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S_Panda

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  • I'd agree with this with some stipends - maybe 30 seconds tops, and doesn't prevent actual spit from infecting you as that's direct interaction with the killer. It may even make some survivors do a quick risky play by cleansing towards the inners of the map to unhook someone before the immunity goes away.

  • @TheDiz said:

    I had a Ghostface stand at the top of the stairs of the basement as I ran up with the survivor I just unhooked and stared at his entire body and face as I ran up and somehow he still marked and instadowned me? I thought you could break him out of his power if you could see a certain percentage of him? It's happened on several occasions so I think the mechanics are messed up.

    Was he leaning from the wall adjacent to the stairs or literally standing in the center? There's a sweet spot ghostface can lean from where he can stalk while safely not being reveal able by people in that direction. To counter it you should wait out of view for him to come down towards you or walk away. Either choice he makes you're wasting his time by doing nothing. If he was standing still in the middle of the stairway then I can't guess why he wouldn't be revealed without a video.

  • The last match I played as wraith had 2 flashlights and they tried to do this to me. The trick is to stop uncloaking immediately as it lets you move quickly and avoid the flashlight to prevent it. They waste their flashlight and stand nearly still allowing you to then uncloak safely and get a free hit.

  • one match I got instant dc on first down because he failed to use a near-safe pallet properly (didn't drop it on first loop) and then 2nd person dc'd right after. other match was fine but person who got 2nd hooked in basement gave up

  • The only time I fought against it I feel I knew exactly what she was doing. A single blink ~20 seconds into the match then nothing. After last gen was done I did the noed totem (a team mate happened to have hunch + map). I walked to the closed gate and saw my spine chill light up. So if someone tries this remember to face away from the entrance to prevent that.

  • I don't, but I become EXTREMELY immersed since I'm now on death hook for no reason.

  • @Huff said:

    I slightly dislike that it feels like there's not really much delay between his shocks now and I have trouble being able to use windows/pallets when he's just holding W and spamming shock. Other than that, I don't have a ton of problems with him so far.

    Yeah I feel they reduced that 3 second "nothing" period a weensy bit too much. Even 2 seconds would be fine honestly. Punishes him if he misses, but still a reward for hitting.

  • I've played against him once, and just finished my first match as one. first down: rage quit. second person I find 10 meters away, stands still and takes a hit. I walk away, disconnect. otherwise, he feels 300% better.

  • @Rivyn said:

    A lot of the pallets are unsafe, though. Can be mindgames, and some can even trap a survivor if they go the wrong way. It's not the pallets that give me trouble, it's the three thousand windows that do. A pallet into a window into another window into a hall into a pallet. . . oof.

    Most of them are safe now from what I've seen. The 2 in the operating circle are the only ones that remained unsafe from what I saw in my 2 matches in there.

  • @LemeTheMeme said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040159#Comment_1040159

    The map got many more safe pallets. I agree that it is a nice looking map, but in practice it isn’t very fun.

    The only thing it had for it was the size and shape before...they changed the shape so killer has to travel further for corner gens. Now they increased safe pallets in a map with infinite windows to use (only some being 'useless').

  • Meanwhile basement glitch got fixed for (almost all) survivors in less than a week. A glitch that affected a small amount of one side rushed to be fixed vs a glitch affecting the entire side. I understand that there's difficulty differences based on the recent stream, but a full month isn't long enough to give a "yep x date it'll be fixed"

  • Was it just bad rng for me or did the Lery's rework turn every single pallet outside of the operating circular room into safe pallets? The hallways used to be almost all unsafe / gameable with the "long rooms" / bathrooms being generally safe.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040102#Comment_1040102

    "Or the survivor can get back to doing gens like normal?"

    Then there's no DS, is there?

    So right now it's: survivor doesn't heal and rushes gens after being unhooked cause they have a good 45 seconds of immunity, and there's always a locker nearby most generators on a map.

    After change: you choose to work on gens while injured giving up your DS and risking being "tunneled" which I call passive (the killer found you again while patrolling his sub objective, not chased you to that generator that you chose to tap deactivating DS). Or you focus on healing yourself up first so you aren't one shottable while on the gen, therefore giving the killer SOME time still where you aren't on the generators. Or you're getting active tunneled by the killer, and therefore DS is still active and you get to use it for its intended usage.

    If killers got a perk that disabled all survivors from working on generators for sub 15 seconds there would be huge outrage, yet every survivor can have a full 60 seconds of objective preventing for killers when they aren't even ACTIVE tunneling.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028774#Comment_1028774

    I got a better idea: Play against survivors who use toolboxes and keys to hone your skills.

    If survivors were given the ability to dodge killers, I wouldn't dodge a Ebony Mori, I wouldn't dodge an Iridescent Hatchet Huntress, I would dodge perma EW3 Myers, and so on.

    As the killer, you even see what the survivors are bringing in, use that to your advantage.

    The sad truth is that, you won't improve if you assume the worst every time you see something that makes your stomach fuzzy! :P

    Except survivors can and do dodge - via disconnecting when they get insta downed by huntress. Or face a spirit. Or walk into a trap 5 seconds into a chase of their own fault. Or match ends before loading in because someone didn't load in because of the yellow mori. Or they got hawkins (one of the now two remaining killer sided maps thanks to lery's rework that removed every unsafe pallet outside of the operating circle).

  • @Vampirox said:

    https://www.youtube.com/watch?v=OyKFmC1turc

    its the same as this, how is this a thing. is there going to be a fix for it as well as hook tech?

    would be nice too.fyi thats an old video its a lot more easier now.

    They've decided this is a legal tech a long while ago, unlike the current hook one which is confirmed to be removed in the future. The rift update removed it accidentally, but was added back in with oni one. It's actually slightly harder now compared to pre-accident, but generators spawning near the tractor won't disable it anymore as it spawns away from the tractor a bit (making it a 4 person generator for survivor side's benefit as well).

    The video itself is talking about how strong the tractor is when a killer doesn't use the tech - it's a near infinite because the survivor can remove almost all the stagger by dropping on the haystack that's diagnol to the tractor...almost like a killer using hay as an alternative path.

  • All the people saying it's easy to counter: any of you got a video example on hand? I'm not great at imagining how to aim properly to not hit the hook pole or the hooked survivor and rather the person between the 2 things.

    I'll also admit it's only been used against me twice out of the what 50 matches since it's arrived?: first time mid-match where I was doing quite well and them getting the free unhook (since I didn't know about the tech protecting them from being hit), the second I was hooking someone at end game and figured "oh I'll get 1 kill no matter what" (as oni).

  • Parroting what everyone else said, post phase lunge means you have to wait a second to attack a survivor if you didn't land directly on them giving the dead hard value a bit more if they aren't on the ball. Add on that as soon as you walk behind a small wall all of your sounds vanish unless you're a generator.

    I happened to have her 4 hit daily tonight and got azarov's resting place. A survivor's footsteps completely vanished in this example: think one of the window-gyms that the window is on the L. A survivor went around a small square that is basically next to one of the L ends and her footsteps vanished meanwhile I'm still a 4.4 so I have to play the guessing game even when I'm not phasing.

  • My favorite is +rep fairplay killer and same guy -rep plays nurse (before the nerf)

  • Your video actually shows the issue: you heard her from open areas. The bug is sound vanishing when survivors/generators/totems are out of line of sight. You can even have this happen as a survivor while working on a generator that has a wall nearby and you 'hide' the generator from your line of sight. Before you walked around the rock you didn't hear her at all then walked past her and breathing restarted.

  • The only doctors who will be hurt are those who relied on static field with distressing + addons to constantly put people into t3 to stall the game. Small maps like all the indoor maps + coal tower had him covering near the entire 'effective' map (ie the gens you need to work on).The improvements to the chasing part (which I feel more important) is enough to raise him well above clown/wraith and possibly legion.

  • I like plague's ability when actually playing her while clown falls short in feeling (there's a reason people call freddy a better clown). Add in that all 3 of her teachables are between great perks to usable depending on killer vs clowns 'meta' perk, beginner helping perk, and memeish perk.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/987149#Comment_987149

    Only if he faces more swf than solos. And even then, I see way too much selfcare (for some reason)

    I feel people use borrowed time just so they can rush hooks safely without care of their team mate since hey they can eat a hit fine. Then team mate body blocks their ally because they can + DS combo. No time put in to heal yourself to get that free second hit value

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/987112#Comment_987112

    Let me make a small bet.

    The 5 most used perks. In no particular order.

    Ds, dead hard, sprint burst, adrenaline, self care.

    If at least 2 of those aren't in the top 5... I'll play 3 matches in a row as addonless and perkless clown.

    Replace self care with borrowed time and you'll probably get 4 in the top 5 :P

  • It's been said in another thread that they are reducing the shock therapy's 'cooldown period' and fixing the delay from shock fired to shock hitting (it's currently .25s later than normal)

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/971669#Comment_971669

    IIRC when DS first came out, like when the Halloween Chapter first launched, Decisive Strike worked differently.

    Originally, when a survivor was picked up by a killer, you could do a skillcheck to escape the killer's grasp. Basically a literal second chance perk, since you get a free grasp-escape. I'm not 100% on this but I believe all four survivors could run it at the time, meaning 4 free grasp escapes per match.

    After complaints DS was (In my opinion deservedly) nerfed. DS STILL worked as the old one but only for the obsession. So even if all 4 survivors ran DS, ONLY the obsession would insta-escape. Non-obsessions still got a major advantage by running it since after a certain wiggle bar threshold, (35%) the DS skillcheck would pop up.

    DS was then changed a long while later to the current "Anti-Tunnel" perk it is today.

    Yeah if people are talking about that initial-release DS nerf then yeah it's a nerf, and even back then matches some of the things BHVR has been trying to reduce/get rid of: MoM's nerf, insta heals and so on giving third/fourth chances in a single chase. That DS would be an instant second chance unless the killer was right next to the hook and/or no one body blocked the hook...Which I bet would be common play back then.

    Today's is a buff from that second iteration: before it I would see maybe 1-2 DS's equipper per match - Survivors would rather not run it and risk having a useless perk since the struggle had a minimum to hit + the skill check once you finally reach that point. Then when you had an obsession without an obsession perk yourself...dribble the obsession or slug it (much like today's slugging of any unhooked player when there's an obsession...oh but they're in a locker)

  • yeah I honestly can't tell if they're talking about something else or the rework which became a buff to anyone who played killer for a while.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/982522#Comment_982522

    Survivors tend to get more immersed against plague, so they don't sick straight away. With plague and corrupt intervention I just keep patrolling and vomming on every gen until I find one, they have to come out at some point.

    Sadly I had this exact situation when I first got plague. 2 minutes on her temple map of spitting on my 4 unblocked gens till gens got unblocked so I ventured out to my new gens and later come back to my first gen with someone on it.

    As with most killers you have to change your playstyle if it's obviously a trapper (while you're sitting around doing nothing you should see him in the distance) or hag (not so easy), you're playing right into their hands. Least with corrupt w/o ruin you can stack on the unblocked gens for 180% speed on 2 gens each or so on (or split 1 per gen as usual, just don't 3 gen yourself thanks to those first blocked ones).

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/970487#Comment_970487

    Can you tell me what the original MoM was? Still relatively new to this game so I’m still ignorant of a lot of the changes the devs have made.

    When you were hit by a killer's basic attack 3 times, it activated for a free hit when injured. Now it requires 3 protection hits which are much harder to get. Imagine every single survivor taking a 7th hit if you're playing "fairly" or a 5th hit if you're downing them injured each time to be fully killed. They nerfed medkits instant-heal addons for this exact reason a few months later. The issue with MoM that makes people 'salty' is that it was on PTB like that, released like that, then nerfed a few weeks later so it's called bait and switch to get money since Ash is only purchasable via cells.

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/982447#Comment_982447

    New Ruin doesn't require that you kick a gen. Not sure where you're getting that.

    You're confusing a perk that has an effect on downing a survivor that affects gens, with perks that only have effects if you kick gens. These do not equate.

    "surge because it doesn't require you to kick a gen, just like the new hex:ruin".

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/982405#Comment_982405

    Consistency in design is consistency in design. It works.

    https://forum.deadbydaylight.com/en/discussion/comment/982424#Comment_982424

    I'm wondering what your point is because I didn't mention Surge since it doesn't require you to kick a gen.

    I'm mentioning surge because it doesn't require you to kick a gen, just like the new hex:ruin does. Or is your point only to a single perk of your choice at a time?

  • With Surge you aren't required to kick the gen, they should make it consistent.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/982282#Comment_982282

    Both, a hooked person and a slugged person is Map Pressure. But with old DS, you would not even get the Hook in the first place. I mean, sure, with dribbling, but that also costs time.

    Honestly, non-Obsession DS was the bigger Bullshit. Because when someone was Obsession, you can at least assume that they have DS (which was only one of three possibilities when you were not running an Obsession Perk - others would have been OoO, which would have been seen or Sole Survivor which was and is bad).

    Yeah your second paragraph entails all of DS now though. Someone can be an obsession but it's because the other 3 players are running DS.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/982252#Comment_982252

    Dribbling is not "easily countered". Because it already wasted quite a lot of time. Furthermore, with "new" DS, the Killer already got some form of Map Pressure, which was not really the case with old DS. At least he gets a Hook now, which can result in PGTW or simply a BBQ-Stack + Information.

    And honestly, I feel that quite a lot of Survivors did not use DS back then, because it was a really broken Perk. At least this was the reason why I did not use it (I dont think I would care nowadays, because Killers behave like little Snowflakes while bringing the broken Stuff themselves...).

    Regarding Lockers - well, let them be in the locker? Not a person on a gen is always good.

    Yes you gave up a few seconds if you could make it to the hook safely - and you get a hook out of it. Otherwise you would have to slug them...sounds familiar. If we're using a hook as map pressure then the slugged old DS person is 1 person not on a gen.

    Yeah they definitely didn't use it back then - but that's more because they had to risk not being the obsession. Now they may not be obsession so killer doesn't know who has DS anyway.

    So you leave the person in the locker - they leave 5 seconds later and get back onto the gen. Now you've got no one being chased no one downed no one hooked and 4 people safely on gens till you find someone else.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/982236#Comment_982236

    Old DS was simply broken. There was one Obsession, this person got the Chance to use DS a few seconds after picking up. So there was some "Counterplay" by dribbling (letting them fall down and picking them up), but this only worked when a Hook was nearby and nobody was bodyblocking. In fact, you needed to keep them slugged, until you can afford to take the DS.

    Furthermore, a person who was not Obsession could also have DS. And this was the real Bullshit, because they need to wiggle a little bit (I think it was like 35%) and THEN get the Skill Check. So you dont even know in this case if that Survivor had DS, so if you commit to a Chase, you still might lose all of the Pressure at this point.

    Current DS has some form of Counterplay by just keep the Survivor slugged. Sadly not many Killers seem to accept this as Counterplay, rendering DS OP, which is not the case at all.

    Yeah...old DS was easily countered and since only 1 survivor got "full" use out of it - less used it. Now all 4 survivors can use it equally and since you can't slug someone in a locker there is no counter to it since you can't drop them after pulling them out of the locker. The old "just slug them" worked for maybe the first week after the change.

  • @FakeHater said:

    man ds cannot be nerfed again, is a 1 perk of survivor and the unique op, killers have noed, moris, and some op addons

    May I ask what this nerf is everyones mentioning? I started feb 2019 and the only change to DS was a giant buff

  • @Speshul_Kitten said:

    If you’re on Xbox you can view someone’s hours if they’re not on private. It’s somewhat of a workaround but it’s a good way to dodge noob survivors before readying up.

    This is still a band-aid fix and an even further nerf to solo survivors.

    They aren't talking about the pre-game lobby bug that was changed. They're planning on removing ranks from the post-game perk/items/addons screen.

  • Of normal regression rate. When a killer spends the...2 seconds? kicking a generator it starts regressing at .25% per second. 1x that rate is the same. 1.5x is ~.375%. 2x is .5%.

  • @humanbeing1704 said:

    The new ruin should atleast be it's old 5% 2% sounds like barely anything

    What do you mean 2%? It's .5% per second. And that's only at the highest level of it. A survivor spends 50 seconds a gen and it'll take 100 for it to regress to 0.

  • @TooKoolFoU said:

    In the patch notes the devs noted that you would no longer be able to see anyone's ranks on the scoreboard. So now you won't be able to see ranks at all. Which is a band aid fix to get the community to stop complaining how your rank1 solo survivor aS$ just played with three ranks 20's and a rank 15 killer. Like i just played a solo game at rank 3... My team was all red rank but the killer was a rank 10. My mates bullied him at the god loop that still exist on pallet works of misery.

    I had the same but on blood lodge. A grand total of 3 hooks (1 after gens were done) with ruin.

  • @Impala said:

    Killer mains asking for meta survivor perks nerf after the ruin nerf suddenly forgot about Decisive, BT, Mettle of Man, Balanced Landing, but hey, devs are biased against killers, right? Grow up, while I don't have a problem with the current Ruin, this change might mean that something else will come in the game soon after this change, something like gen speed, they are planning things for the long term for a few months now, so chill.

    Which DS nerf are you talking about? I'm trying to find out if this is a differing viewpoint or just a different DS change that happened before I started.

  • @humanbeing1704 said:

    So with these gatekeeper changes will adept actually be semi possible?

    It'll be slightly easier yes...Assuming you still get enough whacks on players and hook actions (ie someone giving up on first hook denies you 2 of the possible 12 where you need 9 minimum...so no one else can miss a single hook which is hard to do when it's down to the last player.

  • @TheDoctorMain said:

    I'll stick around

    I'm going to be rather disgruntled if Doctor Is Worse off

    Not to speak of things unreleased...Be prepared to be rather disgruntled tomorrow.

  • I don't know honestly. After all the extra matches I've been playing due to the rift's grindyness and challenge attempting, I'm quite burned out. I unlocked my last unlockable killer via shards so there isn't a huge need to play a match a day anymore and dailies are only bp so I should do my best to ignore those. Maybe I'll do meme builds, or just start camping / tunneling since that's about the amount of effort I need to put in as a survivor to win and 2 kills is supposedly the goal as a killer and you get that from camping with noed.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/971368#Comment_971368

    I don't use Ruin either and I slug a lot. But I try to avoid one hooking or slugging every survivor just because I play for pips not for a 4k. I'm fine with letting survivors make saves to keep the game going, so long as I still maintain a good amount of control. Generally I only slug as a means to save time rather than secure a 4k.

    He aims for the 4k/win (I say win cause he usually lets the 4th hatch escape after he's secured victory). In his streams sometimes he gets a bit greedy and he ends up with a single hook when he had someone downed + downed another, but saw another and chased them for far too long so #4 saved the previous two. Though I suppose this is also 'pressure'? since he'll have 2 injured people and a hooked so no one's working on gens since they'll obviously be healing now in the current meta.

  • @thesuicidefox said:

    Wait so Otz is for the Ruin changes? That's interesting. Respect to the guy for not bashing the devs like everyone else and actually presenting a unique perspective.

    He's never liked Ruin honestly. He usually says something along these lines "If I win with Ruin, I don't feel like it's a win usually. It stays up for most of the match and I have some of the easiest matches."

    He's also quite a heavy user of slugging / single hooking though which I personally don't agree with, but it's sort of necessary if we're going to go along with this no ruin line of thought. If you're supposed to hook every survivor 3 times when DS and borrowed time exists, how are you going to do it without pressuring the survivors to not be on gens while 1-2 people are being chased at a time max.

  • No it's just the basement bug got fixed near immediately in comparison to the sound bug that is still going on since oni's release - the speed boost which I thought got fixed is actually still going on at times, one guy was running circles around me as trapper right into a trap. That's why we don't feel good about "hey maybe they'll fix this killer issue soon".


  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/971208#Comment_971208

    Why? the only "bad news" i can recall for killers are the nerfs to nurse, spirit and legion, on the other hand they got Demo and Oni, which are frankly amazing killers, and Ghost Face, that, while no being as good as the last 2, is still be extremely fun to play as.

    Survivors have had it harder IMO, not because of nerfs or anything gameplay related , but because of game breaking bugs.

    Game breaking bugs...like the one that's been going on for a full month that released with the basement bug which got rushed to be fixed within a week (barring the few outliers that still happens supposedly). Killers get them too. So 3 nerfed killers along with RELEASING 3 new killers. Releasing a new killer isn't the same as buffing an old killer. And I doubt many would say oni/demo are amazing (at the moment at least. ptb will tell if oni 'issues' are fixed for the main users)

  • @goat10em said:

    Here I am trying to grasp at some hope and you all keep throwing reality of how this game is run in my face lol

    It's almost like the past 6ish months haven't been very kind to killers overall.

  • @VincentRedfield said:

    Kinda surprised. They nerfed it as heavily as decisive strike.

    May I ask what this nerf of DS everyone is talking about? I started early 2019 and the only changed to DS has been an overall buff.

    pre change: I have an obsession and down them. There's a hook 5 seconds away. I pick up, take a step or two, drop. Rinse and repeat till hook. Non obsessions were never an issue unless people chose to body block, which would mean one person hit and I'd drop my person so as to avoid the stun / loss of a downed person.

    post change: I have an obsession and someone I hooked a minute ago has jumped into a locker after sitting on a gen for 30 seconds after being unhooked. I now get to choose to take them out of the locker, wait 30 seconds, eat a 5 second stun, or leave them be because that is entirely part of the killers objective.

  • Your blue bar is in the wrong starting position for this to be accurate in balance.

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