Danky_Bong
Danky_Bong
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- Danky_Bong
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Can confirm this is fixed in the most recent update, y'all are amazing
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@Balrog said:
Is this still occurring in 9.2.1?
I have yet to be able to test it myself since I really don't want to try to attempt it in public match again but need to wait for someone to custom with and check
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@ShamelessPigMain said:
I don't think endurance stacks, so if you have the endurance effect from both up at the same time (meaning you don't get MoM from the soul guard hit), what may happen is that both are used at once, so you only get value out of one. Either that or the timed endurance of soul guard will temporarily overshadow the fact that MoM even exists, and the endurance status effect is applied by MoM being active, not like any token system.
I'm hoping that soul guard will be used first like borrowed time, but then I'd have to mend before being able to use MoM.
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@Shroompy said:
If you manage to get both active at the same time, Soul Guard will be prioritized, you can tell because you're gonna be given Deep Wound.
It may be a big waste of time and most of the attempts will most likely not work, how ever the psychological damage done to the killer because they got ABSOLUTELY wrecked is ABSOLUTELY worth it
We are in it for the mental damage, man will think of it games after if it's pulled off, Right on knowing it works like that. I've been trying to get a combo with this and for the people to full heal a 99'd slug.
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Legion would do really well if his power had some sort of lethality, ofc it can't be like old legion where once you're found there's no counterplay and you gotta die. They'd have to go out of their way to add a completely new mechanic to feral frenzy or some other secondary power like how demo has lunge and portals or pig having hats and dash. Maybe even just make legion vault windows way faster than other killers like myers tier 3 or something, they're supposed to be agile, angsty teens.
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@TheDFD said:
I run both DS and unbreakable, as well as self care and deliverance, and the only perk out those 4 that I am guaranteed to be able to use in any given match is self care. A lot of killers know well enough to slug to avoid a DS, and even if i manage to get up with unbreakable, chances are the killera in the area for an almost instant down anyways, and deliverance is also useless if I'm first hooked or hooked without having made a safe hook rescue.
It could be argued that me load is is 75% useless, its all dependent on the type of killer you get or how lucky you are, still don't plan on changing it.
So I'd say NOED isn't a waste, its all dependent on the survivors play style, if my deliverance is activated and I havent been hooked yet, ill always go for the save regardless is NOED is on or not. If I get them off then downed, I can get myself off the hook and if I'm downed again, I have DS as a back up, which works a good amount of the time because killers seem to get more reckless when the end game collapse has been triggered.
Just because a killer "might" be around to down you again after using unbreakble after being slugged from fear of DS doesn't mean it's not rediculously strong. Coordinated teams don't even need to use their unbreakable since you can 99% and get tapped by a teammate. having to proxy camp a slug since they have ds/unbreakble isn't a proper solution, as that is already making it to where they can't force at least 1 person off a gen to save you and chase a 3rd survivor. If you wait out the whole minute by the slug gens will just get pounded away since the other 3 survivors don't have anything to fear, but leave to pressure them off gens and unbreakable kicks in. You can't look at the combo ojbectively and say it's not crazy strong. The easy and simple solution is to nerf DS so that it is purely an "anti-tunnel" perk. If the survivor with ds starts progressing the game by working on a gen, or if the killer downs a different survivor, ds should immediately deactivate. And on the other hand, in a chase DS should never run out. ds/unbreakble is pure annoyance because it has no counterplay, much how survivors hate spirit and deathslinger since there is also no counterplay. if there changing ds to have counterplay they also gotta do something abt those killers too, at least give survivors a tell that spirit is actually using their power and maybe have her husk look at her like activated hag traps look at survivors.
TL;DR smoll pp combo is insanely annoying due to having no counterplay but killers like spirit also have no counterplay, changes should be made to both to make skill a more contributing factor.
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@Xyex said:
https://forum.deadbydaylight.com/en/discussion/comment/1507240#Comment_1507240
The description on PC is wrong. For multiple Billy ans Bubba add-ons. They accidentally added the updated descriptions on PC early, the updated effects weren't added yet. Only incorrect description on PS4 is the Iridescent Brick.
Well they put out the new patch so problem solved I guess lol
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@Onyx_Blue said:
The PS4 description says:
- Continue a Chainsaw Sprint after breaking a pallet.
- Survivors hit with the Chainsaw are damaged for a single health state.
Well, I am indeed not on PS4 so this is irrelevant to me my man. They changed the pc description and the wiki was even updated to match it (https://deadbydaylight.gamepedia.com/LoPro_Chains), but it still functions as it used to.
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@Raven014 said:
No, as it would change the playstyle Aftercare requires. Aftercare requires you to be cautious, as you lose your aura when hooked. So it places your own safety above others to give your team an advantage. It is a very underrated perk atm, it just demands a lot.
I think being forced to be immersed and stealth when you could instead try to interfere with another survivor being chased with the info given from Aftercare is a waste. I want to use aftercare as a means of putting other people's safetey above my own, I agree It is a decently good perk already, but is decently good enough to stop people from running small pp build and the general meta? I want more perk synergies that encourage different play styles and builds. Everytime I play survivor I run builds based around taking protection hits or making a build around No Mither (I've actually been able to get all 3 stacks of Mettle using No Mither and Tenacity to get hit by the killer while they are carrying someone and crawl away to recover). running builds like Arenaline, Unbreakable, DS, and Dead Hard are just sooooo boring. I maybe incorporate one of them into a build and then ignore the rest because whats the point in playing the game if it's based less on skill and more on, "haha 1 minute invincibility and I can revive myself so I can't be slugged either, killer = teddy bear". Things like using Dead Hard for distance to get a free loop or making it to another loop is boring and no test of skill what so ever (on the other hand, I think well timed Dead Hard's to avoid hits are worthy of praise) Or at least thats how I look at it. I want it to be more accessible to make builds themed around a purpose without severely crippling yourself compared to running meta perks.
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@Zeus said:
Is it a buff? The only thing that comes to my mind when someone says protection hit is mettle of man and how top tier that perk is.
@Emelyne said:
Lol im so not used to the DBD language, could you please elaborate or give an example. Ty
Yeah, I'd want to see aftercare buffed so that you see the aura of someone you take a protection hit for and vice versa. I like running Aftercare with Mettle of Man to try and get more protection hits from seeing where someone is being chased, getting both to proc just by protection hits would be sick.
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Maps being smaller was absolutely needed to level the playing field for killers with no mobility, the cooldown on billy is really negligable imo but I'm not a billy main so ask someone else about that. The leatherface changes in the PTB are actually fantastic, being able to actually use the chainsaw for downs at loops instead of being forced to use it for purely zoning against better survivors is wonderful. Anyone upset with the leatherface rework has somehing wrong with their head.
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I don't know if it's intented, but I would rather they keep it this way. It's not that strong because once someone falls for it once they should be more cautious navigating around the gen after a killer kicks it. It's not a busted synergy like old school stbfl and unrelenting machine gun builds, it's really niche imo.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/163898/make-for-the-people-work-when-injured
The builds will definitely be "different" but in a seemingly negative way.
Care to elaborate?
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/comment/838619#Comment_838619
Yeah, no. It literally says: "taking up time that could be spent fixing bugs and creating new content that’s available year-round"
Meaning they are focusing all their energy on skins and more battle pass, fun events dont generate that much extra money, more skins does. Its just greed its all.
Bruh chill out for god's sake lmao. Oooh no a few of my generators and hooks won't change visually and I don't get (insert event currency here) for doing the event gen or hooking on the event hook boohoo. You don't even need to buy the premium tier of the rift to get any of the event-exclusive rewards. Besides, it pays you back the ammount of in-game currency you paid for premium if you complete all the tiers, if you actually complete the pass everytime you only have to pay $10 in total for all of them. With the archives and rift system in place there's literally no need for them putting in unique systems for event currency and then remove it when it's no longer needed when you can just implement it into the current pass on the free track. Nothing is lost execpt for pretty looking cosmetic changes to objectives.