Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
http://www.twitch.tv/ScottJund
#knight #dbd #forgeinfog
source
Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
http://www.twitch.tv/ScottJund
#knight #dbd #forgeinfog
source
Is Scott wearing makeup?
Opinion after playing the PTB for a while;
Fogwise: This sh*t needs a serious debuff, like a massive cooldown, limited number of use per generator and/or distance limit. This perk makes any stealth impossible unless the Killer has Undetectable, Killers already have enough trouble like that when against SWF. Builds centered around reduced, or greatly enhanced for confusion, Terror radiuses shouldn't be invalidated by a single perk. Don't bring Fearmonger in the equation, it's not nearly as useful and shouldn't be a requirement for the Killer to be able to do anything without the Survivors knowing about it.
Potential Energy: What the actual f*** is this?! Combine that with Prove Thyself and a teammate and there will be almost no way to stop a gen from being done when it's past the 60% mark. 20% is way too much of a boost (or headstart if starting a new gen) for so little risk (all it takes is a skilled looper or a bit of Killer bad luck to accumulate tokens). Who cares if the gen goes a bit slower if the next one starts off at 20% progress? If multiple people run this and manage to keep the tokens they can almost 1-shot a gen after a while, good luck to Trappers and Demos who try to force a 3-gen. Killers shouldn't have to run full slowdown build or play Nurse/ranged Killers to have a chance at stalling during the last minutes of a game.
Quick Gambit: A good looper using this can make a gen go really fast if teammates using Prove Thyself/toolboxes are on a nearby gen (especially gens near shack will fly by with this since anyone can loop almost any Killers at shack with little difficulty). However gens in dead zones can make the strat risky if the Survivors aren't confident or the Killer isn't fast enough or the Killer doesn't commit to the chase in favor of defending the gen (which will be much more likely now). Really good perk in the hands of SWF and/or skilled players but risky in inexperienced hands.
All in all, BHVR seems to be starting to make the increased gen time irrelevant. All of those new Survivor perks, alone or in conjunction with other perks, are really great and greatly put pressure on Killers since time is now even more precious. Potential Energy takes a bit to get used to but it can seriously speed up gen time.
Nowhere to Hide: Meh, knowing where people are in such a short radius (which will likely consist of Survivors hiding behind nearby walls of objects) is only really good if the Killer can capitalize on that info. Most Killers won't be able to reliably do it (except Nurse and to a lesser extent Pyramid Head since obstacles mean nothing to them) and with Survivors being in 3rd person they will understand quickly that they are being targeted and just run away. Good for defending a gen against a lone Survivor but not so much if there are more than one. Still a decent pressure tool though.
Hubris: Incredibly dangerous…when in conjunction with certain perks (Enduring, Spirit Fury for example) and even more so with quick Killers that can get a quick hit after a stun (Nurse and Spirit will benefit greatly from this). On it's own the Killer simply loses too much time and the most basic loop can invalidate the perk. It's a good "scare" perk like any perk that causes exposed.
Hex: Face the Darkness: I honestly never found it to be consistently useful. If rng doesn't smile to the Killer it will be invalidated in seconds and the screaming is not nearly frequent enough to be able to reliably stop Survivors from making progress, especially since it also gives info on the position of the hurt Survivor (and the approximate location of the Killer by proxy) to his teammates, making people more likely to come to his aid and hinder the Killer and/or immediately inform Survivors that a Hex totem is in play and to destroy it ASAP. This perk also incentivizes tunnelling to some extent since the cursed Survivor himself isn't affected, which means hurting all Survivors will not only make 4 totems light up (making it's destruction almost guaranteed) but will make the Hex affect no one. As a Hex perk it should be a game-changer since it can be invalidated in moments and is rng-based. It can be annoying, and combined with abilities like the Doctor's or Pinhead's chain hunt it can make doing anything really annoying… But only if you're uninjured and/or outside of the Killer's Terror Radius. The info it gives is nearly useless to most Killers due to distance and changing target simply makes it more likely it will be deactivated. Overall not really good for almost every Killer due to it's limit and rng-based lifespan. Deadman's Switch can kinda synergize with it if the Killer is lucky. It definitely needs a buff or a rework to be worth running.
The new Killer perks, while decent, rely too heavily on specific Killers and/or builds to be reliably valuable. Hubris is by far the most dangerous and versatile of the three since any Killer with the right build can make it really useful (some more than others though). However it requires specific builds to be truly effective, also it requires getting stunned, which is something Killers want to avoid since it wastes time.
Hubris will have no impact on survivors pre dropping pallets a large majority of maps are so safe you can just pre drop for 3 solid minutes and killer can’t do shit.
Did you shave your eyebrows and redraw them with marker?
hubris sounds like a neat hag perk
My man is forgetting giga chad 110 1 blink nurse
Fogwise, like any other great skill check perks is disgusting!!!
Gonna start running No Mither every match to counter the new hex
I tried potential energy and the potential it has is awesome but they failed.
First thing I noticed while using it is if you start using it you can’t just stop to work on the gen.
Scenario: you have a gen 99 and decide “I have extra time on my hands let’s get some potential energy” while your doing this the killer hooks someone and is coming over with pop. You currently have 15 stacks but you need to finish the gen or it’s all wasted. You can’t cancel the potential energy so your forced to use it on the gen. It then consumed all 15 stacks for 1% of a gen and all your time was wasted.
I’m fine if they keep the “lose stacks if you get hit” only if they make it so you can carry up to 50% of a gen and you can chose to toggle in and out of repairing and getting potential whenever you please.
8:10 how is it consistent? I don’t get any skill checks until I want to leave the gen for any reason.
Dwight from the for honor fuuuuture"
losing all your charges on potential energy when you lose a single health state makes the perk terrible.
Youd have to have 1 person not progressing gens for ages to build tokens, and who cant even enter a chase till they use the tokens.
cool idea, but its never gunna be useful in its current state
Same feeling from me. Hubris is a single down for 4 perks imo
I'm surprised Nowhere to Hide doesn't have an 80 second cooldown
based potential energy take, remove the health state loss cringe bit, also I think the percent should be higher
Am I the only one who thinks stored energy is worthless? If you lose a health state, you lose all tokens. That won't help with a 3 gen. That won't help with anything.
The storing perk kinda counters deadlock, you can start 2 gens and use the perk on 1 to get the progress and move to a non locked gen
Fun fact: Nowhere to Hide's radius moves with you, meaning this is mega fantastic on Nurse and Blight
Face the Darkness: Just break all totems.
I think Fogwise with Hyperfocus could be used in a very similar way Object was used in swf back in the day, with the main difference being that now the killer doesn't even know you have it.
Very scary perk.
Not 50% slower but 33% less efficient, but up to 20% progress discharged in an instant.
I’ve been noticing the trend from bhvr that instead of nerfing gen regression/slowdown perks, they add more perks that speed the gens up causing MORE killers to run gen regression/slowdown perks and to run more of them at a time, feeding this vicious cycle of, “I can’t play the game because the gens are being slammed, I feel like I HAVE to run gen regression/slowdown even more than before just to play the video game” and then “I cant play the game because the gens take forever, I feel like I HAVE to run gen doing perks just to play the video game”
Scott “blow your load” Jund
Swfs have fogwise 247
in this vid you looked like you just recorded a video with your guitar but it had no audio
Inb4 Fogwise is the new Autodidact with the same curse and as such ends up completely useless.
The caveat for the gen progression perk I also felt was too much; they already trade 30% gen progress on one gen for 20% on another and that time outside of organised teams would generally better served just applying the progress instantly, especially if being hit causes you to lose all of that progress you spent time on anyway.
Bro grow that mustache back out RIGHT NOW
Purrrrrrrrrr
Scott, you look so very handsome
That's it
Good bye!
More gen perks sigh
3 more killer perks that completely kill any chance of having fun with the only 3 ways to play as survivor…
you wana hide? nope killers get free infinite aura perks..
wana loop and be efficient at it? nope killers can run infinite instadown perks and synergies it with their powers to make it near impossible to have a normal match because they will just proxy camp you on hook, and then you cant just leave, so you have to wait +3 minutes to get out of the dogshit match..
wana do gens? nope killers can stop that entirely..
wtf are survivors ment to do anymore, theyre not even allowed to dash forward fucking half a meter without killers crying thats its op…
YOU HAVE FUCKING AI TO PLAY THE GAME FOR YOU🤦🏽♂️🤦🏽♂️ ARE YOU ALL BRAIN DEAD WTF AM I SEEING????
oh and i almost forgot…
3 more boring gen perks on survivor that either do nothing or are completely op and will get nerfed into the ground like every useful perk on survivor does… even shit ones get nerfed 🤦🏽♂️
are they actually trying to kill this game??
Scott imo the gen progress perk is more for rushing gens that are very important to AVOID a 3 gen, like the house gen in Ormond for example or the Lerys middle gen etc.
I can't wait to try fogwise stake out and hyperfocus together lol
Hubris, Spirit-Fury, Enduring, and Brutal Strength…. Dear god-
So for the Hex perk, I plan on using it to goof around with my buddies. I have like 550 hours in the game, they have a combined like 80 (we all play together in customs as a goof around hangout), but Huntress with Lethal Pursuer, Face the Dark, Nowhere to Hide, Darkness Revealed, Fox Statue and Aura Hatchets. Idk goofy Aura Stealth Huntress
For the hex, I think making it so every X seconds a survivor screams would make it better, I've gotten games where it triggers like 3 times even though someone is injured for almost the entire match while other times they scream like every 10 seconds while I'm in chase
Hubris requires too many perks to be worth it. I think it'd be better on Blight than Spirit though. With Face the Darkness a survivor is going to have to be very near and randomly scream for you to want to leave the wounded un-screaming survivor to destroy the totem. Inconsistency does not make good perks. Nowhere to hide is the only killer perk that seems worth it as I go for three gens a lot.
Yeah Fogwise coupled with Hyperfocus and Stake Out seems like the best aura reading perk in the game. With Quick Gambit I think I'd prefer Resilience with a way to heal in solo queue but in swf it might be good. Scott is wrong about Potential Energy though. It will most definitely needs a downside with swf coordinating multiple hits of it. Only use it on the last gen so you show no progress or your presence there then dump it all in at once. It may not actually be enough of a downside with swf blocking hits for you or if you can dump your tokens on a gen before the killer can get to you.
As usual I think the survivors got the better perks.