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KhamuraTal

KhamuraTal

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KhamuraTal
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  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220786#Comment_3220786

    "Even then Survivors can still do generators, unhook, bodyblock, etc where Spine Chill can make it difficult to perform a Stealth Killers basic function."

    So can killers. They can still chase, attack, vault, break pallets, hook, etc. Even if more "difficult". Survivors can base their entire build around an item (flashlights and medkits) that they'll never get to use the entire match. Spine Chill does no such thing to any killer, stealth or not.

    That's where you're wrong chief, because Spine Chill in it's current state is a fundamentally brainless perk that can be used to ensure that lower mobility stealth killers can't get close to you to hit you to begin with. Nevermind how much more difficult it makes higher skill stealth killers like Ghostface, the ones it punishes the least are the ones who can move extremely fast like Wraith. Compounding this is the fact that the Killers time is considerably more valuable then any individual survivors, so chasing down that one Spine Chill user is much more of an issue.

    As far as Lightborne goes, if you base an entire build around flashlights and you get countered by one borderline useless(even detrimental.) perk then I can't say I have a ton of sympathy. Go do gens, your objectives tend to stay in one place unlike survivors. :P

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213674#Comment_3213674

    Lightborn completely invalidates flashlights (outside of secondary uses against Wraith, Nurse, Hag, Artist, and Nemesis). Plague negates all healing perks and items. Are you ok with those things?

    And as @Dwight_Fairfield said above: all it says is that an undetectable killer is within 36m. It doesn't tell you how close besides that, what direction they're coming from, or anything else. Perfectly fine perk.

    Yes, because Survivors don't have a healing class, or a flashlight class, unless you put ALL your eggs in that basket in which case that's more of a personal problem. Even then Survivors can still do generators, unhook, bodyblock, etc where Spine Chill can make it difficult to perform a Stealth Killers basic function.

    Compounding this is the fact that Killers have 4 perks, where survivors have 16, it realistically only takes two people running Spine Chill to cover 64 meters of the map and their respective buddies. Whispers, the Killer equivalent of this perk takes a lot more investment of resources compared to what a survivor team gives up for a better version of it. IMO Spine Chill should just plain not work if you're undetectable if the reason for it's change is accessibility in hearing the Terror Radius.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216272#Comment_3216272

    It's more about not giving the lone single Survivor (not Survivors) zero chance at escape.

    You've already won the game, if you need No Way Out vs one Survivor I don't really know what to tell you.

    Hmmm, going to disagree Chief. One survivor not doing gens is much harder to find, much less down, then a survivor that is trying to push gens so their team escapes. NWO provides a reward for hooking everyone that evens the odds.

  • @rattus210 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216041#Comment_3216041

    Even though this is mainly about how strong facecamping is. The fact that clown's pinky finger comes with no negative effects is something though. Huntress gets a negative effect if she brings her iri hatchets. Yet clown gets nothing negative about his iri. But no argument that add-on less clown is among the weaker killers.

    I semi-agree with that. The thing with Hatchets is that you can cross-map someone if you're accurate enough and that's something Pinky Finger can't do in a billion years. There are stronger add ons then Pinky Finger that don't have downsides even besides that, and I feel don't really need downsides.

    The best thing you could do is just make it not work if you're within 24 meters of a hook, imo. Same with Bubba's Chainsaw or what have you. I don't even like that solution because I feel if you try to bomb the hook you should be punished severely for an unsafe rescue, but I think it';s the best thing you could do to keep the game fun and ultimately it just hampers this one particular add on.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215983#Comment_3215983

    The average survivor team can't handle this, and that is the whole argument here. This is a very low-skill strategy, and it finds success even against skillful survivors--the same problem with old Spirit.

    I also recommend checking out the video @JustAnotherNewbie shared.

    I've nearly 3k hours in this game, and I can confidently loop every killer except Clown for minutes on end. I've never thought he was an exceptionally strong killer, because his skill ceiling is lower than say a Nurse, Blight, Artist, etc. ...but his power prevents him from being run around forever. As seen in the video, pinkie finger allows clown to insta-down the rescuing survivor, giving Clown all the snowball potential necessary to win with ease.

    Is it? the title states that this says something about the balance of this game, which, i'm not sure if the 'average' survivor group should be what the arbiter of balance is or is not. Even so, im not even entirely sure a group of people all in soloq couldn't beat this.

    As far as looping goes: if this is a thread about how Clown needs some balancing adjustments then sure, but what would he get to compensate? he's already an abysmally low tier Killer.

  • @rattus210 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215719#Comment_3215719

    Gonna have to disagree on that. Even if you were in a swf rushing gens to try and get out asap from this, dead lock would pretty much put a stop to your gen rushing, and allow for more time waste for the hooked survivor to die. Then there is no way out to give the killer even more time. So at minimum the killer is pretty much guaranteed 2 kills, which is too much for a playstyle that requires no effort but standing there by a hook imo.

    Maybe on a mid-tier SWF, but even then...with a Clown? No, not even with Iri finger. You'd have to be further up on the tierlist, Artist, maybe Plague, but I think even with Plague you just slam through this, deadlock wouldn't be able to prevent semi-coordinated gens.

    On the upper tier of skill Hen's squad basically guarantees maybe one kill from this even if they're perkless and itemless.

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215363#Comment_3215363

    no, "not playing the game" by literally NOT PICKING PEOPLE UP! that's refusing to play the game, and just unfairly wasting people's time so you can win, now that we have unbreakable, they can't force situations like that, I didn't contradict anything, you just wanted to be lil snobby lol

    Nah, not playing the game is not picking someone up and then just standing over them. Slugging someone and then hunting down the other survivors, then downing them, is efficient. So much so that the Dev's have entire perks and add ons that are devoted to making slugging easier to do, it's not some loophole in the design.

    Not saying I support this style of playing Sadako: I don't, her most viable playstyle should not be slowly bleeding four survivors to death from the start lest they get slapped with a mini-Mori, rather that's to say this rhetoric is out of tune with how the game is actually built.

  • Says more about the average competency of people in soloq tbh.

  • Better idea: Remove Tombstone.

  • Nightfall concern? Valid.

    Remnant though? No, it's not that strong of a power and channeling it slows you down. If you keep the killer locked in place going back and forth forever he's going to lose gens, and if he figures out a remnant placement to get a hit in then he outplayed you, straight up.

  • @Mozic said:

    Howdy, another Dredge-main-ever-since-they-released player here!

    I haven't seen Jund's video on the topic, but its clear to me with the way the Dredge is designed that the devs put a ton of energy into deciding how to make sure the Dredge can simultaneously take advantage of a unique means to deny visual info (nightfall) without becoming unreasonably difficult to track.

    Before I mained Dredge, I mained Nemesis - and Nemesis's teachables and addons both include ways to suppress its terror radius. For the Nemesis, this is nearly worthless - they stomp around so loudly that audio tracking them is hard to miss. The Dredge is very similar - they're a huge killer and they're very loud.

    When I first started testing out the Dredge, I had the assumption that they'd be an ambush killer, but I think it was the moment where I discovered that lurking in a locker for too long causes it to start emanating very obvious warnings that you're present that I realized Dredge is not an ambusher - they're designed for uncanny pursuit.

    While surprising people out of lockers and under the shroud of nightfall is alluring, BHVR clearly does not want the survivors to be unaware when the Dredge is nearby - they want you to take advantage of confusion and a limited ability to plot long-distance movement. If you predict a locker they'll run past or interact with, you can take advantage of that, too, but I think trying to force the Dredge to perform in the capacity of a stealth killer would be asking too much.

    Survivors are already kind of mixed on the experience of playing under Nightfall. BHVR just made it even harder to see Dredge (at a distance) than before - so there's a clear model that BHVR is pursuing here, but it requires looking towards Dredge's actual strengths over pushing them to be something they might seem to be, but aren't.

    I agree to some extent. I do believe that the Dredge is designed to pursue survivors relentlessly and to be difficult to shake in a chase, but I think the ambushing is a component of that. I don't feel Behavior would of designed Nightfall the way it is(Much less actually REDUCED the range you could see him.) if the intent wasn't for him to jump survivors. Heck he even has unique score events tied to surprising survivors for touching his lockers or striking a survivor rapidly after a teleport.

    He's clearly not supposed to be hard to notice when he's actually out and about in the open outside of Nightfall, he's just too tall. But on the other hand his sound effects hurt not just his ability to ambush but his ability to engage in that pursuit. Certain advantages you'd have in chase, like his lack of red stain during said Nightfall, are negated by having that perfect directional awareness caused by his sound effects. Likewise the process of actually getting Nightfall going to begin with relies on pulling off locker ambushes efficiently, you can't just roam around and hope to do well without using your teleport to hit survivors when they don't expect it or from unusual angles.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031382#Comment_3031382

    Iron Will has always been balanced. Removing one part of tracking isn't OP or unhealthy. There are counterplay to it (as mentionned, footsteps, scratch marks and pool of bloods).

    Lucky break is already currently better than IW (but harder to use and attached to a cooldown, but still, you are God for a minute).

    New Lucky break is miles and miles better than current IW.

    You think that a perk that helps with being stealthy is nonsense. Other people think slowdown perks are all nonsense for killers. Other people think DS was nonsense. Other people think Lithe is nonsense. Other people think Head On is nonsense. And yet again other people think Devour Hope is absolutely Overpowered.

    That's nothing but opinions. if you don't like the perk, don't play it. If you don't know how to face it as killer, then learn. I can track survivors with Iron Will. It's not that hard. The perk honestly isn't that amazing against good killers. It's also very map dependant because if map doesn't allow you to hide being structures, the perk is useless.

    There is literally no counterplay to it, that's the problem with the perk. The entire point is that one method of tracking is removed completely, and the one method you would think would counter it(Stridor) does nothing because zero multiplied by ten is still zero.

    Also i'm just going to get this out of the way: 'That's just your opinion man.' isn't a valid counterpoint. The universe has a lot of things we have opinions about but that doesn't change the hard reality that Iron Will just removes one form of tracking entirely. Just because you can still use other forms of tracking doesn't mean it's countered, only circumvented. There is zero interactivity, you can do nothing about it, all you can do is figure out ways to work around it's existence.

    I'll also say: I'v killed plenty of survivors with Iron Will, i'v killed an entire team of survivors using Meta Perks with nothing but Monstrous Shrine, Gift of Pain, Darkness Revealed, and Iron Maiden. But accomplishing that task doesn't mean I think those perks are any less stupid, if anything realizing how those perks could not be countered without certain other perks(if at all.) only made me view them with more contempt.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030182#Comment_3030182

    I still don't exactly see how it is overpowered. It removes ONE part of tracking (still, scratch marks, pools of blood and footstep sounds). The only thing I agree with that I've seen mentionned arround here is that IW shouldn't remove the breathing mechanic from being healthy (since, how it is, you do less sound when injured than when healthy when running IW).

    Also if the biggest downside of being injured was really grunts of pain, No Mither would see play outside of No Mither challenges.

    The worst part of being injured is going in the dying state after one hit.

    This game needs diversity. We can't entirely remove a perk just because it does what it's supposed to do.

    Nah, I think perks that completely remove a form of tracking are nonsense. Exceptions being perks like Lucky Break which have a cooldown attached to them, those can be powerful because they are ultimately temporary.

    Further the person you quoted didn't say it was the biggest downsides, they said it was ONE of the biggest downsides, and it is. If you get hit, you should be punished for doing so in ways beyond just going down in one hit, like blood trails. The killer already demonstrated they did one of the most important things they need to do, that being finding the Survivor and landing the hit to begin with, and from there things should get easier rather then harder.

    Likewise, just saying the game needs diversity isn't a valid form of argumentation imo. Plenty of perks do what they are supposed to do but that doesn't mean they're healthy(Knockout comes to mind, which for some reason was buffed.) we can't just dump wildly unbalanced perks into a blender and hope things turn out 'okay' at the end of the day just because we want more build options.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2990995#Comment_2990995

    Freddy is the best of the 3, because he has complete map mobility to any uncompleted generator he wants and he has an anti-loop ability.

    Sadako is next best, because she has near complete map mobility to any uncompleted gen she wants and has a secondary effect which slows down gen progress, the tapes.

    Demogorgon is worse. He has to setup before he has any map mobility. Has no slowdown potential and an ability to doesn't help in looping at all. Demogorgon is cute but Dredge is the best killer model of all the killers.

    ---

    Dredge isn't even in the same ballpark as those 3, in how good he is. He has map mobility to anywhere on the map. He has anti-loop ability. He has survivor detection ability. And he has built in undetectable during nightfall.

    You know, even if I think the statement that 'Dredge is on the same tier as Blight' is fundamentally insane(Anyone even remotely familiar with Blight understands how a killer that effectively gets countered by heading into a Locker Deadzone does not compete with a fourth of his toolkit.) I at least agreed that he was better then Demo.

    The statement that Demogorgen is worse then Sadako or Freddy though is just...I can't man. No, a thousand times no, even the mere existence of Shred sends Sadako and Freddy to the shadowrealm at the bottom of D tier by comparison.

  • @RisingTron said:

    So, I'm a survivor main, and I've mostly been playing killer during the Bloodhunt for BP. But, I wanted to play Survivor and track whether or not the killers camped or tunneled and WHEN they did it. And whether or not it gave them a win. I do see camping and tunneling as a valid strategy at times, but some killers will camp at 5 gens and it's like...why? But, you'll see.

    My build was the same throughout all 10 games: Kindred, Windows of Opportunity, Distortion, and Spine Chill. (I'm a solo queue noob cut me some slack plz. But hey, at least it's not Dead Hard...)

    Game 1: A Plague that camped and tunneled at 4 gens left.

    Game 2: An Oni that camped and tunneled at 3 gens left.

    Game 3: A Huntress that didn't tunnel or camp at all. But, I found out after the game that one of the Steves in my lobby was hacking. However, the Huntress was still very kind of me so shout out to her.

    Game 4: A Nurse that TRIED to camp and tunnel someone, but only at one gen left because that's how long it took for her to down and hook one of us. So I definitely think camping and tunneling is a fair play then.

    Game 5: A Nemesis that didn't camp OR tunnel...(I know...it shocked me too.)

    Game 6: A Deathslinger that camped but only when all the gens were finished. And even then he didn't tunnel at all. Always went after the person who unhooked. Shout out to that Deathslinger.

    Game 7: A Nurse that camped and tunneled at 3 gens.

    Game 8: A Huntress that tunneled and camped at 5 gens.

    Game 9: A Doctor that didn't tunnel or camp, shout out to him. However, he had Hangman's Trick and ate up my Distortion stacks so that was very rude.

    Game 10: Another Doctor that didn't camp or tunnel. BUT, I had a group of survivors that were trolling around the whole game. Taking hits for avoid hooks (he had sloppy) refusing to heal or do gens, AND they brought us to the game...was a tragic end to my experiment. But the Doctor was cool though.

    This isn't a "Omg killers are camping and tunneling I hate them" post so killer mains put your pitchforks down.

    I actually wanted to address the amount of kills each killer got. The ones that camped / tunneled early. Games 1, 2, 7 and 8. All got 4ks.

    However, the ones that didn't camp or tunnel at all, got 0-1 kills...even the Nurse in game 4 didn't get a single kill. What I hate about camping and tunneling is that it's such a valid strategy that I can't even argue against it at times. Like, this could be something that's changed with the meta shakeup. But, why hasn't BHVR addressed this. It's such a boring and annoying play style but it's annoying how necessary it is.

    I'm also not saying that every killer can ONLY get 4ks if they camp or tunnel. And a couple of my games had survivors DC or give up on hook so there's not much you can even do there.

    How would you guys stop the camping / tunneling issue? For killers that camp or tunnel early on, what would encourage you to move away from the hook and patrol gens / start a chase with another survivor?

    That's a tricky one chief, and something i'v been trying to figure out myself. Take Plague for example: I love Plague, Plague is fun, Plague also NEEDS to camp some games. She's tall so mindgames are harder and while everyone is essentially exposed for the match Dead Hard exists(Which I feel the same way about DH as you do about camping. Unfair vs 90% of killers, but needed to have a chance vs a good Blight or Nurse.) so she needs her red puke. Red puke only happens with survivors heal, and a lot of times they won't heal on a survivor sided map unless they need to rescue, so whatcha gonna do about it except down the weak link and camp his butt?

    Slowing down Gens would mean you don't NEED to camp or tunnel, but it would also make camping and tunneling even stronger, and it doesn't solve mechanical incentives to camp from some killers like the above. So...I guess you would need to figure out some way to make Grim Embrace Meta?

  • Molten Hot take: The Dredge is more interesting then seventy percent of the remaining horror licenses that they haven't touched. Egregore are so rarely depicted in media and i'd rather have a cool composite killer with potentially infinite customization then the Skype Call Murderer or Knock-off Grudge monster number 5278. We'll get to the good licenses eventually if the other companies are willing to play ball, but i'm not going to grumble too much about things after the anniversary stream.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2973046#Comment_2973046

    Brood war didnt have MMR and it was fun.

    Me playing against noobs happened when MMR was implemented. But it is also true, it also happened pre MMR days. It was just worst the first 3x MMR was implemented and it needs major adjustments.

    But we can even go down to amount of survivors and killer ratios at certain ranks, etc.

    But this is beating a dead horse.

    Hence why my point stands to some degree, and so do yours.

    But it is true, that MMR is a universal sentiment in the gaming world, that players don't want it. It is my opinion that we should have rank based and not SBMM.

    I mean my mere existence proves the sentiment is not universal. My main bone of contention with your point is that gesture to these things(The idea that Brood War, for example, was fun without MMR is HIGHLY subjective.) and say it just is. The only way your statements make sense is if what you mean by 'universal sentiment' is that in every one of these games SOME players dislike it. Which yeah, sure, but a lot of good things are disliked by some players.

    Matchmaking by grades was overall, not healthy for the game. All the grades really do in practical application is match you based on playtime, they don't actually measure your efficiency. What's the point of a filter for player skills if the filter, by design, doesn't actually work that well? Say what you want but SBMM but one thing is for sure: Your MMR goes up whenever you survive or you kill. It's an imperfect system, but it's better then what we had before in my opinion.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972873#Comment_2972873

    What are u talking about? MMR been broken ever since. The devs are still trying to fix it. It's not working as intended. U need to go watch the last q and a. To deal w the bad que time, the system just put u up w whoever they can find.

    The devs tried MMR numerous times in the past and it's been heavily broken. It's only this time around, it's not as bad as before, so they just left it.

    I'm not saying me, a player w 5000 hours should play w noobs. That's boring I rather quit. Those times happen so many times before I just let the noobs go. It's just not fun.

    'In need of adjustment' is not the same thing as being 'broken'. I'v watched the last Q&A, numerous streamers, and have a pretty intimate knowledge of how the MMR system works. I am aware of it's pitfalls, but those pitfalls do not occur because MMR EXISTS when it didn't really before.

    By the way, having noobs go vs five thousand hour players is exactly what would happen if MMR didn't exist, and it's what would happen in other games without MMR. The idea that STARCRAFT of all games should not have MMR is a bad joke, Korean Tourny players should not be paired with beginners and that's exactly what happens without a matchmaking system.

    The testing days where they disabled MMR were abysmal. Stomp, after stomp, after stomp. It's better right now where it's enabled and they can adjust the formula.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972607#Comment_2972607

    https://forum.deadbydaylight.com/en/discussion/comment/2972607#Comment_2972607

    https://forum.deadbydaylight.com/en/discussion/comment/2972607#Comment_2972607

    It's not just dbd. Most online gaming worlds don't want MMR. This is a dev thing. It's not even exclusive to dbd. Whether it be Starcraft or COD, or dbd. This is a universal sentiment.

    Ah yes, the mythical 'Big Other' where some group of individuals who may or may not exist totally agree with my idea that MMR is bad.

    Matchmaking exists for a reason. People were upset when Ash rank survivors were matched up with Iridescent 1 killers, even AFTER grades were made into something that only rewarded points at the end of season. What makes you think people are anymore happy to have new players matched with veteran killers compared to three weeks ago?

  • @Dwight_Fairfield said:

    Well its one of the silliest. Its like say the killer is kill rushing if they keep getting hooks quickly.

    That one however is also common. At a point you will literally get accused of tunneling if you keep bumping and downing survivors back to back to back. Even if you're rotating survivors from their perspective it looks like you're focusing fire on one of them, even if you just happen to bump into them after they touch a gen or heal, thus deactivating DS.

    Hence the occasional meme of 'tunneling' every survivor simultaneously.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972506#Comment_2972506

    I don't even want to begin a list of things the devs hasn't changed in years.

    My comment was slightly of a joke, but it is also true to some extent, devs makes changes nobody ask for, and also ignore simple things players been asking for.

    While also make some changes that ppl did ask for.

    No, there are most definitely people in DBD who want MMR, they just aren't complaining about it because they are content with it.

    Again, the Dev's do make changes the community wants. They just make them REALLY slowly sometimes(Like streamer mode.)

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971259#Comment_2971259

    I honestly think chest perks should be buffed. They've turned into a dead-strategy that smart survivors don't use, if they want to win the game.

    This is something I can actually agree with. I always felt the chest perks should produce better items to make them worth using. Medkits should probably be nerfed to only apply their healing bonus when used on another survivor, but I wouldn't mind if Pharmacy guaranteed some good add ons with it in exchange and some perks like Botany Knowledge got an efficiency boost to compensate and flashlights got a buff in general. The only item i'm leery of buffing aside from that is the Toolkit as gens already go pretty fast as it is and we'd be getting Built to Last for gen jockeys every other match if there was some kind of equivalent perk for them.

    It would also give me a reason to actually run Hoarders on some killers, and encourage survivors to go after side objectives.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970074#Comment_2970074

    When you and I were discussing it, I got kind of interested to see what other people's opinions where, hence the thread. Plus I think it's an interesting idea for a poll.

    I agree with you on chest searching, I think you are actively throwing the match. For one, chests are less than 25% likely to give you something to help you win the match (Toolbox). Number two, the chest searching perks are so bad, that you can't justify using them, for what you get out of the chest.

    My reasoning for liking Pharmacy is 2 reasons. One is the green medkit and medkits are the best item in the game. Second and maybe more important, it increases chest searching times by 80%. So you really aren't losing gen-time as bad.

    My reasoning for Residue Manifest being worse. You have to search a chest twice, so that's multiple times worse than Pharmacy for gen-time wasted. Two, flashlights usually result in you throwing the match, there's very few times its useful. Three, and I know you disagree with me on this, which is fine, but I just think there are very few situations where Blindness will effect Killers in a chase.

    BTW, I did see where Residue Manifest does work on any blindness effect, so that does make it a tad bit better, but not as good as Pharmacy.

    Plus, both are really bad, to be honest.

    I mean yes, but also consider this: Green medkits are the best items in the game mainly because of how they combo with add ons and perks. A baseline green medkit is one self heal that's fast, but I would struggle to say one fast self heal is worth a perk slot. They become much better when you equip bandages or gels to increase the amount of charges and stack that with things like Botany Knowledge for even better efficiency or heal inside a Boon. Just the medkit on it's own is nonthreatening, especially with the new Hemorrhage because if you get hit with bleeding and are interrupted for any reason it undoes all your progress because you don't have the charges to complete the heal.

    Residual Manifest is better not because searching a chest for a flashlight is good, but because you don't have to search a chest at all. You can just bring the flashlight with you and Residual Manifest will do something. Pharmacy only gets value in searching a chest, it does nothing to enhance a medkit you already have. As a consequence there's not really a good reason to bring it over Built to Last, Streetwise, or Botany Knowledge which will basically give you the same value on a good medkit without the search time.

    Like ultimately that in and of itself is the chasm that divides Pharmacy and Residual Manifest. Pharmacy is JUST a looting perk, it has no other synergies outside of other loot perks. Residual Manifest synergies with looting perks, any items you bring with you, and other blinding perks.

  • So, if we're going to make this a thread, I think it's worth making a breakdown of my argument and why I think Residual Manifest is an infinitely better perk then Pharmacy. To start off: I do not think that is ever worth it to search a chest unless you are actually very desperate for something either due to injury and unable to reach your teammates, which means they are probably hooked, downed, dead, or on the other end of the map. But if we are basing it on the chest searching then yes, the medkit is usually better. Granted it's worth noting that this is a green medkit without add on's by itself, which equates to one self heal that's above average in speed and then the perk effectively deactivates unless you have other perks to support it.

    In the idea scenario for Pharmacy what happens is you take a green medkit, get one self heal off(Or one faster heal on a teammate) and maybe get some value opening other chests a bit faster then usual. Though honestly, I think if you're using Pharmacy or Residual to go chest hunting then you're basically throwing the match. But if you're taking Residual Manifest with you chances are you aren't taking Manifest by itself, you're taking it with a good flashlight on your person and maybe a perk like Blast Mine to support it. You COULD take perks like Ace in the Hole and Built to Last to support Pharmacy, but at that point I think it becomes more of an investment sink and you're giving up better perks for it. If you get one blind off that keeps the killer from seeing a Nurses Calling while chasing you around you've already gotten the same value as Pharmacy imo, potentially twice as good because if they're healing someone else then you're preventing another potential injury or worse.

    This also applies to other killer perks as well: Surveillance, Floods of Rage, to a lesser extent Discordance, BBQ and Chili, I'm All Ears, etc. if it reaches the low bar of preventing ONE injury by blocking aura reading for thirty seconds with a flashlight you probably brought with you, or blast mine. then in many ways it's already better then Pharmacy, way better if it stops a down.

    Maybe it won't be used much, but Built to Last also isn't used much and I would think you're actively insane if you don't think that's a strong perk.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2968376#Comment_2968376

    That's a very specific situation to be using to defend your stance.

    Across the average of all situations, CoH is less heal-efficient than Self-Care.

    CoH is more perk-efficient though.

    That's not at all a specific situation. A lot of games make or break on three and four gens. Really you could apply this on a lesser scale to ANY time you need to repair a gen, but in those particular instances it's especially notable.

  • @chatgiraffe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967640#Comment_2967640

    my definition of linked is usually in terms of power and lore. Ghostface is just a sneaky boi, and the Entity lets him turn off his connection for a bit (though, with Wraith and other stealth killers, I imagine the Entity is aware of this severance, unlike Beast of Prey, Sadako, or T1 Myers.) And with the straps, I don't think floating clothing does that much to get him close to the Entity, in the same way Trappers metal hooks don't do much to seperate him from it.

    Ghostface definitely is not just a sneaky boy. I'm All Ears is so powerful because his senses are sharpened in the Entities Realm, Thrilling Tremors is purely supernatural and happens because the Entity is pleased with Ghostfaces methods and composure. Night Shroud is also probably a manifestation of the Entity just given how complete the stealth is and the name, he's definitely enhanced to some degree.


    The Plagues also more then likely a Direct Link. First and only human to willingly sacrifice herself to the Entity and made into an embodiment of the Plague she was trying to cure.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967415#Comment_2967415

    It doesn't matter if the boon is snuffed because the self-healing is worse than Self-Care, a perk that you cannot snuff. The killer really doesn't need to waste time on it because the survivors are wasting so much time on it. It's like having a team full of survivors using Self-Care, do you consider that OP?

    If you're defending a three gen, yes that's actually a massive deal. You need people injured to down them, and I assure you people aren't JUST self caring in the boon, they're stacking up and rapidly healing each other. If the Boon isn't snuffed you will lose, and the boons placed far away from the three gen it's going to take a really long time for you to get to it and snuff it, all the while people are chipping away at those generators. CoH is still super popular in SWFs for exactly this reason.