ukenicky
ukenicky
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@Timeman63 said:
Hello class, welcome to Bad Perk University! I'll be your professor for today, and we'll be going over the worst perks The Entity has to offer and see how to make the most out of them. Last time I talked about the unsung merits of Camaraderie, why don’t I do something similar for its brother perk: Second Wind. Second Wind is quite an interesting perk. When you heal another survivor for the equivalent of one health state, Second Wind will be active. When this happens, the next time you get unhooked or unhook yourself, you suffer from the Broken status effect for 20 seconds, after which Second Wind will heal you for one health state. If you’re injured, you’ll be healthy. If you have Deep Wound, you’ll instantly Mend. Note that if you already had the Broken status from some other means such as Deliverance or a Killer addon or perk, you’ll have to ride out the entire Broken status for the perk to work. If you go down before the Broken status wears off, then it doesn’t matter.
So why is this perk bad? What makes Second Wind potentially strong is that you essentially automatically heal up after 20 seconds, without the need for a teammate to heal you. Yes, a teammate can heal you faster, 16 seconds or less, if you’re able to heal under the hook, but Second Wind lets both of you run off and do something else. You can go start working on a generator or totem and you’ll be good as new during that time. The problems with the perk mostly come down to its condition. You have to heal the equivalent of one full health state, which is something you may not get to do for one reason or another. You might get hooked before you can heal anyone, or you might be healing someone but get interrupted before you can get one health state off. Worse yet, if the survivor you try to heal has healed themselves or has been healed for even a sliver of health, you won’t get Second Wind ready. I have had Second Wind 99’d so many times trying to use it in a build and it kills me inside each time. So okay, you might get to use the perk once per match on average, or you might just get unlucky and get denied both uses of the perk. It feels bad, but that’s just what happens when you run perks like these. You use Unbreakable despite the risk of never getting slugged because the game changing effect of Unbreakable is undeniable. Second Wind is uniquely frustrating because it feels like it has a condition that’s easily obtainable on paper. But anyone who has used Second Wind in practice can attest to quite the opposite sometimes. I think it is a fair balance for the perk’s effect, but what stings even worse is when you have Second Wind fully charged, you get unhooked and the 20 seconds start ticking down, and then you just get downed quickly again because the killer decided to go after you instead of the unhooker. Second Wind completely thwarted by the forbidden tunneling technique. See, Second Wind kind of suffers from a similar problem as No Mither, in that it’s quite obvious when you’re running it. Maybe it’s not as blatant as No Mither, since the Broken status upon unhooking could also mean Deliverance, but if the Killer sees you get unhooked and sees that you have the Broken status, they immediately know that you have Second Wind, and why wouldn’t they go after you at that point? That’s a free health state given to you if they don’t at least try to pursue you. There’s so much that can go wrong there and the tragedy is that, it’s likely the best you’ve got, since the perk actually used to be worse.
So how do we make the most out of this perk? Thankfully, we’re talking about post buff Second Wind, so there are quite a few things going for us. This perk used to only be charged by healing without a Medkit, something that wasn’t even specified in the description of the perk. Now, you actually can use a Medkit if you feel the need to, which actually transitions well into my point with making Second Wind more consistent. Since the condition is to heal one health state, you’ll want perks that allow you to heal faster, giving you a better chance of filling the perk and less chance of being interrupted. In that vein, any perk that allows you to heal faster is excellent when paired with Second Wind. We’ll Make It, Botany Knowledge, Desperate Measures, you know the drill. In the theme of avoiding interruptions, I would employ a more stealthy playstyle when using Second Wind, since it is critical that you are not the first one to be found and hooked, similar to when using Deliverance. Because of that, stealth perks such as Distortion, Quick and Quiet, or even Calm Spirit are all good complimentary perks for Second Wind. Iron Will is also a strong choice, as expected, but bear in mind that if the Killer managed to injure you already, it means there’s potential of getting denied Second Wind. If you already managed to charge it up beforehand, then no problem, but if not, you’ll run into some issues. While not entirely necessary, Bite the Bullet is excellent for Second Wind, since it allows you to heal in relative peace, allowing you to charge the perk easier. Just be wary of Nurse’s Calling. You might be surprised by this next perk, but I’ve found Autodidact to be a decent pairing with Second Wind. Remember, you have to heal the equivalent of one health state. You don’t necessarily have to finish healing a survivor from injured to healthy or the like. So even if Autodidact regresses healing on the first and second skill checks, you’ll still make progress towards Second Wind. Man, Autodidact. I’ll get around to that perk someday, I really do want to talk about how to make the perk better. It’s worth mentioning at this point that Second Wind has a strange method of filling up. Unlike other perks like Blast Mine or Flashbang where you see the perk icon go from partially red to fully lit, it instead updates after you’ve finished the healing action. I’m not sure if this is an oversight, or a coding workaround of some kind, I wouldn’t know. But I’d like to see this perk changed to behave the same way as those other perks, so you can see in real time how soon you’re about to charge Second Wind.
Now what do you do after being unhooked? Aren’t you still at the mercy of the tunneling killer? Well, there’s a good chance that the survivor unhooking you is using Borrowed Time. It’s not guaranteed, but come on, it’s Borrowed Time. The best thing for you to do in that case is to get hit by the Killer, receive the Deep Wound status and run off. If the killer is dead set on tunneling you, you at least made some distance from them. If they decide to leave you alone afterwards, Second Wind will likely instantly get rid of your Deep Wound by the time you make it to safety. Yes you’re still injured, but it’s better than being dead. If you still manage to be downed by the killer and lose your Second Wind, Unbreakable or Decisive Strike can be a last resort to still get away. Yes you lost Second Wind, but you at least have a contingency plan. It’s interesting that I found Second Wind to have had a relatively even success rate, when all I ever heard was stories of failure. Maybe some perks aren’t for everyone, and that’s perfectly fine.
Closing thoughts, how do we make this perk better? Once again, we already have. The previous version of the perk only activated after 30 seconds of being Broken, along with the other conditions I mentioned before. It was pretty bad, but even then, Second Wind was still serviceable. I didn’t own the perk when it was new, but I imagine if I had employed the strategy that I showed you here, I might still have found success with it. If there is absolutely anything I would change to make the perk just a tad bit better, I’d make the quality of life change I mentioned earlier with the comparison to Blast Mine and Flashbang. It’s just kind of a strange function that I wouldn’t mind being made more consistent. As far as the issue with 99’d Second Wind, maybe you could make it so you only have to heal 90% of a health state? But honestly, it doesn’t really need that, after the buffs, this perk is quite alright. Perks like Second Wind make me appreciate starting this series in the first place. I have such a greater appreciation for perks that make me play the game a little differently and expose me to perks that I wouldn’t have used of my own volition. It also tested my sanity with the absolutely terrible design of *cough* OTHER PERKS, but the journey is worth it I believe. Here’s hoping you’ll continue with me, or join me if you haven’t already. Thank you for coming to my lesson, see you next class!
Question, how can you tell when a survivor is broken? I need to know this for my Killer antics and when Second Wind is in play 🔪
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My altruistic/BP farming build is as follows:
Exhaustion perk of your choice (I use Sprint Burst)
We're Gonna Live Forever
We'll Make It
Borrowed Time
Sometimes I switch We'll Make It out for Botany Knowledge to use in conjunction with a loaded medkit and overall more consistent value
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I highly doubt anyone would be running Coup if it was 100%
If Coup generated tokens upon hooking survivors it would actually be pretty viable. Why it's tied to generators popping I will never know as it makes NO sense.
Trail of Torment ah, yes. This one falls into the category of "Killer perks that would be decent if they had a shorter cooldown" which there is a lot of. Oppression is another killer perk I would love to run if it had a shorter cooldown.
Gearhead is kind of a mess so I won't comment on how I'd change it but it definitely needs some love. And Fire Up is just sad, same with Remember Me.
I wish there would just be a patch where they update buff all the weak/never used perks on both sides and rework some but that's unlikely. I'd also take them reworking just a few on both sides every so often too.
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Just making it so that you need to spend a little while opening the hatch with the key would go a long way in making them more balanced. Something akin to searching a chest and it would use charges of the key to do so.
I wouldn't be opposed to keys only being able to be found in chests in a match but I would miss them as an aura reading item so if they went that route I would hope that they'd give us a replacement item that only does aura-reading.
I just want to be able to use them for aura reading without ruining a killers game and likewise I want to be able to not worry about them when I'm playing as killer.
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Firstly please report people for harassment. We don't need people like that in the game and I'm sorry you deal with that. I always report people who think it necessary to drop slurs in end game chat and so should you.
Secondly, Pyramid Head is an absolute beast once you learn and get good with him and he has a pretty steep learning curve imo. There's actually two reasons he's quite scorned, first is his ranged attack which feels bad to go down against at certain loops where there isn't much you can do against it. The other reason is that his other power to torment and set people in cages counters literally ALL perks that proc off of being hooked/unhooking others and his ability to mori tormented survivors on death hook is also something survivors don't tend to like very much.
Pyramid Head is strong at tunneling people out of matches that's why he's usually hated. That said I encourage you to put in the time in learning him. It's up to you whether you want to "play fair" or not. Personally I try not to tunnel as killer but there's nothing wrong with doing it when you're down and the situation presents itself. Much like slugging, it's a high risk high reward scenario.
Like genuinely as long as you aren't face camping on first hook or tunneling said person off the hook there really is no reason for the survivors to complain. But hey sometimes that's just what everyone does (On both sides mind you). Remember that ppl are gonna complain no matter what sometimes and you can't make everyone happy by trying to win and do well. Just focus on having fun, getting better at the game and not griefing others experiences for no reason whatsoever bcuz that's what makes more bullies
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2446037#Comment_2446037
yes, they will become regular base game perks for those people who do not have the characters - if you have the characters you will see the current perks.
Thank you so much for clearing that up! You the best
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I've heard that Steve and Nancy's perks will become base game perks for all, is this true? And does the same go for Demo's perks?
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As a killer who uses Pop I have to say no to this.
Sixty seconds is overkill, 45 s is a perfect sweet spot. If my Pop ever runs out it's because I was greeding. I've never had Blast Mine alone mess up my Pop. Repressed is much more rare and honestly I can't even be mad about when that gets used to block a gen in a really important way. They're niche perks that can be difficult to get value out of. Pop is relatively easy to get value out of all match long.
What I'd love to see is a lot of other killer perks that have absolutely absurd cooldowns have said cooldowns reduced so they could be more usable (I'm lookin at you Oppression).
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/274600/shamed-for-running-lightborn
I find it funnier they're running WOO...Like learn tiles and where pallets will be
Maybe some people run windows of opportunity to learn where pallets are on each map. No need to bash a beginner perk aimed at helping survivors learn basics.
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When my friends get camped/tunneled they usually go play killer and then camp and tunnel randoms and brag about it. The opposite happens as well, when they get bullied as killer they decide they're going to bully killer as survivor in their next match.
Some people are obsessed with being mean to one another in this game, on both sides. Personally, I've made the coolest friends after match by being nice in the end game chat, usually with the killer even after they've killed me or even if I escape. Idk what's so hard about being respectful or complimenting each other on the things that went down in a match especially if there was no blatant toxic camping/tunneling or toxic behavior on survivor side. If you treat people bad of course they're going to be bad to others so ffs make good decisions and don't make more toxic killer/survivors!
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@VikingWilson said:
Goddamn it, could we do something about this? Get in one chase and a gen is done, turn around and another gen is done, down someone and yet another gen is done.
This is absolutely asinine. The winning strategy for killers is slug and tunnel and that's if they can catch someone holding W.
Too. Much. Fun.
What's stopping killers from still camping and tunneling if gen speeds get slowed?
Back with old undying + ruin many killers were still ruthless in their camping and tunneling and did not care at all about whether survivors had a fair chance or not, even with quite possibly the most universally oppressive perk combo (Usually with Tinkerer as well) to help "slow down the game to a reasonable pace".
I'm sorry but if gens were significantly slowed down or an extra mandatory objective was added it would make face camping first survivor on hook til death more effective. People who want to camp and tunnel just to ruin one or two players fun would take that and run with it. Not everyone will play nice.
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Competitive DBD is a joke.
I see the concern here however. This does make camping a survivor to death less punishing on the killer in terms of survivors completing all gens before the hooked person dies but. . What's stopping survivors from splitting up on gens and waiting out the 30 seconds so they can pop the gen? Deadlock only affects a single generator at any given time and there are three other survivors not being camped so couldn't they still get all gens done in one full hook cycle? Someone explain it to me cuz I'm tired rn and don't want to think about it lol
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Don't forget the importance of mind games! These help me in a pinch when I REALLY need to get a down on someone. I think that it's a really imperative skill to start mixing into your kit as a killer when you're in purple - red ranks.
Additionally don't forget to drop chase when it's relevant. Knowing when to drop chase is so important. No point wasting a bunch of time trying to catch quite possibly their best looper (You can easily tell if a survivor is good in 10 - 15 seconds of a chase). Instead go pressure people off gens and find someone easier to down to generate pressure off of.
Personally I run perks that incentivize me to leave the hook and go patrol gens because I find camping and tunneling rather boring/not helping me get better at mind games and looping but to each their own. Generally I break out the trio of camp/tunnel/slug if I end up down bad or start to lose pressure or during the EGC because literally why not do it there. Exploit their altruism and slightest mistakes that's the best way to counter groups. Capitalizing on a small mistake can cost a survivor their life and make massive problems for the team as a whole. It takes a lot of time and experience to be able to adapt on the fly but this is another important thing.
Idk I'm just trying to give some tips and encouragement other than "camp tunnel and slug everyone" because while effective, those tactics are bad to depend on 100% of the time. Slugging is very high risk high reward so be wary of that when you do it
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@OniWantsYourMacaroni said:
I agree with Remember Me,Gearhead and Coup De Grâce part.Those nerfs were beyond stupid and unnecessary.
The change to Hangman's Trick was fine though.It's supposed to counter sabotage plays and not provide that amount of map awareness
Yeah, I wasn't around for the original Hangman's Trick but it seemed more fitting to be called Surveillance with the ridiculous amount of information it gave LOL
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This is BHVR we're talking about so these things take time.
They might be waiting to tweak or rework perks until after Pinhead is launched successfully. I'd imagine they have to dedicate a lot of resources to fixing his bugs on PTB before pushing him live. Additionally there are rumors that we'll be getting a new original survivor in the next update which would come with three new survivor perks. That could also delay getting perk reworks and changes.
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Hex perks shouldn't stay up all match just because of one perk. We saw the devastation that old Undying caused with Ruin.
Hexes are meant to provide strong, game changing effects and force survivors to do side objectives to dispel them which buys you time. As someone who plays both sides, when I'm playing killer and my Ruin stays up all match it's downright oppressive and it's next to impossible for survivors to get through a 3 gen with Ruin still up.
I'm all for unique ways of offering Hexes some protection or misdirection / confusing survivors but it absolutely can't be something game breaking.
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@Lochnload_exe said:
I could see Monstrous shrine getting turned into a scourge hook perk.
Monstrous Shrine is the first, unofficial Scourge Hook perk.
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> plays respectfully solo or with friends
> gets tunneled through BT and DS (Or slugged to wait out DS)
If a killer wants to tunnel they will tunnel you out and the only way to avoid it is by looping them until the exit gate is open and escaping which not everyone can do. I know stealth is a valid tactic but it can be very hard to pull off in conjunction with second chance perks and against killers with good game sense and tracking can be next to impossible.
Obviously sometimes it's survivors fault but this isn't always the case. Lately I've seen BT on almost EVERYONE which helps but seriously killers can easily chew through that. I think a big problem with tunneling is the fact that it stems from proxy camping which a lot of killers do for easy trades / pressure or doing that thing where they camp you til stage 2 and tunnel you off hook so they can sacrifice you prematurely.
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I think a perk that grants someone being legitimately tunneled and camped an extra hook state would be a good way to deter camping and tunneling. Obviously such a perk would need VERY strict requirements to activate and potentially only be limited to a single survivor per match but I can't think of a better way to deter unnecessary and senseless tunnel/camping than to give a survivor more time to struggle and more time for the killer to lose the overall match for not actually attempting to play the game and patrol/chase etc etc
Basically something along the lines of Camaraderie
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Please let me get rid of ALL the Abdominal Dressings the game has forced me to get LOL
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Oh no, a horror character being unnerving and scary in a horror game.
Whatever will we do
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Hawkins is awful for both sides imo.
Specifically though it feels exceptionally killer sided since almost every pallet is just hot garbage. You just drop them 9/10 times because you can't mind game them or loop them at all lol
And idk, to me that doesn't really feel great as killer either. Will be very happy once this map is gone for good.
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Imagine only buying dlc bcuz you want the character to be broken
Do u have no respect for stranger things/the characters?
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@humanbeing1704 said:
What would be your idea for a survivor daily that gives 60000
Escape through the hatch (As last survivor or with a key).
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@NMCKE said:
Soul Guard
I been getting a lot of games where the killer would BM me and I'm assuming it's because I absorb hits from my teammates, you know since I have Endurance. Apparently killers don't don't like this, or something, I don't know but I feel like I'm missing something because I can't see why Soul Guard would aggravate a killer. I do combine Soul Guard with with Unbreakable just for the recovery speed, but still, what gives? I don't BM the killer, so why do they want me dead or seem aggravated with me?
They probably mad bcuz bad.
Soul Guard plays are already rare because it only works if you're actively cursed which isn't always the case but when you can get value out of it it's usually game winning due to that Endurance after getting up. It's such an underrated and well balanced perk (Now that it has a 30 s cooldown). If I had this happen to me as a killer I'd be upset but I can't help but applaud survivors for pulling off more niche builds and saving their teammates at any cost.
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If a killer attempts to initiate farm I always stand back and do gens / other objectives. You don't want to just let them hit and down all of you straight away it's a really bad idea. Save that for last because even if they do decide to 4k everyone at the end at least everyone will have gotten to farm a lot in other categories before that happens plus if I do gens and they come over I point at the Gen for them to hit it and farm Destruction points. If they hit me instead I will run away because I don't trust them if they're just trying to down everyone. That's not how farming works lol
I know that killers aren't entitled to be nice to survivors or farm if they want to but if a killer initiates farming and decides to do this this is the scummiest thing possible. Survivors aready have a hard enough time getting BP as opposed to killers.
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Ruin Undying is a perfectly acceptable combo. I use it on Plague because I don't want to be wasting time kicking generators with Pop. Essentially Ruin is great for killers who can pressure survivors off of gens, force them to do side objectives or just in general I mean for goodness sake Ruin is just a powerhouse of a regression perk.
Best case scenario is the combo stays up a while, long enough for you to get a down or two and generate some pressure/prevent gens from popping in the early game. Bringing Pop alongside it ensures a backup plan for when and if Ruin Undying does get cleansed. If they both get cleansed then that was (Likely) 28 seconds of time wasted, likely more depending on the time it took to find them and maybe even MORE if you interrupt them cleansing once or twice. And yes I'm aware that sometimes both ruin and undying are found at the same time by two different survivors and cleansed simultaneously. This is rare
Also you can opt to run a nasty all Hexes build to punish survivors for trying to dispel Ruin:
Hex: Ruin / Hex: Undying / Hex: Retribution / Hex: Haunted Grounds
This is disgusting because survivors have to cleanse to get rid of Ruin and in doing so they will always be punished by Retribution and have a very high chance of setting off the Haunted trap. Not to mention all the time spent cleansing is time for you to actually play the game. Nobody ever mentions this aspect of Hex perks.
Anyways, I don't think Hexes need major buffing but hex totems should never be where survivors spawn in it's ridiculous. That just needs to go. Sometimes when I spawn into the trial with Small Game it literally triggers while the camera is rotating before I've even got control of my character and I know that there's a totem behind me lol that's problematic come on BHVR
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@Hex_Ignored said:
I would finally be able to play hag because it would stop her disgusting "gurgling" sounds. Nemesis' and demogorgon's footsteps that can be heard across the map would be no more. This would be a feel-good perk but a damn good one
It wouldn't silence footsteps though, just breathing noises.
@Gplays2000 said:
https://forum.deadbydaylight.com/en/discussion/272853/what-if-killers-had-iron-will-killer-perk-idea
Killers already have tinkerer
Does Tinkerer make killers completely silent though? Correct me if I'm wrong because I may be. I thought you could still hear killers breathing when they are Undetectable. Just the other day I heard a Pyramidhead breathing right on the other side of a Haddonfield hedge wall despite his Undetectable status.
@BenihimeWrath said:
This would basically be a direct buff to killers like Wraith where their ambient noise is apart of their counterplay.
I had thought about this. It might be a bit unfair in a matchup like this.
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@Malum_Midnight said:
I feel like DH needs a rework, but I’m not sure what it could be
If they nerf the distance the perk becomes very bad/luck based if you'll end up exhausted on the ground. If they nerf the i-frames / remove them entirely people will still use it for distance and killers will still complain. If they nerf both then it will be garbo and literally everyone will just run Sprint Burst.
This is the problem with trying to change DH it's very touchy balance-wise.
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For Pig it would be neat if there was a sort of Saw workshop theme to it like the workshop on The Game. Maybe have some cosmetic traps lying about.
Plague could be really cool if it looked like an ancient tomb / walls and floor made from stone and earth with a shrine to her Goat god from the lore.
Hag could have a basement inspired by the basement she was held captive in with rusty shackles on the wall and corpses of previous prisoners etc.
There's a lot of potential here for every killer. Even if these weren't done as a cosmetic item you could bring I think they would be a neat addition to each map they hail from.
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I will never understand why Legion of all killers got Iron Maiden as a perk. It feels so out of place on them lol
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I'm hype for Hellraiser or Springtrap. I really don't care at this rate I'm just hype for new killers and survivors!
Hope we eventually get Chucky, Pennywise and Jason as well 😀
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I'm hoping for a perk one day that gives a survivor a 4th hook state if they're camped hard on the hook. With the proper prerequisites and conditions I think that such a powerful effect would be fair.
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@TerrorUnleashed said:
Now I'm not talking going head-over-heels for Survivors and using every moment as a chance to help them, but just show some friendliness where you see a scenario ripe for the picking. Just last game as Ghostface I had someone getting me to force-hook them (which I prefer over them DCing) and then I had two of their teammates down only about a minute and a half later after I stalked them both on shack gen... so I closed hatch (didn't want to have the game ending super quickly), messed around a bit, and then committed to the usual non-stalk chase. After downing them, I didn't hook them. As you may have suspected, I carried them halfway across the map to a gate. They stopped wiggling once I walked straight past two hooks, and then I let 'em get the gate.
Now, I know plenty of us do this already, but you're not sacrificing much by letting a person go or not always playing for kills. I literally spent five minutes of that game just messing around. That's what some people need to get; this is a game, and you should have fun. Now whether or not you classify being nice to Survivors as linked to that fun or detrimental to it, you cannot deny that having nice Survivors makes you happy when you get them. So, just return the favour every once and a while if you don't already.
It isn't too hard to ask. Majority of us do play for fun, after all.
Also, I can see these comments igniting with loathing for my cause and just otherwise brimming with non-related discussions, so, please, as per the forums rules... keep it civil and respectful. I appreciate it. :)
Keep the cycle of kindness going yess 😀
I try to be nice and respectful when playing both sides. However, the gloves come off when people decide to be toxic despite you not exhibiting toxic behaviors and being respectful in your gameplay. Some people's desire to bully is just too strong in this game.
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The only thing you really can do is tell others in the lobby before the match what you are running.
If they decide to intentionally sabotage your plans based off of that info you tell them like by dropping a pallet you're waiting on/near with your flip flop build then I'm pretty sure that's reportable.
I've seen people do stuff like that before, heck people intentionally sandbag their teammates to grief them anything is possible so yeah, be careful with telling people what build you're running.
I mostly use the lobby chat to tell people I'm bringing We'll Make It/BT and or Kindred if they want to run other perks so we don't over lap as, every little thing matters in solo queue lol
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Challenges like these would just make me try to initiate a farming match with some sacrificial cake / maybe try to help survivors finish their challenges too.
I'm sorry but the rift challenges have such bad design that they really do cause players to throw on both sides. I thought maybe they would be better about that moving forward but I see this Rift is no different.
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Plague with Corrupt Purge?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2418894#Comment_2418894
That’s only if such a stipulation were placed on DD. I don’t think combo’ing DD and Ruin has ever been complained about, or seen as unbalanced together.
True I was just throwing out a random perk. Idk it seems weird to put a limitation like this only on specific "oppressive" perks though. I should have clarified but yeah. Let's take DS for example, even to this day it can be paired with Unbreakable for a combo that a lot of killers still complain about (I don't have a problem with it personally). I think it's okay to have very powerful perks that can be used together in ways that they compliment each other..
If anything Tinkerer should be looked at and other, lesser used perks buffed to make them more appealing to use and break up the meta. I'm kind of shocked Tinkerer doesn't have a cool-down of some sort whereas many other Killer perks that have cooldowns would be so so much better if they had a lower cool-down.
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The Entity can be a bit moody. It wants you to really play with your food and marinate the survivors in suffering.
But no for real I've had this happen on matches with Plague where I down all four survivors with one corrupt purge and get an Entity Displeased lol
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The only way I'd be on board with this idea is if many of the weaker Killer perks got buffed and or reworked to be better and worth using to help break up the meta or pave way for new synergies and combinations.
But still, I'm not sure how to feel about this limitation in regards to Hexes. What if this would disable fun, niche perks like Dark Devotion just because survivors are cursed with Ruin?
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@bjorksnas said:
Its penalty isn't 3% its 13% that 3% is an additional penalty to regression as a downside to the perk
This is a really good observation I failed to make! Thank you for pointing it out
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My wishlist:
• Trapper rework
• Myers rework (?) and add-on pass
• Pig add-on pass
After that I'm not really sure what other killers need help other than Twins and Trickster needing more fine tuning.
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You can still ######### on hook relatively fast in phase 2 all you have to do is let two skill checks pass.
I do it often to give the last survivor hatch/a chance to find the hatch if I'm being camped because literally what is the point in prolonging that and potentially getting the other survivor killed trying to save me? There's a lot of situations where letting go can be beneficial for your team, namely towards the end of the match. You gotta use your intuition and game sense.
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Honestly should rework grave of glenvale it's an awful map with way too many breakable walls. I know it's super killer-sided but I hate getting it even as killer because breaking 30 walls gets old after the second or third one
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@Lord_Tony said:
if a survivor brings in a broken item in this game then they deserve to die for it.
What about when killers bring broken add-on(s)?
I'm not trying to play devil's advocate here as I want keys to be reworked and dampened in power as much as everyone else but it feels like there's a double standard where survivors are are given more heat for bringing certain items / add-ons and this doesn't just apply to keys to some killers but tool boxes and first aid kits.
Both sides can and will bring the strongest items, add-ons, offerings and perks if they want to win badly enough.
I'm hoping they nerf keys in a way like they did moris where they can't be used to end matches so prematurely but can instead be utilized as unique aura reading items without making killers and survivors alike sweat over their matches.
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Pop, Corrupt, BBQ and STBFL
When I decide not to run BBQ I put Tinkerer in its place it's perfect for deciding whether or not to go to a gen with pop or place a trap so it activates.
Honorable mentions include Sloppy and Hex Roulette shenanigans (I do Ruin, Undying Haunted).
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@MeltingPenguins said:
This is a genuine question, cause I see people say on a regular base they'll automatically tunnel someone with a key out of the game.
And i'm sitting here wondering -why-
cause, people, you are giving the survivors an advantage:
- If they are a swf, not only have you now given them a place to store the key, you also gave them the means to navigate the other players of the swf to the key and the hatch once it spawns. which now is a gen earlier.
- even if they are not a swf you have now given them the hatch a gen early as well as a definite place to pick up the key.
It'd be better, tactically, to play without any tunneling and corral the survivors away from the hatch.
I always wondered these points as well. By tunneling someone out of a match you make the requirements for hatch spawn earlier. This is of course if you find the key bearer immediately.
From my experiences I notice that solo queue key players hide and adopt a 100% stealth play style so that they can escape through hatch asap when it spawns after last gen or when enough players die.
In SWFs things are different. They usually stash the key somewhere so it can't have charges knocked off through Franklin's Demise and they tend to have a map runner and hatch offering as well.
Which makes it all so difficult. Franklin's is not a guaranteed counter to the key. Tunneling isn't even a counter. This is why keys need to be reworked. I just want them to be usable as aura reading items and NOT cause grief in killers matches. I actively avoid matches where a survivor has a key when I'm playing killer or survivor. I just would rather not play a match with keys in play until they are addressed.
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@Mister_xD said:
95% of the time you can just look up to avoid the blind.
however, as you noticed, that doesnt always work. My guess is, that you cant avoid the blind when you are standing right on top of the grenade when it detonates, so try to avoid that the next time?
and btw, yes, the flashbang is literally just a reskin of the firecrackers.
The perks icon is also literally just a reskin of Diversion.
Veryyy sus
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2415680#Comment_2415680
I’m not saying what survivors do needs to change. What needs to change is how unforgiving a killer not having pin point accuracy is. I’d rather have more generous hurt boxes and longer cooldowns.
I have to agree with this. Take Victors cooldown for example. He comes back nigh instantly. Kicking him hardly buys survivors any time and yet, landing him on people can be surprisingly difficult or next to impossible on certain maps with invisible slopes (I'm lookin at you backwater nasty swamp).
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@Mineguy said:
Question for all purple/red rank killer players. How do you have fun? I hit these ranks yesterday and I wanna die. I played 10 rounds and lost 10 rounds. Not because chases where to long or I couldn't find anyone. In fact I was almost the whole time in chase after chase but still the gens are flying like nothing only because I have no gen slowdown perks.
I wanna go back to green ranks where I can actually have fun and don't have to use ruin/undying or pop/corrupt to just a have a chance. I don't mind losing, but I would be happy when the round was a bit longer then 4 minutes...
I feel like this sometimes too lately at purple - red. For me, I break things up by trying fun builds, specifically jumpscares are my favorite. I lower my expectations a bit as well. I don't seek out a 4k as a win for me. For me a win is any of the following:
• Having fun
• Putting on a decent showing / close match
• Getting better at looping, tracking and mind gaming
• Scaring survivors
• Doing well without resorting to camping and tunneling (Doesn't mean I won't do it under pressure)
I don't care about pipping up or down as killer or survivor.
This may not be the answer you want to hear so I have another answer for you though. Sometimes I want to be creative but still have slowdown. In these instances I run one impactful slowdown / regression perk such as Pop or Corrupt Intervention and then I dedicate the other 3 slots to whatever I'm feeling. It's really important to build them around your slowdown of choice but I've had really good results with fun builds only utilizing one gen slowdown perk (Usually Corrupt Intervention because that perk is so incredibly underrated).
Don't give up and don't be discouraged. Not all matches are going to be the same.