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Chewy102

Chewy102

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  • DbD models aren't meant to be seen up close. The camera is always several feet away and the player isn't really gonna focus on the model when they often need to look elsewhere. So you can cheat a bit with weight painting or animations as you don't need them to be all that great.

    A lot of the time with clothing you just have a sleeve clip into itself. Can be seen with Wesker since he likes to bend his arm while in a lobby. You can do the same with skin as well. But some 3d artists go a little heavy with blending the weight painting and that causes joints to compress or collapse in various ways. Dredge's head also has a hard edge and folds it's mouth in a painful way when looking up/down. Another example of DbD modeling is the hands. Almost EVERYONE in DbD has big beefy hands. Larger than normal at least.

    It's really common in gaming to have weight painting be a little jank. Nearly impossible to not have it really. So game devs tend to avoid certain actions or just keep the camera at a distance when possible.

    Ever notice that game characters rarely if ever lift their arms over their heads? Like at all? It's because the shoulders are a pain in the ass to make right. You'll always have something clipping or warping when lifting arms higher than a T-pose either in the arm pits and/or at the top of the shoulder. A LOT of the time armor also bends when it shouldn't. Metal plates bending as if they was cloth around the joints.

    If you look for these things, you see it EVERYWHERE!

  • @Zaydin said:

    It's almost like SWFs aren't fun to play against as the game is rigged in their favor due to how broken having the ability to coordinate over voice comms is.

    If Killers get to see who or how many are in a SWF. Then Survivors should be able to know who the Killer is in lobby as well.

    Good luck being able to play the game though with Killer dodging SFW stacks and Survivors dodging unliked Killers.

  • A really low view point works for Twins with Victor and serves as a balance point to him being so much harder to see. There's also no reason to break tradition by giving a Killer 3rd person when that's never been a thing since DbD existed outside of maybe playtests in Alpha. Those IGN screenshots are also bull shots. Every single one is using some kind of in house spectator camera much like how they shown off every other Killer to date. They almost never show in game footage for teasers.

    95%+ odds that Chucky is gonna be in 1st person like every other Killer. Would say 99%+ odds, but Im accounting for some bug.

    edit-

    Welp, I was wrong.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567862#Comment_3567862

    The only time he took it wider than he needed too was when he was entering shack. Also you're right, it is impossible for him to make shack window... unless you swing too early, which is EXACTLY what you did.

    Now, I went out of my way to do this because I'm sure you're going to deny swinging too early. So I recreated the exact scenario! So unless you're claiming I'm cheating as well, here's 2 clips: One of which I didn't take wide when entering shack window, and one where I did, just like in the clip you provided. Enjoy!

    https://youtu.be/nYL0As3neU8

    https://youtu.be/176O8VidasI

    EDIT: Just wanted to mention it took us 5 minutes to do this, and that was mainly rerolling the map because we kept getting a gen to spawn in killer shack. These 2 clips were the only takes we did and its all we needed

    Gotta disagree with this test. It's close, but you're off in a few places.

    1 is where Freddy's trap is. OP's trap has a decent gap, almost a foot, between it and shack. Your trap is touching shack. That's more than enough to change an outcome.

    2 is the starting points of Killer and Survivor. OP already covered this but Im gonna say it again. You can just see Ace turning as Freddy came out the door and Freddy was well outside the door passing the door frame by the time Ace rounded the corner. You started turning and was past the corner just as your Freddy fully exited the door. You ran half a second too soon in other words.

    2 -A, not 100% on this. But I think OP's Ace clipped the wall. Hard to see really. Honestly think he might have though considering it took a full second to round that corner and it does look as if Ace was touching the wall with his shoulder just like how your shoulder touched the wall when you clipped it yourself. It could explain why both videos look to have different timings.

    3, OP's lunge might have failed to connect where a the lunge triggered an attack by detecting a Survivor, but the Survivor left the hitbox before that attack could come out. Maybe thanks to the seemingly sped up window vault as the attack came out the moment Ace vaulted as seen in his flashlight vanishing.

    3-A. Looked at both videos at .25 speed and found a difference between the 2 vaults. In both videos the flashlights vanish roughly at the same time, before reaching the hay bale. But OP's Ace's flashlight came back MID VAULT when his hand was still touching the window! Your flashlight didn't come back till after the ENTIRE vault's animation. That vault is fishy to say the least and ended way too quick as seen by the animation jittering and the flashlight spawning.


    You did a nice test. But #1 can't be ignored and #2-A is something to account for as well. #3 looks off with Ace skipping his animation and #3-A, simply put, is fishy as f***.

    Add in OP's other video of the LT wall and that Ace is highly suspect in my opinion.


  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527081#Comment_3527081

    Ok, now answer this

    Out of those killers listed, which ones completely counter all Exhaustion perks?

    And what does that have to do with MFT? No one is running Sprint Burst, Lithe, or Balanced Landing with MFT. So the counters against those is worthless for MFT as the only "counter" for those is to bait them out. Most mainly use MFT with Dead Hard and the only "counters" for Dead Hard is to force a Survivor to be exhausted or bait it out. But there's not that many of perk/addons that apply exhausted or else Dead Hard wouldn't have been such a problem in the first place. And baiting/waiting out DH also isn't an option with MFT as MFT counter that counter as it forces a Killer to lunge more and lunge hits are easily tanked with Dead Hard.

    @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527081#Comment_3527081

    Billy isn't really affected by MFT. I've played against really good Billy players who can curve at a 90 degree angle to get the down.

    Legion was reworked to where getting a fifth feral frenzy hit downs the survivor. You ideally want to chain your feral frenzy hits to get that fifth hit, and yes it applies through the deep wound effect. Legion, much like Wraith, is less affected by MFT due to Feral Frenzy allowing Legion to bodyblock survivors.

    Dredge stands no chance in a straight line, but at a loop? Dredge wins regardless of MFT. Don't forget that Dredge's remnant provides him with anti-loop.

    Freddy has snares that provide the same amount of hindered as clown's bottles. Yes, survivors have to be in the dream state but the activation requirement for MFT is that survivors have to be injured.

    Knight and Singularity I have no real opinion on as I don't see them often enough to make an accurate assessment.

    Twins aren't really affected with Victor being significantly faster and Charlotte basically being an M1 killer. The few Twins players I do see get their downs with Victor.

    MFT only really shines at loops, and Demo's Shred means Survivors probably aren't going to make that vault or pallet in time.

    So, it's not quite half the killer roster affected by MFT.

    Player skill certainly effects balance. But that's a 2 way street. If you account for Killer skill, then you also account for Survivor skill. And the balance when accounting for player skill changes EVERYTHING! We could legit spend a year in debate going over on how skill effects just 1 Killer doing a constant back and forward of "what if"s between that 1 Killer, their power, their addons, their perks, what map it is, what the tile layout is, how many Survivors are alive/downed/hooked, how many gens remain, and more. Then go through ALL of that again comparing it to the other side of the coin for Survivor's skill, items/addons, perks, and so on. And repeat it all over again for each and every Killer.

    Player skill is important. But it's impossible to account for without hard data we simply do not have and that the devs refuse or are unable to share. So we just gotta work with what we have. And that's a more general understanding of the game as a whole and it's fundamentals. And those fundamentals are being screwed by MFT due to those fundamentals being M1 Killer gamplay making up the vast majority of DbD outside of a select number of Killers with powers that aren't situational and a select few of those having powers that are actually dominate or vastly alter their gameplay with how different it is.

  • Not in any order.

    Trapper. Bear traps are, iffy, at best. Leaving Trapper as a Killer who has to depend on M1 attacks the vast majority of the time.

    Hillbilly. Billy-boy should be a decent Killer as he can travel quick but it takes skill to learn how to curve. Problem is not a lot of maps allow for curving or long sprints. So he has to fall back on M1s.

    Doctor. Doc is just a M1 Killer. Not much else to say and his shocks don't really last that long and aren't that easy to time. MFT screws with those shocks that much more.

    Shape. Another M1 Killer. Stalking people takes time and you can realistically only have so many EW3 hits. And even in EW3 he's just a M1 Killer with a slightly longer lunge.

    Hag. Same problem as Trapper, Hag has to set up traps and it's simply not worth chasing people outside of where your traps are. Hag being a 110% Killer makes MFT that much worse though.

    Nightmare. M1 Killer (seeing a pattern?). His dream snares aren't bad, but they don't work unless a Survivor is sleeping. Who takes time, or only after landing a hit. Dream pallets? Yeah...

    Pig. M1 Killer. Her stealth takes time and gives a large warning, plus it isn't really useful to end chases outside of 50/50s. Her RBTs are her best feature, but they only work after spending time to chase/down Survivors.

    Legion. It's not good. Legions whole skit is to wound Survivors easily. But needs to chase to finish the job. If Survivors want to be wounded?

    Demogorgon. Shred can already be baited or dodged normally leaving Demo with falling back on M1 attacks.

    Twins. It's Twins. Enough said.

    Nemesis. This guy already has to land 3 hits to down with his power. That's bad enough, making that 3rd hit take that much longer or depending on M1s more is just an insult.

    Onryo. Good mindgame potential, for a M1 Killer.

    Dredge. M1 Killer that can sometimes trap Survivors in a bad spot.

    Knight. The guards become a joke with MFT. Leaving him with just M1s or some how sandwiching Survivors between himself and a guard.

    Singularity. He's already has a rather high skill floor in order to use his power and dealing with EMPs. Leaving M1s as the bulk of his playstyle.

    Xenomorph. Xeno is "better" than Nemesis in some regards. But that doesn't save Xeno from having standard chases.


    So yeah. At least half of the Killers are heavily impacted by MFT as they depend on the fundamentals of DbD in going for M1s by having situational powers. The other half have "decent" means around MFT as their powers are more dependable. If the Killer player is skilled enough to use them that is and even they MFT will still give a noticeable effect.

  • @GolbezGarlandGabrant said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526852#Comment_3526852

    My math is wrong in the original comment but the difference is negligible.

    Survivors run at a base of 4.0m/s. To run 60m it takes 15 seconds.

    Survivors with MFT move at 4.12m/s. To run 60m it now takes roughly 14.56 seconds.

    Even in smaller numbers, to run 8m with MFT it'll take 1.94 seconds.

    Of course tiles aren't 60m apart but survivots are still going to loop you the same without the 3% haste.

    3% on it's own is rather small as you figured out. But that 3% isn't on it's own, it's in relation to a Killer's 15% advantage.

    3 out of 15 is 20%. So any chase will take roughly 20% longer. The type of chase doesn't mater be it straight line, looping, or what ever. The fact is that most every chase against a wounded Survivor will take up to 20% longer and that's a hell of a difference and since MFT has no conditions or limits beyond being wounded and not exhausted that time sank to overcome MFT's 3% will just continue to grow larger and larger.

    It can and will easily snowball beyond control against the majority of Killers. That then leads to high tier Killers being used more often as they are the only ones "viable". More Killer meta builds as there's "no point" using anything else. More camping/tunneling as what downs/hooks Killers do get they will want to take advantage of. And more sweaty Killers in general. THAT then leads back to Survivors being drawn into their own meta builds and their own sweaty playstyles and that then is just a feedback loop of both Killer and Survivor pushing each other into meta and sweat.

    That's just MFT. Combo it with other perks and it just gets that much stronger like with Hope, healing builds, other perks that work when wounded, and more.

    No single perk should have that kind of power and DbD has had several single perks like this over the years. For Survivor you had Dead Hard, Decisive Strike, Circle of Healing, and more single perks that NEEDED to be nerfed as they was too strong. Killer also had it's own problem perks in Ruin, Eruption, and so on that needed nerfs as they was too strong on their own before being comboed with others.

    MFT isn't as bad as some of those past OP perks. But it's certainly up there and is too strong for it's own good or the overall health of DbD. But like all of those other perks, MFR is likely to stay for a year or more before it gets touched.

  • @Krazzik said:

    So is this three failed chapters in a row?

    Can't honestly say. Took a long break from DbD and never played as Skull or Knight. Mainly bought this chapter for the perks. Made for This is an obviously good perk, but Meatball has a decent perk as well with Forced Hesitation. But perks is another debate and not the point here.

    Meatball himself. Wouldn't call him a "failed" Killer. Confusing and counter productive at times, but Iv seen his good sides as well and he has potential. Problem is that he's too strong and too weak at the same time.

    EMPs ruin Meatball. Makes using his power a negative overall with how common they are making Meatball feel really weak. But at the same time, if you manage to chase someone that's slipstream tagged. Meatball is damned near overpowered in there being almost NOTHING Survivors can do against him instantly breaking every pallet and teleporting non stop. Gave it some thought and here's a few suggestions in no real order.

    1, EMPs need to not be auto crafted.

    Even after EMPs got several nerfs, they are extremely common. They take near zero commitment to get and are everywhere. So one change is to treat EMPs like any other chest. Force Survivors to spend time sitting at a printer printing an EMP. Also would make it so that a Survivor can't print another EMP if they already have one and give each printer a recharge timer. There needs to be a cost for totally shutting down a Killer's power.

    2, slipstream tags need to be removed on hit.

    Meatball being able to tag someone and teleport to them 4 times is already strong. Instantly breaking pallets on TP, kicking pallets really quick, being immune to stuns plus having free Spirit Fury, and fast vaults are all really strong! That isn't bad at all, strong but since you need to tag with a slipstream without with the risk of EMPs it's more or less fair. The problem is when you manage to land a hit and instantly repeat teleports again. Chaining non stop teleports, instantly breaking who knows how many pallets, and more for both hits of a chase is just too strong. So landing a hit should remove the tag to give Survivors a chance to get away after said hit.

  • @MrSlayer said:

    Maybe you should play him a little more, he's not easy to get started with. I place pods near gens that interest me and use them as a point of reference. If you start spraying pods at random you will just confuse yourself. You can also place one or two near bigger spaces that survs often cross. It helps to know maps. Unfortunately Singularity is a strategic killer like Trapper.

    That's what I mainly did. And it was what lead to so much confusion. It just got to the point where I didn't know what I was looking at when going from camera to camera. The only way it felt good was to plop a pod and never move the camera. But leaving a pod at a gen would certainly mean it would be EMPed most of the time.

    Gonna keep putting effort into Meatball and give different strats a try. But Im doubting Im gonna "click" with this Killer and likely will dump him after unlocking perks/achievements.

  • MTF almost hands down when talking about in higher skills. The first hit of a chase isn't gonna do much, but it taking 20% longer to finish a chase for that 2nd hit is nothing to sneeze at as it allows you to safely reach that next pallet/window. Then you can combo that with a Resilience build and have a 99% heal. Stay wounded for Res buffs, run early to get MFT value and maybe bait the Killer, pop your 99% heal at a loop to tank a hit, then continue with MFT.

    If you don't want to dedicate a build around it and skill isn't a factor. Then it's roughly a 50/50 between SB or MFT with an edge towards MFT.

    Overcome? I honestly don't recall playing against that enough to know how good it is or not. Must mean it's "bad" if almost no one uses it.

  • By your own math 115 Killers require 8 additional seconds to catch up against MFT on a straight line chase. That's 8 additional seconds to reach a pallet/window. 8 seconds is long enough to run cross multiple map tiles meaning you can likely SKIP the nearest pallet/window with MFT to prevent creating dead zones.

    There's no point listing off Killers. ALL of them but Nurse and Blight will have a bad time dealing with an extra 8 seconds of catch up. Even Blight might have issue depending on the map. Nurse, it's Nurse. Nothing gonna stop a Nurse.

    110% requires 18 additional seconds by your own math. How the hell is that OK in your eyes? In raw chase length 18 seconds is an eternity and even if you pick/choose what Killer it is that extra time still leaves PLENTY of extra time to reach cover.

    Hag? Hag already has problems chasing anyone without already having traps placed. Giving Survivors more distance is just making things worse and forces Hag to camp or lock down a 3 gen that much harder.

    Spirit? Odds are you spent your power landing that first hit. Meaning you can't use it for some time. How much is a variable but the point is that Spirit already has to blindly guess where Survivors run to as chasing at 110 is painful. She will have that much of a harder time guessing where Survivors ran to as each corner they can reach is another blind guess Spirit has to take unless she can physically see the Survivor.

    Huntress? Huntress is effected the least Id say and it purely depends on what map it is and what type of cover Survivors can reach.

    Deathslinger? He has to reload and then chase at 110 to catch up. Each extra meter he has to run is a nightmare if there's so much as a bush in the way.

    Trickster? He's close to Huntress, but needing to land several hits makes any cover Survivors reach an issue. So he'd be worse than Huntress, but not by all that much in the long run. Depending on the map that is.

    There's simply no downside to MFT. None. You own math proves that MFT will in fact give any and all Survivors a DAMNED good advantage each time they get wounded! And considering how often Survivors get wounded. All of those 8 or 18 seconds will be adding up again, and again, and again, and again, and again, and again, and again through out any given game.

    MFT is a perk so good. There's zero reason to NOT run it!

  • @Exerlin said:

    It's 3%. Reminder that Blood Pact and Friendship both give 7% and have extremely similar conditions to each other, and I haven't seen that combo around at all. I don't see Made For This actually becoming a problem

    Blood Pact has a number of harsh limits on it though.

    1, it requires the user to NOT be the obsession and that the obsession to be healed or doing the heal. This already limits it to just 2 possible Survivors gaining the speed.

    2, requires both Survivors to be within 16m of each other and the effect stops if they ever get further than 16m. This is means it's VERY map dependent as outside of Midwich or The Game both Survivors need to be right next to each other. Running with another Survivor in a chase is sandbag central with both Survivors blocking each other constantly. Survivors grouping up is also a bad idea in general for several reasons.

    "Friendship"? There is no Survivor perk by that name. Did you mean Hope? If so then Hope also has it's own limits for self balance. It doesn't work till all gens are powered. That means it's a wasted perk slot for 80-90% of any given game. The main use anyone gets out of Hope is end game trolling or a final hook save. Often knowing you have a free escape out a 99% or open gate.

    The reason you don't see that many builds with those perks is that they simply aren't worth using outside of gimmicks. MFT on the other hand is always of use each and every single game when ever you're wounded.

  • @Spirit_IsTheBest said:

    3% is not that big of a deal and can do only so little 95% of the time unless if your running a full on haste build, but besides that, Exhaustion perks will always be better in every way possible, bloodlust is also a thing.

    The chapter hasn’t been out for 24 hours yet and were already complaining over whats to overpowered, underpowered, etc. Lets just see how it goes for a few weeks, this perk I 99% bet will turn out to become one of those perks where its meta for a short time then everyone switches back to Sprint Burst/Lithe.

    Why did Dead Hard get it's last rework/nerf? Gaining free distance to reach a pallet/window and being able to use it several times a game.

    How often will you make use of MFT? Every single time you are wounded without fail unless exhausted.

    This makes MFT an exhaustion perk and you don't really mix/match exhaustion perks anyway so there's little worry about being exhausted unless you choose to be so by also running another exhaustion perk. Even then you still get to choose when you're exhausted when using Dead Hard, Lithe, and Balanced Landing. And Killer perks/addons that make Survivors exhausted are few and far in between. So the odds of you making full use of MFT's speed boost alone is REALLY high, there's also a 2nd effect to MFT to boot in making risky heals less risky.

    There's next to zero downsides to MFT and low odds of not gaining from it's speed.

    Next up. How much distance does that 3% speed give you compared to old Dead Hard?

    Survivors run at 4m/s, with MFT that goes to 4.12m/s when wounded. Using old DH for distance gave, like, 3 meters if Im understanding the wiki right. That same 3 meters is gained by MFT by running for 25ish seconds. So if you can run for 25 seconds while wounded you equal the distance old DH gave you! Any time spent running after those 25 seconds is additional distance gained over what old DH gave. And this is as said, a nearly 100% certain speed boost when ever wounded with no conditions or requirements.

    25 seconds is a reasonable amount of time, a lot can happen in that. But it isn't uncommon for normal chases to last much longer than that either depending on the map as a normal chase can last 1-2 minutes or more on a fresh map filled with pallets, that's also not counting what the given map is or mind games used. But that's for "normal" chases. A survivor with MFT isn't gonna be giving a "normal" chase thanks to that 3% speed boost making it take roughly 20% longer for your average Killer to catch up. 30% longer for 110% Killers.

    So on average it's safe to say that MFT will at least EQUAL if not gain more distance old DH gave you in each and every single chase! Some chases will give less, some more. The average though is safe to assume will be at least equal to old DH. Not only that, but you're gaining this added distance out NOT in a chase if you choose to stay wounded! This time saved is 100% bonus no mater how you spin it.

    So. How is Made For This a fair perk when it is more or less equal to older OP versions of Dead Hard on average?

  • @Aurelle said:

    Honestly EMPS need to be toned down a bit. They are WAY too powerful.

    Their power isn't "that" bad. Certainly strong, but so is being able to teleport cross map, instantly break pallets, and quickly vault windows.

    The problem with EMPs is that they are FAR too easy to get! They need to not be automatically printed and require time spent to interact with like any other Killer item. Might be enough to require a Survivor to start the printing process. That way Survivors need to spend some time both starting the process, then are free to do what ever but also need to spend time going to pick up an EMP later. And once a Survivor has an EMP they can't start the printing process again (on any printer) till they used the one in hand to prevent having a constant supply of the things stunlocking Meatball out of his power.

  • How would a reduced lunge range make Killers hit walls more often? The only example I can think of is when muscle memory has you expecting to turn around something but lose speed ending up turning into that thing. But that's only when hitting at the VERY tip of the lunge and only when going around tight bends.

    Did notice that I was missing a few attacks last night though. Not judging distances right, getting spun, and so on. That can simply be chalked that up to me not playing DbD for a couple weeks at least and being rusty as hell.

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446328#Comment_3446328

    1. I don't play freddy at all, I think I've played him twice maybe. I have knight, billy, slinger, plague, pyramid head, hag, nurse, sadako and maybe a few others at P1, nemesis, pinhead and bubba at p3.
    2. Still managed to play against both tombstone myers and condemn sadako once each, most of my games were against ghostface or pyramid head.
    3. I rarely have connection issues in other games so IDK what to tell you

    As for the paranoid schizo stuff at the bottom, y'all really need to lay off the weaponized autism and stop overanalyzing every little thing someone says.

    This is the 2nd time you've went aggressive. That' doesn't help your case and is a sign of someone who can't support their own argument when challenged.

    If you have 9 Killers at P1 and 3 at P3, then you obviously have spent a GOOD amount of time in DbD (months at the least) while also spending a hefty amount of money on the game. It's hard to believe someone with that much Killer experience doesn't know that Freddy has dream pallets. That's 1/3 of his entire power and is something of a meme with how bad they tend to be.

    You also said that "I've played him twice maybe" when talking about your own Killer gameplay. Not that you played "against" him twice, only that you "played' him twice. But you don't own Freddy? Then that means you're a REALLY old DbD player! Back when there was an offering called Splinters who allowed you play as DLC Killers for 1 game. Freddy's being the Smoking Splinter and it was years ago back before his first rework where he couldn't touch Survivors without first tagging them and waiting 7 seconds for them to fall asleep. It's starting to look damned near impossible for someone who's calling themselves a Killer main and played DbD THAT long to not know how all Killers work by now. Not just Freddy, all of them! It's just the natural progression of any game for someone to learn more and more of it over literal years.

    You played against 1 tombstone and 1 condemned out of at least 20 other full games according to your OP? That's it? You're supporting my idea of you just ranting about a couple of bad games. With 2 of your 5 replies here being aggressive calling others "delusional" or really going overboard saying crap like "paranoid schizo" and "weaponized autism" then it's looking more likely that you're a sore loser.

    Yes Im over analyzing things. Kind of need to when calling out someone's bullcrap. Personally find it fun once in a while if being honest.


  • It's the way you worded the OP. Brings up questions.

    1, not knowing how Freddy works. This can be understandable to a degree if you never owned Freddy nor bothered to learn anything about him, but it causes doubt as one of the most basic things to Freddy is that he can have either dream snares or dream pallets. It's hard to believe someone who claims to have played DbD for a good while and doesn't know that Freddy has dream pallets.

    2, complaining about instant downs and instant kills. Tombstone Shape is rare. Really rare as the Shape is a weaker Killer. Condemned Onryo is also an uncommon Killer to go against as she's a weak Killer to start with and the addons needed for a Condemned playstyle aren't easy to maintain. How the hell is a Killer main who rarely if ever played Survivor running into such uncommon Killer builds? Then you're saying that you got "double tapped" by Ghostface. That's not possible unless you have a poor connection and/or failed to notice him or him exposing you. All of this brings questions.

    3, this combos with part of #2 in you likely having bad connection issues. If you can't notice multiple cases of getting exposed before getting hit and you can't tell how close a Killer is to get grabbed, enough to make note of them anyway, then odds are you're connection is really bad.

    4, this confirms a lack of skill and you being new to Survivor and/or likely confirms your poor connections. Sprint Burst should be a free ride to nearest loop/pallet. Unless that is you failed to run before the Killer was already on top of you and/or you're pathing and map knowledge is poor. But if you're this new to Survivor, I gotta ask again how you are running into so many Tombstone or Condemned Killers. Those certainly exist in low MMR but they are MUCH more rare from those being paid Killers, needing rare addons new players can't afford a supply of, and being weaker Killers not many people play to start with outside of just liking their lore or going for gimmicks.

    There's conflicts in how you worded your OP. And that leads to people questioning it or your claims. First time I read the OP I though it was bullcrap. Still do somewhat as it goes against the DbD I know of from personal gameplay, countless videos online, and reading who knows how many posts here or on reddit.

    Sorry if Im wrong. But it isn't that uncommon for complaint posts like this to be from someone ranting and upset over 1-2 bad games or just having "fun" in starting a bit of drama/trolling.

  • I think that translates to

    If Killer and Survivors are of equal skill, then a M1 Killer is likely to lose more often than win.

    That would be the case normally the higher in skill you go. If MMR was worth a damn and didn't pair you with random people of various skill levels due to the MMR cap being so low.

  • It's both yes and no.

    Dredge can't teleport to a locker near a hooked Survivor. But a Dredge can step into a locker near a hooked Survivor. Not much different from using Insidious if being honest, till after 8 seconds that is and that locker gets covered in smoke.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074924#Comment_3074924

    Oh it's absolutely not like I was saying it would be every generator, but being able to make at least one gen take this long at least once a match consistently is kinda... i dont wanna say strong, because youre dedicating your entire build to it, but can we agree that holding one button for almost 3 minutes straight isnt the most engaging gameplay experience?

    No doubt it would be strong. But what could the Killer gain out of that if it takes all game to get that setup?

    Pre patch spending 2/3 of a game setting up was a certain way to lose as you couldn't really deal with split gens if no one was dead yet. And if you killed someone, then odds are you didn't have time to set that build up from gens flying by.

    Post patch. We'll have to wait and see. My guess is that it wont be all that bad and be more or less the same. If Plague goes for the setup, she wont have that many kills and thus wont be able to deal with a gen split. If Plague goes for kills, then she wont have time to setup.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074633#Comment_3074633

    https://forum.deadbydaylight.com/en/discussion/comment/3074638#Comment_3074638

    Hi I've been summoned with some maths

    Working on a generator from 0 with 4 stacks of Thanatophobia (T3) and Hex: Pentimentio active (T3) grants 22% slowdown for Thana and 30% slowdown for Pentimento. This totals to roughly 164.84 seconds per generator, not factoring in regression, blocking, or Pentimento/Thana activating partway through or Thana not being at 4 stacks constantly.

    https://us.v-cdn.net/6030815/uploads/WCJFQX1FVGX8/image.png

    Not the most common scenario but a Plague using Shattered Hope, Hex: Plaything, Hex: Pentimento, and Thanatophobia can achieve this with alarming consistency.

    Alarming consistency? Maybe. But how long would it take to build up to that point though?

    It takes time to infect multiple Survivors. It takes time to get your first hook and you aren't certain to make it to a white hook. It then also takes time for that Survivor to cleanse their totem, there's odds of them just ignoring it as well. Then you'd have to spend more time re-sparking it for Penti. After all of that time how many gens could there be left? 2? 3 tops. When your first hook can can cost 1-2 gens by itself that doesn't leave all that much room by the time you can fully ramp up. At best you can use this to help lock a 3 gen. And that's IF Survivors leave you with a good 3 gen setup considering you'd been running all over the map not pressuring gens.

    That's not something Id call alarmingly consistent and should be not too hard to counter by smart Survivors. Spreading out gens, staying split up, running early, and more.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3044310#Comment_3044310

    For me the main problem is just Nemesis himself and just having to hit people 3 times normally anyways. I don't really care much for the DH change, just Nemesis himself.

    And the current DH made that worse by not just ignoring his whip but canceling it.

    Around a pallet DH can eat the whip preventing Nemy from landing a hit nor breaking the pallet. 2 Survivors together can have DH also eat a whip in it failing to damage either of them. It often takes that 3 hit requirement to 4 or more without anything Nemy can do about it.

    PTB DH on the other hand will still be an extra health state but Nemy, or any Killer, can get something out of it by forcing a mend at least without their attack or power being voided.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037855#Comment_3037855

    I like this idea, but I think a better way to balance it would be to make it so taking an Endurance hit while under the effect of Deepwound reduced your Deepwound timer by 10 seconds.

    This essentially allows you to chain up to two Endurance hits, e.g. OtR + DH, or OtR + MoM, or BT + Styptic, etc. which is basically the state of the game before this patch.

    While also giving you the time to stand still for a few seconds without immediately going down to deepwound.

    That was my original thought, but in the end that doesn't do anything to help with the issue of chaining several hits together.

    1 single extra hit is often MASSIVE. DH alone proves this. Being able to take 2 extra hits, 3, 4(!) extra hits is game breaking no matter how rare it can be. It's the exact reason MoM got it's nerf. Extra hits are far too strong to allow them to be stacked or chained.

  • Here's a suggestion.

    The issue isn't endurance stacking, it's the chaining of endurance allowing a Survivor to take several hits in a row.

    What if each endurance hit you take while already in Deep Wound reduced your mend timer?

    Example. OTR puts you into Deep Wound and need to mend within 20 seconds. If you then get hit under DH while still within that same Deep Wound, your mend timer is now 0.5 seconds. Meaning the moment you stop running without instantly mending you fall on the ground.

    This still gives a Survivor a chance to get away as both perks are intended to be used for. But makes using them in an aggressive way adds some risk as if you do then you're almost certain to be downed right after.

  • @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030398#Comment_3030398

    Folks are sleeping hard on the amount of baggage a mandatory 12 second mending carries with it for every successful Dead Hard activation. There's gonna be a ton of folks who run off, start to mend, and then get caught out half-mended and exhausted by the killer finding them again (especially with the upcoming iron will changes)

    What do you think should be the price of a 3rd health state then? DH needed to have a cost to it, it being a nearly 100% free health state or chase reset is the exact reason DH why is used by 75% of Survivors. The ONLY reason Survivors don't run DH is that they didn't have it unlocked yet or some very rare personal choice.

    DH needed to have a cost. If having to mend is too much for you, then what would you do instead?

  • @GoshJosh said:

    “Haddonfield is also a joke”? Surely we’re not playing the same Haddonfield that I specifically burned to get my Adept Dredge on? The one where most of the gens have a locker within attacking distance of a generator?

    Wouldn't say most. Some gens legit have a locker within inches, but there are several gens outside that are miles away from a locker. Roughly a 50/50 of too damned close and too damned far.

    Much better than several other maps though I'll say where there isn't a single good locker placement around any gens but maybe shack.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024207#Comment_3024207

    There are a lot of non meta perks in this game that without any changes would never see play, because they are awful. There are some decent options that currently exist, but you can't create variety without buffing a lot of the weaker perks in the game.

    The weird part honestly is there were a lot of perks that could have used buffs more so than the perks bhvr picked.

    Agreed. It's also safe to assume that these changes should be happening from time to time. Say with every new chapter you'd also have a number of older perks touched on to keep the game's meta from becoming locked in.

    Just not once every 2-5 years. The longer you let meta stay, the harder it becomes to shake up to the point of the player base never learning how to play the without meta. Once that happens then the devs will be too afraid to make changes in an ever growing cycle of staleness. Or they are simply afraid of the backlash of their own player base for "ruining their game".

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023965#Comment_3023965

    Personally I would prefer that the meta perks being nerfed don't become useless perks. Since if we want variety, meta perks need to be weaker (but still useful) and non meta perks need to be stronger. And some aspects of the changes don't really do that.

    In order to force a meta to change the current meta needs to be made weaker than or at least equal other options. Raising other perks to the level of meta is how you get power creep so the best option is to weaken the current meta perks so that also means nerfing them to be at least equal to the others.

    And with how much stronger the current meta is over other options, it needs one hell of a nerf to be equal.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022839#Comment_3022839

    Why?

    Just because Enduring no longer reduces the stun from it, doesn't mean the stun itself should be made negligible. DS has always been a low value perk outside of EGC, as it is one of the easiest to counterplay perks in the entire game. Now it loses the one thing that kept its value up and gave it consistency, and on top of that, it's getting a 40% nerf to its efficacy within the now much more limited scope it works in.

    DS was a trash anti-tunnel perk, but it was the only anti-tunnel perk, which is why it had a high pick rate. Honestly, with the EGC (Or rather, post 5th gen) activation removed, it could've been made baseline and used as an in-built anti-tunnel measure.

    Now the perk is an extremely niche and probably overall really bad pick, except against completely new killer players who've never once been DS-baited, and with the OTR changes, it has 0 reason to exist.

    DS has always been a low value perk. What the ######### are you talking about?

    Ever since DS came out it has solidified itself into Survivor meta and it's simple existence has also forced Killers to 2nd guess any action they take when dealing with a recently unhooked Survivor. Even today a Killer HAS to play around the idea of every single Survivor having DS if they do so or not.

    How the hell is that considered a "low value" perk?

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017643#Comment_3017643

    Yea the other perks they buffed dont do anything what 3 perks you think your about to see the most with a tool box and a bnp?

    Figure the same perks we see today. DS, DH, Prove Thyself, and Resilience. Your standard gen rush build

  • I only recall 3.

    Soul Survivor. No one is gonna run this perk outside of going for n adept. No one as it does nothing.

    Deja Vu. This might see some use, but 5% faster gen progress is only gonna save 4.5 seconds. Added with how gens will now take 90 seconds to finish, even if you never touch any gun but the ones Deja Vu shows you it will take longer to finish any given gen compared to before. Plus. If you do that then you are gonna lock yourself into a nasty 3 gen situation making late game hell for Survivors.

    Overzealous. This one could be painful. 8% is a sizable amount, but it's still only gonna save you 7.2 seconds off of a gen so gens should still be slower than before. The massive 16% boost though, that's nasty. Thankfully it's only if you cleanse a hex totem. And cleansing a totem also takes 16 seconds anyway so that'll prolong a game as well. Overzealous is also limited as there's only 5 totems in a game and the perk turns off if you get wounded. In short, it helps but might also be a negative if you go out of your way to use this perk.

    I don't see any of those perks being that much of an issue. SS is worthless, DV can get yourself trapped into a 3 gen, and Ov has both a warm up cost and is a limited resource competing against other anti totem perks or Boon perks. They got buffed, but I just don't see them getting used over other options.

  • How many times have you as Killer ran up to a gen only to have it finished in your face? Those added 10 seconds should make those cases much more rare and allow you to protect what would have been a lost gen with at least some time to spare.

  • @MrMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016505#Comment_3016505

    I was thinking it would be a nerf for windows, but then I remembered, you can't even grab fast vaults. In fact, if a survivor wanted, they could prepare a super wide fast vault even if the killer is too close, and with that 1s timeframe they could get the fastvault and guaranteed chase extension. So basically, this nerf won't help at ALL when used to barely reach a resource.

    It also won't help when you're somewhat CLOSE to a resource, and it's basically up to the killer to swing at the right time. We STILL have to breathe down their neck, and in fact the surv will gain even more distance if you swing.

    AND, it certainly doesn't fix getting a successful mindgame robbed by a Dead Hard either. Overall, I hate this "nerf" and I hope it gets reworked again. Into something completely different. Having to sit and wait behind a surv to bait it out is exactly why people don't like Dead Hard, plus the guaranteed safety that this new version still provides.

    With how rare grabs are, or how buggy can be, I completely forgot that you can't grab someone fast vaulting a window. This kinda ######### my thinking that using post change DH to reach a window is no longer "safe". Might be able to land a hit, but it's almost certain to give a damage speed boost to reset a chase.

    What exactly is being changed here with DH past a couple of Killer power interactions and needing to mend? It's sounding more and more like a damned buff! Trapper is still Trapper, Deathslinger is still slow to travel and is (personally) wonky to aim with, and needing to mend means little to nothing when your bleed out bar will never regress when near the Killer.

    What if DH reduced your move speed? Yes it will be a 3rd health state and be very strong overall, but that "should" make it harder to fully reset a chase with it as you'd need to waste part of the now smaller damage speed boost after getting hit then have to mend. Being slower with an animation also makes it so a Killer has a chance to counter it by baiting/waiting DH out or simply taking the hit and maybe using the mend time to pressure someone else.

  • This is just me ranting about a bad game, but it kinda needs said.

    Survivors are just as able to sweat as any Killer.

    Today I played a few games as Dredge and RNGed Sheltered Woods for one of them. I got my ass kicked. There wasn't a single gen near a locker and there wasn't any loops where I could have used his any of his powers outside o shack. Every Survivor just ran the moment they could and simply didn't bother to loop, they didn't need to. Every pallet was either safe or could be chained with another. It was also a 3 man SWF all Dwights with the same outfit who did almost nothing but work gens when not in a direct chase.

    The gens didn't last 6-8 minutes. I got beat hard with only earning a single hook as I just couldn't get close enough to start a chase without running half a mile first and there being little to no chance at playing around loops when everything got chained together. I was weaker than a M1 Killer that game because I dared to attempt to his Dredge's power. My build wasn't of any help either as with the lack of lockers Darkness Revealed was worthless to find/track people, that also meant I couldn't use Sloppy and Thana for hit&run or general pressure. And without hooks I couldn't use Pop.

    It was a bad game and I lost.

    So I accepted the lost game when the final gen got powered and hid in the basement with Reddit open on my 2nd monitor. The Survivors wasted 3-5 minutes after the gens doing nothing but I assume waiting at a 99% gate. Then they came to the basement and wasted another 3-5 minutes running around me AFK with my face in a corner attempting to farm points or get blinds before they bothered to leave. They didn't even leave quickly either, several of them still waited over 30 seconds after the gate was open.

    Yeah, Survivors are just as sweaty as Killer. It's also rather safe to assume they aren't good sports about winning either. Odds are they would spammed their crouch keys and have ran out that gate the instant I came close to it without so much as a pity hit. In my point of view Survivors are very often far worse than Killer. When having bad games I certain as hell don't ever see Survivors giving me free hooks, choosing to slow gens progress, or doing much of anything but try their best to win and taunt almost non stop when they do. But when they are having a bad game Im 100% expected to take things easy!

    ######### that. I just want to play the game. Something that isn't exactly "fun" as 1 bad game of Killer tends to ruin your mood to keep playing from Survivors who can't win a game without rubbing it in your face.

  • @chatgiraffe said:

    the Backwater Swamp literally exists

    Both swamp maps do have a couple of good points for Dredge though. There's almost always lockers right next to any gens on the piers. Those piers are always a pain for Killers to patrol and Dredge can go to them directly to maybe land an decent chase start.

    That's about it though. Main building or boat lockers are just placed badly, almost no random lockers for general map travel, very few places to properly use his remnant with how open and visible the map is, and not even nightfall helps all that much with most gens being out in the open air.

  • With the challenge being at 5 mill as of typing this and being half a day since the event started. It's gonna be rather tight, but should be doable.

    2 days at this rate for the current challenge. Can't really give an idea about the others. Figure that the devs planned this out to cut things as close as possible based by their data. Not exactly understanding the numbers though. 30 mil skill checks or gen kicks is rather high. But 250 mil seconds of chases isn't really all that much when spread over the entire player base. 5 mil pallets is also rather low when there's so many of those used per game. 7.5 mil hooks on the final hand is back to being on the high side considering there's a MAX of 23 hooks/unhooks per game played.

    If I had to guess the devs planned this out for all 4 community challenges to be finished a little before the 2nd page unlocks in 6 days. If anything the devs can also likely cheat the numbers if need be.

  • Legion, Huntress, Trickster, Deathslinger, Executioner, Blight, Nurse, Dredge, there's several Killers you can do this challenge without any need of perks or add-ons. Add in those and several more Killers can be used for this challenge.

    Might take some luck, might need you to play with a different mindset. But this is a rather reasonable challenge. Some pallets are so unsafe that you can do this naturally with Trapper if you wanted.

  • @[Deleted User] said:

    Yep. I lost three gens today in one match because of 1 dead hard. Took 32 seconds to catch up to them and outplay them with remnant, and then they dead harded and the chase lasted for 45 extra seconds. This was on lery's. After hooking them 3 gens popped. Pretty much the only way i could have avoided this is bring corrupt intervention and hope the chase happens at the three unblocked gens.

    You're playing Dredge. You have options and don't need to commit to chases that hard. Hit&run works on Dredge if you build around it.

    Teleport to lockers mid chase to cut someone off, remnant teleports for mind games or traps, and old fashion chase fundamentals. You have several options to choose from mid chase. And thinks to his teleporting, you can choose to give up on a chase at any time without much worry as odds are you will find someone else rather quick without needing to walk the entire map. Add in Nightfall and his teleporting is simply deadly. Not only does he get stealth, he gains a LOT of information to know exactly where anyone is near his lockers.

    My preferred build on Dredge is

    Sloppy Butcher, Thana, Pop, and Darkness Revealed.

    Start off the game by instantly walking to a locker to get aura reading and using that for your first teleport. Should start almost any game with a chase. Then you can choose to commit or do some hit&run depending on how that chase is going or what else is happening. Just remember to make use of DR when ever you can. If you see someone, teleport to them. If not, knowing where people are not is still good information as you know where to not look.

    Sloppy and Thana support each other well. Dredge's map mobility makes it even harder to heal, even against Circle of Healing. Can't tell you how many times Iv interrupted or flat out reset someone healing. And if they do heal, Dredge gains progress towards Nightfall each time he wounds someone! And staying wounded isn't the best idea against Dredge with how easy it is for him to start chases from teleporting or stealth. So almost no matter what Survivors choose Dredge is gaining the seconds he needs in slower heals, slower gens, or more periods of Nightfall.

    Pop is just Pop. Some extra gen regression is always a good idea and combos with Dredge's teleporting very nicely in being able to use Pop exactly where you need it.

  • Your personal progress and the community progress both need to be filled in order to claim that challenge.

    I just hope that you don't have to have it selected for your extra progress to count for the community total. If not then it might make things go a bit slow for the entire event seeing how much luck or game throwing those other challenges are. But at it's current rate and already being over 10% in a few hours, Id figure that challenge will be done in under a day leaving plenty of time for the others. Likely nothing to worry about. Just do your part and enjoy the game

  • @Marc_123 said:

    Hit with Dedge after leaving a locker in 15 secs 5 times in 1 match... That is really hard.

    Can be, but it's at least something a Dredge will naturally want to do and doesn't have to risk the game doing so. One decent map to attempt this is RPD. No joke, RPD is actually good for a challenge! Most indoor maps can make this challenge rather fun.

    Get into a chase, lose line of sight, teleport to a locker, and smack someone. Either the guy you was chasing or someone else on a gen. Dredge has a workable hit&run build if you have Sloppy Butcher, good map awareness, and a bit of aura reading. Doesn't even require Nightfall either with good locker placement. Nightfall though makes finding someone VERY easy for an ambush. Might need some luck but this challenge is more than doable.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999309#Comment_2999309

    It's undoubtably something you can play against (assuming there's a loop nearby), it's just a little boring gameplay wise.

    He puts down the remnant, you leave. Much like Artist, neither of us are very enthralled by this process.

    There's more to it than just that. One of the counters to a remnant drop is simply holding W. But that can also backfire badly as a remnant drop is an added layer to most mind games Killers already use.

    If the Dredge attempts a mind game, the Survivor can take the risk and play the game as well or run. But Dredge can also fake a mind game to try and risk being looped for a chance to get the Survivor caught in the open when running away. Remnant dropping adds more interactive gameplay between Killer/Survivor if you ask me. Both sides needs to read and predict each other leaving both open to mistakes.

    That's just the remnant. Locker teleporting is also useful mid chase at times adding even more to it all. Then you have nightfall as well who tips the scales in favor for Dredge.

    There are a number of counters to Dredge. But they often come at a risk. Run? Risk getting caught in the open. Loop? Risk a remnant/locker teleport. Mind game? Risk losing it.

    In short, to counter a Dredge you often need to out play or out think him instead of just holding W or looping like with most other Killers.

  • @Entitled_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997940#Comment_2997940

    Hm doesn't sound that bad, maybe values would need to be readjusted but could also work as a foundation for a better way to balance mmr calculation,, the existing one is pretty boring, encourages selfish survival plays and discourages interaction with killer since that reduces your chances of escaping and pushes killer specially weaker ones into unfun ways to play

    Values would 100% need to be adjusted and several things would need to be accounted for such as BP gain perks, offerings, or events.

    First off, any and all things that alter BP gains would need to be ignored. This would likely mean changing some perks around such as Thrill of the Hunt and Distressing as they apply their BP gain mid game instead of post game. Offerings are already post gain BP and are easy enough to ignore. Event BP though, that might need to be changed up as well.

    2nd would that Survivor and Killer would have to have their own values. Killer earns more BP on average per game than Survivor. BP gains also change Killer to Killer so each Killer might need it's own value system, or at least be put into groups.

    From there it would just be a matter of figuring out the right values for Survivor and Killer/s for what would be a proper win or lose.

  • @Entitled_survivor said:

    The way you mmr is calculated is flawed ,,basically if you loop killer for a big time allowing your team to do gens and end up dying ,you will lose mmr...are you a bad survivor ? NO ,but this system says you are,,,

    On the other side,,You play killer and 2 hook everyone but get no kills,,,are you a bad killer ? Hell NO,but you will lose mmr,,,however if you tunnel a person out of game before gens are done and get a 3v1 setup for late using smth like noed you will probably get at least one more,,were you really that good for tunneling a person out of game early ? i'd call it efficient,,,but not like super skilled / fun,,you will also get mmr if you kill at least two people this way,, It's not the system itself bad,,it's the way mmr is calculated in this game,,

    To make things worse, this is the 2nd time the devs have made kills/escapes decide wining or losing. The first time was an old ranking system called the Victory Cube where little to nothing mattered but for kills and escapes. It was quickly replaced with the current ranking system we have now after proving it wasn't worth a damn due to how it was impossible to tell what "skill" is in DbD based solely off of kills and escapes.

    We might as well just go back to the original scoring system to determine SBMM at this rate who was purely based off of Blood Point gains. Earn above 20K BP, you "win" and gain MMR points. Earn between 15K and 20K BP, you stay as you are. Earn less than 15K, you lose MMR points.

    It might be easy to farm BP, but it's at least a better system to determine skill than just kill/escapes as any and all actions throughout the game is somewhat accounted for.

  • 3 month nekro post guys

  • You reduce clutter, then you make other add-ons or offering more common as there's nothing else to take up slots. Even if you also reduce the number of slots, not buying the clutter means you are still buying more of the "good stuff".

    That's for both Survivor and Killer.

    This change will make Killers running constant green, purple, or iri add-ons FAR more common! Although Survivors will also have access to more higher tier items or add-ons, it's a safe bet you don't want to deal with constant Iri Head Huntresses, Tombstone Shapes, or what else that is often seen as unfun or unfair.

  • @KurnDisciple said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995408#Comment_2995408

    Good argument. I think it's funny you will say the killer has ways to "deal with" borderline un-counterable on demand distance (which is exactly the same reason you are crying about dead hard).

    How do you "deal with" a BL survivor hanging around a main building, exactly? Watch them BL away? Lmao.

    Maybe you are a baby killer who respects pallets and that's why you think DH is so good? All the other exhaustion perks get you significantly more distance. "They got greedy with DH and got all these extra loops" only works on baby killers who respect pallets. Otherwise they DH, gain a few feet, use the pallet, and that's that. If the chase started with them SBing off the gen you probably lost the equivalent amount of time just having to hold W up to them.

    You want examples? It's gonna make this a wall of text, but if you want examples I can give examples.


    Nemesis against Sprint Burst. There is no way in hell Nemesis will have to deal with 3 SBs in each and every chase due to needing infect someone before downing them. SB by nature has a chance to not even be usable at all in a given chase. If you run to a gen, using SB in the process, and the Killer finds you before your exhaustion runs out SB has high odds of doing nothing at all that chase. Could be a natural 99%, or it could be stuck at 20% and useless.

    That makes SB both great in being able for Survivors to start chases in a good way, but at the very same time SB could be on cooldown for any given chase and totally worthless. That level of "reliability" is kinda the reason why most people don't see SB as that good of a perk or can see it as a trap.

    Nemesis also has one hell of an anti loop power. Yes his power needs a 3rd hit to down but you can land that extra hit over top of short walls, over pallets, through windows, or at a little longer range than a Lunge. It's rather often you can whip someone where they don't get a chance to use the damage speed boost either by being caught in a choke point or stuck mid animation. Then once you reach tier 2 Nemesis then becomes THE anti pallet Killer in the game! No other Killer eats pallets or breakable walls like Nemesis. There is no comparison outside of Demogorgon and Blight. For a slower start, you gain very high snowball factor where in mid/late game Nemesis can become unavoidable from added range and the lack of Survivor resources.

    Plus. You don't have to use his power. You just simply punch people and play smart depending on the situation for using your power or M1ing. Like any other Killer in the game except Nurse.

    Then you have Zombies. Zombies don't really do a lot but they do in fact help Nemesis more than people give credit for. Any time a Zombie is near a gen that gen has odds of being untouchable unless a Survivor has a flashlight or can kill it. Both are using Survivor's resources against "worthless" Zombies. All the while Nemesis is also using that same Zombie for information. If Nemesis sees a Zombie with stretched arms, it is chasing someone roughly in the area it is facing. If the Zombie is is looking up in the air, a Survivor did that to it and is likely on a gen/totem in that area. And if a Zombie is doing nothing, then odds are no one is within several meters of it. Map knowledge is extremely important and is often what wins games for knowing where to go or where not to go.

    Zombies also can help around loops or deal damage and get downs. It's rare, but Iv had several games where a Zombie simply did work. Body blocking, downing people, gen pressure, and map information. Zombies do not get the credit they deserve!

    That all makes Nemesis a natural high B tier Killer. Depending on the build or add-ons you can make him A tier easily. Not exactly a Killer that has to worry about Sprint Burst. Not all that many Killers need to worry about SB for that mater anyway.

    Now we moved on to Balanced Landing. BL is EXTREMELY map dependent! There are SEVERAL maps where BL is 100% WORTHLESS. No joke, not hyperbole, BL is 100% worthless on several maps as high ledges do not exist. That instantly makes BL a lower tier Survivor perk due to how rarely it is to get to use the damned thing when you can go who knows how many games in a row where it's impossible to use.

    And when you do get a map that can allow you to use BL. Big deal. You might get a hill to jump off of or the odd main building. But those are often located in off areas where chases don't normally go. Hills for example are often on map edges and can only be climbed in a single direction. That means it's very rare for a chase to lead to a hill at all, unless a gen is right next to it, making earning value out of BL that much more rare. Then you have main buildings. Main buildingss are a pain in the ass to start with without BL. Odds are very few Killers choose to take chases around stronger main buildings unless they know it's worth the effort to do so to the point of giving up on any gens in or around them. BL making those buildings a bit stronger does little overall when those same buildings already do not see chases.

    What exactly is there to deal with against Balanced Landing? The perk is hard as balls to use on it's own right from very few chances to use it. It's a personal pleasant surprise to see a Survivor use BL from how rare it is to get value out of. Im simply amazed people run that perk at times in fact for the reasons listed above!

    And lastly, calling me a baby Killer or doing other personal attacks doesn't exactly help your argument. If you want to know my background I am a Beta/Launch player. I still have my Legacy hammer for Hillbilly and both of my beta invites as proof! May not have 10,000 hours in game but I am an old Killer main who has played through almost Dbd's entire history. If you want proof, I joined these forums in 2019 and offer a photo of my Steam inventory with those Beta invites.

    https://imgur.com/a/xqFdNAr


    Figure Id learn a thing here or there over the years and might just know a few things about Killer gameplay.

  • @KurnDisciple said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995318#Comment_2995318

    I'm not sure how you are "dealing with" Lithe and BL. The survivor would have to mess up greatly to not get any value out of them. SB is also the only perk that allows a survivor to just sit on a gen in front of the killers face until they actually commit to you.

    It means on most killers you are gonna have to hold W for a year to even start a chase, and then maybe you are playing someone like Nemesis which means the survivor will get ~three~ sprint bursts in a single chase. But then if you attempt to swap targets, the next person you find also begins the chase by SBing away.

    Sure I think DH is more convenient. But there's tons of killers DH won't help much against. SB helps against all killers, and is the only thing that makes doing deadzone gens safe against instadown killers

    Im gonna assume you're new to DbD, don't understand some things, or are just straight fooling around saying things like that.

  • @KurnDisciple said:

    I dunno, I think going against 4 good SB users is way more annoying than 4 DH users. But SB requires a support perk or two, DH you can just slap on and forget about it. SB itself I think is much more powerful when managed well. It's only downfall is the unhook scenario, where DH is usually better.

    When was the last time you went against 4 Survivors with Sprint Burst? I see SB maybe once every 3-4 games to give a rough guess. It's normally Dead Hard on most people with Lithe 2nd, and SB or Balanced Landing fighting for 3rd place.

    When someone does use SB against me it's either obvious in them walking till the last moment or they by some black magic manage to 99% it till mid loop. I don't really mind either of those things.

    If someone is walking around to save SB, that slows the game down. Helps the Killer. And if someone is waiting till the last moment to run, then the Killer can play around that rather often. Sometimes that doesn't prevent a hit either.

    And if someone 99%s SB. I smile and call them a cheeky bastard for having the skill or luck to do so.

    Either way the Killer has options or ways to deal with SB, Lithe, or BL. They simply do not with DH as seen in the video or several other examples where not mater how good the Killer is or how poorly the Survivor played, a single press of E often extends a chase or just resets the damned thing. Without fail outside of being caught out in a really REALLY bad spot.

  • All I can say is give it a try. The combo of Sloppy slowing heals and making 99% heals impossible added with Dredge's high map mobility, surprise attacks, and anti loop might just surprise you.

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