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poyant

poyant

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poyant
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  • Just when you thought getting to red ranks couldn’t get any easier they give us survivors this hot garbage. Lol poor killers.. you thought you were getting bullied before. Better be running killers who can traverse the map quickly and put pressure on gens aka billy/nurse/spirit/Freddy/oni etc. This rework just makes stealth killers and lower tier killers extinct. So now survivors no longer have to worry about many stealth killers and or most killers who cannot get across the map quickly. So RIP trapper/wraith/Michael/ghostface/leatherface/pig/clown/legion/plague/doc/huntress

  • I mean after awhile ruin is in every game when you are in red ranks. You get used to it and learn how to manage it better as well. And if that doesn’t workout you have the opportunity to still gen tap. I just see this creating a smaller community of killers. If higher ranks could figure out ruin, they will work around regression penalties when not on a gen. Lol at the devs on this one imo.

  • I think what sets the difference in the red rank survivors this season from good and bad is you’ll notice a huge skill gap between rank 4 to rank 1. You’ve still got lower tier purple ranks getting to level 4. But most lower quality red ranks from what I’ve seen have a hard time getting past level 3. They usually won’t make it out of or past three. I’ve got rank one through all the ranking updates and by far this update has made it the most obtainable. I’m playing level 2-3 killers and they aren’t that great.. hell even level one killers. Before this update it was a lot more grindy. A true purple rank player would never really get past 5 maybe reach 4 towards the end. And you’re higher tier “sweat” survivors were rank 1-2 half through season. They need to fix it though. I’m playing with bad red ranks now.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/comment/934874#Comment_934874

    Hiding in a locker, hiding behind a gen aura, being within 40m, distortion, sole survivor with people dead... there are so many counters.

    No one uses sole survivor, I don’t even think I’ve ever seen it used. As with distortion it’s rarity. And it also needs a buff imo. As there are ways to counter it’s not a reliable and sustainable way. It doiesmt solve the problem of inconvenience. There will be more times you aren’t near a locker or gen aura or right beside the hook.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/934886#Comment_934886

    So this thread is to name perks that I feel need a buff/rework. If you guys have any ideas or feel like I forgot any perks, please post them on the comments. I would really appreciate some developer feedback on this thread.

    Survivor Perks:

    -Aftercare: this perk would be awesome for those Solo queuers like me, but it has a big downside: you lose all stacks if you are hooked. This to me is terrible because this perk already has to be stacked, and in matches you are the distraction this perk serves no purpose. If it stayed active when you were hooked, it would be a great pick for solo queuers and would not necessarily overshadow bond or empathy, since those perks dont need to be stacked.

    -Solidarity: This perk is a cool concept, but not working when healing with a medkit is a big downside to me, since medkits are common items and have faster heal times, what would greatly improve this perk's use cases. Also, if the perk required just one heal but a 20 second one, it would be incredible.

    -Sole Survivor: So this perk relies on your teamates dying, which by itself is a condition you never want to be in. In my opinion, this perk should have its current full effect when the first person dies, then hide your scratch marks when the seconds one dies and when you are alone in game you should be completely invisible to the killer when further than 24 meters (this number could be tweaked). With these buffs, I think Sole Survivor would be a great perk to use if you are solo queueing or just aren't confident in your teammates.

    Killer Perks:

    - Hex:The Third Seal: This is a perk that is very bad because it can be cleansed in a few seconds and blindness is not a scary perk. So my idea for this perk is to make in a regular perk that applies a timed blindness effect with every hit (maybe 60, 80 or 120 seconds.)

    -

    Yeah I would just like the idea on solidarity where when you heal the conversion rate is the same speed and time as healing your teammate so essential if you are both injured you both will be fully healed when you are done. Maybe keep the med kit out if you do this so it’s not too OP. You could run well make it for that or resilience etc.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/934874#Comment_934874

    It's not op ######### m8. It got counters and provides information. The same as thrilling, but without slowdown.

    I just believe the perk creates bad killers. People rely on it way too much. BBQ is used in 95% of games.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/114321/ideas-for-new-but-useful-perks-think-of-bt-ds-dh-sb-sc-iw-etc

    I have been working on a mega thread about buffs to bad perks killer/survivor. I already finished 9 buffs and will post it soon

    Would love to check it out when you’re done. Because that is 100% needed.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/934850#Comment_934850

    Because it got no counter i guess Lockers and going behind gens is not enough huh?

    Nearby, i meant a whole new perk like BBQ, but for downs.

    You’re not always by a locker sadly. Which is the only way because hiding behind a gen doesn’t always work. It’s def the most OP killer perk besides perks that slow down/prevent gen time.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/934841#Comment_934841

    Yes, killers who camp who hooks by turning thier back to walk away and the survivor they just hooked gets removed with BT and they have DS. But that killer was camping, sure.

    I usually don’t run to the two together, sometimes though. But without perks like this, you would exactly get the face camping tunneling toxic killer. Lol

  • @FriendlyGuy said:

    Useful perks...for survivors a perk that gives you a protection hit for more things and a BP bonus. For killers BBQ, but when they down someone.

    Well BBQ is already overpowered and I don’t see why they would need a second addition to it. It makes the game way too easy and allows the killer to keep constant pressure especially if you are a billy or any killer that can traverse the map easily. It’s too overpowered imo.

  • @Vetrathene said:

    How about some good killer perks that are as powerful as DS and BT?

    Come on bro. Killers are OP. Borrowed Time is simple for killers who tunnel or camp hooks. It’s only used for that reason because devs or anyone doesn’t want a face camping tunneling toxic killer lol. Again, as with DS, used to counteract killers who tunnel so you’re not getting double hooked within first 5 min of game if the killer is toxic. They may seem OP if you are the toxic killer who relies on those weak strategies to get a 4K or pip. It usually doesn’t work out for the killer with those perks though.

  • @Troman said:

    Here's the thing, Predator is a killer perk, so it's Killers who should "care". You don't see anyone using it, because you can easily follow a survivor without it. And once you have found scratchmarks it's almost impossible to lose a survivor.

    Only an idiot would prefer to get downed during a chase, yet everyone keeps looping until he gets downed, because those "plenty of tools" don't work, unless you are just lucky against a bad killer, so no one even tries to rely on them. No one is using Dance with me, Distortion or Poised, even stealth players hardly do so, because they suck.

    Poised and dance with me are solid but they take a perk slot of something else you could be using imo. They are decent. As for looping it depends how good you are. But I say they make a solid perk for marks but it may cause those perks I named to become irrelevant and I don’t think game devs want that. They want balance or what they think is balanced lol.

  • I’m game for wider marks or gaps in marks or a reverse lightweight perk where the first three seconds dissapear when you start running instead. Or one where you collect tokens and it adds seconds to scratch marks for a certain period of time.

  • @Troman said:

    A perk for survivors that would make scratchmarks appear more spread. It would be the opposite of Predator. It would be very useful for losing the killer and for those who prefer double-backing during the chase, instead of looping until you get downed.

    Right now it's almost impossible for a good killer to lose a sprinting survivor.

    Kind of what diversion is for? To throw a coin and leave a trail of false noise and scratch marks but that’s the closest besides lightweight that comes to mind when describing what you are saying. But yeah a more detailed perk for scratch marks would be OP and useful. We all know scratch marks and the number one thing that gets you caught or found. Dance with me is also another once where after vaulting leaving no marks for 3 seconds so there are a few. But a specific one to attack scratch marks would be cool but it may give less love to those perks so they may not do so.

  • If you want to get into red ranks here are some of the main load outs I use mainly two-three.


    1) Spine Chill

    2) Urban Evasion

    3) Iron Will

    4) Sprint Burst, Lithe

    __

    1) Iron Will

    2) Resileince

    3) Spine Chill

    4) Urban or Sprint Burst

    _

    1) Iron Will

    2) Resilience

    3) Prove Thyself

    4) Sprint Burst or Dead Hard

    -

    1) Iron Will

    2) Borrowed Time/ Well make it

    3) Decisive or Dead Hard

    4) Resilience or Spine Chill

    For me, Iron will is essential everytime if I can get it. The fact a killer can hear you is everything a lot of times. I would recommend it. Spine Chill helps you can get a lead on the killer and I pair w urban so I can crouch away from gens fast without leaving scratch marks or move around trees faster. It’s useful. Spine Chill also gives you speed increase when the killer looks at you performing repair actions etc. Resilience gives you a 10% increase at almost everything while injured which is OP especially w Iron will and running it with dead hard so you can stay injured with a sense of security. Borrowed time and Prove Thyself and Well Make It are great perks when running w friends. So have one of the three for your team. DS is also good depending how the killer plays it can save you in desperate times as you can also take a hit and not worry about going down and save a teammate in a chase because you can just DS a killer once he tunnels you and everyone gets out safe. And Sprint burst and lithe because a 3 second boost can save you in several situations in a chaw or getting away from a gen if need be. But those are just my go-to’s and opinions!

  • It depends on the clown. Yes, he will get gen rushed by a couple of red rank sweats. But if you get a GOOD clown he will shut your loops down and it can be a real pain. But you don’t see many good clowns so they have my respect. Usually don’t have too many problems against him bough unless it’s a good clown obviously. Any killer that can prevent loops or traverse across the map in short amount of time has the potential to be a good killer against any survivor. Billy, hag, spirit, Freddy,Oni, etc

  • IMO, dead hard is designed to gain extra ground on running a loop, (pallets) that’s what I use it for. Sometimes, the killer can just be really good at tricking you into using your dead hard and then attack. The perk can almost become useless when a killer is proficient at it. Usually won’t come across this until you are in red ranks. I usually don’t use it for this reason but anything before that I think it can be useful. But dead hard is useful on small loops because eventually the killer will figure you out so it’s nice to use it and then move on to the next loop if possible.

  • I think how they determine pips now is alot

    more skill based. You get a category that is judged off your ability to win and evade chases by the killer which is a skill set you need in the game, the evader category, as well as, the benevolent category which is how many unhooks or altruistic actions performed. You also have have lightbringer which is how many gens and totems you manage to complete, as well as, a survival category based on your ability to survive or how long you last alive during the game. I can learn to appreciate the new pip system a little more now because you can’t cheat your way into a pip without some skill displayed. But I do like the idea after achieving rank one being granted BP or Shards. Maybe they could even change the color of rank one or the animation of the (fireball or soul not sure what it is) above your head. And I’m also not sure how long they will have the rank reset mode the way it is because once you get red ranks once now you are promised a rank 5 which makes in substantially easier to get to rank one than being reset to 10. But I can understand why they did this because of the skill gap between green ranks and red rank survivors. I hated playing with yellow and green ranks after being a level 1 in the prior season when I’m trying to grind and rank up. So this new method kind of locks you into your skill range and then allows you to rank up even if it’s not that much. It can get boring being a level one and the only thing that can keep you from getting burnt out at times is the fact you can go back to a 2 if you

    lose one game. Other than that, I can find myself bored chasing BP for survivors. I’m hoping they add something though.

  • Well this is an interesting question to me because I find the male characters more blocky, harder to hide behind smaller trees/objects and run loops/ 360s. I play console so this could be the issue and as well as the killers internet at times. Regardless, I prefer female survivors for these reasons but my favorite survivors would have to be between Dwight and Meg bc those are who I mained when the game came out. But for playability I’m always running female survivors. Right now I am running Nea and Kate. I really grew a liking to those characters and their perks. But because of teachables you can really play whoever you want once you get most characters you like leveled up.