Exerlin
Exerlin
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- Username
- Exerlin
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Comments
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@RoastedGarlic said:
my problem is the perm speed boost. every speed boost should have a cooldown and a duration. Hope is really the only exception because you have to reach the end game for it to even work.
This is the only instance where I disagree with you. It's fine here because being broken the entire match is a big enough disadvantage in the macro game to counter-act such a big advantage in chase.
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MFT simply isn't going to be worth the perk slot anymore. Plus, I think I hear some Legion mains slamming their heads against a wall right now
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My main gripe are mostly with addons, and considering those, Myers takes the cake. Just because of the tombstones
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@Nemmy_Wemmy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556114#Comment_3556114
What's your fourth perk to round it out? Sounds like a lot of fun tho I know if I ran it I'd get destroyed xD
If you want to round it out, I suggest your information perk of choice. I normally choose Bond, Blood Pact, or Inner Focus, but it's really just personal preference. I run those perks on whatever build
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I love No Mither. I honestly feel at my weakest when I'm NOT running the perk for a few reasons:
- You are almost as stealthy as a healthy survivor, at all times. (enabling more in-chase misdirection opportunities and enhancing out-of-chase stealth)
- When downed, the killer has to account for you being able to pick yourself back up for free. Killers have to pick you up before you have time to recover, and by forcing their hand, you are taking away potentially game-ending options just because you have this perk.
- MfT and Resilience get 100% uptime while running this perk that also negates the downsides of being injured that makes it easier for the killer to actually hit you. This results in a loadout that increases your efficiency at everything in exchange for not being able to heal. In addition, MfT's endurance effect situationally covers the downside of No Mither players not being able to take protection hits. The frequency of these situations is fairly common, and honestly MfT is the only reason I feel like No Mither can be a consistently beneficial perk for you and your team. It's the "straw that healed the camel's back" in a way.
- All your bases covered, and you still have a perk slot left. What will you do? (answer: have fun :) )
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I prefer killer. Survivor is fun, but when compared to killer, your individual skill doesn't matter as much. That makes it harder to see when I improve as survivor, and that makes it harder for me to learn how to improve as survivor. The frustration of having a good killer and bad teammates comes up very often in solo queue, but most of my survivor friends whine more than they have fun with the game.
I'd rather queue up for killer, as the heavily one-sided games are at least half as frequent as my survivor games. I also feel like there's less pressure on me to perform well since I have no teammates. Plus, I'm never hooked or slugged so I'm always able to do something the entire match. Killer's just more active, so it's the most fun role imo
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Twins + Hag
Just try to imagine, it hurts
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I expect them to prioritize bugs and getting the game back on track. Maybe we'll see some small buffs to 2 perks so that people actually play the PTB, but we NEED to have the game patched up. I know people are always saying that DBD's broken, but it has gotten overwhelmingly more broken since the anniversary. Fix the fast vaults and the glaring exploits I can't mention, that will make me actually play the game again.
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Hag just needs 8 more meters of teleportation range basekit and a slightly faster post-teleport recovery. Although, I'm happy with the spot she's at now
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This game really needs to skip a chapter and focus on a game health update. The stream of seriously gamechanging/breaking bugs has made the game frustrating to try to play. I don't care about the new chapter, I don't care about new perks, I just want the game to work
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Fire Up - Action speed increase perk token increased to 3/4/5%. Opening lockers and hooking are now affected by this perk.
Self Care - Self-healing speed penalty decreased to 30/35/40%.
Autodidact - Finishing a heal now grants a token.
Blood Pact - Now prevents you from becoming the obsession at the start of the match. If every survivor is running this, then this effect is ignored.
Leader - Blessing totems is now affected by this perk.
Poised - Duration increased to 16/18/20 seconds.
Quick Gambit - Range increased to 32 meters. Repair speed bonus increased to 8/9/10%.
Self-Preservation - Duration increased to 10/12/14 seconds.
Slippery Meat - The first unhook attempt no longer progresses the hook timer.
Small Game - Provides a visual indication of the cone's area of effect.
Spine Chill - Works through walls again.
This is Not Happening - Great skill check success zones increased to 80/90/100%.
Blood Echo - No longer has a cooldown. The status effects last for 35/40/45 seconds.
Dying Light - The obsession now gets the penalty, but still has the altruistic speed bonuses.
Predator - Scratch marks now appear on vertical structures as they would without the perk. Scratch marks on the ground only appear within 3m of the running survivor. The density of scratch marks is increased.
Surveillance - Added an audible notification that triggers when a generator's aura changes from white to yellow.
It feels like some perks are just completely forgotten. I feel like each of these changes would make all these perks decent at least, good at best.
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I don't only have fun when I win. Having fun when you lose is a skill you should learn
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This perk needs the Fixated treatment. Stealth perks disabling when you're injured is dumb since being injured already ruins your stealth. This perk won't matter much when a survivor is groaning in agony, but it should stay enabled for the niche cases where it would otherwise be useful.
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I don't like how they keep messing it up like this. First they made them too good, now they're too bad. It messes with the balance too much either way and has been the main reason I haven't been playing. I'm not gonna get much better by playing in these messed up patches, it gunks up my muscle memory and intuition. I hope they fix it soon or, at the very least, make a final decision with these changes so that we can all properly adapt.
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Resilience is strong, but it's not problematic. The value's too low for it to matter at all if you are actively trying to be healthy. I admit that it can be a game changer, but so can every decent perk.
MfT is strong and kinda problematic. However, right now survivor vaults are majorly buffed, and they're reverting the change soon. This buff has temporarily decreased the distance a survivor needs to run to safely perform a window vault. MfT accentuates that problem, and I'm surprised you're more concerned with Resilience.
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It's a good concept, but they need to remove one of the restrictive conditions across the board. I feel like any one of the following changes to the teamwork perks would allow them to be useful more often without being oppressive. Only one though, otherwise I can easily see it getting out of hand.
- Remove the cooldown
- Activate the perks when being healed
- Don't deactivate the perks when an affected survivor loses a health state
One of those would be nice, I would most prefer the 2nd one
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It should make you broken/injured the entire trial, and it should give you 3% haste while walking and crouching too. It has 2 strong effects that both end up saving you from being downed in a wide amount of scenarios. Something's going to have to change about this perk for the sake of the game's balance, but the No Mither + Made For This playstyle is not one I want to see changed. It's the most fun I've had as survivor since the game's release, and if the endurance effect gets nuked, it will affect No Mither enjoyers like myself a lot...
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I'm still here, and I'm still a hag main after all these years!
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It only really needs about 5% more than it currently has. 40% healing speed would put the perk in a great spot since it would allow you to heal yourself at 60% healing speed using Self Care + Botany Knowledge. Currently, the combo lets you heal yourself at 52.5% healing speed. The opportunity cost of performing such a long heal also tends to be high, as progress is completely lost by being wounded/downed or overtime by being hemorrhaged.
It's detrimental by itself, reliably mediocre if paired with Botany, and pretty disappointing when combined with Botany and Desperate Measures. It definitely needs a buff
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I'm gimmicky! I say this because I mostly run three builds:
No Mither, Made For This, Resilience, [free slot]
Saboteur, Breakout, Mettle of Man, [free slot]
Appraisal, Ace in the Hole, [free slot], [free slot]
I feel like my No Mither gets the most value out of it since MFT and Resilience make me more efficient all the time, as well as the fact that I use it the most and my playstyle kinda reflects that. The Saboteur build barely gets value, sadly, even since the buffs. The chest build has a 100% value guarantee for only two perk slots! You will often catch me using Desperate Measures, Fixated, and Inner Focus in my free slots
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Your subconscious and intuition are strong, or you have a high luck stat. It's easy to confuse the two
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Didn't the devs actually listen and buff Sadako from the PTB? She seems better now than before
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It's incredibly disappointing to see Spine Chill turn from a decent information perk to being the embodiment of Captain Obvious. I shouldn't have to say that a perk that only tells you when the killer can currently see you is useless. It needs to work through walls again, or it will be the new "deja vu", a laughably bad perk
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@Kaethela said:
Vigil. It helps me out of so many jams, seriously.
Oh? I'd like to hear how Vigil has helped you out!
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Addons in their current state are boring since most just straight up buff the killer's power. I don't like how the only way to modify the killer's power is by using consumables found randomly when spending bloodpoints on that specific killer. I hate how there's no way to tweak a killer's power without using a consumable. I want to be able to have at least some choice on what the specifics of the killer's power is without praying to the bloodweb to keep me stacked with my addons of choice. The game would be a lot more interesting, in my opinion, if there were different types of each killer power with upsides and downsides available to choose without the ability to run out of them. I really, really don't want to use all 248 of the 2 addons that I've gotten used to and then be forced to either insert bloodpoints into the RNG dispenser or use different addons. That just kinda trains you on stuff that you won't always have, and it'll sting when you're 200,000 bloodpoints deep and didn't even get enough for 1 game. It's wack I hate it, I will play without addons
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@ratcoffee said:
Plunderer's Instinct + Appraisal. So many games where I listened to what the chests told me to do and led my team to a 4 out because of it
You have to try Appraisal + Ace in the Hole! When I'm not running No Mither I am most likely running that
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I think 40% hits the mark for me, but my teammates tend to make it out more often than not
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Fire Up: Increase bonus action speed from 4% per token to 5% per token. Opening lockers, snuffing totems, and hooking a survivor now benefit from the action speed bonus.
Self-Care: Increase healing speed from 35% to 40%. (This would make the perk not bad without making it too good, I did a bunch of math)
Iron Will: Remove the unexhausted requirement.
Poised: Also hides grunts of pain and aura reading during its duration.
If I had to choose one, it would be Fire Up!
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I miss facing nurses and billys every game. This game used to have 2 killers, but now it only has 1. Sad :(
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I really enjoy Hag and Legion, but I also like the Twins, Trickster, and Wraith
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Items should remain useful. We don't need another "item pass" like the medkit one that made all the medkits and addons bad and boring (except for the insta ones which have remained the best addons since forever)
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Kinda got burnt out by the event, both by playing too much to squeeze out bloodpoints and rift progress, and by getting really tired of the event chase mechanics (legion moment)
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You know, that's a lot more different opinions and outlooks than I expected! That's super interesting! I get where u all are coming from, I'm just the kind of person that uses like 3 items in a 20 hour RPG
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@ARTRA said:
Shrine should have a rework and work better overall, 2 perks on each side when there are over 100 is insane.
Gotta admit, can't think of more to say than this
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Fire Up. Other than being a bootleg Brutal Strength and Bamboozle, you pick up survivors faster. Idk about you, but I sure like being actionable sooner!
1574 days waiting for a fire up buff
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Jeff, Yui, and Dwight! Nea is my favorite, but those 3 are my next favorites!
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aren't we getting an FOV slider soon?
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Random perk game. Got slippery meat value :)
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No Mither is good if you never want to get slugged. I recommend that
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I like Hag because all she wants to do is draw little triangles in the mud! I love 🔺Triangles
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Genuinely, Agitation + Mad Grit on Hag. Being able to play aggressive when carrying a survivor is a huge boon as Hag, and so is being able to choose exactly what hook gets used, AND so is moving to the hook faster! The combo just does a particularly good job at saving Hag valuable time and giving her more options, more positioning, and pathing.
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I think Made For This's effects are fine, and I'd rather keep the constant small haste effect exhaustion perk in the game. Still, I think that it having a powerful endurance effects while also being a strong chase perk makes it a bit over-tuned by nature. Its positive effects rival that of No Mither's, but it has no extra downside. If Made For This made you broken for the entire trial, I think it would still be a good perk
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I count a 3k as a win. If they complete all the gens and I turn a 4-man escape into a 4-man kill, I don't really count that as a win.
I'm a bit of a weird sort since I love to go for the win as hard as I can, but I don't really mind losing. I'm a try-hard that plays for fun, so the real way I win the game is by playing through a very close game, regardless of outcome
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5: Brutal Strength + Fire Up
How could u mention Brutal and Bamboozle without mentioning Fire Up??? :(
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@HugTheHag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472368#Comment_3472368
Another Legion and Hag main ??
I have found my brethren ! =D
I'll give Coup a try when I get Twins prestiged !
If you're anything like me, you should give Twins a try too! I like them
We should trade our insights and findings sometime! I know that mainly playing Hag has made me look at the whole game from a weird angle, and some wacky things are to be found by digging around a bit!
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@BlueRose said:
I'll only comment on the killer perks since I play killer more. Thought I do think the perks changes are good (other than Hangs and TI l, they both useless perks in my eyes) they just do get me excited to use them over the other perks I like using. Alot of them are just too situational/niche where I have no idea what I would do with them. Trails especially since gen kicking meta is gone and it still highlights the gen you kick to the survivors. Honestly I forgot you even lost trails if someone lost a health state mainly bc I always lost Trails because someone touched the gen I kicked. So the change doesn't change that put of the perk for me.
You play Legion a lot, yeah? I recommend you give Coup de Grâce a go once the changes go live (or honestly, before). My main killers are Legion and Hag, and I find Coup to be particularly useful on Legion! It's less situational than it seems at first glance, but it took me a while to learn exactly where I can successfully use the perk
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I dislike it too. It's like darkness revealed, but with 3x the range
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It definitely will see more use
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No Mither is the best stealth and anti-tunneling perk in the game.
There should be modifications to each killer's power, similar to addons, but can be used without consuming addons. These "infinite addons" should have downsides, similar to how addons used to be before most downsides were completely removed across the board.
The perk Saboteur should have a 30 second cooldown, and should only go on cooldown upon completion of a sabotage action without a toolbox.
A fifth perk slot would be SO fun, especially with all the perks we've gotten over the years.
Survivors having unique, slight, passive buffs would be very fun and interesting to try and utilize, and it wouldn't cause great imbalance like it would have a couple years ago