youtube.com/watch?v=fVIEc7sE-20) who conducted an experiment in which he faced some really good survivor players (some of whom are generally regarded as the best 1v1 survivor players period, such as St1v1 and ivan) in 1v1 chases as an M1 killer with and without MFT to compare how much of an impact it has argues that the 3% isn't too problematic. Unfortunately the VoDs of those chases have by now been deleted and I couldn't find anyone having noted down the times either, but I trust that Otz ran the numbers and so it can't possibly have been too much of a disparity for him to come to the conclusion that this aspect of MFT generally is fine even when facing the best of players. What additionally factors into this is the fact that other Exhaustion perks which can prolong chases quite a bit as well cannot easily or at all be used alongside MFT, so really a more fair comparison would be having chases with MFT versus chases with, say, SB, Lithe or Overcome.
I would agree with Otz that the Endurance effect pushes the perk over the top, and that Haste stacking is problematic. Although it is really only Hope that it is problematic alongside of, so rather than make already gimmicky and weak perks like Dark Theory and Teamwork: Power Of Two even worse, they should simply make it so that Hope specifically doesn't stack with other instances of Haste.
I also think Exhaustion stacking is a bit more of an issue than he makes it out to be. I think if one thing is interesting about MFT, it's that it really mixes up the meta by challenging the Exhaustion perk paradigm, which have historically been the most consistent staple in the game. So the fact that you can use a perk like Dead Hard or Balanced Landing alongside MFT to use if needed is a bit too much. I would welcome a change where MFT simply causes Exhaustion all match long, itself then obviously not being affected by Exhaustion anymore however.
My nerf suggestions then would be to remove the Endurance effect altogether and make the perk cause constant Exhaustion, as well as making it not stack with Hope. Alternatively, I could see simple numerical nerfs work out too, that being reducing the Endurance duration to 5 seconds and the movement speed boost to 2%.
That i agree with.
A strong effect shouls come with heavy downsides. MfT currently rewards you for being injured with two very strong effects.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558683#Comment_3558683
Why is it popular?
Well, it's a strong perk. It's not often Survivors come with good perks. Usually they're either mid, meme or just straight up bad.
Content creators have been going ballistic over it for months. That's definitely got something to do with it.
Definitely because some people go ballistic when they see it in game and give reactions.
Its still the second most popular perk on survivor side. In the time its been out, thats impressive.
It also doesnt minimize the aspekt of the perk being unfun to play against and making one of dbd´s problems, maps, stand out even more.
It deserves the nerf that is eventually coming for it. Wether thats the endurance part being gone or the haste being nerfed / deleted. I personally am more for the second part, because i encourage altruistsic plays. Dbd - survivor is a team game after all. And because of the reasons i stated above on why the haste is unhealthy for the game.
I have to ask again, why do you defend this perk?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558465#Comment_3558465
I did not say that.
I said that if you play against four good players, you'll have to employ some unpleasant strategies if you want to win. That's the truth of lower-tier Killers, whether or not the Survivors have MFT.
I do not think we should nerf perks for being popular unless it's egregiously popular.
oh, sorry. My posts disappeared for a second.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558465#Comment_3558465
I did not say that.
I said that if you play against four good players, you'll have to employ some unpleasant strategies if you want to win. That's the truth of lower-tier Killers, whether or not the Survivors have MFT.
I do not think we should nerf perks for being popular unless it's egregiously popular.
Im sorry if i misunderstood that.
Maybe as´k yourself why Mft is so popular.
It IS also egregiously popular. It became the second most popular survivor perk in what, 5 months???? I see it every game. It is super unfun to play against, it encourages unfun gameplay and it is, in fact, too strong.
Why do you defend this perk?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558464#Comment_3558464
Old Ruin was unhealthy though.
I was using SC and PGTW as examples of perks that were nerfed simply for being meta and therefore having high usage rates.
ruin pre 6.1 was very healthy if you ask me.
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For me pig is super fun. I only played Wesker once for his adept.
Very subjective you see.
Most of these killers however, I agree are generally seen as fun to play.
Only exception is billy. Billy is not fun to play. If you think he is, you don't play him enough.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557967#Comment_3557967
not a all. That’s has been the case for more than 6 years of the game, and nobody complained about it. They just wanted to increase the number of kills by making a bunch of survivor perks useless. Iron Will is not an exception from this crusade.
That's very one sided.
First: killer perks got nuked as well.
Also, we see how problematic ban aid fixes are when we look at basekit bt. Instead of making killers be rewarded for hooking different survivors and going for many hooks, they only made it harder to tunnel. Encouraging tunneling in the process.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558368#Comment_3558368
I don't think so, no.
You'd need to do all those things as Trapper against a good team regardless of MFT's precense in a match.
As you said, MFT encourages unfun gameplay from the killer side.
Because it is very unfun to play against.
That's is reason enough for me to nerf it.
DH was also not a perk I lost against, despite what most people say. Deserved it a nerf? Absolutely. Why? Because it was so common and so unfun to play against as killer.
Sometimes it's not just about the strength of a perk but about the fun in game. Games are supposed to be fun, remember?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558409#Comment_3558409
Well, I mean it's true and I feel it's important to point out.
Elsewise we get things like Self-Care or Old PGTW getting nerfed.
Pop was still good.
I used it a bunch on killers like demo.
Ruin would be a better example.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558368#Comment_3558368
MFT and WoO are literally the corner stones of the meta.
I don't know why you'd waste any time arguing over it.
I asked it because there are several players that think that mft is fine.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558356#Comment_3558356
You camp, you tunnel, you create deadzones, you create a web, you force Survivors into said web, you hold a 3-gen, you identify the weakest link, you don't chase people into bad areas of the map, you eliminate strong pallets early.
There's any number of things you could do. Not all of them are fun, but as you've said, playing against four good players with MFT's isn't fun for you either. Match their energy.
So mft is a problem?
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They are bugged and nerfed. Recency bias did their work.
I'm still gonna play Xeno.
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I would love to see it any other way.
Basement Trapper / lock down Trapper it is.
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MfT loses the haste effect.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558247#Comment_3558247
probably poorly. it's bad as a strat.
also boring and I do not want to.
It's the best way to play Trapper currently.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558214#Comment_3558214
no... takes 2 or 3 traps. he can already carry that.
Then do that. Every game. Tell me how it went.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557968#Comment_3557968
I know... but some players don't realize that not tunneling is how you play her
It saddens me
BOOP
My p100 pig will never tunnel you. Promise.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558076#Comment_3558076
You can already do that. Easily
But it needs time investment. It has a downside.
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Basement go wroooooommmm.
That's why.
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@Xernoton said:
Because he can. His power is good enough to end chases quickly and push through any anti-tunnel perks and tunneling is a more effective play style, than going for 12 hooks.
Also, since when do we consider Twins to be weak? They really aren't bad especially now that survivors are more inclined to stay injured.
Shhhhshhhh we dont want to make it too popular. Their pick rate could go up to 1%
Scary stuff.
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Why does Pyramid head tunnel?
Because, due to their power, they are very strong at it.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557966#Comment_3557966
Listen. We can go tit for tat over which perk counters each other. But at the end of the day, ultimate weapon is getting nerfed next patch to do away with screaming in lockers which is a bug btw. And rightfully so.
And yea. Im a survivor main. And i like to dip my toe in a lil killer matches as well. I dont sweat like the others. But once again(here i am repeating myself), Im not gonna blame someone for playing how they wanna play. Slug for that ez 4k and allow ultimate weapon to easily give u value. But dont be mad when that last survivor hide till the person bleeds out for hatch. They trying to win also. Cause at that point the killer already won. A 3k is a win btw.
Ok, soooo. I showed you that many perks have no real counter or a very niche counter. Ultimate weapon is nothing new so.
I'm all for making a perk working as intended. Screaming in lockers is not intended? Then it should definitely go.
I will again say : the mechanic that enforces slugging for the 4k is the hatch.
Making a final chase would be much more healthy and engaging for all players involved. The killer wants to guarantee the best possible outcome to the match. As you said, that's fine. The survivor also wants to have a chance at winning.
Why then is there a rng - based mechanic that enables boring stalemates and unfun scenarios for both sides?
You wanna know what else there is? Blight with no way out. Finds hatch and then you have no way of exiting due to no way out. Is that fun or fair?
Ultimate weapon only makes it shorter.
Is it nice? No.
Is it something new? Also no.
We should focus more in the real problem and not on the band aid fixes.
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Most intimidating:
Dredge, Sadako, Oni (in blood fury), Xenomorph, Myers.
Least intimidating:
Billy, Bubba, Wesker, Skull merchant, Legion.
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Skull merchant or Trickster.
All others are fine for me.
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@RaSavage42 said:
Pig... all of the ones I went against just chase an active Trap
But then again I don't play Survivor that much
😭🐽
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556484#Comment_3556484
Yeah, they did wanted to check it up, but they never did. So, I propose a easier solution that can fix the problem.
But that's just a band aid fix for something that needs to be looked at.
Band aid fixes more often than not make things worse.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557712#Comment_3557712
I never directly claimed that you encouraged the playstyles. When i said "You slug for the 4k, the survivor may just wait it out until the slug person bleeds out for hatch opportunity", the you was refering to killers who do so outside this conversation between me and you. I dont know who u are nor do i know which side u play anyways. But if u feel like that message was for you...then thats on you. Not my problem.
Once again, since i must continue to reiterate my message. Im saying i dont blame anyone for playing a certain way to win or bringing a certain perk to win. However, you will begin to see why ppl play the way they do because of this perk that does not have an effective counter like other info killer perks that have effective counters without the usage if perks.
Ex:Iron maiden:dont go in lockers
bbq and chili:hide in locker and if they have both iron maiden. Hide behind a gen to onscure their aura reading
Darkness revealed:hide away from lockers.
The list goes on with effective counters
First things first: you seem to be playing survivor a lot. This is just an assumption, based on how you write so please, if I'm wrong, correct me.
Man perks have counters, some are more obvious, some less and some don't have counters at all.
Corrupt intervention for example has received a counter after how many years of existence? 4? 5? Use no mither and plot twist do down yourself.
Some perks with obvious counters are already mentioned. Other examples are basicly all hex perks or Dead man's switch (let go of the Gen when someone gets hooked).
These are perks that can be countered by not even bringing perks at all.
Other have very complicated counterplay like Stbfl. The counter is aggressive team play. That's something you don't see in soloq that often. The obsession has to basicly throw themselves at the killer when they acquired high enough stacks and bodyblock for other survivors. It does counter the Perk.
Then there are perks that realistically don't have counterplay at all: deadlock. Deadlock is only countered by popping two gens simultaneously (doesn't happen very often).
I didn't even go into survivor perks that don't have any counterplay.
Ultimate weapon falls into the category of : countered by a perk. Case and point : calm spirit.
That's ok. It's obscure just like the counter to corrupt.
I would even say that calm spirit is a decent choice right now because the most picked killer perk seems to be suge / jolt which makes you scream at gens. So the player counters more or less two perks. Doc is also getting countered.
I feel, that the problem is more survivor players that want a bunch of perks to be countered by one obvious choice and use that every game.
If the players wants to counter ultimate weapons info aspect, they have to use calm spirit. It's dumb but hey, that's what shattered hope was, when boons existed. Besides the fact that the one perk only gives info and blindness and the other aoe self are to all survivors.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557714#Comment_3557714
Its not just A tier and above that benefit from this perk, Id argue majority of killers benefit from it.
Pig I can see why it isnt too good considering information doesnt synergize well with her way of snowballing
True. People say : use it to interrupt boxes.
I (with 2k hours on her) say: why?
I'm there. I know they are there because I know survivor pathing. Why should I not interrupt them myself. Getting easy head pops is still rng. I just need the 1-3-4-4 rng and I get one. No joke. It happens all the time. Sometimes even two. This perk literally doesn't help.
It's good, dont get me wrong. Just not the super busted perk choice some make it seem.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557688#Comment_3557688
Its one thing having good game knowledge, I myself have over 6k hours and dont necessarily main a killer but I have a pretty good understanding of all of them (some of course more than others)
How ever actually seeing some one thats some where you dont expect can create an opportunity to snowball that otherwise wouldnt be there, and this perk presents MANY opportunities.
It is far from a weak perk, its probably the strongest information perk in this games history as its a strong effect, while having such an easy activation requirement
Again, it's info. That's good on killers that can do something with it.
That's meaning A tier or above. Most weaker killers will not profit from this perk.
I've run it on pig for a bunch of games and it actually felt way worse than Bbq or floods of rage.
Again: the best part was the blindness.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557688#Comment_3557688
Im not blaming anyone. Im just calling out what i see and experienced myself. So i hope killers would understand as well why survivors have been bringing calm spirit more or hiding in the corner to prevent screaming on a perk that bypasses lockers as well(which is a bug btw).
Besides, boring playstyles begats boring playstyles in return. You slug for the 4k, the survivor may just wait it out until the slug person bleeds out for hatch opportunity.
Whats your point?
When have I encouraged slugging for the 4k. I just justified it.
I also never said that I do it.
Please stop with the us VS them mantality.
Survivors want as many of their team to escape and killers want as many kills as possible.
Again: The hatch is the mechanic that forces this boring stalemate. I would like a form if end game chase much more. If the survivor lasts a good amount of time in chase, they are granted the escape.
More engaging and fun for both sides.
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@Xyvielia said:
”…its really a better idea to flung swf out of dbd…”
https://us.v-cdn.net/6030815/uploads/Q5TXEW5EX28K/image.gif
https://us.v-cdn.net/6030815/uploads/HLBJVCJ3JDY1/image.gif
Yesss… YESSS!!! DELETE THEM😈😄
Muhahahah!!!!
No friends can save you now....
Wait....
MEG US COMING FOR YOU!!!
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Wait...
So people use Made for this?
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557603#Comment_3557603
Thing is you don't need to just go running around the map just to proc it, you can use it to find 1 Survivor and they have absolutely no way to avoid it. Then when chasing said Survivor, you're more than likely gonna have some one else scream knowing where they are and possibly where to go next.
Its also strong just to slug for the 4k since again, there's no avoiding the perk.
And that's a problem?
You know why this perk isn't strong?
Because I know where survivor are.
Why do I know that? Gens or in my face.
I mostly know spawn logic on all maps now and can also predict survivor pathing pretty well. This perk literally helps me the same as Bbq does. Even worse, because I have to open a locker for it. As a Pig main, that's huge time investment that I need for chases.
The best thing about the Perk is blindness because it disables windows of opportunity. A perk that more survivors rely on then they want to admit.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557573#Comment_3557573
And killers tend to just slug to find the last person to deny hatch plays or exit gate plays. Their 4k is on the line and they need it so badly!
Whats wrong with it?
4 kills is the best possible outcome of the match and gives extra points.
You can blame nobody for wanting that.
You can however blame the hatch mechanic that enables these boring stalemates in the first place.
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Darn
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I never thought I would see the day that furtive chase is actually a usable perk besides memes.
Insidious next?
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@jamally093 said:
Okay so chasing a survivor and I swing and hear it hit them and I get stunned okay simple I know it happens and so I get accept the stun then I see the most BS thing happen...THE SURVIVOR WAS NOT INJURED even though it connected on my screen I heard the sound of them being hit. How is it that I get downed and stun the killer but they get a simple hit and are completely fine while I get stunned.
So you got stunned at a pallet?
Then that's hit validation for you.
Was extremely fun when that worked on dh. You hit them, they scream, you have blood all over the screen and nothing actually happened. That was right before the Perk got changed in 6.1.
Was the worst version of the Perk by far. (which also got defended by many people because : "you didn't actually hit them")
It still happens from time to time at very close hits with wanky internet connection.