Avatar

thesuicidefox

thesuicidefox

About

Username
thesuicidefox
Joined
Visits
0
Last Active
—

Comments

  • @RSB Interesting fact about PWYF. I will have to try this.

    Tinkerer is pretty nice on her. But I feel like it's situational because she is so tall. If it procs in a chase when the guy is puking you can surprise them though.

  • @Blueberry said:

    I think BS is a garbage perk on most killers including plague. It's doing very little for you.

    Normally I agree, but for Plague considering how a chase normally plays out due to her power it is very useful. Survivors tend to drop the pallet early right before they become Broken, so this let's you reacquire the chase much faster. It also helps with gens since she has to both kick and puke on gens. It's a specific thing to Plague, not really applicable to other killers. Like if you put BS on Clown it's very much the same sort of thing, because survivors drop pallets early. And since he can slow them down too, it gives him those few precious seconds to end a chase before they get to the next loop.

  • Spirit gets a speed boost during reappearance, and she also has a particular animation that looks super janky. These add-ons increase that so he gets more of a speed boost/lunge and looks janky for longer.

  • I think that once killers realize ANYONE can be an obsession when DS is in play and not just the DS guy they won't be targeting the obsession so much.

  • It was a bug. I had it happen to me against a LF I made a save and the guy didn't get BT, we both got chainsawed and downed. Luckily the guy had DS so after the killer hooked me, the guy DS'd him and rescued me. But because BT didn't work I couldn't make the save again and he died :(

    But yea, killers should totally get a free camp at the end game where you can't save even when you have the perk explicitly designed to make those saves. Not like the killer didn't have the whole rest of the trial to kill people.

    🙄

  • @twistedmonkey "If a killer has the opportunity and is the better player should they not down and hook all four?"

    Yea I had this situation happen to me as killer.

    Plague. Wrecker's Yard. I get my first hook quickly but Ruin goes down before I can get the hook. They do 2 gens as I feel like I'm going to have to work hard to keep up. I catch Dwight and put him in the basement. Down the first person I caught but DS is in play so I decide to not pick them up right away. See Claud so I chase her and land a hit, then grab Corrupt Purge. I see the second Claud going for the save on Dwight, I go to the shack (they were being stealth but I saw them) and hit them with CP. They run and I hit them again at like max range with just a spray and pray. 1 hooked, 2 down, 1 injured somewhere. I go to hook the first guy I downed and see the injured one healing behind a tree right there. I smack her down. Game is now over. Huge snowball because they just messed up.

    I safety pip because I didn't get enough hooks or Chaser points. Even though I won very convincingly. It was honestly really stupid. I'm sure they all depipped, except maybe 1 that got a safety pip (prolly whoever made the first rescue).

    This is where ranking system is dumb. At least 2 of these survivors were pretty good but the group made a few critical mistakes that I took full advantage of, but I'm punished for it. This doesn't happen often as killer for me, but it can happen very often as survivor. Had a game V Trapper that chased me for like 3 gens. And it wasn't a gen rush chase either, it was a LOOOOOONNNNGGGG chase. I did get hooked eventually but got saved and was able to escape the trial. Got iri Evader and gold Unbroken, but only bronze LB and Ben because I just had no opportunities to do anything. So even though I pretty much single-handedly outplay the killer, I was punished for it.

  • @Caretaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/381222#Comment_381222

    I lost a 4k cuz they didn't scream. Talking to friends they've said it hasn't worked for them. I have t2 of it, so I know she was in range. Gonna test it more I suppose. If not then it really should. It doesn't say anything about being immune if you're downed. Be kinda stupid if that was the case.

    You have to down them with your basic attack for it to proc, maybe that's what's happening? If you use a hatchet or chainsaw or corrupt purge it doesn't proc.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/381212#Comment_381212

    You are always going to have bad games where you just get unlucky or have a bad team that screws you over. If you keep playing games though you will still steadily climb. Those outlier games aren't rank destroyers as they are generally far and few.

    Yea but at purple or red ranks if you get bad luck or a bad group you could at least have played to prevent a depip in the past. Now you basically need to pip to safety pip. And each game where you do well and pip is going to be offset by the bad ones, since it's far more likely you will get screwed by circumstance than benefit from it. You work hard, play well, get a pip, only to have it taken away the very next game because of dumbness.

    I played survivor for hours last night. Most of my games were safety pips where I just short of a pip, literally by pixels on an emblem (usually Evader or Lightbringer). And the sad part is there is nothing more I could have done. Even the best survivors would have found themselves in the same situation. It's a zero sum game, there isn't enough opportunities as survivor to get the points you need. You are competing with other survivors in 2 emblems, and there is only so many points to go around. It's impossible to get them all yourself sometimes. And if they do something stupid, or the killer resorts to lame tactics like camping, you literally cannot pip because there is no opportunity. The only way to reliably pip as survivor is if all the other survivors go hide in lockers and you just do everything on your own. But that's not what happens. So you end up getting screwed out of even those few single digit points you need for the next tier emblem for a pip.

  • Does it not? I have been using it and I swear that I will down someone, see someone else scream, down them and the previous slug screams. If not then yes I would agree.

  • Right now the only problems I have with killer emblems are mainly Gatekeeper and Devout.

    Gatekeeper doesn't seem at all consistent, besides the fact that the speed at which gens are done is generally beyond your control. You have the ability to protect some of the gens, but you can't protect them all. It's reasonable to stall the game when only 2 gens are left, but when there are 5 left to do it's pretty much out of your hands since you can stop survivors on ALL the gens. If they dilly dally and don't do gens, that's not really an indication of your skill. This is why I think GK should be based purely on the game time (with number of survivors remaining somehow being a factor) and not on how many gens were or were not done. Your job as killer is to slow down the game, not micromanage survivor objectives.

    Devout is a different story. I like that they added the hook requirement, HOWEVER I feel like it's really lame that you can play super fair, 2 hook everyone, get 3 kills, last guy takes hatch and you get silver? What should really happen is that if you get those 9 or whatever number of hooks AND 3 kill it should be gold. But if you only get 3 kills and not enough hooks it would be silver. So it would go something like...

    1 hook on everyone = Bronze

    1 kill = Bronze

    2 kills = Silver

    3 kills with less than X hooks = Silver

    3 kills with more than X hooks = Gold

    4 kills with less than X hooks = Gold

    4 kills with more than X hooks = Iri

    I think that's more fair to killers, considering that you can't always catch the last guy if hatch is in play. It's still a good representation of how well you did and your skill, but doesn't make anything easy.

    Also they need to look at how grabs and Trapper traps impact Chaser and Malicious. Right now it feels like you are punished for grabbing survivors, or catching them in bear traps. That needs a fix. But generally speaking, there 2 emblems are fine.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/381192#Comment_381192

    I'm seeing a lot of people saying it's bad because they're supposed to be rank 1 and yet they're being pushed down which is why they say the system is broken. Yet what they aren't realizing is that they weren't really a rank 1 and shouldn't have been there in the first place. The system is finally moving them to where they were supposed to be to begin with.

    This is true to a degree, however (at least on survivor side) there is too much dumb luck mixed in for it to still be accurate. A really good top tier survivor can still depip or safety pip just from bad luck, or having a bad group. No amount of skill can make up for that. If the others do something stupid and you die as a result, chances are there wasn't much else you could have done. You could have played the game perfectly given the circumstances and still get screwed out of your rank.

  • @blue4zion Yea I heard M&A was good for her during PTB, but I don't have it yet. I'm sitting at level 50 with 950k BP. I'm planning to play 1 more game as her with a pink mori and my best add-ons then I'm prestiging her.

    I also found Infectious Fright is a great perk on her (and a great perk in general). It lets you apply really good pressure since when you down someone, you can usually leave them slugged and go after a new target which puts on crazy pressure. Since the guy on the floor is usually 100% sick that means even if they get up, now 2 of them have to go use a fountain while you are finishing up hooking another guy. It's also a good anti-flashlight perk, and can be as effective as BBQ in keeping tabs on survivors. It also scares them into scrambling, so if you down someone near a gen they usually flee allowing you to kick and puke on the gen. M&A would combo really nice with this, as you get a larger TR from the chase it means greater chance someone will scream.

    And I don't have it yet either, but I think Blood Warden would be great for her. If you have Corrupt Purge and chase more than 1 to the gates, you can down them all super quick, a bit like LF.

  • @ModernFable said:

    https://forum.deadbydaylight.com/en/discussion/comment/381168#Comment_381168

    @thesuicidefox

    Yeah, I have not had such kind percentages, so I just leave people be.

    Well I also don't play like a selfish entitled ######### either. I play fair and give everyone fair opportunities where I can. I can accept my losses when they come. Sometimes I also compliment them on good plays or skill. Sometimes I have to do what I have to do given the circumstance, and I try to empathize with them because it happens. Most people end up understanding that I had to do something just because if I didn't I would have been giving up the game.

  • @ModernFable I'm on Xbox. I send a GG to every survivor and killer I don't have blocked that doesn't DC. 70% of the time I get a GG back. 10% of the time people get salty because they lost or thought I did something toxic (even if I were to say "sorry for the tunnel but I had to because X reason"). 20% of the time people don't say anything back.

  • Adding a Farming category is a good idea, but you forgot to put WGLF there. Also you put some perks where they definitely don't belong now, and I think you are missing some in the Bad section.

    BTW what are you using to make this chart? MS Paint? Excel? Photoshop?

  • Keep your distance. Break LOS often. If not sick and she pukes on a pallet/window move to the next loop. If sick, just stay at the loop. Keep looping until just before you become Broken then drop the pallet. If not 100% sick rush gens until Broken then use the fountain. Go for fountains that are far away from anything important to force her to waste time if she want's Corrupt Purge. If she has Corrupt Purge just focus even more on keeping distance and breaking LOS, and don't vault/drop pallets willy nilly (think of it like Huntress).

  • For survivor the problem is that it's a zero sum game. There aren't enough opportunities for everyone to earn the points they need to pip. You can outplay the killer but still get screwed out of a pip because you didn't do gens and everyone else rushed them. It's not that you are incapable of doing them, more that you got chased for a long time and never had a chance to do them. The opposite is true too, if you are the odd man out that just doesn't get found and you do gens then escape it's not exactly your fault. The killer just went after different targets, or maybe you were just really good at hiding. On top of that, you can be screwed out of a pip with Benevolence and Unbroken just from dumb luck. Make a rescue and the guy runs to the killer? Bye bye Benevolence. Get Chased end game by NOED and downed just as you make it out the gate? Bye bye Iridescent Unbroken. It's really stupid and when every little bit counts you end up with so many situations where you just get robbed of a pip.

    On killer side it's not so bad because you can make most of the opportunities yourself. Gatekeeper is the only one really beyond your control, but the other 3 you can easily do by just playing well and playing fair (ie. going after everyone equally, not resorting to lame tactics, etc.). I still get screwed out of a pip/double pip sometimes from stupid situations, but I feel like this would be fixed with a few minor tweaks really.

  • @ModernFable Saying GG when you win isn't taunting. It's good sportsmanship. Saying GG EZ or something like that is taunting. People that think just saying GG is taunting are generally the toxic ones.

  • I almost always say GG. The only times I don't is when someone DC's, or if they were previously toxic to me post game (ie. I have them blocked on Xbox).

  • We need better terms for each tier, something simple. Here is what I would name them in order that you have them:

    Good Perks = Good

    Just Good In Specific Builds = Build Specific

    Not Bad Or Good = Neutral 

    Remove the tier "Not Good But Fun To Use" as any perk can technically be "fun". Move Distraction and Head On into situational.

    Situational = Situational

    New Player = Novice

    Just Bad = Bad

    I'd also probably add a new tier Expert which would include NM and OOO. Where Novice are perks that are mostly only useful to new players, Expert would be perks that make the game harder and can get you killed if you don't know what you are doing. I might even put Stakeout in here too, just because it requires you to get close to the killer often to use it.

  • It's notifications of other perks in play that affect you. Survivor perks are blue. Killer perks are red. They all have different conditions. Some you see only when the surv/killer is close. Some you see all the time. And some you see when something specific happens. It's there so that when you get rescue off a hook, for example, you will know the rescuer has We'll Make It and thus can heal you faster.

  • @SmokePotion " But I'd love a hag off, that'd be some fun"

    hag off

    hag off

    HAG OFF

    HAG OFF

    HAG OFF



    A what now?

  • Keep the Meta slot.

    Good in Combo would be a good addition. Though IDK about that term.

  • The temple has 1 permanent god pallet downstairs (but you have to do the gen to get it) and another god pallet that may or may not spawn upstairs. Actually that first god pallet is like a super god pallet, I honestly don't think there is a stronger pallet in the game. It also has 1 permanent safe pallet downstairs, 1 "so unsafe you shouldn't even bother with it" pallet downstairs, and 1 semi-safe pallet that can spawn upstairs between the pillars.

    The pillar arches are safe pallets. At least 2 of the fallen pillar pallets are safe. But then there are like 3 unsafe pallets at some of the tall stone walls.

    Overall yes there are good pallets on the map, but there are also a lot of bad pallets on the map. It's kinda 50/50 what setup you get.

  • @Incirion Spine Chill is an awesome perk. Probably the best killer detection perk in the game. No cooldown, hard counters stealth killers, can help in a chase, can help with stealth, plus the very minor speed boost (which IIRC applies to vaulting also). It's a very strong perk if you know how to use it. It's like the survivor version of Whispers, not for beginners. IT SHOULD DEFINITELY NOT BE IN JUST BAD. It's better than Prem 1000%. I would say Not Good Not Bad.

    I agree also with NM and DWM, however as standalone perks they really aren't that good. NM should be in situational though.

    Or maybe we can have a new category that's "Combo" or something. Using this perk with another perk in the same tier or above produces strong results, but on their own not that good.

  • Balanced Landing and DH should be switched.

    WGLF should be excluded from the list since it technically doesn't do anything (or put into New Player perhaps).

    WOO should be in New Player.

    Empathy should be last in Good.

    Distortion should be in Not Good Not Bad.

    Distraction, Resil, Ace In The Hole, Plunderers, and DS should be in Situational.

    Slippery Meat and Autodidact should be in Just Bad.

  • @MysticalMagic92 said:

    Honestly wondering where the Jane in a Nutshell came from. I swear I've seen that before. I don't remember where.

    I had a Spongebob one but I was afraid it might be to explicit LOL

  • I play on Xbox but I still see him...
















    ...in the tears of every survivor.

  • @The_Crusader You guys are just theory crafting 100% and arguing about something that will probably change before it comes out. You're not going to convince each other of anything. This is no longer a discussion, it's a dumpster fire.

    @Peanits @Gay Myers (Luzi) @MandyTalk Please close this thread. I regret making it.

  • @Orion @The_Crusader @HeroLives @NoShinyPony Guys just stop arguing. Perk isn't out yet. You are all theory crafting. No one can say how this perk will affect the game.

    @Peanits Would you mind just closing this thread for me? I'm sick of seeing +10 notifications in my inbox every hour. TY

  • @NoShinyPony said:

    @Incirion It's more likely that you wouldn't make it off the hook.

    I have to agree. Killers would just camp you the second time which isn't any better.

    Increase the stun time makes more sense.

  • I just played a game as Huntress on Resort. WOW. This map is so broken now. I could not see the auras of gens or my totem unless I was like 12m away because they were just so faint. Scratch marks too are almost invisible. This guy had Lightweight and it was impossible to track him. I still got the 4k, but it was so incredibly hard to see what I needed to see. BBQ auras were basically non-existant (and no they weren't hiding in lockers I could see them only JUST BARELY). Nurse's auras were just fine though so IDK what's going on.

  • I've seen DS used exactly twice since the update, so it has to be working in some capacity. However I've seen more games with obsession where it was never used, but I'm not sure if it was due to a bug or just because the killer didn't tunnel.

    Also @Pregum name and Xbox profile pic look familiar but I can't remember him explicitly. I definitely played against him before though. I don't have him blocked so probably not toxic?

  • Also yes, the cooldown should only apply to the explosion sound and not to the actual crow aura. The constant explosion sound was what was annoying about the perk.

  • Spies is butt.

    Jane has butt.

    Spies is Jane.

    #LogicFTW

  • The perk icon should really blink when you give someone BT. That's my only gripe with using the perk because sometimes you don't know if they got it or not.

  • @Blueberry No it dings like over and over while someone is using it. If it dinged once that would be plenty. It's actually very annoying and right now the worst part about playing Plague. Not bad enough to deter me though, just annoying AF.

  • @Blueberry I say it's a bugged because it "dings" over and over while using a pool, and there's no consistency to it. Having it ding at the start and/or end makes sense, but for me it's like "ding ding ding ding" while they are on it, which has to be a bug.

  • I heard this before but haven't had any issues with BT. Maybe it's the platform? I'm on Xbox.

  • Ima be honest here... I wish you guys would just drop it and let this thread die. I'm getting a little sick of seeing 10+ notifications in my inbox. Is there a way to unsub from your own thread?

    The perk probably won't be as strong as some of you make it out to be. It has some very strict requirements before it can be used, and if you are certain killers you can avoid it entirely (potentially all killers if you use a 1 shot). If the survivor gets to use it, then 99% themselves to avoid the aura reading, well that's smart play on the survivor's part. They should be rewarded in that case because they are maximizing the potential of the perk. It also has some drawbacks like the fact it makes you an obsession and the fact that it has the aura reading. You guys are making a mountain out of a mole hill.

    I would go and play some games with these perks in KYF but my friends don't want to do that, they want to play the normal game. So I can't give you anything more than what I posted in the OP. You can think what you want, but the fact is this is a leak and things can indeed change before it is released. Chances are after this backlash the devs will at the very least have some scenarios to test they didn't think of. We also don't know what the killer could bring to the table, maybe they also have an obsession perk that is crazy strong which would then require an equally strong survivor perk to counter it. We don't know, and while there is a slim possibility there might not be a killer in this chapter, considering it is Evil Dead and that the series has TONS of characters that could potentially be killers, I will bet money that the chapter will come with a survivor AND a killer. And I will go as far right now to call the map... CABIN IN THE WOODS. Yep, the map will almost 100% be the cabin in the woods from the first 2 films/TV series. If not that, then the town of Elk Grove, so it might resemble Haddonfield or preschool in a way. But there is absolutely no way they would not want to included as much content as possible for an Evil Dead chapter.

    Just please let it go. Wait for the official announcement, wait to actually play with the perks. We have no idea what the future will bring. Just let this thread die already. Stop arguing.

  • But you are faster while charging it so it evens out as long as you wait until you get into a chase (or at least get close to a survivor). If you are just charging up and holding the power indiscriminately, you are doing it wrong. She's not supposed to always have her power at the ready, she's supposed to find some then use it during a chase. This is also ignoring the other MAJOR buffs she got, namely longer Corrupt Purge time and longer infection time on objects. You make it sound like she's completely incapable of using her power now, no it's still very effective.

    As for the sound cue from the fountain, I'm sure that's a bug. It just keeps triggering while they use it which can't be right. There should be a sound when they start and a sound when they finish, both different, that's it.

  • @Orion said:

    Five, I think?

    https://forum.deadbydaylight.com/en/discussion/comment/376127#Comment_376127

    I've been doing the opposite. I ingest corruption from pools that are near repaired generators so when survivors do go to cleanse, they have to travel to the edge of the map and back. Meanwhile, I'm winning a chase somewhere else.

    I feel like that's more a waste of your time that a survivors time. Generally speaking, if you are injured as survivor you want to go to a "dead zone" for killer, like a place where a gen is already done. Using a fountain is basically healing in this case, and it doesn't waste their time as much as you'd think. If you have to leave gens that aren't complete to power up you give the survivors a chance to do the gens. I will say that it does make the dead zones more of a risk for survivors, as if you chase them over there it's not quite a dead zone anymore since you can power up. BUT if you are going to get that fountain before being lead there, now when they do lead you there you don't have that power up and it turns back into a real dead zone. That's why I say ignore those far pools, so then if a survivor tries to lead you there it's now a disadvantage.

  • @Okapi said:

    In my mind the only two viable killer choices would be Baal or Eligos. Everyone elese wouldn't be unique enough. Though the Couger would be funny to see in the game.

    Cheryl actually is very possible. She is a pretty important character in the story even though she's only in the original film and only appears on the show for a couple episodes. But her relationship to Ash is what is important here, and the fact she is a Deadite, which is the main enemy in the franchise. A brother/sister chapter would indeed be very interesting, and from a lore standpoint I think there is a lot more to explore there than with Eligos or Baal.

    And as much as I would like to see Baal with some sort of shapeshifting power, I think he is too powerful for The Entity to control like that. He is a prince of hell, the most powerful being in the franchise after the Dark Ones probably. He was only defeated by Ash because Ash it the Chosen One and he had the Necronomicon. Ruby had to enlist Ash's help to defeat him, and she's supposed to be very powerful so that means a lot right there. Also he's very human looking on the show, so unless they want to reveal his true form he wouldn't be very scary honestly. While there are human looking killers in the game, they are still somewhat scary looking. Baal isn't scary looking.

  • @Orion said:

    Adiris is a priestess, devoted to serving gods. The Entity could easily pose as a god and take her, knowing she would do Her bidding no matter what.

    Yea this probably. If Adiris sees The Entity as a God (which is kinda is) then she would want to serve it. She might see survivors as "needing to be saved" and kills them as a means to save their soul. IIRC, Nurse is in a similar situation. She kills because she believes it ends suffering, not because she is malicious.

  • @Carpemortum "An honest power loss DC is one time. The first time ban is usually 5 min. If you have 4 power loss DCs in 45 min, it's harder to believe it wasnt intentional."

    What do you think they will do in those 5 minutes? Wait? Maybe some people but if it was an undeserved punishment chances are better that they just shut off the game and do something else. They will go play another game perhaps, good luck drawing them back now. It doesn't work.

    "And if you really believe theres nothing keeping them playing, then how do you not see they play just to be toxic? They already have an incentive to not DC. NOT LOSING THEIR BP AND TIME THIS TRIAL."

    Again that's not an incentive for them to stay. There is no bonus, if they have a bad game the BP/time is irrelevant. Also, it's a very big assumption to say they play just to be toxic. Sure some players enjoy to annoy others, but that too is not an incentive to stay. If you fail at being toxic, but there is a big reward to stay they will stay because now they at least get something despite the fact that they failed. You want to encourage good behavior, and you can't do that through punishment. If that toxic player has some reason to be slightly less toxic they will be less toxic.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/378479#Comment_378479

    It does work. It keeps the people who dc every other game, out of game lobbies. Making DCs/afk teammates less frequent.

    The only people who dont like how dc ban timers work, are those who get banned.

    People have a reason to stay. All the BP theyve already earned, and the time spent. They dont care. Those who dc do it out of spite, rage, or the fact they tried to bully and got caught. No incentive will male them stop doing that.

    It makes it less frequent because there are less players. That's not a good thing. And if you punish DC's eventually people will start to get punished who don't deserve it. Look at the forums for games that have DC punishments. There are so many instances of just an honest DC from loss of power/internet or some bug in the system and then people can't play. This makes players angry and then they stop playing. Let that go for long enough and eventually your population will suffer from it.

    "People have reason to stay" no they don't. There is nothing keeping them. If they have a bad game and barely get any BP that's not enough of an incentive for them to stay so they DC. But dangle a big fat BP/shard carrot in front of them and they will tough it out and take the L for the bonus at the very least. It works. It's been proven to work. Reward people is a much better option because it avoids the negatives. It promotes positives.

    @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/378479#Comment_378479

    I know rewards work better than punishments, but sometimes, punishment works better than reward. One such case, IMO, is when people know they're doing something they shouldn't, which is exactly the case with DCing. Then again, maybe I'm just biased, because I just want those people to GTFO my favorite MP game.

    Punishments should only be used as a last resort. Just going for the punishment out of the gate is the wrong way to do it, as it promotes negativity and just exacerbates the problem. Someone DC's out of rage, then they get punished and stop playing. Now there are less players and those that wouldn't DC will get frustrated with the game, increasing the likelihood they start to DC as well. The problem snowballs until the game is dead. Not a good solution.

    Taking a retaliatory stance is not good. You want to encourage positivity. Yea it can make you angry that people leave your game, but if you're just going to punish them and not fix the underlying problems that MAKE them want to DC in the first place you're not actually fixing the problem, just pushing it along.

  • @The_Crusader said:

    https://forum.deadbydaylight.com/en/discussion/comment/378225#Comment_378225

    Paulie Ester made a good case in a recent video for the dlc being just a few weeks away.

    The latest patch has these perks fully working, with icons, description etc ready to go.

    It's possible there could be a tweak or two between now and then but it's highly doubtful anything is going to change massively. There simply isn't the time.

    Actually somewhat incorrect. Buckle Up is not working 100% correctly from my experience, specifically the "aura intensity" part of it. Though the rest of the perk and the other 2 work as expected.

    Also we only got to see the survivor stuff, nothing about the killer. I highly doubt an Evil Dead chapter would only be a survivor, considering how many awesome options they have for killers. Chances are the survivor side is mostly "content complete" but the fact we have nothing on killer side suggests the chapter itself is a ways off. I could be wrong, but if the chapter was indeed content complete I would bet that we would have seen killer perks too. Probably even some hint at the map.

  • @Orion said:

    I mean, punishing DCs works in literally every other game ever, but sure, it wouldn't work here for some strange reason.

    Actually no it doesn't. Punishing DC's just pushes players away and reduces the population. Only hugely popular games with giant populations can get away with this really.

    Instead of punishing DC's they should reward you for not DC'ing. Consecutive completed match bonus for BP and shards would help a lot more than punishing the people that quit. Also incentivizing people to play more fair would prevent the other side from DC'ing as much. Proper matchmaking where you don't get put against players that are way better than you would help too. And this new ranking system is not helping anyone to want to stick around since it can be really frustrating to rank up to the point some people would rather just not play. If you're going to be depipped multiple games in a row because the ranking system is busted, why would you NOT just DC when you're in a losing situation?

    If BHVR just started to punish DC's then the game would just bleed players because the core issues are not addressed.

    Positive rewards > negative punishments. It's a proven fact in psychology. Give people a reason to stay and tough it out and DC rates will drop without hurting the game.

  • You forgot Head On. Technically an exhaustion perk.

    I would put it above Sprint Burst because it can be used to make saves potentially. It's a way more niche perk, but has more power to swing a game than SB, which is like the most basic ######### exhaustion perk.

    Head On is definitely not better than BL or Lithe. Might potentially be better than DH, but considering it's very strict requirements for it to be successful I don't think it would be.

    @HavelmomDaS1 DH is definitely not the best exhaustion perk. It can be when killers fall for it, but against a good killer they will just wait before they swing. Yes it can help you get to a pallet or window, but the number of times you are in a position to do that are outweighed by the number of times you aren't. Balanced is by far the best because it opens up NEW loops that you can't do without it, and it has an effect even when you are exhausted. In fact those new loops can mostly still be used when exhausted, and they are probably the strongest loops in the game because they require no pallets and little use of windows, potentially making them semi-infinites. And it works on every map, and while some maps have fewer spots to use it, those maps where there are a lot of spots turn it into a God-like perk. Literally the only map where you don't want BL is Shelter Woods but even there you have the tree or basement stairs which can work.

    DH though is super easy to counter, unlike every other exhaustion perk. Just wait for them to use it and you get them. Don't even need perks or your power to do that.

1 … 90 91 92 93 94 … 147