Avatar

katerbater

katerbater

About

Username
katerbater
Joined
Visits
104
Last Active

Comments

  • this still has not been fixed and killers also hear the scream if you're next to them even if it wasnt you screaming. literally got found because of someone else on my team playing michonne screaming with dramaturgy. kinda crazy that 2 whole months have gone by with no fix.

  • So this has been under review since MARCH?? it's still an issue in AUGUST. I just had this happen to me. please make this a priority??

  • @Moderator we need answers about things like this. is bhvr looking into potential things to disincentivize slugging for 4 whole min. I'm not saying let a person get up but at least let us leave the game after 2 min without penalty if it's clear the killer isn't gonna pick up. No one should be forced to use perks to counter something like this if those arent the perks we want to use. That's a bandaid "fix".

  • i shouldn't be forced into a certain play style because of a ######### killer

    @Royval said:

    use unbreakable? Boon unlimited unbreakable? soul guard?

  • the only thing I did to be bled out was to be carried to a hook when he spotted leon and dropped me never to come back and hook me.

  • @rvzrvzrvz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585282#Comment_3585282

    yes I'm sure all reports are 100% legit and not for dumb reasons, say gg after a stomp and I will report you for chat abuse, if you lack common sense you deserve it

    You're just a troll. You can report it all you want, but you'd have to submit evidence of "chat abuse" and gg is not chat abuse. gl with that, troll.

  • @GentlemanFridge said:

    Saying “gg” on the winning side, especially after a landslide victory, can come across as condescending. Cause to them, it really wasn’t a “good” game.

    Best to wait for the losing side to say “gg” first.

    Nah, this is stupid. Did none of you play sports growing up? you always said good game to every other player on the opposite team, whether you won or not. It's good sportsmanship. If they can't take it that way, that's a them problem. I'm going to say gg even if I win because--wow--I was actually taught to be a good sport.

  • waiting 2 years for her best skin.. most other rift outfits were released a year after?? This is a community-designed skin, it's kinda crappy (apparently s* word is too far... even though this is a mature game) to not allow people who weren't able to play during that rift to be able to get it.

  • yay infinite loading screens are back... also having this issue.

  • the earliest this was reported was 11-12 days ago. js

  • why haven't the mods or devs even acknowledged this issue yet?

  • omg yeah I noticed this too but just thought everyone had great taste lol. but yeah, each character in my lobby matches my outfits.

  • definitely broken, pls fix this.

  • Why was this moved to feedback and suggestions? it's not a feedback or a suggestion, it's a discussion about the blight skin.

  • I've been waiting for a good Blight skin. Too bad I'm currently unemployed and re-entering grad school, so I'm broke af.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2329251#Comment_2329251

    Right, I made a thread about this yesterday. Have to exit the trial controlling Charlotte or it doesn’t count.

    This was an old bug on her release where if the Twins player was controlling Victor at the end of the match, technically Victor didn’t have BBQ (he has no perks) so the stacks wouldn’t give bonus bloodpoints.

    that's literally so stupid. really frustrated by this

  • @Botiz said:

    I got one loading into my first game on the first day the event had started but I haven't had one since. I play on Steam incase you're wondering

    Mine happens every 10 games or so; it's not as bad as it was way back, but it does seem to have crept back into the game for me. I am also on Steam.

    @Laluzi said:

    I've had this happen twice to me over the past few days. Had to force quit the game both times and got treated as though I DCed.

    They have the DC penalty turned off at least. but you still lose your items and stuff. :(

  • @Marc_go_solo said:

    You will come to love Empathy, trust me!

    I already have all my survivors p3 50! so I have empathy! But my favorite Empathy build is with Solidarity, Autodidact, and Spine Chill. It's not necessarily a win build but it's super fun!

  • @CheeseAnton said:

    Pick whoever you want, whoever makes you most happy and you want to play as, as long as whoever you want to play as is Ace.

    LMAO i love this..

  • I don't think it will, but if this were a poll about whether you would like to see it in game or not, I'd vote yes I'd like to see it. Would loooove to see someone come up with ideas for killer power/perks and survivor perks!

  • I would die if we got Noir Leon

  • ok there should be a third option in the poll: "that sounds terrible but I'd try it out" 😂 because I'm curious but also really don't know how to feel about it 😂

  • She's not strong, and I want a buff, but I also want more ways to stop the tunneling of people with traps :( but it's ok I still love amanda so much

  • I truly don't understand people who assume things about others. I am not saying it's some conspiracy. I legitimately think it would be really smart for BHVR to test it secretly to get unbiased data to see how people play and adjust without being informed of it. I just don't like getting sweaty games during an event where I'm trying to just have fun and casually play to get bp. If it's not on, then fine. But I'm not saying normal matchmaking isn't bad. It is and has always been bad. I'm not anti-MMR.

    Anyway, have fun in your matches.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2332099#Comment_2332099

    No this is exactly what it's like all the time, and you're delusional if you think otherwise.

    But no, people like their conspiracy theories.

    "Secret MMR"

    This is literally evidence that MMR is better than regular matchmaking, but you still twist it into "normal matchmaking isn't bad, it's secret MMR!"

    Dude, I'm not saying it's a conspiracy theory. I think it would be really smart for BHVR to test it secretly to get unbiased data to see how people adjust to it without being informed that it's on.

  • @Seraphor said:

    It's not. It's never on unless they say it is.

    Matchmaking is always this bad.

    But people are so indoctrinated by the anti-MMR cult that they assume every bad match is MMR and ever good match isn't.

    When they test MMR, suddenly the normal matchmaking was always perfect, then the test ends, the matchmaking is still bad but it must be "secret MMR".

    When MMR was on, I was consistently matched with players of my skill level, mid-range around green ranks. Now MMR is off, nothing but sweaty reds every single game, even though I'm green.

    LMFAOOOOO "indoctrinated by the anti-mmr cult" honestly you're a troll. I'm only stating this because it is exactly what it felt like when it was on.

  • @Ink_Eyes said:

    I'd say they turn it on and off every day, it's like yesterday I had extremely good teammates, all red ranks that knew how to loop and my escape rate was like 8 out of 10 matches, today I'm getting green and even some yellow rank potato teammates that go down not even 20 seconds into the game and my escape rate is like 3 out of 10 so far...

    and maybe they do it on select people as part of an experiment? idk but it just feels awful.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2331688#Comment_2331688

    By later we mean in a week. Anyone that says they’re leaving never actually leaves, at least in DBD.

    we all have a really abusive relationship with dbd tbh

  • Negative ones show the game for what it is. I rarely have good matches with wholesome teammates unless I'm swfing or if I'm killer myself so I can at least try to give other survivors a good wholesome match. So sick of this bullshit. Especially during the ######### event. People are farming me without BT on my death hook and killers are having zero empathy for being farmed in that way and killing me anyway. I shouldn't have to run DS because of ######### teammates if I don't want to run DS.

  • I really love when killers help survivors on Dead Dawg when they get stuck. I posted about it but major props to everyone that does help. My first experience with the bug was when I was playing killer and I helped the survivor out because I can empathize. Then I brought the killer to my stuck teammate (a random, I wasn't swfing) and he thankfully helped her out too. Keep paying it forward! <3

    @katerbater said:

    I just wanna say a big thank you to all killers who help a survivor get unstuck on Dead Dawg Saloon.

    Everyone, I'm sure, is well aware of the bug that causes people to get stuck in various places on that map. The fact that it's still happening during the event really sucks for the people who do get stuck and have cakes at stake; hell, it sucks even when there isn't an event going on. Idk if killers have gotten stuck in those places and if they do, I'm so so sorry about your play experience that game. Because it is so not fun to be stuck in place and not be able to do anything or get many points. And as far as I know, the only thing that can get someone unstuck is the killer downing and picking up the survivor.

    My first experience with the bug, I was playing huntress working on a basement hook challenge, so I felt kinda scummy to begin with. But this Feng showed herself to me and gestured and I didn't realize she was leading me somewhere, thought it was just a normal chase and she was maybe going to be good at looping. She led me to Claudette stuck at the bottom of the stairs all the way at far end of the road from the saloon. And I immediately realized how crappy her game had been because she couldn't move. Sadly because of this they let the 2 people in basement die, but I let them actually have a match after that. Downed her, picked her up, and let her go.

    Today, I was playing as Feng and after a Claudette healed me (yeah, it's pretty crazy the same characters were involved), she was stuck against a building in one of the narrow alleys. What could I do but just run out and gesture and try to get the killer to see me and throw down a pallet and vault several times. He really wanted the Jake he was chasing. I followed and when he downed Jake, I beckoned, shook my head and pointed toward the direction of Claudette. And props to this Clown, he followed me and picked her up and then didn't chase her after I unhooked her. I wouldn't have cared if he went back to playing normally, I just wanted that Claudette to have a fun match. And Clown gave that to her.

    So basically keep paying it forward I guess! Thanks so much guys!


  • I'm not even asking for a farming match, I just want a well balanced match in which the damage is spread evenly among survivors (2 hooks for everyone by the end and not all at once) so everyone has a chance to get points. I don't care if I lose in the end if damage is spread evenly.

  • @TheMadCat said:

    I've two Insidious Bubba who facecamped in a row. Like, I don't ask for farming games, but I was expecting people to enjoy the event.

    Just now, a Nemesis who tunneled someone, and two people DC at four generators.

    I can't wait to have even more fun in my next game. At least, getting the Crown is easier as a Killer... I hate the fact Survivors have to escape for it.

    It's my first anniversary, I was super excited to hunt the Crowns, to earn BP... No one uses the Gâteaux, only shack and map offering.

    And most of the time, Survivors wait that someone else do the generator, so they can hide to escape with a Crown.

    I guess I keep my Gâteaux as a collectible.

    Yeah same, I don't ask for farming games either, I just want a well balanced game where damage is spread out evenly among all survivors so everyone gets a chance to do something and get points.

  • @Iliketoplaykiller said:

    It’s a pain in the ass for killers too right now. Had many games last night of people pre dropping pallets in healthy state.

    Yeah I don't doubt that it's bad for killer too. Events are bad for both sides because it brings out the really selfish ones that only care about the points they make and not about whether their teammates or their opponents have fun. I really wish something could be done, but you can't change the way people play.

  • @Zeidoktor said:

    To be honest this is why I play killer during events. I don't go out of my way to farm, but once everyone's in death hook and my points are otherwise maxed I have no problem letting survivors go and have their extra 5,000 x whatever survival points

    Yeah as killer you can determine how the match goes, whether it's "play nice or play serious." It's why I want to queue as killer, but I can't even get a match as killer within 15 minutes. I know I could always play other stuff while in queue, but I'm not really in the mood to play other things and I don't want to have to keep checking to see if I'm in a lobby. And most of the killers I'm going against are playing scummy, more so than usual. Like the "go after person who was just hooked even though I'm currently in a chase with an injured person and the hooked person is now healed" kind of scummy. That's most of my games. And then I have survivors constantly farming me off hook in front of a killer that's playing like that without Borrowed Time.. so I'm just all around having a bad time in the majority of my games.

  • @bm33 said:

    Use current BP to get what event stuff you want in bloodweb now. Then take break until event is over. Can log in daily to get your shards then go play something else. People sticking around to play while having miserable time just shows high player count and makes devs think event is success.

    Yeah but unfortunately even logging in tells bhvr people are playing even if they don't continue to play that day. so idk. but I'm with you. I'm not even using cakes if I'm in solo queue because too many people are acting like #########.

  • @STARS_truck said:

    I like stressed out Claire tbh. Makes sense. I don't think survivors should be looking their best.

    The problem is "stressed out Claire" doesn't look like RE2 remake Claire. They could make her look more like Skemooo's ACCURATE model and still add dirt and grime.

  • This is a completely fair question, and I also want BHVR to answer with a legitimate reason. :)

  • All of a sudden queue times have gotten insane for me. I've been queueing for 15 minutes now. Usually it's less than 5.

  • @katerbater said:

    I've gotten the Connection Lost error 3 times in the past 2 minutes. Ridiculous.

    we got up to 5 times in 4 minutes.

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


  • I've gotten the Connection Lost error 3 times in the past 2 minutes. Ridiculous.

  • I am going to say that for the most part I disagree with your assessment. They are not meta-defining by any means; however, they are fun and have their niches. I think a slight buff wouldn't hurt, but let me address the points you made.

    Blast Mine

    It's a minor 4 sec stun, killer proceeds to pop it anyway costing the survivor a lot of objective progress regardless. Killer still uses their perk.

    First, have you played against it as a killer? Even as a survivor main, I have played against it and can say that the 4 second stun is not "minor." It allows the survivor to gain a ton of distance on the killer--especially if they proceed to kick it a second time to get value out of pop. By the time they finish doing that and try to track you, your teammates have probably been making progress on other gens/getting the save, plus you have gotten a not-insignificant head start on the next chase to distract the killer. Pop already takes the killer a little out of their way to kick a gen instead of starting another chase; imagine having to kick the gen only to be stunned for 4 seconds and have to kick it again.

    Second, it is incredibly unfair for one side's perk to completely make the other side's unusable. That is the definition of imbalance. But wait, you may argue, what about Stridor? It makes Iron Will unusable, right? No, it doesn't. Your cries are still much quieter than if you weren't using Iron Will. Without Iron Will, Stridor would make you even louder; thus, you still get use out of your perk. The mindset that a perk, whether on the survivor or killer side, should make another perk completely unusable at all is, quite frankly, a sense of entitlement. Why do you think they made it so Saboteur no longer works on Trapper's traps? That's completely one-sided and unbalanced.

    And if the killer has Ruin which is most likely the case, then the perk is completely useless, at least for most of the match.

    This is just the gamble that you take with any perk you run. Not every single perk is meta, but they have their niches. You may get minimal use out of lots of perks, even the ones that are considered meta. For example:

    • Adrenaline / Hope: if the last gen isn't completed
    • Any Means Necessary: if killer breaks pallets immediately
    • Decisive Strike: if the killer doesn't tunnel / refuses to when you try to take aggro
    • Deliverance: you get found first / don't get a safe unhook before being hooked
    • Unbreakable / Soul Guard: if killer doesn't slug
    • Healing perks: useless against Plague
    • AND MANY MORE


    Flash Bang

    Flash Bang is too difficult to use, requires extreme precision for a blind to the killer if at all, killers are countering it in matches by looking straight up into the sky.

    It's precisely its difficulty that makes it so you can get multiple per match. If it were easier to get the stun, it would be too powerful. IF they were to buff it to work even if they aren't facing it, they would have to nerf it to only one can be crafted per match. I am fine with it either way. But to say that it is useless because killers aren't worried about it is too much. Skilled survivors do successfully make use of this perk. It takes practice, but when you get the timing down, it is incredibly rewarding. I don't think it should be so easy to use that it's too powerful.


    Counterforce

    Why is counterforce so weak? The totem glowing completely across the map is not much of a perk. Why can it not show all totems? Survivors already have to do two and three objectives when killer only has to do one.

    I will correct you on this point: survivors only have ONE objective: to do gens. You can escape without ever having to touch a totem or open a chest. You cannot do all the totems and open all the chests and expect to escape; gens are the only thing that matters for escape. Totems are optional. They become less optional when Hexes are used; however, it is possible to win without cleansing, and you can cleanse all 5 totems in the match and still die because you spent time doing that instead of doing gens. So to call it a second objective is blatantly wrong.

    Let me explain why Counterforce is designed the way it is. The speed boost to cleansing is incredibly good. Balancing a perk so that it is not OP is a give and take. Because you get an amazing speed increase, it should take you more time to get to the next totem. It makes sense that it shows you the totem farthest from you because if it showed you all totems, you could get them out way too quickly, especially with the stacking speed boost. The only way I can see showing all totems making sense, is if it were a flat speed increase not a stacking one as you cleanse.

    Overall, yes the meta should change, but I'm certain negating killer perks is not the way to do it.

  • @YOURFRIEND said:

    Are you on gamepass? When I get blinded that effect is pixilated as well. It's weird.

    No I'm on PC, playing through Steam.

  • Apparently this is also happening on Switch?! That's crazy. I'm sorry you guys are experiencing that. I knew it was bad on console, but didnt' know it was THAT bad.

  • I actually laughed out loud when I read their "surprise". ONE WHOLE DAY. WOW. Like that fixes frustration with the state of the game.

  • This actually addresses why I think Franklin's is more balanced now. Yes the items don't disappear, but you can't use them that match. If you manage to escape, you might get to pick it back up and keep it, which ultimately is balanced. Killer denies use of the item, but survivor can still keep it. Win-Win.

  • I think these are interesting changes. I don't necessarily think the aura reading is a good idea, but the rest is intriguing enough that I'd want to test it in a PTB.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2319182#Comment_2319182

    To be fair, Dead Hard's inclusion on that list I can agree with in the context of the suggested rework, since it makes Dead Hard -baseline-.

    I honeslty don't even use Dead Hard. I'm much more concerned about them actually thinking Spine Chill is a bad perk.

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318340#Comment_2318340

    Alright, time to answer all of these in a manner that makes my points understandable, and also time for me to fix a few "meh" ideas I had when writing it up.

    Generator Repairs

    I'll get to this later.

    Totems

    I want Totems to have a reasonable base amount of cleansing required to take them down, not a simple 14 second (or significantly less) cleansing that would make it nigh-on impossible to keep them after the first 30 seconds of a matchh.

    If need be, I can add that Totems can be cleansed by two people at the same time for a 25% boost in cleansing speeds. Plus, Counterforce itself would also work in handy here since you can run it to make it 75% or even 125%, which is admittedly both lower or higher than current; it's a change that would give the perk some use alongside its change.

    Hatch Escape

    If the hatch is closed, Survivors can try to go for it immediately to try and open it. The opening time is 20 seconds, but you can attempt to open it whenever. Opening time is also cumulative and doesn't reset.

    Keys and Maps

    So Keys are just plain dumb to play against; if a Survivor is smart (or just has good memory), they can just EZ escape a hatch around the end of the match. Escape shouldn't be that easy for anybody, so keys needed to be removed.

    But I didn't want to lose all of the aura-reading abilities of keys. Those are really good for the game, so they would belong on the maps instead. I'd probably also rework maps so that they are one rarity less so they pop up a little more often.

    Wooden Planks and Iron Pipes

    When you activate the item:

    • Charge time is 0.25 seconds
    • You gain a "parry detection hitbox" in front of you for 0.3 seconds.
    • If you are successful, you will know from the item breaking or the Killer recoiling.
    • The winddown for missing is 3 seconds, but hitting is 1 second for Wooden Plank.
    • The winddown for missing is 5 seconds, but hitting is 0.5 seconds for Iron Pipe.

    This means Killers don't need to wait too long for the parry to run out. The counter detection hitbox is also pretty huge since it needs to be for latency. It's about 2 meters long in a 70 degree cone.

    Dodge Roll

    It's Dead Hard as a native and universal Survivor ability.

    Retired Perks

    Balanced Landing was included because I changed Sprint Burst to be an ability you can activate rather than something that just happens. This means that there's no 75% reduction in stagger, but you can use Sprint Burst to just accelerate yourself. If I were to not retire it, then it would just be a reduction perk; 50% reduction in stagger at most, but no exhaust.

    Spine Chill is removed because it's honestly NOT a good perk. Yes, I'm aware it's good for trying to track when a Killer is looking at you (outside their terror radius), but it is heavily inconsistent and its other effects are even more inconsistent since they almost never occur (due to the Killers primarily not targeting you if they look in your direction).

    Resilience is also like Spine Chill; not good, and arguably worse because not only do you have to be Injured, but some Killers just run Stridor. If you want, I could probably replace Resilience and Spine Chill with something that grants a native 7% increase in repairs for 10/12/14 seconds whenever the Killer looks into your direction, but that increase in repairs is further increased to 15% whenever you are injured as well. Then add a cooldown of 30 seconds afterwards and boom, Spine Chill + Resilience but at least moderately better.

    Also maps would be great for Killer location now, just saying.

    Rookie Spirit is actually extremely laughable, and I love Leon as a character. I'd probably replace Rookie Spirit with something like, I don't know, perhaps a perk that probably ties into Leon's side of justice; something more befitting to his character. Maybe if you take a protection hit for somebody else within a certain range, they get inspired by your bravery and gain a brief boost of speed or something. Something to help the team out in chase.

    Babysitter

    • You are broken for 60/50/40 seconds.
    • And for Firellius specifically:
      • The idea for this is that it gives you time to save the hooked Survivor and protect them. It gives you a chance to unhook the Survivor, then do a second protection hit for them; two different Endurance Status effects at the same time, which is meant for some very clutch plays.
      • You are literally "risking it all" for those in need, as the description says. You are constantly body-blocking to ensure your teammate escapes.

    Bite the Bullet

    • A Nurse's Calling is absolute BS even for the Killer side. It needs some sort of counterplay to it.
    • But making it so that you are also silent when being healed would be nice.

    Decisive Strike

    • What I wanted to do with Decisive Strike was make it "literally the clutch move it's meant to be". So one time use, can use it at any time when the opportunity is right.
    • As for how the game can force it, simple. Decisive Strike acts like Prove Thyself. It simply won't work if multiple players try to run it.
    • So how is this solved? Simple:
      • Decisive Strike guarantees that you are the Obsession.
      • If Decisive Strike and Soul Guard are used at the same time, Decisive Strike's effect takes precedence. Soul Guard's effect only takes place after Decisive Strike is used.
      • If two players run Decisive Strike or Soul Guard, the player with Decisive Strike will always be the Obsession.
      • If the Decisive Strike player dies or uses Decisive Strike, the Soul Guard player then becomes the Obsession.
      • This is to prevent the two abilities from overlapping and creating a busted set of perk combos that would just be another DS Unbreakable.

    Deliverance

    • The second hook state acts completely like the first. This means that you have the ability to negate the "Struggle Phase" when running Deliverance.
    • This would be reasonable for two reasons; one, you will still be dead on hook if you are hooked twice already and then hooked a third time, and two, it would make sense that Deliverance allows you to escape hooks after helping others.

    Flashbang

    • See, that buff is only there because I want funny stuff to happen.
    • And the "cooldown" is a stun cooldown, not a cooldown on earning or using the Flash Grenades or their blinding effect. Just the stun.

    Flip-Flop

    • Fair.

    Head On

    • No, screw that Perk and its absolute horse dung of a hitbox.
    • But if you want it to be a reasonable nerf, then fine. 80/70/60 seconds.

    Hope

    • It's its combination with other perks that makes it awful to play against, especially for some Killers who don't have extra mobility or good ranged attacks. Hope alone against endgame Trickster means he only runs 3% faster than you (not accounting for any speed boost perk like NOED or PWYF.

    Left Behind

    • The repair and cleansing is actually good for extra BP and stackable perks. So basically you can further try to reward yourself at the risk of getting caught, but you yourself now have the willpower to try and best the Killer in any way possible.
    • And with the right perks, it could be a monster.

    Mettle of Man

    • 3 minutes of cooldown is pretty huge compared to its original 0 seconds of cooldown. You're not going to get this often, but when you do, it'll feel a little more rewarding and earned.
    • Also because it sucks right now.
    • I'm a Killer main asking for a Mettle of Man buff.

    Off the Record

    • It's a rework that's also a nerf. The reason I want it to be changed like this is to prevent abuse from using it for the entire match. 4 minutes is both long and short, but it's a fair number of time that I would give to it simply because I would find it more fair.

    Prove Thyself

    • Prove Thyself can only be used by one person and again:
      • The perk completely deactivates if a toolbox is used.
      • However this in and of itself would be awful, so it would just force Prove Thyself to be on a 30 second cooldown at most.
      • The perk being only usable if all players aren't trying Toolbox repairs would make it so that things such as 2 second generators simply do. Not. Happen.
    • Yes, many people will still run it, but I wanted to strike at what makes it extremely powerful, not at what makes it useful.
    • Oh and one more thing:
      • The window for Great Skill Checks is continuously reduced to almost nothing when running Prove Thyself. This means if you want to get that 10% bonus, you better be getting some REALLY good shots in.
      • By continuously reduced:
      • 1 Survivor: Normal (100% Size)
      • 2 Survivors: 50%
      • 3 Survivors: 30%
      • 4 Survivors: 25%
      • This means that each Skill Check is going to be so tiny that you'll deserve getting those hits in.

    Smash Hit

    • This ends chase...
    • But it also gets rid of potential god pallets quicker.
    • Also, it would make Enduring pretty decent and relevant.
    • And also, it only activates if you're NOT exhausted, giving it some balance.

    Soul Guard

    • Unlike Decisive, the method in whichever Soul Guard can be used can be determined by whomever has the ability. So let's say that you and someone run Soul Guard, both cleansed totems.
    • Whoever is the Obsession first gets their "getup" first, then the next person, so long as the Obsession's is on cooldown at the time.
    • If the Obsession dies, you become the new Obsession and inherit the abilities in full. (Like a Soul Guard.)
    • Or a better method is to just be able to see the builds of your teammates before the match starts and change accordingly.
    • If no change happens, see the first three steps.
    • As for it working on Undying, it's exactly how I said it. It just completely negates Undying's ability to spawn a second totem to "save" the Hex Perk. This is why cleansing speeds are so much higher.

    Sprint Burst

    • Also because Balanced.

    Unbreakable

    • I want Decisive Strike and Unbreakable to seem like two perks that will come in clutch at the end, but not something that should be combined whatsoever.
    • So when I mean "it will no longer activate", I mean that if you try to run Decisive Strike and Unbreakable, you cannot use Unbreakable. You cannot use two clutch perks like this. That's my stance.

    We're Gonna Live Forever

    • New methods of getting We're Gonna Live Forever:
      • Granting someone the Endurance status effect under any circumstance.
      • Cleansing a Hex Totem that would affect the health of your teammates (i.e. Third Seal, NOED, Devour, etc.)
      • Healing a Survivor back to full health by yourself.
      • Letting a teammate vault before you.
      • Successfully getting a Survivor 16 meters away from the Basement.
      • Using Unbreakable or Soul Guard to pallet stun a Killer at any point.
      • And 1 stack for each Survivor that gets out with you.
    • Additionally, stacks of the perk can be seen to Survivors only near their icons, just so all Survivors can get maximum value out of it near the end.

    These explanations help a little?

    This person says spine chill and resilience aren't good perks. ok fam. lost any and all credibility.

  • I kinda had to stop reading at "Retired Perks"

    Resilience, Spine Chill, Self-Care, Dead Hard are not ineffective or filler. Stop that. Rookie Spirit is also borderline because I have gotten a lot of use out of this perk. But either you don't play survivor enough to know how effective and useful these perks are, or you just want strong perks out of the game because you're a killer main.

‹ 1 2