HINGIRIK
HINGIRIK
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I have been using Dramaturgy for about a year and based on my experience, I can say that there is nothing left over from the old DH. Exposed doesn't mean anything unless you're in the dead zone.
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@Jacknalls_Paw said:
Improve yourself, I know you can do it, I trust you.
If you think there is a problem that I have, keep thinking that way because neither I nor you can stop you from thinking that way, but I can say this, watch more killer videos. However, do not write something like "I beat 10000 hour bully squad" into the search engine so that you will see more average videos instead of videos where people put their best gameplays in their lives.
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When you find that better person on YouTube, let me know because I probably won't be able to find it.
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You're probably playing against killers who think Mori is far superior to hanging on a hook. But this could also be a strategy. For example, for Try-Hard killers who do not risk attempting escape. I think it would be more logical to do mori instead of basekit umbre while there are only 2 people left (one is on the hook but has already moved on to the second phase, otherwise there would be no attempt chance for the one on the hook, and the other is the survivor on the ground). Otherwise, which 300 IQ player would slug the man in front of him, knowing that he would stand up?
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Lixadonna When they died they still had 1 gen
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699054#Comment_3699054
When a survivor's sacrifice progress is complete, there's a brief moment where the Survivor player's camera allows the killer to "photobomb".
I know, but I still don't understand what you want to say. I guess there's something wrong with my head.
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What exactly are you trying to say? I didn't understand what you were asking or saying.
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I suggest you try playing killer without tunneling. Then you may change your mind.
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Reworked Shattered Hope
You know how to shatter the last hopes within them, and you're ready to see it through to the end. Shattered Hope is activated when any hex totem is cleaned. If you snuff a boon totem while the perk is active, the cleaned hex totems hex is transferred to that totem along with its tokens. The perk is then deactivated. The survivor who blessed that bounty totem cannot bless another totem or clean that totem during the match. Other survivors also cannot clear that totem for 60/80/100 seconds.This perk can only be activated once per totem in match.
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@okaayletsgoo said:
For the love of everything unholy learn what perks do. If I go into a corner after escaping chase and plot twist GO DO A GEN. I don't need 1 or 2 of you leading killer right back to me or you healing me out of plot twist not giving me the heal value.
End rant.
If you hold down Shift they can't heal you. Also, if you do not want such a situation to happen, you can use Strength in Shadows.
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I love playing Good Guy in Gideon. There are a lot of spots to moon rushing( or slice&dice ?? ) and hug tech. I love playing, and I encounter it every time I enter a game. I can't help but say this: I entered the game before Twins had a kill switch. I played 5 games and the Twins came in all of them. I got angry and closed the game.
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@KateMain86 said:
The new killer has too much control over chases. The fact this killer can teleport around and down you with a ranged splash damage attack makes chases completely unfair against this killer. His ranged power should not be able to down you. Being able to injure you is fine, but the fact this ability can also down you is too much power to deal with. This is always the problem with new killers. They are given way too much power at the start which ends up being a miserable experience for survivors. This killer has too much in its kit and needs some tuning. I'm already dreading playing against this killer and I am getting him every match.
Wraith better 🗿🗿🗿
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From my own observations, I think the size of the hitbox of Huntress' hachets is related to the speed of the hachets and how far away they are thrown. The faster and further away the hachet comes, the larger the hitbox.
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It's a useless event for neither the survivors nor the killers. Survivores are simply made to be quieter, less bloody, and gain more BP while in range. I have never once seen a gen within range of this circle. If they really want to gain BP, they can go to the circle to heal like CoH. For killers, the Lunge feature is not good for an event. Because the circle is very small and there is not even 1 pallet in it. Also, it is very difficult to find blood globes on the map. And survivors have less privileges because a single circle is used by both killers and survivors (lunge is more privileged than BP for gameplay). They might bring something a little more OP and fun for both teams because this is a limited time event.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681289#Comment_3681289
dh was meta for about 5 years. basically ever since it came out. the only time it was not meta is first 5 months of the game because sprint burst was on 20 second cooldown and it recharged in chase which both got nerfed.
The reason why dramaturgy is not used is because of healthy condition. the effect it has is S-tier for exhaustion perk but the fact you need to heal is what holds it back from being absolute top tier. Healing is too much time sink unless you use med-kits or run healing builds. for that reason, dramaturgy is good in niche builds but is not universal best choice.
You're right that we have to heal. That's why, as I wrote above, I use it with Strength in Shadows. If another teammate is nearby, she heals me. Otherwise, I go to the basement and heal myself. And it works, as long as killer isn't the Legion.
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@100PercentBPMain said:
Personally I think Scene Partner is the more powerful perk, all that holds it back vs Dramaturgy is the crazy amount of Undetectable killers.
The two perks are in different categories. That's why it can't be compared. While one prevents you from taking damage, the other allows you to receive information. Even with other Exhaustion perks, it can be put in a different category because SB, BL and Lithe are for opening distance, not for preventing damage. What I want from you is to use Dramaturgy according to the usage areas I wrote above. Then you will realize that you are as strong as the others or even the old DH.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681310#Comment_3681310
its definitely does not work on blood lust bloodlust 2 already is faster then the 25% you get as survivor and bloodlust 1 is still enough to get a lunge in, and I understand why you like the perk I'm just saying its not meta plus the down side of insta-death is bad.
You don't need to be faster than the killer for the perk to work, it just needs to close the distance less. You can also dodge damage from the killer with the right timing, regardless of Bloodlust level. As for the Exposed effect, this only tells you that you should not use the perk in the dead zone.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681289#Comment_3681289
I've run dramaturgy for hundreds of games its a cute perk but lithe, sb, balance landing are all better exhaustion choices. Even smash hit is a better exhaustion perk with its low reset time. Most of the times if you are in need of using drama the killer is already in bloodlust and is countering the 2%.
The reason I praise Dramaturgy here is that you can use it whenever you want. For example, it is not used at undesirable moments such as SB. Or, like BL and Lithe, you do not need to do any other action to use it. Using BL and Lithe is nice, 150% for 3 seconds is a good speed, but if there is not a lot of distance between you and the killer, you will take damage until you get to the window or a hill. Have you ever dealt damage to a survivor while activating Lithe or BL (I mean jumping out of the window and falling from a height)? And I'm sure the killer will damage you when using Lithe or BL. These perks are for gaining distance, not for avoiding damage. As for SB, you make a gen and instead of going to a pallete 30 meters away, you use Dramaturgy to go to a pallete 15 meters away. Also, this perk works even if the killer is in Bloodlust 5.
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@Hexling said:
Nahhh lol definitely not a meta perk a decent perk maybe but no way a meta perk. DH as it is now is still better.
The old Dh was also not in the meta in its first year. Also, doesn't what I wrote make any sense to you? If you understand the gist here, you'll understand why I argue it should be Meta. As I said above, there is no other perk that protects you from injury. I think you will change your mind if you use Dramaturgy as I wrote about its usage areas above.
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I can give you one reason why you shouldn't be secretive. Because stalling the killer for 2-3, sometimes 5 gen is more fun than hiding in a bush and saying "He didn't see me, Lol". Also, if you play like this, you will only benefit yourself, not your team. What I mean is this: Hiding in a bush or wherever you are hiding, the killer not looking for that place and going to other gens and maybe hooking your friends who are worse loopers than you and not wasting time, you attracting the killer and distracting him and giving your friends the opportunity to make genes, +1 It's worth the hook stage. Maybe the killer won't even be able to damage you and will have wasted all that time for nothing. What's better for the team is to T-bag or click the killer and distract him (you can also hide in the bush if you're not good at looping).
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I argue here that the offerings in the game do not directly affect the gameplay and this should not be the case. Even the pink mori in the game only prevents decisive, pallet smash and flashlight saves. Even decisive is not used right now. It saddens me that in the past it could kill someone directly, but now it just adds visual appeal.
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I'm glad Clown's Afterpiece Antidote's activation time has been reduced, but I don't think it's enough. You can shorten this time as a basekit or produce an add-on that shortens this time or eliminates it completely, because most Clowns use the yellow bottle only for traveling around the map, not for chasing. You can also restore the add-on that allows us to give exposed, because while some killers can insta down as a basekit, some have to make many sacrifices to do this.
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@BlightedDolphin said:
- Sprint Burst
- Dead Hard
- Lithe
- Background Player
- Balanced Landing
- Overcome
- Dramaturgy
- Smash Hit
- Head On
That's my list. Although I feel BL, Overcome, and Dramaturgy are pretty close in strength. Anything above Smash Hit is pretty good.
Tier list is nice, but I think you should put Dramaturgy higher. And if you've never used this perk before, I recommend using it like the old DH because there's nothing left of it.
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@CarlAlc7 said:
You can't argue that Dramaturgy is the best exhaustion perk but then also say that it needs a buff. Arguably none of the other exhaustion perks need any buffs.
Unless something better comes along, I will definitely argue that Dramaturgy is the best. I think if you haven't used this perk you should start using it like the old DH because it's not what you think it is. If you manage to use it where necessary, it will protect you from damage.
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@Krzychowskyy said:
Firstly, playing against chucky is super fun unless it's some kind of sweat that will try to use every little detail about his power to hit every single hit.
Even though chucky is not in game for a very long time, I just feel like he needs some QOL changes and tiny nerfs to make him balanced. If you are a chucky main, I highly doupt you will agree with me because you don't want your favourite killer to get nerfed (although knowing how "balanced" the game is rn for both survivor and killer this nerf 100% won't happen),
Let's get into it
1. Chucky's "Hug Tech"
Ah yes, the old "hug tech" that is supposed to be a bug for blight and was supposed to be fixed over 2 years ago. There is not a single person in the DBD community to not know what it is, but let's get to the point:
Chucky can hug tech literally everything, with very high speed that is not counterable (although I will get back to it to make some adjustments). Take killer shack as an example, the outside on the good side for the survivor to take the window. Chucky can insta-go into hidey-ho mode and charge his power. Yes, you can hear the sound affect going something like "Gah!" which suggest he is charging is power up, and yes, you CAN react to it, but here's the catch: He can either go to the left outside of the killer shack or he can go inside of killer shack. 90% of players would go for a hug-tech as it is the most "optimistic" way to actually try and get a hit. Basically a 50/50 (spirit ahem) that is luck based and we all know that luck is not a skill. It can only be "countered" if you have a loop and there is multiple objects on your way in an almost straight line you can easily dodge his attack as he doesn't turn that much when in his power. Even though that is one example you can tell how op it is as you most likely saw it with your own eyes. Additionally, when looping on a pallet he will make you drop the pallet eventually so he can hug tech you on it to throw you off guard. Let's make some adjustments, shall we?:
When he runs into a wall with his power on, he will just swing like he got a hit but basically he didn't and just cancels his power BUT make it not cancel the power when turning on corners of the walls, so he doesn't bump into a corner but rather slide on it and skip it. Like on the game, you have multiple walls there that have tight corners. In my opinion that would be a spot-on as it would be more fair to actually get some value out of it than just simply guessing where that small doll is going to come from.
On top of that,let's adjust so he can only "hug" tech short objects that are a bit round or just small in size (for example, snow piles) which he can easily slide off so it won't be like "Oh, my power got cancelled because of this stupid chair". Blight and chucky can both do it but you get the point. E.g on lerys you got many beds on a loop with tiny buckets. As an example, the rework will make him slide off the buckets but cancel his power when he runs into the bed instead, BUT he can go around it on the corner if he charged the power up. This will ensure that survivors don't do 50/50 and will have enough reaction time to actually try and get away or even dodge the attack. Keeping only that but completely reworking his "hug" tech on tall objects would be a spot on.
But this comes with a tiny buff. To make survivors actually focus on the chase and the potential killer's location, charge time for the power is decreased by 0.15 seconds and his vault speed is 0.05 seconds faster. This would ensure that even if he cannot vault when his power is not charged, he can still get a lot of value because of the new, tiny buff.
Overall, reworking his "hug tech" will prevent the exploit and will force the killer to use their actual skill to kill survivors.
2. Get into power (NOT charged) -> Vault instantly -> Get hit
(I know he is sliding under a pallet but I will still say vault to save typing)
His power enables him to vault any pallet or window without charging it up. Even though it has a duration, mid-chase vaulting a window survivor vaulted almost at the same speed and then getting hit or even downed it a very intimidating experience. It just feels like you don't get any distance because there is always no pallets less than 10m away from a window (not counting shack and double-floored maps) because he ignores the basic concept of gaining distance. Additionally, he is basically legion with the only thing changed is the tiny bit slower vault speed and the fact that he doesn't affect deep wound because his power is a normal attack, so taking legion as an example when they can hit you an infinite amount of times when their power is up, chucky's power just hits you normally. To make it more fair, I made some adjustments:
Make him only vault windows and pallets when his power is fully charged up and he start sprinting. therefore, the killer HAS to use the brain whether to mindgame by moonwalking, mindgame by vaulting with his power charged up or just trying to get a survivor on a thin side of a wall that has the window so chucky can mindgame by loading up his power and then quickly switching sides of the wall to hit the survivor. This will make sure that survivors can get some value out of the windows because, at least for now, they are useless against him on 70% of the maps.
His charged (when sprinting) power won't get cancelled as it is right now BUT we can adjust a tiny buff which is so he can turn a little bit when vaulting with his charged-up power. This ensures so even if the players get thrown off-guard, chucky can surprise them with a vault and juicy hit.
Delay of about 0.2-0.35 seconds before charging his power up (when the crouching animation ends basically because it is very short). This would make it more realistic and on top of that - more fair on both sides so he doesn't get into his power immediately and right away charge his power up; that's a tiny nerf but it will not be that big of a deal
If the idea of charging up the power to vault was not a perfect one - I got an alternative: A delay of 0.75 seconds before he can vault the pallet so it won't be something like "Bro I just dropped a pallet and that thing can crawl under it RIGHT AWAY with NO distance because he basically ignores the key point of the pallet; to gain distance. Everything else can stay the same but can also add the buff when he can turn a little bit when mid-vaulting with the camera to adjust an angle.
All of these changes are basically for Reaction Time so survivors can have enough time to react to actually get away and not getting hit instantly. If you don't agree that insta-vault is an overkill then damn you lol
3. Tiny nerf to his perk "Friends 'til the End"
On some killers, like Wraith or Spirit as an example (but there are more killers that can take an advantage of their speed addons) this perk is an extreme overkill as going from person-to-person with high speed with this perk equipped is not a very fun experience. Let's change that:
When hooking not an obsession, the obsession screams and their aura is revealed only one time but the next time non-obsession gets hooked, their aura is revealed for 3/3.5/4 seconds. This will make sure so the killer would have to act fast to spot the survivor if they want to get any value out of the perk. If they can just lock their eyes on a survivor for these 10 seconds which is a very long time. The exposed status effect duration remains unchanged. The reason why this needs a change is because killers with that perk like to chase and tunnel survivors that are not good at the game which are NOT the obsession makes the game less fun as they are basically getting carried by that perk.
In general, this would technically prevent heavy tunneling from the game so it won't be that unfun for both sides.
Exposed status effect and its duration remain unchanged.
If you do not want to be affected by FTTE and you are obsessed, enter a closet when Charles' spirit comes to the map and exit the closet 10 seconds after the spirit returns. Or instead of going into the locker, you can T-bag and make the "Come here" emote (recommended for confident players).
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@humanbeing1704 said:
If balanced landing got its stagger passive back it would probably be considered an S tier exhaustion
I agree you but it only reduce 3/4 .
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669065#Comment_3669065
Dead Hard you had to be injured Dramaturgy you have to be healthy that is a massive difference. It's why DH was so consistent because you could use the speed burst of being injured to get where you needed to be not to mention DH had i-frames even if you did get the hit. They're similar as far as getting through a pallet goes but old DH was leagues stronger than Dramaturgy.
I know this. I also know that it is easier to stay injured than to stay healthy. Also, the issue you mentioned (speed burst due to injury) also applies to Dramarurgy, but you cannot use the perk. The reason I opened this contest was to introduce this perk to the community and tell the community that it can be used instead since it is very similar to the old DH. It was to say that it could have been stronger at times and was grossly underrated. At the same time, I wanted to ask the developers to ensure that we can use this perk while injured. (staying broken for like 90 seconds instead of exposed, or giving a 3-second boost when healthy (normally 2) but a 2-second boost when injured). Its weakest point is that it cannot be used while injured.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669058#Comment_3669058
That's straight up not true
Turn off Cross Play option. No matter how many times you come to the lobby, you won't see a single player with a globe over their head (if you do, I'm an idiot).
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669016#Comment_3669016
I understand how it works but it can't be the strongest exhaustion for a reason you just pointed out, you have to be in a loop to get value. Compare this to Sprint Burst or Overcome which doesn't have an area of the map where it's bad. Lithe is a little bit of an exception to this because windows are everywhere and even if you're in a dead zone you can you the speed burst of getting it to make it to a place with a window.
Dramaturgy doesn't have this luxury you have to be positioned correctly from the start of the chase or you get 0 value and that is a serious weakness.
The old DH couldn't do something like this either, but it was the strongest exhaustion perk. Anyway, if you are close enough to a pallet that the old DH can get you out of the dead zone, Dramatugy can also get you out of the same place. You may have dodged the damage with the old DH, but the killer will knock you out when she recovers.
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@TheArbiter said:
Turning on crossplay means everybody regardless of platform can match each other, not sure why you think they don't
This is not so. As far as I know, a Steam player who closes CP and an Epic player who opens CP do not fall into the same lobby. Unnecessary waste of time (or waste of good suffering ).
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@steamed_hamzzz said:
With Windows of Opportunity being the number 1 survivor perk and enabling so many plays, be it Lithe, Smash Hit, Chemical Trap, general pallet stuns ect it begs the question why isn’t there a single perk to see the aura of lockers?
How many players have died because they couldn’t find a locker to quickly escape the killer with Quick and Quiet? Couldn’t find a locker fast enough for a Head On play? Wasted precious time looking for a locker for Built To Last or Inner Strength?
Plz Bhvr, just give us one perk to remedy this. Maybe call it something like ‘Windows of Locker-tunity’ or something (that last part was a joke but hey, maybe?…)
Windos of Lockertinity is chanced to Locker of Opportunity
Best Perk update
This was just the meme part of it. Actually, Head On should show us where the lockers are. They at least add some power to this already weak perk.
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@not_Queef said:
Epic Games doesn't have an equivalent to Steam's beta branch feature, so releasing PTBs there would be impossible. Ditto most other platforms too.
As for your other question, I'm pretty sure turning crossplay on does match all PC platforms as well as the consoles. If you're on Steam and you see somebody with a globe icon typing in chat, they will be on Epic or MS store. Unless I'm misunderstanding what you mean?
What I mean is that I turned off crossplay through Epic Games and no matter how many times I came to the lobby, there was no one with a globe sign on them. This means that PC platforms do not match each other when opening CP. This unnecessarily prolongs the time to find a lobby. That's what I mean. Anyone with a globe sign on them should not play on other PC platforms.
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668855#Comment_3668855
No but I understand the principle of it, it's not a bad perk but it requires a couple things namely being healthy and having a pallet around to take advantage of the short speed burst.
You get caught in a dead zone and the perk barely does anything and can even be worse than nothing if you get exposed.
Not to mention you can't really bring strong items with it because they might get replaced.
Use this perk for the loop. It's like the old DH but a little different. You're right about the need to be healthy, but trust me this perk makes it harder to get injured. When used correctly, it protects you from taking damage almost every time. I've been using Dramaturgy since the day it came out and I haven't regretted it, and neither will you.
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@Yharwick said:
Sprint Burst
Adrenaline
Lithe
Dead Hard
Overcome
Dramaturgy
Background Player
Balanced Landing
Smash Hit
Head On
Probably my ranking based on consistency.
My personal build at the moment is Overcome and I use it with Shadowstep to lose the killer then heal up with botany/self-care to do it all again. It's a little shocking that most of the time my boon stays up all game cuz the killer can't be bothered to put it out.
Have you ever used Dramaturgy for looping before?
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Windows of Opportunity, Dramaturgy, Vigil, Decisive Strike (I will replace Sable Ward with Strength in Shadows when it arrives). I will explain the perk I wrote in parentheses (most of the people reading this are probably reading this after the Sable Ward update), so there is no comment about DS. WoO is a perk that shows me which pallet was defeated (I have good map knowledge, I know pallet spawns). I use Vigil to support Dramaturgy. I also use SiS, both to support Dramaturgy and to use it like the old CoH. As for Dramaturgy, I use it to make an extra one or two turns on the pallets, to connect a few pallets and windows, to dodge the killer with the right timing, to go to the place where I would normally take damage without taking damage, that is, to loop, and I think it is the most underrated perk of the game.
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@Meghead56 said:
Adrenaline, Wake Up, Alert and Windows/Plot Twist is my normal solo build. I tried Dramaturgy but that is horrible perk. 4x exposed, 4x scream and 2x speed boost was only thing I got out of it in two games.
Dramaturgy, if used correctly, protects you from taking damage in many locations. Also, if you're not in the dead zone, exposed doesn't mean anything.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668594#Comment_3668594
It look weak but i will give anything a chance. What build is best with it?
You can use Vigil. It's stronger than the old DH in some regards if you use it correctly. Exposed is only deadly in dead zones.
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You yourself wrote that you have never used Dramaturgy before. If you're going to put this perk at rank 9, I'd say use it first. It can protect you from damage in many positions. Also, the survivors you knocked down because of exposure either couldn't loop very well, or they used the perk in the only place it shouldn't be used (i.e. the dead zone).
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@joel84 said:
Hello,
I'm glad that no one can see their own MMR. I think otherwise total chaos would break out and a toxic city would be inevitable. There are already a lot of streamers and players who think they have a high MMR or are imagining it. Last weekend was by far the sweatiest weekend I've ever played. To be honest, I don't even know if it was because of my MMR. I also don't know if I'm high, medium or low, but what bothers me is what Dead by Daylight has become.
This game just doesn't compare to 2016 anymore and I get that, but Dead by Daylight is just a race now. Genrush versus tunneling. That's all this game is anymore.
A chase or a fun build only works against weak opponents now, because otherwise the generators fly around your ears and the game is over in 5 minutes. You can no longer play normally and I find that sad.
If you want to level up, you have to play a meta build, and that's frustrating. It's bad enough that there's a meta in a game, and YT and Twitch have contributed a lot to that. There's just too much copying going on, and the result is a boring disaster. But that's just my opinion
Do you agree that DBD has become too fast, or am I the only one with this opinion?
Patch 7.7.0:
Gen repair time increased to 450 seconds (was 90), Decisive Strike is now basekit and stuns 7 seconds. Now, if they broadcast on Twich or YT, they have to censor the perks (otherwise they delete the video due to copyright).
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668248#Comment_3668248
Yeah but that is not Background Player's fault. It's a skill issue in that case. Flashlights need practice, the won't aim themselves or position you right in front of the killer and neither can Background Player do it, it's up to you. Same thing with misusing SB or Lithe etc.
I forgot about this possibility. Not being able to use it well is the user's fault, not perk.
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@JustAnotherNewbie said:
Smash Hit is only a strong perk against killers who want to eat pallets (Spirit Fury users) and actually can bamboozle your team if you go around throwing every pallet trying to get Smash Hit speed. Also if you get chased late in the game where there are no pallets left you actually cannot use it at all. At least Lithe, BL, and SB don't have that problem, I mean if you load into a map with heights for BL that is.
I only use Dramaturgy when I am trying to scavenge items and yesterday I actually kept getting the other effects and never the item and like others said you need to be healthy.
I feel you're underestimating Background player as you don't have to use it only with flash lights, but Flashbangs too and you can actually use it for sabo build(sabo, MoM, breakout). It's more of a supporting exhaustion perk instead of a chase extending perk.
I agree that Background Player is good when it comes to sabotage and flashbangs. But it is difficult to say the same for flashlights. If you're behind the killer and you're not a super good flashlight user, by the time you focus the light on the killer, he'll have his head up. If you are in front of the killer, you do not need to use this perk anyway.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668210#Comment_3668210
I am using it pretty often because i love to get free item. I curse the perk when it gives me green key but most times, i love this perk. But i still disagree with that it's being strongest exhaustion perk. Lithe and SB are still stronger.
Don't use dramaturgy to gain items. This perk will protect you from injury if used correctly while in the chase. If you use this perk for looping, you can understand more clearly what I mean.
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Survivor perk: ( Unnamed Perk )
This advantage starts the trial with 1 token. You get one token for every second you spend in the challenge. If you have at least one token, press the secondary ability button and teleport to the locker closest to the killer. If the killer is within 10 meters of the closet and you quickly exit the closet, the killer will be stunned for 70/80/90 seconds. This action spends 0.1 tokens. If you repeat this 5/4/3 times the killer dies. This advantage gives you a passive 300% gen repair speed, a passive healing of 1 stack per second if you are injured (16 stacks required to heal), and a 7.5% speed increase. You need to be hooked 4/5/6 times to die. When injured, the perk's secondary effect kicks in. While it is active, if you are not exhausted, press the primary ability button to instantly boost 4 meters forward, finish a random gen on the map, and you become exhausted for 6/5/4 seconds. Meanwhile, you cannot take damage from anything and you can pass through bear traps. Guys, I know this perk is incredibly weak, I hope they buff this perk with a few updates when it comes to the game.
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@MikaelaWantsYourBoon said:
Dramaturgy is not best exhaustion perk. I hardly disagree here with you.
First you need to be healthy. Second it's barely gives you distance. Third it has risk to being exposed and one-down hit, happened to me.
Best exhaustion perk is either Lithe or SB.
I also disagree with you about BL. It's so much stronger than Smash Hit. If map has main building, many maps have, BL making looping so much better and more effective.
Smash Hit is good perk but many killers have m2 killers and easily playing around pallets. So it's really hard to activate it. That's why this perk is rare. So BL is so much stronger than Smash Hit.
I'm talking about this based on my own gaming experiences. You may not agree with me, and you've stated that. I wrote something about the exposed effect of Dramaturgy above. I agree with you about staying healthy. I've been using this perk since the day it came out and I haven't seen anything missing from the old DH (it's even stronger than that in some areas). I think it is the most underrated perk of the game if used in the right place. If you remove Sprint Burst or Lithe for once (whatever perk do you use now) and put this perk on, I think you will agree me.
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@glitchboi said:
The Pig's roar is a homage to SAW. Plus it sounds silly and I love it for that.
There could be an add-on that silences the roar, preferably as a purple one though.
Nice idea
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@Spare_Them_Mori_Me said:
I've not seen many saw movies, but does she do that in the movies? Its a pretty good bestial roar in game... is this accurate?
In no movie has the Pig (Amanda or anyone else) attacked without roaring. But the truth is that the Pig simply stabs the victim with a stun syringe and takes the victim to the game's arena to choose between life or death.
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Guys basement isn't that dangerous. Many people writing in this discussion write, "If the killer finds you in the basement, you will die." That's right, even if you don't die, you'll still get free hits. But the real reason why the basement is not dangerous is in how many matches does the killer find you in the basement or catch someone in the basement while you are playing the killer? If there is no one among us who says "I experience something like this every match", the basement is not that dangerous. Is there anyone among us who is raided by the killer in the basement every match or who catches a survivor in the basement every match? Probably not. But the truth is that if the killer finds a survivor in the basement (possibly less than a 2% chance), the killer hits that survivor at most 1 hit while he is in the basement, and the remaining chase continues upstairs with speed boost (unless the killer is Bubba (If so, you are dead)).
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I entered the game with 1 other friend. The other guy DC and bot came. Then we did 3 more gen and the power went to the exit doors. Then I was opening the door and the killer knocked the boot out and hung it in the basement. Instead of opening the door, I made the door 99%, but the other player opened the door and ran away. The killer was Bubba and he was camping the hook. We went to the shack. A friend of mine went to the hook first and saved the bot. The killer had dropped them both on the stairs. Then he took my friend first and I entered the killer shack and saved my friend with the flash bang, then I went into the basement closet. The killer took the bot and was taking it to the basement, when I saved the bot with a head. Then we started running away together and I threw a body block at the killer and the killer hit, but the killer dropped the bot right next to the exit door. Me and my friend did a heal trick to the boat and escaped with it.
We love bots ❤️
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@tjt85 said:
https://us.v-cdn.net/6030815/uploads/NK233KG9ZT7R/basementbubba.jpg
Don't think the basement is bad news? This basement Bubba would disagree. He stood near the top of the basement stairs with insidious and even with sprint burst equipped I couldn't get anyone out of there (AFC and basekit BT did nothing, btw).
He is very much still viable.
Just the screenshot you took is enough to make me imagine what kind of match you had. 😄