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th3

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  • They have a cap on his turn rate which is updated every frame. It’s intended to not allow the blight to make those hits. Video was meh, it just reinforced my opinion that j flick needs to go.


    Edit: I looked through a few of his other videos and I may take him seriously when he isn’t using alchemists ring since that is cringe af. Also most of his points about blight being fun and interactive with the flick were just wrong. I don’t have fun when I position myself in a spot where blight can’t get me normally but suddenly he does a complete 180 to hit me. That isn’t interactive for the survivor and it’s a lie to say it is.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139520#Comment_2139520

    Doesn't matter if the killer has vision, during a game when stuff like that is happening I either have to continue the chase I'm currently on, or break it to go after some guy who's god knows where across the map doing my totem. And only a handful of killers have the mobility and flexibility to do that every single time. Its 16 seconds....it wasn't demanding at all to dispose of those extra totems. People just make excuses the same as killers do about perks like Adrenaline or Sprint burst. Sprint burst adds a few seconds to the chase, big deal....you down them. You don't like hexes? Fine run small game or some other counter hex perk for survivors. But every time we get into these tangents where

    "THE GAME NEEDS TO BE NERFED CAUSE" blah blah blah, and then nobody wins in the end because something else gets nerfed shortly after to compensate for the last thing that was trivialized...

    When designing a perk they need to take into account all the edge cases that could exist. They did this exact thing with soul guard in the next update for an edge case. While the majority of killer's map traversal speed was minimal it still persisted that with those killers who had the mobility and made it very oppressive. It definitely wasn't hard to press m1 for fourteen seconds but it wasn't as simple as that. The killer has ruin undying tinkerer, You get pushed off a gen and decide to go hunt down the totem, the killer while chasing someone sees that you run up to the totem and knows they are only holding onto this match because of that totem, immediately peels off and goes to you pushing you off the totem. That was the experience from September until February, almost every. single. match. I ran a full locker build with inner strength and I had an objective need to get totems, and still game after game ruin undying persisted despite using D.Hunch and Small Game. There is simply no way to deny that ruin and undying were an oppressive combo that needed to be changed.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139102#Comment_2139102

    Its not getting lucky....all you have to do is cleanse totems, only 5 totems can spawn in a match period. So from the start of the match the killer only has 3 possible totems left. It wasn't broken, it was something survivors should have been doing anyway. But since all survivors like to do is rush gens, then complain about holding M1 It got nerfed. It wasn't op.....it was just another glaring glimpse into whats wrong with this game.

    5 totems and the killer has vision when you either pass by or get close enough to start cleansing them. Plus lets not forget the time spent finding the lit totem so a total of 4 totems if you ignore undying. It definitely was broken and extremely oppressive. Every game I played during that time consisted of a tinkerer, ruin, undying, <4th perk> and the killer almost always had someone dead at 4-5 gens. I also used a totem oriented build and still had issues since it was so oppressive. Give it a break and admit your precious "fair and balanced" perk literally handheld and spoonfed you wins and not because you were good.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/245380/fixes-to-pig-demo-and-twins

    I don't think it's a good idea to make victor immune if he hits his shots. That means there is little counterplay toward victor. I think the 3 seconds if fine. Also I feel like victor dragging people goes against him as a person. Charlotte's whole purpose is to be able to do the things he is too weak to do. He's the quick speedster while she's the big brute. Would kinda go against him.

    Also there are some changed for Twins that could benefit survivor as well. Make it where victors shrieks when idle are directional. From what ik(I don't verse many Twins as survivor so I may be wrong) the sound is omni directional and it's hard to pinpoint where exactly he is sometimes. Making it directional could give crouching survivors a hand.

    I don't really play demo so Idk much but I think 6 traps with pig is too strong with add ons so they would have to get rid of add ons or nerf the traps itself. I like the idea of it pausing endgame so endgame pig becomes viable usable again. And I just wish her dash add on was basekit and with her crouch speed being faster with combat straps possibly being base so her add ons r mainly toward her traps

    Yeah I like the ideas of the change with victor dragging people. I also agree making victor immune would make it extremely unfair, given there is little counterplay to victor as is.

  • Am I one of the few who just know who I hooked last. If anything the survivor portraits have made it super easy to keep track of hooked survivors.

  • Static effect is annoying and has a chance to give you headaches when in tier 3. Not fun.

  • Otz isn't unbeatable.

  • Guaranteed if there was a bug that affected how killers could hit survivors you'd see a lot more complaining.

  • @ItzZane_ said:

    Honestly META perks are META because a bunch of popular youtubers/streamers used them If they say this perk is really good everyone starts using them, And if they say that perk is bad everyone STOPS using them I hate that tbh

    Or maybe because vast majority of perks are not good enough.

  • Ace in the Hole: Only running with a full chest build to get addons. Literally no point to run it otherwise.

    Adrenaline: Nice perk, play with only 3 during the match and if you get to endgame it gives you a health state and speed boost. Yet its somehow too op.

    Aftercare: Resets after you get hooked, no reason at all to run it.

    Alert: The killer kicked something, cool. No point outside of meme builds.

    Any Means Necessary: Killer just kicks dropped pallets.

    Appraisal: Running with a full chest build or not at all. (Not counting the bugged nature of chests right now)

    Autodidact: Rarely get 5 stacks in a single game, hit or miss perk.

    Babysitter: Why would you run this.

    Balanced Landing: Only good on one map where there are consistent drops to use for it. (Haddonfield) Other than that depending on the map it can either come into use or not at all. Very underwhelming for an exhaustion perk.

    Better Together: Meme build, most of the time your teammates bring the killer towards the gen even with this perk equipped.

    Blood Pact: You get a speed boost after healing, cool. Useless otherwise and overshadowed by perks that just give a better effect.

    Boil Over: Only good with a full build complementing it. Trash otherwise.

    Bond: Good perk, could make the range wider to 24,32,40 meters.

    Borrowed Time: Great for preventing a proxy camping killer from going straight after the unhooked guy immediately, won't do anything if the killer goes after you but thats the point. Great perk.

    Botany Knowledge: Only good with a full build around healing, i.e. self care/medkit. Bad

    Breakdown: Not good, only used right now because of the bug where the hooks don't come back (once thats fixed you won't see it again outside adept jeffs).

    Breakout: Full sabo build required to get full use out of this perk.

    Buckle Up: Garbage

    Build to Last: Requires a full build oriented around an item. (Streetwise, Botany, etc) Otherwise you will only see it on adept Felix's

    Calm Spirit: Either a full build around stealth or Adept Jakes.

    Camaradarie: Tournaments only, never see this in pub matches except on Adept Steves. The effect it gives is minimal.

    Dance With Me: Only great with a full build around this. (Lithe, Quick n Quiet, Iron Will)

    Dark Sense: General survivor perk (only newer players run this). It's terrible but is still in my bloodwebs for some reason.

    Dead Hard: Great perk to use either dodging a hit, distance to a vault/pallet, or to make pyramid heads whiff by dead harding into them while they try to use POTD. Some people say its too good, since I'm biased I'm not gonna go further except to say its extremely useful and doesn't need a full build around it to maximize its impact.

    Deception: Locker build + iron will required and only works once (on good killers). Otherwise they can hear your grunts of pain/or expect it and don't lose you again.

    Decisive Strike: Even with the change its still a healthy perk you can get use out of by being tunneled in the first 60 seconds.

    Deja Vu: Great for breaking 3 gens, but weak overall compared to other perks.

    Deliverance: Found first, useless perk.

    Desperate Measures: Either useful for Adept Felix or a full healing build. There is no in between.

    Detective's Hunch: Locker Build? Outside of that there's little it can be used for.

    Distortion: You don't get the tokens back and new Object makes it completely useless.

    Diversion: Killer doesn't fall for it twice.

    Empathy: That's all it does. Only great on healing builds, and adept claudettes. Little to no use outside of that.

    Fast Track: Only overpowered when all 4 teammates have the perk and everyone has been hooked twice and no tokens have been wasted.

    Fixated: The change to have it work even while injured is great. It's not powerful but doesn't require a full build to utilize it effectively.

    Flip-Flop: Useless when the killer doesn't slug, requires other perks to make it work.

    For the People: "It's a new insta heal" "this will be so abused by swf". Mediocre perk with a lengthy cooldown. (I may just be salty since I always use it when the killer has rancor and then can't get rid of it before the last gen pops.) Just lower the timer on the broken status effect.

    Head On: Meme perk

    Hope: This timer counts down even while on a hook so its utter trash.

    Inner Strength: Only 5 totems and if another person has it equipped as well you are going to not be able to use it as effectively.

    Iron Will: Anytime being injured you don't make grunts of pain. Great counter to spirit, gets countered by Stridor. You don't need to have an entire build oriented around this single perk to get use out of it.

    Kindred: Solo queue nightmares.

    Leader: Adept Dwight's/meme builds. Increase the range to make it better or something else.

    Left Behind: Only good with a key and if the killer spotted you in pregame with it odds are you got tunneled/franklins.

    Lightweight: Old perk that needs to be reworked.

    Lithe: No window/pallet you can vault? No using it. That's why its not good.

    Lucky Break(Pre Buff): Doesn't matter that the killer can't see your blood. Never run it outside of Adept Yui.

    Lucky Break(Buffed): Potential break in the meta for a new perk (Instead of Iron Will, Dead Hard, DS, Unbreakable, etc) it could replace something there. I hope it survives to Live. One of the first times a perk has seemed outside of meme builds.

    Mettle of Man: You need a full build and a non-insta down killer to get full use out of it. Not good.

    No mither: Only good in a 4 man, other than that it's the ultimate meme perk. Either hide the broken status and start out healthy or something else that doesn't tell the killer right away that you are running no mither.

    No One Left Behind: Only useful when the gates have been opened. Change it to be active when the last gen has been completed.

    Object: Good change

    Off the record: Only useful before with Object, no point running it now.

    Open-Handed: Need aura perks to get full use out of.

    Pharmacy: First chest only gets a medkit. Pretty bad only running it in a full chest build.

    Plunderers: Good if you are item farming, but to get full use out of requires an entire build around chests

    Poised: Why run this outside of Adept?

    Power Struggle: Requires at minimum 1 perk, but up to 3 other perks to make it work. Once that happens the killer knows not to slug you again and you don't get any use out of it.

    Premonition: Useless and the cooldown doesn't help.

    Prove Thyself: Good for SWF or gen rushers.

    Quick&Quiet: Need a full build to use it fully. I.E. Locker build (Inner Strength, Head on, QnQ, Detectives Hunch)

    Red Herring: Only useful when trolling your team.

    Repressed Alliance: Anti-pop, and requires you to essentially do almost an entire gen solo to get the ability to block for 30 seconds. Underwhelming.

    Resilience: 9%.

    Saboteur: Need a full build to use effectively, very limited outside of that.

    Second Wind: Despite the buff to the healing speed, it's still very very bad.

    Self-Care: Useful but most likely need perks like Botany knowledge, desperate measures with a medkit to get full use.

    Self-Preservation: Why would the killer go after you when they just hit someone else. The requirement that you need to be within 12 meters makes this perk fundamentally weak. Increase it to 16.

    Slippery Meat: Useful if you are ballsy.

    Small Game: Totem hunter andy.

    Smash Hit: Dependent on the killer being able to be stunned (Ranged Killers, Nurse) otherwise its next to useless. Also latency since you can get hit through pallets. Also pallet stuns broken when this was added. (Fun) Very weak exhaustion perk.

    Sole Survivor: Needs to do something else since the Object change. Pointless to use.

    Solidarity: Requires a full healing build.

    Soul Guard: Requires a hex/unbreakable to use.

    Spine Chill: A useful perk regardless of your build.

    Sprint Burst: Good for W gamers. Can be boring for the killer but with the decreased usefulness of other exhaustion perks this may become more widely used.

    Stake Out: Cool?

    Streetwise: Need a build oriented around an item otherwise its minimal.

    Technician: New players only

    Tenacity: Good when slugged otherwise its terrible.

    This is Not Happening: Good while injured, outdated.

    Up The Ante: Outdated perk, only good with slippery meat.

    Unbreakable: Great perk for recovery speed and counters a tactic utilized widely by killers.

    Urban Evasion: Great for newer players, the effect it has at higher ranks is close to nil. It also makes you look inexperienced if your teammates see you crouching everywhere.

    Vigil: Effect is meh

    Visionary: Is disabled for some reason. It's already a bad perk, why should it be disabled after a gen is complete.

    Wake Up: Make sure you survive to the endgame, running 3 perks the whole game.

    We'll Make It: Weird

    We're Gonna Live Forever: No complaints about the healing speed, just annoying that it incentivizes hook bombing to get tokens.

    Windows of Opportunity: Why is this disabled during a chase while Zanshin tactics now has no cooldown. It's terrible.

    Just my thoughts, the most useful perks in the list are the ones that don't require an entire build oriented around it.

  • Ok, let it stay in the game for 3 years then, that way its comparable. lol

  • @lob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126447#Comment_2126447

    so you would rather do a gen up to 90% then do it back from 20%

    Well I mainly run a totem build so by all means I do totems. I think its a healthier perk overall since it needs the killer to play the game to get any use out of it. If you have an issue not doing a totem then that I assume is something you need to work on, but as a survivor main I don't care. (ruin and old undying was kinda stacked tho so I'm glad thats fixed)

  • New ruin is in every aspect a healthier perk than old ruin. Old ruin was a hit or miss with the chances of skill checks appearing making it either too oppressive or not even coming into play during a match. It also functioned as a passive effect which would exert itself no matter what the killer did.

    I'd rather not have it back. Thanks

  • To answer the title of the topic, maybe the people you go against are just sweatier or better. No shame in either one

  • We’re gonna live forever actually has a bit of use in solo queue. You can sneak in quick rescues off the ground when the killer sweats and tries to snowball. It’s really good since most killer games are full of slugging all the time especially in solo queue.

  • Both times they’ve showed pick rates they have also included kill rates. What is your point?

  • People make assumptions about data they show and then you have the Mongoloids saying “nurse has the lowest kill rate why hasn’t she been buffed”

  • Yes, they only fixed certain instances of it. It certainly isn't completely fixed.

  • No realistic solution without providing a way for killers to cheese

  • Makes since because rancor is also tied to gens being completed

  • I let them die unless they were a god. No point having a liability. Especially since killers normally tunnel the no mither out immediately.

  • Yeah I like it, makes not as op and uninteractive.

  • They still haven't fixed getting hit through pallets so yay I guess. Great work on the changes, lucky break is still trash, object meh, small game seems to be bugged.

  • So staying on the boring meta of ds unbreakable, dead hard trio is good

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102823#Comment_2102823

    I do like metta changes but this is the wrong way at least old ds ub activated after a hook allowing pressure to be made this activates on a hit and has a good chance of losing the killer losing any pressure they could of had

    It has been announced for the ptb and no one has played it yet. I for one plan on trying it out but when I play killer I'd much prefer survivors not running ds unb dh bt and if this switches it up I'll have to change either my perk loadouts or playstyles.

    Perhaps before saying its too much actually experience it. Since right now its next to near impossible to hypothesize how it will play out ingame.

  • I mean if it shakes up the meta wouldn't that be a good thing. No one likes the same old stuff but when a perk potentially could upset that established group everyone freaks out. Personally I don't see survivors running this because it suffers the issue of duration. It's something thats nice but since it runs out most people won't use it.

    Every patch people freak out over the perk that has the most potential while simultaneously freak out every day over the only perks which are halfway decent for the other side to run. The meta won't change because people are so hesitant or afraid of changes which have the potential to shake it up. Then they wonder why the meta doesn't change and why their opponents run the same 4 perks.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099408#Comment_2099408

    Except MMR isn't live and we have zero indication as to when it might come live, so currently Killers are being penalised with no benefit in return.

    It's to reduce the need to force a client update to enable/disable the ability to switch in lobby. Especially since console/switch updates have to go through certification they can't update it as frequently. It's better to keep it disabled so players are used to it since that's how it will be when mmr is live.

  • @whispersenthusiast said:

    WGLF, you don't even need Prove Thyself for blood points imo. Doing two gens with another survivor and hitting great skill checks will get you to max objective points without PT.

    I'd get something you can heal yourself with so you can take protection hits for stacks in case your team is very altruistic and everyone else is going for hook saves too.

    DS will help you stay alive longer in the game and also gives point if you escape their grasp + you get obsession dead/escaped bonus points.

    Prove thyselfs bp bonus works on coop actions as well ;)

  • My farming as a survivor build has been

    We’re gonna live forever, self care, botany, prove thyself.

    Wglf for the stacks, sc and botany for the healing to farm stacks/and or healing teammates, prove thyself for coop actions 100% boost.

    I also sometimes get a ######### ton of points when I run this build Head on, Quick and Quiet, Inner strength, and decisive.

    Head on for well duh, Qnq to help head on, inner strength because free heals, and decisive because I’ve been tunneled a ton since the update. This build can help you get a good much of survival and boldness points through totems and locker heals as well as head on stuns.

  • @OldHunterLight said:

    Are you guys having fun with the new no stun bug?

    How often are you guys instantly getting tunneled or camped?.

    How often do you guys win now?.

    Are killers playing more "rude"?.

    Are you running into more slugging builds than before?.

    How often do you actually use DS?

    Now:

    My own experience playing survivor since the all kill patch in case you are wondering.

    1. This bug needs to be fixed asap since it makes weak pallets weaker and strong pallets weaker.

    2. Out of 10 matches today I got facecamped 7 and instantly tunneled all matches when there was no obsession even if the unhooker was injured.

    3. Not as often anymore.

    4. Been noticing that killers have been more rude but I don't really mind that.

    5.in fact yes, I'm starting to see more sluggers than before.

    6. I don't get value so I don't use it at all, I have been using more obsession perks though.

    This is a legit question from a killer main to survivor mains.

    1. Not at all
    2. pretty regularly, killers have been doing this much more frequently
    3. I’ve taken a break since it was not fun.
    4. My escape rate which I calculated on nightlight dropped to about 50%. It hasn’t dropped further because of the matches I played before the update.
    5. Yes killers are playing more rude and occasionally in post game chat cite ds being nerfed as why they were bm’ing.
    6. Not many slugging builds.
    7. Since the update I’ve equipped it on every single build I run to avoid a non obsession match which since the update have been extremely extremely unfun.
  • @Mr_K said:

    Few times.

    Survivors need to pull their collective heads out of their ass and start running it again.

    Yeah I equipped it after a few matches with no obsession and so far in 62 games recorded I used decisive 39 times

  • Not the best company to draw comparisons given their culture and what they've done.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085963#Comment_2085963

    https://forum.deadbydaylight.com/en/discussion/comment/2085932#Comment_2085932

    Yeah I guess, it was just a lil idea I had since Doctor lacks lethality against good survivors. Although @Dovahkat963 I wouldn't say the snap out of it action counts as legitimate slowdown since it is so short though. I do agree with everything else though.

    He definitely lacks against good survivors, but adding an ability with his current addons would make it kinda overpowered. A good example is the discipline and electrodes combo which is of course one of his best addon pairs, it shuts down loops and makes it extremely easy for the doc to catch up. This paired with a hypothetical insta down ability to me doesn't seem very fair. Other killers like bubba for example don't have anti loop while having an instant down so its not completely busted.

  • I like the idea of his kit. It has the tracking and anti loop, especially since they reworked him I don't think he really needs changes such as an insta down.

  • Changing the size of the skill checks is affected by perks not ranks. Besides rank doesn't matter.

    I would assume there are no skill checks for totems the same way there are no skill checks for mending. I think its intentional that if you want to monitor your totems you need to equip perks to do so. It's like a tradeoff just like extra fov is supposed to be without editing game files you use perks.

  • Considering it activates while you are hooked and the timer counts down while you are hooked it is extremely bad.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085465#Comment_2085465

    How do you explain the Power Rangers fighting game with a smaller budget than the price of a large combo meal at McDonald's having cross-progression, though?

    Simple, I can't. Conversations about this stuff tends to be very hidden from public view until they successfully agree with the target platform. sony has stated in the past its a case by case basis, take that as you will. But my statement you quoted was a little rushed not reflecting on the points which really matter more which is mybad.

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082663#Comment_2082663

    Then how come it happened on plenty of other games? Surely theres something more to this that creates problems specifically with DBD

    Other games have bigger advertising budgets and can draw more people in. Fortnite is the only relevant example I can think of.

  • I'd argue Windows is terrible, right when you need it the most it disables. A perk that helps much much more to make the killer have a hard time is deja vu.

  • why, they aren't progressing the game through an action. This would let people troll by disabling a teammates perk. Such a bad idea.

  • Equip deja vu instead so you not only know where 3 out of the max of 7 gens are, but you are doing one of the three most important gens.

  • This isn't a bad thing. Once keys are addressed maybe they could be looked at but I'm personally not a fan of an offering allowing the killer to straight up eliminate a survivor from the trial.

  • I try to get them, it just sucks they refresh at odd times and you pretty much have to always have a spot open since when you claim a successful daily reward it doesn't automatically replace it.

  • It was very unhealthy when the end game collapse didn’t exist. Survivors could extend the game for 10 to 20 minutes or even sometimes to 40 minutes long.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/239940/if-a-survivor-dces-before-a-single-hook-or-gen-the-other-survivors-should-be-able-to-dc

    So someone playing a less popular killer unrelated to their skill and so on with the it (for sample atm spirit/freddy) will get no games anymore at some point, great! /s

    I don’t see a problem with not letting them have games.

  • Latency sucks

  • @Yords said:

    hell no it ain't, killers have to stop world hunger to get their adept

    survivors just have to escape

    Keep in mind survivors don’t have tiered messages based on how they fared in the match. They either have escaped or sacrificed. Killers have merciless, ruthless, brutal, and entity displeased. It’s not comparable.

  • I’m not enjoying having to run decisive to have an obsession in my games since the update. Even with the changes to decisive I’m still actually using it multiple matches in a row. It’s just not fun with everyone taking it so seriously.

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