The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
The "Survivor meta" is a lie
Perks like Decisive Strike, Dead Hard and Borrowed Time really aren't that good outside of a SWF. Survivors should really focus on consistent value in solo play not gamble on high risk perks that can go entire games without being used.
If your team doesn't know you have Borrowed Time, they won't necessarily play around it. They might "steal" saves that would have been more optimal for you to get or take hits for someone with endurance.
If your team doesn't know you have Decisive Strike you'll only really get to use it as a last resort. Some teammates will take hits or even go down for a Survivor that they're afraid is getting tunneled and doesn't have DS.
At high MMR, Killers often times fully expect Dead Hard, which limits its use. In fact, some games you'll get more value NOT having Dead Hard because of a Killer respecting it. Dead Hard will have its uses but it will be played around whenever possible and only really get value from playing intentionally greedy, which in itself can be a more predictable playstyle. With the exception being anti-loop Killers that Dead Hard specifically counters like Nurse, Hag and Huntress.
Pay attention next game. The Survivors that survive tend to be the ones running Boons, Kindred, Bond, Sprint Burst, Overcome, Spine Chill, Built to Last, or Resilience. Good perks but not the typical "sweat" build from 2017. The Survivors burning a perk slot on things their team or the Killer might not even let them use tend to die first in my experience.
Comments
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Eh...let's take a look here.
- If a perk is so strong that killers have to play around it existing even when it doesn't, then that perk has transcended 'overpowered' and entered the realms of game breaking. It remind me of a specific strat in Starcraft 2 that, if you didn't specifically prepare against it, would be an auto-lose. So you had to prepare for it, and thus sometimes lost games against greedy players who knew you'd be setting up defenses and just fast expand.
- Yes, BT and DS are sort of required to discourage tunneling, but that's a sign of a wider issue.
- In this comp, I see: Iron Will. Spinechill. DS. No less than 3 CoH. That's still pretty damn meta. Kindred is absolutely a meta perk and sees play even at the highest MMRs.
- If they were smacking killers with Bond, Blast Mine, Autodictat and Fixated, that would be impressive.
- Dead Hard is absolutely good outside of an SWF. Yes, there are some outside exceptions where SB could be as strong, but that's neither here nor there.
- The survivors that tend to survive are the ones in SWFs. The solos that tend to survive are the ones who play meta - which, yes, for solo is a little different and a bit more of a tossup (that triple CoH could easily have been a triple Kindred).
- Built to Last is a solid perk, but to justify it you need to be running a pretty damn good item.
- A good player can win with any perks. However, that doesn't mean that they wouldn't have won even more convincingly with meta perks.
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You just Garage Floor'd that killer.
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If I'm playing to win my solo build looks something like -
Windows, Bond, CoH, Dead Hard
Normally I play for my challenges (nearly done all of those unfortunately) or I'll just have fun, but MMR has started forcing me to "play rough" more often.
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Kindred, Lithe, Flashbang, IS.
Seriously. Try it out. Dropping a grenade to blind the killer, hopping a window and running off like a freaking Gazelle without ever being touched, breaking totems when they're useless for boon placement so you have a heal when needed, and Kindred of course, aka the best solo survivor perk in the game.
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Eh, the idea of Decisive strike honestly made this game bearable for years (and still does today).
If DS didn't exist as it did, or does now then almost every match would be instantly tunneling off the hook and picking up with little to no thought, while DS was definitely over-powered in the beginning the mark it has left I genuinely think is a positive one.
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Most players here are running at least 2 meta perks(Plus 3 freaking Circle of Healings and Iron Wills) AND your team brought a map offering...
idk what you're even trying to prove here as this is quiet the meta survivor lobby.
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Ruin + Devour.
Very strong, but very fragile perks. You tend to either melt faces with them or get melted.
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I can't believe someone stone cold comes in here and says dead hard isn't good. After beating a totem build demo on coldwind.
Actually, on second thought, I can.
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Hard disagree on the idea that "If a perk is so strong that killers have to play around it existing even when it doesn't, then that perk has transcended 'overpowered' and entered the realms of game breaking"
By that logic, I could say the same thing about having to play around BBQ, Nurses, NOED, etc and claim those are OP because you do have to assume the killer has any of those at all times until proven otherwise. Either it applies to both sides and their perks or it doesn't apply at all
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I mean April 7 matchmaking is like test 1 matchmaking. I wish the game was not balanced around this very casual low-level play.
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All I'm seeing is a poor Demogorgon got absolutely destroyed thanks to the Survivor meta
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The meta is not strong because... Second chances are high risk? What in the? It has been a week, son. April Fools is over.
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I want to know what level of high you have achieved to believe that Dead Hard isn't broken as hell in or out of a SWF.
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I see a 24k bp Demo and a 7k bp dead survivor. Someone got absolutely destroyed, but it wasn't the Demo who's running top tier add ons but gamble perks.
With that being said, I disagree with OP overall.
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I don't understand the argument of "A lot of BP means the match was good", like no? Most Killers get a lot of Bloodpoints just by using their Power a lot, Demogorgon being one of them.
Also, see how the Survivor that brought the Map Offering is the one that had the least amount of Bloodpoints?
Survivors who bring Map Offerings, especially Survivor-Sided Maps like Coldwind, are the ones with the highest chance of killing themselves if something doesn't go their way.
Without any further context, what I think happened was:
Demogorgon gets 3 Stacks of Devour Hope around the time 3-4 Generators get finished, downs the Survivor with the Map Offering, and then they sacrifice themselves.
The remaining Survivors cleanse the Devour Hope and get a 3E
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The argument never was "good" game. It was literally about "destroyed", in your post just like in my reply to it. You're moving the goal post.
The bp score shows that there was interaction, not even Doc or Legion, let alone Demo, can make that much without getting something going.
All the rest are conjectures on your part. I can make up some my own. Devour gets cleansed early and Demo decides to facecamp and tunnel the dead guy. While the others do their best to go for altruism.
See, conjectures. Just as good as any.
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We're both missing the context, so your guess is as good as mine
EDIT: It would've been great if we got an actual video of the game and not a screenshot with a Map Offering for a Survivor-Sided Realm, 1 Demogorgon with meh Perks and 4 Survivors with stacked Perks, and then proclaiming that the Survivor meta "isn't that good outside of a SWF"
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Survivor meta isnt good but 3 persons escaped and one died so I think is pretty meta
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Entirely off topic are you on the overwatch forums too? Someone on there is named ThiccBudhha and I was wondering if that was you lol
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This doesn't prove a thing. Dead Hard is the most reliable exhaustion perk there is. And from experience, the only reason I take off BT and DS is because generally I don't go for saves and the killers I'm facing aren't tunneling me. Against killers who know what they're doing, and tunnel/camp in the most strategically perfect moments, then I'd need those perks. But because MMR sucks, I never get to that level.
I will give you one thing though. The survivors who beat me, even when I'm playing my heart out, sometimes don't even run full meta. They'll be running DH/BT and then randomly Plunderer's Instinct and Slippery Meat. They're literally halfway memeing whereas I'm having to sweat. Assuming they ran full meta, I'd lose even harder than I already was. It feels as if the only reason you can get kills is survivors' massive screwups, because we know how many second chances they get with those perks.
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My Jeryl build consisted of UB, SG, DS, DH. More often than not, I only had 1 perk the whole match.
But that 10th match where I UB SG into a DS while I laugh to safety? WORTH IT!!!
i will say though that i prefer Lucky Break over DS. DS is more of a deterrent than an actual lifesaver. If a killer wants you dead, DS will only buy you a minute tops.
I prefer to not rely on a killers mercy and take my chances with LB. More often than not, they'll give up that first chase. And maybe the 2nd and 3rd.
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It's real.
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Please get out of here with your well considered thoughts and comments... we don't do that here 😉
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None of that. It was a pretty tame game. The Offering Survivor (Ace) actually didn't get tunneled and the gens were somewhat slow.
Ace just got the least value from his perks. He never used DS or BT. And quite honestly, from my perspective I can't even be sure he used Dead Hard because he got instadowned one chase and Demo is a Killer thats better at baiting it.
The only perk he might have got value from was Iron Will, which is a perk I didn't even need or use myself.
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Dead Hard does statistically significantly correlate with higher escape rates, it’s not the same as Borrowed Time where killers assume people doing saves near them have it and just avoid hitting the rescued survivor because of it. For example someone posted a month or two ago a 400+ game data set that included the perks used in every match. When you pivot out escapes by number of survivors who had Dead Hard per match there was a clear strong fairly linear correlation where for every survivor that used Dead Hard the kill rates dropped 5-10%. (It went from something like 70% when nobody ran it to 40% when everybody ran it if I remember right with corresponding values in between.) In comparison Borrowed Time was mostly flat, there wasn’t much kill rate difference per person running Borrowed Time, probably because the killer just assumed everybody had it.
So survivors definitely gain significant tangible benefits running Dead Hard compared to not running it. Killers “expecting you to have it” only gets you so far, the real benefit comes from actually having it and using it for either distance or dodging or both. It’s why the devs have said they’re not currently happy with Dead Hard’s stats but have also implied they might be thinking about making something like Borrowed Time just a base kit effect.
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I'm not denying that Dead Hard is a good perk. I just feel it has strong alternatives (Sprint Burst and Overcome) that people don't run because they're conditioned to think Dead Hard is the best. If most top tier Survivors think Dead Hard is the best perk, then you're going to have a placebo effect.
Statement 1 is much closer to the truth than Statement 2.
- I am a good Survivor therefore I run Dead Hard because that's what I believe all good Survivors run.
- Dead Hard is a broken perk therefore it makes me a good Survivor and is the reason for my success.
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Again, though, statistically Sprint Burst and Overcome don't appear to show the safe effect on escape rates that Dead Hard does. All three are good perks but the actual impact by Dead Hard is greater. It's not just a placebo effect.
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We don't have statistics on Overcome. Its too new and the Devs haven't shared information on escape rates since its introduction.
Sprint Burst's escape rate probably had the opposite situation as Dead Hard. Sprint Burst users are more common in low ranks, where they don't use the perk optimally. Everyone's seen the low tier Survivor that walks everywhere (or worse urban evades) with Sprint Burst. That reason alone makes the perk hard to judge based on statistics
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First of all - Decisive and BT are certainly not only useful when with a SWF group, these perks are the ones that actually benefit solo Q players the most because it allows them to protect themselves and their teammates from effective killer strats or at the very least delay the killer for even longer than without.
When I play solo Q, It sucks so much when I'm the one getting unhooked and there's no BT and contrary wise it's awful when the killer's camping and since I don't have BT I can't do anything apart from maybe trade (Which, again with no BT is basically only good for the killer most of the time)
The survivor meta isn't a "lie", It's just not 100% needed to win. Against most killers anyway
As for Dead Hard I think it goes without saying really, people run it because it's easily the best chase extender perk in the game, bails you out of mistakes like falling for a mindgame and (most importantly imo), it helps against the two strongest killers in the game: Nurse & Blight. It is one of few perks that actually have a tangible impact against these two, to the point that Nurse mains seem to despise DH users a lot of the time and will opt for insta-down perks to try and ignore it
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Solo cue has forced me to run DS. I used to be an anti DS advocate but these days, it's almost Garaunteed cause farming off hook still exists in 2022
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I know that feel. I was forced to start playing killer more frequently because of the farming and tunneling.
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Well said. That is exactly what many of my matches look like as well OP.
It's an over exaggerated assumption, especially in this platform (the forums) where the majority of active members appear to be biased towards one side. Everyone who truly understands the game knows that DH isn't the only "strong" exhaustion perk, its just the one that mechanically works the best in scenarios of "close-chase" situations.
If the devs created other perks that also worked in "close-chase" situations, they would be using those as well.
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Playing as Spirit honestly makes me feel complete. I've yet to use the sweaty add ons
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I just assumed the metas are run on both sides. My assumption are correct for the most part cause nothing have changed for either sides.
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Though I disagree with your sentiment on Borrowed Time. As a solo player it's still very strong to take to ensure safe rescues and give your team a fighting chance off hook.
I agree with you a lot I run Borrowed Time, Detectives Hunch, Lithe, and We'll Make It solo.
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The most meta survivor bringing a map offering being the one to die does warm my heart a bit
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You mean you didnt use full meta and still over performed? I wonder why people hate the actual meta...
I agree survivors dont need the full meta, but that dont stop me seeing 3+DH&DS with UB,COH,BT sprinkled in every match I play...
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