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  • @MegHasCuteFeet said:

    This build is not supposed to help you with vault speed.

    You pair Resilience and Spinechill with Ironwill and Deadhard to stay injured through the most of the trial to get the bonus repair speed from relience, which is almost 8secs of a full gen.

    Have you never heard of a vault speed build?....

  • Try it first before recommending

  • @AhoyWolf said:

    Probably just seeing things, if you get hit the sabo should reset, and if it doesn't then it's bugged.

    Maybe they just instantly clicked the button again if I think about it tho.

    Maybe, but how do people sabo without using dead hard to stop them from getting downed?

  • @CremelloJoJo said:

    I don't know why you'd want to stop survivors from seeing boxes until their traps are active, it makes them focus on gens which is the opposite of what killers want.

    Because it increases the chance of the survivor being instantly killed and out of the game. Which is far better than them wasting a minute to get it off then having to hook them 3 times to kill them.

    Besides when the trap activates, they HAVE to get if off, therefore they don't care about being stealthy or sneaky, they just have to run to the boxes. This is good for hunting them easily.

  • @SMitchell8 said:

    I'm a determined and strong unique individual who goes against the grain. Not much else needs saying. So just the perks.

    🟪 Determined - You thrive and come alive when you have been rattled and the shackles have been removed. Once you have been rescued from second stage on the hook, gain a 5% bonus to repair speed, 2% movement speed and 2% exit opening speed for the remainder of the match.

    🟩 Put In Get Out - Like life, you only get out of sport how much you put in. Once you have earned atleast 18,000 BP in a match, you will be rewarded for your efforts, the hatch aura will be revealed to you for 10 seconds when it's available.

    🟪 Furious response - You hate being caught by the killer in quick succession. If a killer puts you into the dying state within 30 seconds of being rescued off the hook, gain a 70% chance of escaping the hook the next time you are hooked. Failure penalties still apply.

    Determined - What the tier 2 and 3 difference going to be? I'd hope its increasing the 2% stats to 4 and then 6 at tier III. The repair speed sounds good.

    Put in get out - Very very different kind of perk. It sounds really interesting. Could be a good addition to dbd. However again, the tiers should be 10/15/20

    Furious response - Good anti tunnel perk, however I think because we have perks like deliverance and decisive strike, this one would be abit similar and OP at the same time. But it could be a good perk.

  • @TargaryenChild said:

    I am very androgynous and that means that people have a hard time getting to know if im male or female im a boy with a not manly face, cute glasses and long blonde hair. Im studying to be an english professor and Im like an e-girl in my group of friends (loud and easy to chase) but Im a smart ######### to work with teammates. I also know how to read dreams, so here are my perks:

    True Horror: [Fear feeds your soul making you scape from the entity's grasp] After being chased for 50/40/30 seconds you gain a 7% bonus speed for running and vaulting but your breathing and grunts of pain are 50% louder.

    Dreamy: [Sometimes your low stamina becomes a great advantage] When you get exhausted, Dreamy activates. Everytime you find a fake object (spirit fake location, doctor's and freddy's illusions) it is shown to you with a yellow aura when you are 8 meters near. When you find this illusion, you feel the urge to scream.

    I made my choice: [Your altruistic choices have become your worst enemy] When you unhook someone, I made my choice activates. If you get into the injured or dying state you'll have the broken status effect for 60 seconds. During that 60s your teammates will get a 100% bonus healing and self-healing speed.

    True horror - Sounds like a good perk when tier 3. When combined with resilience and spine chill, that'd be a good vault speed build.

    Dreamy - I'm not really a fan of this one. Mainly because the doctors illusions are obvious. The spirit you can tell if she's walking most of the time but I guess the perk could be useful there. The only use for this perk would be for freddy which is very specific.

    I made my choice - This one sounds interesting. Its like a risk your self for someone's else type perk. I think it'd be a nice one to have in the game :)

  • @Dpooly said:

    Don't feel like typing out lore atm but these would be my perks:

    All or Nothing: [Risky behavior has had it's benefits] When using a toolbox or medkit, press the Active Ability Button to fully deplete it and heal/repair the remaining charges instantly. Cooldown of 180/120/90 seconds.

    Get Away From Me, Fool: [Past situations give you insight on present danger] While hooked, if a Survivor attempts to unhook you in the Killer's TR, press the Active Ability button to kick their hands away and Struggling is paused for 15/20/25 seconds. You gain the Broken status effect for 60 seconds when unhooked and your aura is revealed to the Killer for 5 seconds.

    Save Yourself!: [Helping allies has had its benefits] When near an elevated window, press the Active Ability button to lift another Survivor up to it. Causes Exhaustion for 60/40/20 seconds

    All or nothing - It sounds alright, but I think it should be for toolboxes only. Mainly because medkits yoy can get few heals out of those and you wouldnt want to waste a whole medkit on one heal.

    Get away from me, fool - Kick their hands away lol. We already have a perk that pauses the struggle timer and what if the person unhooking has borrowed time? You wouldn't want to kick their hands then lol. I think this perk wouldn't be that useful, including the broken effect aswell.

    Save yourself - Now this one is very interesting. It's a cool idea, but I've never really seen a window that is elevated up high, bare in mind it has to be realistic in terms of how high the window is.

  • @Elena said:

    Can't think of any lore and I wish to avoid putting my details in this so I'll just think of some perks

    1. Line of Sight - Unlocks potential in one's aura reading ability. While looking at the killer from 20/24/28 metres, your aura is revealed to the other survivors.
    2. Don't Look Back - While in a chase, fast vaulting a window will block it off for the killer, preventing them from vaulting it for 20 seconds. Don't Look Back has a cool down of 80/70/60 seconds.
    3. Fearful Foresight - After cleansing a totem, the killer's aura is revealed to you for 3/4/5 seconds. The perk disables once all totems have been cleansed.

    Pretty okay/sh*t perks but it was all I could think of.

    My favourite is definitely the 'Dont look back' perk, mainly because it'd be really good for safe loops with a window. Its also like a survivor bamboozle which is nice.

  • @LethalPugy said:

    Meh, I’m an actor so i’ll use that as my theme.

    Echo’s Voice - After healing another survivor the perk activates. When 12/14/16 metres of the killer you make the noise of the injured survivor you healed for 15/20/25 seconds.

    Echo’s Voice has a cool down of 80/70/60 seconds.

    Prop Mastery- After searching a chest, Prop Mastery Activates. While active you can close the chest while an item is inside and get another item. The item will have 30/50/70% charges.

    Prop Mastery has a cool down of 60/50/40.

    Prop Mastery works with all chest related perks.

    Exit stage left.

    Years of acting has given you the knowledge of where to be and how to get there.

    Vault 30/40/50% faster.

    Exit stage left has a cool down of 30/25/20 seconds.

    Wow these perks are great. Prop mastery would work well with ace in the hole and plunderers, for a chance to get a better item if the one you get isn't that great.

    Echos voice is a good one for throwing the killer off too.

    Exit stage left is probably my favourite, to be able to vault 50% is a dream come true in dead by daylight aha haha. Would defoo put that on my build

  • @Deathslinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559305#Comment_1559305

    ...

    My Killer perks would be Gearhead, Dead man’s Switch, and Hex: Retribution.

    Oh yeah ofc your Deathslinger 🥴. Why don't you be his half brother and have a different lore and perks

  • @SCP_FOR_DBD said:

    Well, I ain't sure how to make my lore. But I can Imagine perks.

    Done Caring: You've been here long enough that you just stopped caring. The killer will not receive noise notifications if you are 90/75/60 meters away from them.

    Paranoid: You constantly wonder if something is right next to you. The perk will light up if something is within 16/24/32 meters of you, whether its killer or survivor is unclear.

    Jack Of All: You've learned most but mastered none. Walking speed, Repairing Speed, And Healing speed is increased by 1/3/5%.

    I don't know about paronoid, as we already have premonition and spine chill which tell us it's the killer and it's 32 meters. Paranoid is less meters and isn't specific.

    Jack of all sounds alright, maybe increase it from 1 3 5 to 3 6 9. Just because 1% is kind of useless for tier 1.


    I like 'Done caring' that's a nice perk and it has some good distance! :)

  • @C3Tooth said:

    1. Loner: If no other survivor in 12/10/8m radius from you (and not in Killer's TR), you're being alone. When being alone for 10/9/8sec, the perk activated. When the perk activated, you work on Gen 5% faster. Other wise, you get 5% debuff on Gen.
    2. Work smart not hard: the first chest you unlock guarantee u a Commodious Toolbox with a brown/yellow/green addon
    3. Im done here: taking hit will boost your speed for 5sec instead of 2 if not exhausted. Cause exhaustion for 60/50/40sec

    'I'm done here' sounds like a really useful exhaustion perk. Would definetly work well with mettle on man and perks around protection hits. :)

  • @RaSavage42 said:

    Name: R.A. Savage (LOL...)

    Lore: uhhhhhh........... Yea about that:

    Growing up in a small town in an area that is not well known, R. Savage had a "normal" childhood till he lost his father to a car accident when he was five. He then lost his mother to the war (a fictitious one) when he was 10. His brothers and sisters were older then him so they moved on with their lives leaving R. Savage behind.

    When R. Savage graduated high school he found a job at a local market... he preformed his duties the best he could but that didn't last that long. Struggling to find his way he would walk the town by day and dream of all that might have been at night. He tried so hard to find where he belonged in this world, and then a whisper on the wind spoke of a place where he would be needed. The whisper only grew until he found himself in a forest next to a lake. The path was well traveled so he fallowed it to the lake, once he got to the shore the whisper became a voice.

    For the next week he'd go to the lake but never near the water. he'd go there to vent his frustrations on his past and present but never say much about his future. On the 10th anniversary of his mothers passing he went to the lake. Once he got there a thick fog had taken hold, R. Savage couldn't see how close he was to the water until he heard the splashing of his feet. He froze, his breath stopped as he prepared to go in farther. Just then the fog drifted to show his reflection. He stared at his reflection, from the blacked out eyes to the scars that looked as if they came from a car wreck. "Those things were supposed to happen to you"

    Perks:

    Left alone: (being alone has honed your skill when no ones around) Preform repairs 2/3/4% faster when no one is within 30/25/20m of the gen. When working on a gen with another, greater chance of skillchecks and are 10/15/20% smaller

    Under Pressure: (have done good work in the past has lessen the pressure you feel) When inside the TR of the killer for 15/20/30 seconds the next survivor to be put into the dying state shows you the killer's aura and hooks within 15m for 5 seconds

    Live or Let Die: (being shown the truth of life has angered you) If you are the first to die then the remaining survivors are given a 10% repair speed bonus for the next 10/15/20 seconds [the perk icon will show up on the other survivors screens like the syringe] OR If you are the last alive the sound cue of the hatch can be heard from 10m away

    I would've liked to a killer as well but this thread was for survivor so there you go.... hope you enjoyed it

    That's a really good lore, is it based on any reality by any chance?

    And the 'Live or let die' is really unique, the fact that when you die it helps the team out, and punishes the killer almost. :)

  • @shelobster said:

    Sheila Lobster

    Inner Introvert: You work best on your own. Gain a bonus 5/10/15% speed bonus when repairing a generator alone.

    Horror Addict: Years of horror consumption has gotten you used to dealing with fear. While inside the killer's Terror Radius hold the Active Ability Button to stay absolutely silent. This ability has 30/60/90 seconds of use.

    Kind At Heart: Helping others brings you joy. After unhooking or healing someone gain a 5/7/10% Haste status for 10/20/30 seconds.

    These perks are actually really creative, especially inner introvert love that aha

  • @SCP_FOR_DBD said:

    We basing this off our real life or forum life?

    My perks and lore are based on real life and what I do

  • @Deathslinger said:

    I can’t be a survivor, I’m a killer...

    Make a killer one aha

  • @PigMainClaudette said:

    Can't think of lore at the moment, but here are some perks based on some things that I can do.

    Learnt From Experience: [The best way to learn something is to get out there and do it. Repeatedly.] Each time you hit a Great result on a skill check, you gain an extra 1% progression. This ability can stack up to 5/10/15 times.

    Pass Without Trace: [Despite your hulking frame, you have a tendency to move rather quietly and unnoticed] While standing still or crouching, your breathing and grunts of pain are reduced by 25/50/75% and the killer cannot read your aura while within 10m of you.

    Full Force: [Years of martial arts training has taught you how to get the most out of every strike] Whenever you stun the killer, they are stunned for an additional 1/2/3 seconds. This perk has a 30 second cooldown.

    I've been doing martial arts for about 10 years at time of post, but having me literally fight a killer and kick Trapper's knee in a direction it was not designed to go wouldn't exactly work within Dead by Daylight, so using the fact that I know how to use my large frame to hit really hard should be a bit easier to balance.

    Despite being 6'6", I'm also actually pretty quiet when sneaking up behind someone and just waiting for them to notice, which doesn't happen very often. And survivors don't have a lot of perks that cancel Aura Readings, when Undetectable is handed out to killers like aura reading perks are to survivors.

    I'm also a natural problem solver, so having a perk that increased my ability to do things over time for doing them repeatedly seemed appropriate. If you saw some of my early Warhammer 40k miniatures compared to the ones I make now, and also take into account that it is all basically self-taught, with occasional suggestions from others, it really shows.

    Full force actually sound like a really useful perk and a good counter against enduring!

  • @Zucker_Schock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541980#Comment_1541980

    What has resilience to do with a tool box and a medkit ? Everything boils down to time increase or decrease.

    Someone said resilience is like having a medkit and a toolbox. I was replying to that

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541966#Comment_1541966

    You don’t use it to hide, but making the killer briefly question where you went gives you enough time to charge it. As soon as you see that they’re about to check the locker, you stun them and run.

    Ohhh okayy thank youuu

  • @Zucker_Schock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541968#Comment_1541968

    Well depends on how much time you get from Resilience, the increase from toolboxes or medkits are also only for a certain time, if you manage to get to the next loop and waste 45 seconds of the Killers time than Resilience would be better than an items that gives you 15 seconds or something similar.

    What's looping got to do with medkits and toolboxes?

  • @Zucker_Schock said:

    Its not only for the last second hits, while it can help there too, the not so obvious effect is because of the increased speed, it gives you extra subseconds with every vault. In the long run causing you to not get hit while you normally would because you made more distance.

    True but these days I've had insane hits, for example the crane vault. I vault, and get hit mid air not even in window sight, instead of getting hit as I'm vaulting through the window. It's just not really useful anymore imo

  • @BillyMain77 said:

    Its not always going to work but having resilience is like bringing a tool box and medkit in one.

    Not really because medkits and toolboxes increase more than 9%

  • @The_Krapper said:

    Use it as a team and help each other out and coordinate certain main buildings or looping areas, it can be alot of fun that way but will get you killed if you get carried away or aren't smart about how you use it think of it like the locker is your pallet when you've got other people running it

    So it's kind of useless on a solo queue?

  • @xenotimebong said:

    The best way to do it is to run it with Quick & Quiet, break line of sight and silently fast vault into the locker. The killer will usually take a couple of seconds to catch up and look around quickly, they won’t usually search lockers immediately since the animation takes a couple of seconds and you feel kinda dumb when you check an empty locker.

    I use quick and quiet but I end up using it mid chase and it dosnt recharge before I reach a locker.

    But using quick and quiet to hide and then get away, what's the point of having head on if you ain't going to stun?

  • @Demogordon_Ramsay said:

    I use the speed vault build specifically because it saves me from dedicated hits.

    It still dosnt help me with the hits, amount of times I've confidently vaulted using this build and I get hit after landing

  • Honestly its nothing to do with the gen speed. I've played against many gen rushers and the best way to counter them is to simply patrol gens and end chases that you know have taken a while.

    I hate when people think gens should take longer to be done, no you just need to prioritise gens more. Equip gen perks like pop and discordance if you're struggling to control gens.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528165#Comment_1528165

    There is still a penalty. What it does is it makes the penalty 1 survivor less.

    4-man repair penalty is now a 3-man.

    3-man is now a 2-man.

    2-man is now a 1-man (which is no penalty, but currently there is a slight penalty due to how it's coded)

    So basically 'Prove thyself' reduces penalty on gens, which therefore decreases the time it takes to do a gen

  • @MadLordJack said:

    When you work on a generator by yourself, you are repairing that gen at 100% efficiency. For each additional survivor, you all work at 15% less efficiency. So if there's 2, you are repairing it at 85% each, for 3 at 70% each, and 55% for 4. Prove Thyself makes it so that everyone is working at 100% efficiency so long as one person on the generator has the perk. Only 1 person needs Prove Thyself, and it only works for the specific generator that the Prove Thyself user is currently repairing. It does not stack with itself, so 2 people running prove Thyself would not work at 115% efficiency, they would both still work at 100%.

    So it always stays 15% increase? Not dependent on the amount of survivors?

  • The problem I have with this heal build is although it's rlly fun and useful to heal people rapid. I don't really get the chance to as people either get unhooked before me because I'm doing an important gen or they get unhooked by me but I get chased and they end up getting healed by someone else

  • @animalmak said:

    I've been running Spine Chill, Balanced Landing, Urban Evasion, and We'll Make It recently. I've never been a super stealth player, but to be able to escape a chase using BL into UE is such a thrill. This also helps a lot with safe hook rescues!

    Sounds like a chill build, might try it

  • @steponmeadiris said:

    I mostly use Calm Spirit, Iron Will, Unbreakable, and Borrowed Time. Good for hiding if you're a coward (like me), but also allows you to be recklessly altruistic. You have to use a somewhat camouflaged outfit, of course - Iron Will and Calm Spirit won't do much if you have pink hair and glowing neon clothes.

    This does sound very sneaky I love it, but I get weary with unbreakable because normally they down you and end up picking you up immediately giving no time to actually hide and recover

  • @dontbethatguy said:

    Unbreakable + borrowed time + sabatouer + Sprint burst

    Breakdown of the build?

  • @APoipleTurtle said:

    Some fun builds I've seen and used:

    -Chase Escape Artist

    Lithe - Quick & Quiet - Dance with Me - Iron Will (the standard Lithe combo). Plus any flashlight.

    Your goal is to stun the killer at a pallet, blind them with the flashlight during their stun animation, then fast-vault across the pallet and book it out of there while they are blinded. If you do not have Dance with Me from Kate, Lightweight is probably an okay substitute.

    -The Classic Vault Speed Build

    Spine Chill - Resilience - Dead Hard (or really any Exhaustion perk) - Adrenaline (or any 4th perk, really).

    It's not flashy or ridiculous, but it does help extend most chases. Being able to hold the killer's attention and loop for longer is usually pretty fun. Sorry if this was already one of your go-to perk sets that you're trying to move away from.

    -Anti-Tunneler Wombo Combo (Scott Jund used to run this one a lot, but not sure this build ever received a name). You may not have the two perks necessary for this yet, but both are popular and worth having, so they might be good considerations to pick up next (or fish out of the Shrine of Secrets).

    Head On - DS - Two other perks of your choice. Plus a firecracker if you have one (a flashlight can work, but it is less effective).

    If the killer is tunneling you fresh off a hook (or fresh enough that DS is still active), hop in a locker and hope they grab into your DS. Go back in the locker and ready up Head On, then stun the killer with it once the DS stun ends. Drop the firecracker at your feet to blind the killer out of the second stun animation and book it. It's not the nicest or most efficient way to waste the killer's time, but it's pretty funny when it works (and I show little mercy to killers who willingly tunnel me off hook).

    Might try out that quick n quiet build, might be hard to pull of though ngl, but worth a try and if it works it's funny as hell

  • @Ancheri said:

    You could try Autodidact, Spine Chill, Empathy and any fourth perk you'd like (We're Gonna Live Forever works well for additional points due to occasional protection hits).

    It's just a fun build to mess around with. Don't expect too much from it for the randomness of Autodidact skill checks makes this anything but consistent. Spine Chill helps with clutch heals though and overall, this combo can pull off quite some hilarious situations.

    But how would spine chill help with healing, I guess it's good for knowing when to stop healing and run to a diff location to continue healing, but it dosnt really increase the speed that much. Any reason for spine chill I'm missing?

  • @Hippie said:

    You could try Empathy + Autodidact + Kindred + Leader, for a great altruism combo! I've been using it lately for fun, and it's fun to find my teammates and surprise them with a fast heal, not to mention the information you get from using Empathy and Kindred (the best aura-reading perks, in my opinion).

    I also like to goof off with a Left Behind + Plunderer's Instinct + Ace in the Hole combo, so I can always locate the hatch at end-game and possibly have a key to open it with.

    I am currently using a heal build just for fun

    Perks:

    - Autodidact (it can complete virtually all the health if you've got good tier and gain tokens alot.

    - Empathy (Good for locating injured for heals and if you're injured can also locate to heal eachother, also good to locate where and when a chase is happening)

    - Self heal (Just because some situations you may not have much time and a quick self heal right then and there would be efficient)

    For my 4th perk I keep changing and becoming unsure on:

    - We'll make it (Rapid heals and if tier 3 can use perk on other injured survivors using empathy)

    - Borrowed time (Ensure the injured off hook has a chance to escape and could possibly heal them after they've escaped a chase)

    - Botany knowledge (Increase self heal is very useful, increase healing of others in any situation is also useful. Combined with we'll make it active or Autodidact, can become a 2 second heal almost)

    Any advice on which one I should choose

  • @Respectfulnancymain said:

    Bond + pebble if you're feeling toxic

    A toxic build alrite 😂

  • @Steel_Eyed said:

    It’s much more than a straight line. He has a lot of maneuverability in his power and if played well can get around a lot of obstacles to guarantee a hit.

    He can strafe and move left/right at a slow pace, but can move camera a bit more freely. It’s one of the strongest abilities in the game, but limited by hits and blood orb accumulation.

    The best path to understanding is playing Oni but if you’re not interested, maybe watched skilled Oni gameplay. I’d recommend Scott Jund or Monto.

    Yhyh I've just watched someone play the Oni, but his ability seems abit unfair. He can basically turn normally and run at like double the speed.

    There's no way to get away because he can go around corners, and isn't the only way his dash stops is when he misses a hit. Even if you pallet him, he can just activate it again as it dosnt have a cooldown? So you're baso going to get downed unless ur incredibly lucky

  • @MadArtillery said:

    Sometimes it's avoid a hit, usually it's because it threw me in the locker instead of vaulting the window.

    But it's not exactly avoiding a hit, because when the killer misses an attack it only stops them from attacking for like 2 seconds. Which then the killer can just easily lunge at the survivor who has just jumped out of the locker. That's what I don't get aha

  • @LordGlint said:

    It works better against certain killer attacks. If a nurse blinks for example, they cant open the locker until they go through the fatigue afterwards, so you can leave safely then. Ive also seen people use it to successfully dodge a hit from Demogorgon's shred. Oni's 1 shot has abit of a windup so you can jump in a locker if they're winding up for THAT, then jump out afterwards so you hopefully have enough time to get to a window or something before they can windup another.

    That makes sense I guess

  • @Go_Go_Roboto said:

    I do it to avoid a hit for a few more moments. Only when injured tho, you don't want to waste the speed boost.

    Even if it takes the killer just an extra second to down me, it's a better deal for my whole team. You ever just barely not get there in time to stop someone from finishing a gen? How about an exit gate? You never know if it'll really matter.

    I understand it better now, but I just think juking can reward quite abit, especially when you can get to a pallet, rather then going into a locker and inevitably getting downed

  • @Elk said:

    If i know that im gonna die anyway, it could stall time by jumping in and out of the locker because the killer might keep hitting it instead of a grab. There are times i accidentally do it if it's by a window or pallet.

    But why don't they just attempt to juke whilst running, you might be able to juke and quickly get a nearby pallet or window. Going in a locker is kind of sparing a few seconds, where as a juke could potentially keep the chase going 🤷‍♂️

  • @Nebula said:

    There's multiple disadvantages to being in the dreamworld.

    You're susceptible to Freddy's power either snares or pallets which should already be enough to want to stay awake.

    Freddy gains a quicker teleport cooldown for every survivor in the dream state.

    If the Freddy is running swing chains, then for every survivor asleep they gain regression on their actions.

    IMO, Freddy's terror radius inside the dream world is extremely disorientating and very hard to tell what direction he's coming from.

    Overall, I always find it better to stay awake against Freddy and see very few advantages to being asleep.

    So you cannot get snared whilst awake?

  • @OogieBoogie said:

    It takes 12 seconds to snap out of it and 10-20 seconds for the BT deep wounds timer to run out (with it pausing when you're sprinting or mending. Either they only had tier 1 Borrowed Time, you missed skill checks or you let the timer get too low.

    I think they had tier 2. But as I was snapping out they furtherly shock blasted and I was caught up in it, interrupting my snapping out and I guess that's how the timer ran out.

  • Lose and learn I always say.

    But in your case, lose and leave

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407228#Comment_1407228

    That wasnt an actual question..and I went over ot in the post, which I encourage you to legit read

    In your post you stated how it affects/punishes some builds which include the need to see the cages aura and that this is unfair on the killer. If you as a player have not been affected by this patch, which I've asked you many times but you have not answered it, you have no right to complain.

    I've have seen hardly anyone complain about this patch, as I said before it's a minor change and it can hardly affect a players build that includes the cages aura.

    Until you tell me, from YOUR PERSONAL EXPERIENCE how this patch has affected YOUR gameplay as killer, not someone else's, YOUR gameplay, i see no point to this rant.

    P.S if you cannot tell me a personal experience where you have been affected by this patch, do not waste my time by replying to this.


    Thank you

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406332#Comment_1406332

    Ignoring the dozen plus posts about this very issue 1 of witch was done by a youtuber but yeah it's just me..guess I'm the only one with sense

    Stop avoiding the question, how has the cage aura patch affected your gameplay as PH

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405933#Comment_1405933

    Lol you assume it's about a build but I'm not surprised based off..well..whatever this is

    So how has this cage change affected your gameplay as PH because at the moment you're the only one I've seen ranting about it so I'm just curious.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405575#Comment_1405575

    See..this is what happens when people skim over reading in full context

    I'm assuming you use a build that requires the need to see the cage.

    What is your build for PH and why is the cage aura important for it. Thank you :)

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1405575#Comment_1405575

    See..this is what happens when people skim over reading in full context

    What build requires the need to know where someone is caged? Most players that played PH before the patch would immediately start moving towards the cage as they know people like to get them out fast.

    PH has plenty of good builds that don't require the need to see where the cage is, it's a minor thing that has been taken away, it has no massive effect on PH as a killer. He is still a difficult killer to go up against

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