Don’t underestimate Monstrous Shrine. It may on paper seem like a bad perk, but as a survivor I’m very conscious of how much time I have to go for a save, and this perk goes directly against my muscle memory. I’ve seen people straight up die to it because of that.
It is kinda weird, but I do think it's a good thing that killers can't speed up hook timers, else you'd risk killers running a bunch of those effects and forcing trades or such. Could be downright brutal on larger maps or vs stuff like Third Seal. Also, as a potential note for the future, it might be worth describing perks like Kinship as "general perks", rather than "common perks"? If only bc it creates the possibility for a misunderstanding, since the latter description could be interpretted as meaning the perk is a commonly seen/used one?
1. Monstrous shrine DOES speed up hook stages. Just an FYI. 2. I’d agree on that general/common perk idea. It gives newer players a better idea of what he means.
@@jondoe384 Hook timers should not be able to be sped up more than the 10 seconds Monstrous Shrine gives you, it would literally promote camping. A smart camper can run Make Your Choice with Monstrous Shrine and camp just barely in Make Your Choice range, which gives them plenty of space to harass anyone either going for the save or doing generators nearby
@@PanmasterAtArms make your choice is 32m.... so no they can't camp that because then you are just calling anything not on the opposite side of the map "camping"... in fact since hooks are the objective speeding them up should come with catches to punish greed from survivors that could work plenty well.
It's a terrible idea conceptually that is so baked in to DBD at this point that it can't go away. Unfortunately, DBD wasn't actually expected to achieve the level of popularity it did when it launched in 2016. I'd imagine if it HAD been anticipated, they may have put more thought into that mechanic.
@@UncannyXander Add-on called Campbell's Last Breath makes fully charged blinks proc a second blink immediately at the same distance as the first full charge blink. It consumes both blinks and won't trigger the second auto blink if you only have 1 blink available.
@@UncannyXander I mean the addon that makes you auto blink the second blink, whatever the fuck you call that. Since that sounds like the fastest way to get out of MS range
@@majickman hmm yeah, but 24m is no joke, not sure blight can get this far faster, especially on maps with a lot of obstacles Also you can blink out of basement as nurse
I'm surprised behaviour actually applied the Monstrous shrine 20% faster correctly. I think in the past they've confused "20% faster", and "takes 20% less time" with each other. For monstrous shrine it says 20% faster which means that in 60 seconds you would go through 1.2 hook stages. Which then means 1 hook stage takes 50 seconds as seen in the video.
monstrous shrine's added bonus of making the basement into scourge hooks is kind of THE important part of the perk, tbh though that kind of should be normal across all scourge hook perks, and monstrous shrine should just add +2 scourge hooks to the map.
Monstrous shrine makes 4 random hooks scourge hooks as well as the basement hooks Usually you'll want to go for the nearest hook instead of basement camping and 4 of them can be scourge hooks which is nice
10 second difference is still very big for Shrine, you taking out 1/6 of that time, which can mess up muscle memory for many survivors if they aren't trying for insta-unhook and wait for a little bit.
I use the current monstrous shrine, and I've gotten quite some kills or 2nd hook stages because survivors tend to get too confident with it, thinking they can still finish a gen instead of going for the rescue
Yeah survivors on dbd are so short sighted, doubling up on the first gen without prove thyself as if you win after you finish 1 gen, not going for an unhook when the killer immediately left the hook because their gen is close to finishing and they can rescue when they finish it. People don't understand time management and efficiency very well. The killer is going to chase someone, I'm just wasting my time on the hook doing nothing while you finish your gen, when you could've just unhooked and finished your gen while I was on another gen or doing anything useful.
The only thing I have problem in monster shrine when playing as killer, is you don't know if it's active or not in a certain range without visual notifications
If I drive my car 20% faster, I'm not reducing my driving time by 20%, I'm going to reach my destination in five sixths of the original travel time. Now replace 'drive' and 'car' with 'sacrifice' and 'survivor'.
I recently had an idea for a Furtive Chase rework to make a somewhat healthy way of speeding up the sacrifice process. It goes as follows: Each time you hook your Obsession, you gain 1 Token. The sacrifice process is accelerated by 6/8.5/10% per accumulated Token. When a Survivor rescues the Obsession from the Hook, that Survivor will become the new Obsession. Hooking any survivor that is not your Obsession removes all tokens.
@@cappertilge8916 ...no? It does the exact opposite. It encourages you to go after your Obsession, but one that is constantly changing, so you're never going after the same person twice in a row.
I love running Monstrous Shrine on Dredge with Pain Res and Gift of Pain. If nothing else, it gives 4 more scourge hooks and lets you be aggressive on using the non basement ones for hook 3 and it can get some surprise extra stages especially against non-swf's.
Honestly I really don't understand the "I can't use a scourge hook because they're on death hook" I get the hook despawns, but you hit a gen and kill someone at the same time, and the odds of needing that hook again are low, you're essentially saving the hook and not regressing the gen in hopes that you can hook someone else on it twice in the future, the likelihood of you gaining an advantage by not using the scourge hook on a death look has to be low
The hooked survivor should just teleport away after the killer hooks them. Just like the pyramid head cage. This would solve the camping and tunneling issue.
I've been playing with monsterous shrine recently just for fun and I have had a few people get second stage or die on second hook, likely because of it. So even though it isn't that much if people are deciding to finish their gen before the save because they know the timing l, it can mess them up
Just gonna leave this here… Monstrous Shrine Scourge Hook Knockout Fearmonger Varied success, but when you down someone, no one knows where they are and possibly not where they’re hooked for a bit, Shrine speeds up hook state. Fearmonger can be swapped / layered with other blindness effects.
As long as Camping is still a problem in DBD, there should be no perks to decrease the hook stage duration. I always felt, that in current DBD, 60 seconds are quite tight.
The descriptions need to use basis points instead of percentages to describe the rate of increase. Does Self care 34% healing rate get increased to 84% with Botony or is to 51%? How does that tie in with CoH bonus if you already have self care? Do you get the 50% increase still? That's how it function with self-care with medkits.
Monstrous shrine is one of those perks that should absolutely stay at the bottom of the garbage bin due to its awful impact on game design. Like how Boil Over should never have been buffed.
Tbh I when I play killer (shape) I love the thrill of hunting people I hook, i don't care for duration as that hooked survivor is nothing but bait to the others
To be fair, there is only 1 perk for each position, and they're about as straightforward as they can be. The killer's perk makes the hook go faster. The victims perk gives the rescuer more time to get into position when they're really in trouble. The rescuers perk gives themselves more time to get into position. The effects kind of write themselves
imagine getting closer to a survivor and it just tells you all their perks. that basically a huge disadvantage as killer. they shouldnt know any perk except noed. let them struggle to figure it out like killer does. they have 12 tries to do so or 24 hits on m1 s
For some reason I can't ever get reassurance to activate above shack basement. So unfortunately to get it to work you physically have to go down there and do it but at that point you might as well save haha
Perk: Out of Body Experience - when on the hook, your spirit can fly around the map. During this time you may "possess" any player and grant a buff depending on the health state/debuffs on the target. Those who are injured can heal faster, those who are exhausted recover faster, etc.
I feel like this could be a cool gimic for a free new killer like a crazy butcher/cultist type where he brings perks that make hooks do stuff like mangle or make a survivor bleed out faster, or even call the entity to stop survivers from helping
Gift of pain already exists, as does monstrous shrine. So your only real suggestion is for killers to be able to block unhooks completely. Least biased killer main lmao
then your teammates would intentionally try to loop the killer around you. all three perks listed in the video are pretty meh when you consider most killers hook and zip away to get the next dork and most survivors don't wait for the killer to get ten feet out the door before they unhook you, forcing them to turn around and come back because now they know 2 people are within slappin range.
@@PlushLordOfTheSeas Then the looping survivor isn't doing gens. Also 8 meters is small. And if the killer is in chase he will be going in and out of the range. Maybe if the killer is in the range for 3+ seconds it activates.
Good idea. Looping around the hooked survivor is a non problem. This means there is 2 survivors occupied, and if the second gets downed the killer is super close to getting a 4k. Even with this perk looping around your teammate would be dumb stuff. Just one thing, by design the timer should never get paused, at most like a 90% slowdown.
Well actually 🤓☝you forgot to say that a hook's timer ALSO pauses when a survivor is grabbed when attempting a hook rescue (for a brief moment). (i think im not 100% sure i cant remember im just saying ). And to further add to this 🤓☝, you forgot to mention that Calm Spirit starts the hook timer faster because the survivor doesn't scream (i actually don't know if this is the case anymore but it used to be😵💫)goodbye 👋
its only 10 seconds but the real value is the effect on timing and the additional scourge hooks, if its a bunch of solos then you may get an extra hook state from time to time but with the added scourge hooks you can more aggressively utilize the ones that will go away on hook 3. I run it on dredge with pain res, gift of pain and aggitation and it gets decent success. depending on where basement is you can aggressively go after the unhooker when they do make save too.
Think about it this way. If you run at 10 km/h then it will take you 6 minutes to travel 1 km. 20% faster would be 12 km/h, so it will take you 5 minutes to travel 1 km. But that's not 20% less, that's 16.6% less.
@@F1rstNameLastName what you’re saying makes sense, I just don’t see how it fits here. In your analogy you’re comparing time and speed, but when it comes to Monstrous Shrine, the only measurement would be time. Idk the exact time, but let’s say it takes a survivor 90 seconds to go from first to second hook state. If the timer went 20% faster or if you decreased the timer by 20% the net result is the same; you lose 18 seconds. Unless I’m missing something?
@@critik_l it normally takes 60 seconds for every 1 hook stage. 20% decreased timer would make it 48 seconds (60 x 0.8 = 48), but 20% faster makes it do 1.2 hook stage every 60 seconds. Thus, 1 hook stage will go by in 50 seconds (60/1.2 = 50).
Monstrous Shrine isn't as bad as you think, at the same time Reassurance isn't as good as it seems to be. And I'll explain why: Monstrous Shrine, as someone said, interferes directly with your common game sense. If you're not on comms, and you haven't been hooked yet, you don't really know it's there (unless it's paired with PainRes or something and Killer hooked on basement). This perk often gives the Killer free second phases if pressure is applied properly. 10 seconds can really be a lot of time. Reassurance isn't consistent enough to be considered a meta perk (Killer can just, you know, not camp at all), and even when it does give value, it's not that significant. Reassurance shines when the Killer is facecamping only, and that's because tunnelling is objectively more effective than camping, thus you're helping the Killer if he/she decides to leave the hook to get you because you're allowing him/her to tunnel or even down you quickly and camp you instead. And what if the Killer decides to eat the 30s? Two possible scenarios: 1) you have at least 2 teammates doing gens; 2) it's endgame (not collapsing) and team needs resetting. First scenario: best case, those 30s let you do the last gens and escape, Killer gets 1k regardless; worst case, time isn't enough and Killer manages to kill the survivor and hook another (this isn't even considering No Way Out is a thing, you know). Second scenario: if Killer isn't dumb he/she's gonna get at least 1k regardless of which one of you is gonna be dead. Yes, you can argue some killers can't camp properly, some even aren't just good enough to get with it effectively. Now again, Save the Best for Last is (probably) the best Killer perk, and would be the most broken perk in the game if it weren't because of (probably) Off the Record. With this perk, literally any killer except for Nurse can camp as effectively as Bubba, but with the surprise factor that survivors maybe don't know about the perk being in play. Yes, there are killers that wouldn't run STBFL because trolling (Nemy, Wesker are great examples), but some of them, like Huntress, Trickster and Bubba, are excellent campers by themselves. Summarizing, the only way you can get real value from Reassurance is when Killer is literally facecamping, it's not early game, the Killer is an M2 killer that can't really camp effectively using its power (Nemy and Wesker, again, are some examples) and you have at least 2 actively working teammates which are completely aware of what's happening (probably not gonna happen in solo queue, btw). Any other condition can render this perk completely useless and a waste of perk slot. And yes, Camaradery is even worse. By the way, Balanced Landing is the best exhaustion perk in the game. Prove me wrong.
You just explained why reassurance is a great perk. That's it's OBVIOUS use case. Otherwise yeah, kind of a dead perk slot if the killer doesn't camp, but it's sure nice as shit to have if they do. It's like saying dead hard is a bad perk if the killer just doesn't chase you
@@SuperNate42 I don't quite get why you think that. In fact, you yourself admitted perk isn't very consistent. Every perk in the game is "nice as shit to have" if the situation is favorable to it, like Soul Guard when Killer has NOED and downed everybody. I dare you to play 10 matches in solo queue and count how many of them you got value from Reassurance, and what kind of value. Then do the exact same with Desperate Measures, and you'll understand why it's not a good perk. Dead Hard is, probably, the only exception to this. It's probably one of the most inconsistent perks in the game, but the value it gives is such enormous that it can be still considered a good perk. And, of course, the lack of good exhaustion perks, like Lithe, Head On, Overcome, Smash Hit are pretty bad so if you don't wanna run the same 2 perks you pretty much must run Dead Hard.
If killers had ways to speed up hook stages then beginners would be getting absolutely destroyed by it. Plus solo queue would be even harder with such a play style too.
What I learned from the comment section: No one knows perks well cause apparently no one can read yet everyone wants changes to things they don't even fully comprehend - and we wonder why the devs don't listen to the community at large xD
You're not wrong, but the devs simply just dont care about the community in general. When they released a patch that did a huge overhaul that made the entire game completely onesided for either survivor or killer, their response to complaints was "maybe you're just tired and burnt out".
The other day I equipped Kinship for the first time since release, was excited to have it work, and then…it just didn’t. I was on the struggle stage, my brother came to me and it never activated. I died when the other two didn’t come after he was eventually grabbed
I don't know why they left the hook speed component of Monstrous Shrine intact when they revamped the perk, it's not just useless - it does the *opposite* of what you want if you're going for certain quests like hooking all four survivors at once. It would actually be slightly more useful if it made the hooks slower...
"you might think it would be 20% faster and this means..." no, it is literally written correctly, if something is 100% it takes half the time, it doesn't happen instantly. If you run have to do 1km and you run at 10km/h it takes you 6 minutes, if you go 20% faster you go at 12km/h, and it takes you 5 minutes, which is not 20% less, but 16.6% less, same applies here. Don't spread false information
Speeding up survivor hook stages should be something the devs think to look into. Hear me out: Perk 1 idea) overcharge but for hook stages start slower but speed up to a 14 sec decrease to punish greedy players as long as the killer stays 24m away Perk idea 2) stage 1 has no timer but if a player unhook themselves they get broken and stage 2 is removed (counter deliverance and slippery meat squads) Perk idea 3) stage 1 is cut in half but stage 2 lasts 2 times as long so possible time on hook is the same but feels more dangerous. Obviously I'm no dev but I think this is a nob they should be looking to have fun with in the future. Lots of potential in this game besides Gen Def and speed.
I’ve always thought it was completely unfair that if you’re .1 second too late your teammate is now killable. I wonder what this game would be like if time spent on the hook was 2 minutes as a whole and not just being hooked 2 times.
@@thatfishguy4991 that is how slugging works except the timer is not 2 minutes. it is 4 minutes. he is proposing slugging to be 2 minutes instead of 4 minutes for hooks.
@@strangeone7198 Strait to partisanship, along with Incorrect usage of the word "Literally". Careful mate one more strike and you'll be outa the game, and it would be such a loss for the community to lose someone so open to discussion as you....
who plays this degenerate game in which every survivor team is toxic and doesnt let anyone besides the top tier players get any sort of fun out of the game
We need to stop complaining about strong perks, and start complaining about the weak perks. No scourge hooks are used except pain res because they all suck. Why aren't we bitching about the plethora of useless perks that are never ran? You want diversity, buff the useless perks so they are actually useful. Give new wraiths actually good perks lol
I wouldn't say Gift of Pain or Floods of Rage suck, they're not as good as Pain Res but pretty decent, but yes I definitely agree that buffing weak perks is better than nerfing strong ones, for both sides.
Don’t underestimate Monstrous Shrine. It may on paper seem like a bad perk, but as a survivor I’m very conscious of how much time I have to go for a save, and this perk goes directly against my muscle memory. I’ve seen people straight up die to it because of that.
Its also scarier along with fearmonger or any blindness like third seal. Double if its an indoor map
can confirm ^^ someone died on 2nd hook stage cause he was on that hook ^^ it was suddenly so fast xD
you've got to be a complete idiot to lose to monstrous shrine
This is all fun on solo queue matches, but SWF almost never make these mistakes. I hate that about this game so much
It is kinda weird, but I do think it's a good thing that killers can't speed up hook timers, else you'd risk killers running a bunch of those effects and forcing trades or such. Could be downright brutal on larger maps or vs stuff like Third Seal.
Also, as a potential note for the future, it might be worth describing perks like Kinship as "general perks", rather than "common perks"? If only bc it creates the possibility for a misunderstanding, since the latter description could be interpretted as meaning the perk is a commonly seen/used one?
1. Monstrous shrine DOES speed up hook stages. Just an FYI.
2. I’d agree on that general/common perk idea. It gives newer players a better idea of what he means.
God forbid killers get any help in a 1v4 game
@@jondoe384 Hook timers should not be able to be sped up more than the 10 seconds Monstrous Shrine gives you, it would literally promote camping. A smart camper can run Make Your Choice with Monstrous Shrine and camp just barely in Make Your Choice range, which gives them plenty of space to harass anyone either going for the save or doing generators nearby
@@jondoe384 they have plenty of advantages, stop whining and get good
@@PanmasterAtArms make your choice is 32m.... so no they can't camp that because then you are just calling anything not on the opposite side of the map "camping"... in fact since hooks are the objective speeding them up should come with catches to punish greed from survivors that could work plenty well.
I just wish being on Hook was more einteractive rather than a feeling of being on timeout and unable to play.
Second stage is kinda interactive. And I personally like this little break after failed chase to calm down a bit and plan my moves after unhook
I mean, it is supposed to be a punishment for being caught
It's a terrible idea conceptually that is so baked in to DBD at this point that it can't go away. Unfortunately, DBD wasn't actually expected to achieve the level of popularity it did when it launched in 2016. I'd imagine if it HAD been anticipated, they may have put more thought into that mechanic.
If you could still interact while on hook that would be big advantage for survivors, it's good design that you're useless while on hook
ikr you should be able to emote on the hook to pass the time.
This whole time I thought that the kinship perk was two wooden clappers on a string
same here lol it kinda is badly designed
@@darkorianowell i mean if you know the context then it isnt actually that bad. I too thought it was weird but now it actually makes sense
i thought they were coffins at first
Monstrous Shrine rework idea: Monstrous Shrine causes both basements to spawn
Time for monstrous shrine double blink nurse meta
Nurse double blinks by default what's the joke here
@@UncannyXander Add-on called Campbell's Last Breath makes fully charged blinks proc a second blink immediately at the same distance as the first full charge blink. It consumes both blinks and won't trigger the second auto blink if you only have 1 blink available.
@@UncannyXander I mean the addon that makes you auto blink the second blink, whatever the fuck you call that.
Since that sounds like the fastest way to get out of MS range
@@Archimedes.5000 Blight is probably faster. Nurse takes a few seconds to charge her blink.
@@majickman hmm yeah, but 24m is no joke, not sure blight can get this far faster, especially on maps with a lot of obstacles
Also you can blink out of basement as nurse
I'm surprised behaviour actually applied the Monstrous shrine 20% faster correctly. I think in the past they've confused "20% faster", and "takes 20% less time" with each other. For monstrous shrine it says 20% faster which means that in 60 seconds you would go through 1.2 hook stages. Which then means 1 hook stage takes 50 seconds as seen in the video.
For me the best part about monstrous shrine is turning basement hooks into scourge hooks. Plays really well with other scourge builds.
arent basemant hooks scourge hooks by default or am i wrong ?
@@chrysos
Nope. Only with monstrous shrine
@@coranbaker6401 i researched, u are right. Hmm
monstrous shrine's added bonus of making the basement into scourge hooks is kind of THE important part of the perk,
tbh though that kind of should be normal across all scourge hook perks, and monstrous shrine should just add +2 scourge hooks to the map.
That would be a great change. Pain res basement trapper incoming :D
As someone who mains Trapper, having Pain Res in basement is a very unhealthy change for the game. Basement camping does not need a buff.
Monstrous shrine makes 4 random hooks scourge hooks as well as the basement hooks
Usually you'll want to go for the nearest hook instead of basement camping and 4 of them can be scourge hooks which is nice
solo q with kindred : 😄
solo q without kindred : 💀
10 second difference is still very big for Shrine, you taking out 1/6 of that time, which can mess up muscle memory for many survivors if they aren't trying for insta-unhook and wait for a little bit.
Short and informative, I like it.
I use the current monstrous shrine, and I've gotten quite some kills or 2nd hook stages because survivors tend to get too confident with it, thinking they can still finish a gen instead of going for the rescue
Yeah survivors on dbd are so short sighted, doubling up on the first gen without prove thyself as if you win after you finish 1 gen, not going for an unhook when the killer immediately left the hook because their gen is close to finishing and they can rescue when they finish it. People don't understand time management and efficiency very well. The killer is going to chase someone, I'm just wasting my time on the hook doing nothing while you finish your gen, when you could've just unhooked and finished your gen while I was on another gen or doing anything useful.
Always top notch Otz.
The only thing I have problem in monster shrine when playing as killer, is you don't know if it's active or not in a certain range without visual notifications
If I drive my car 20% faster, I'm not reducing my driving time by 20%, I'm going to reach my destination in five sixths of the original travel time. Now replace 'drive' and 'car' with 'sacrifice' and 'survivor'.
I hope the chapter 27 killer gets a perk to speed up hooks. Would be pretty cool
You mean monstrous shrine? Or do you mean one where you can still face camp and it still goes faster?
I don't
I recently had an idea for a Furtive Chase rework to make a somewhat healthy way of speeding up the sacrifice process. It goes as follows:
Each time you hook your Obsession, you gain 1 Token. The sacrifice process is accelerated by 6/8.5/10% per accumulated Token.
When a Survivor rescues the Obsession from the Hook, that Survivor will become the new Obsession.
Hooking any survivor that is not your Obsession removes all tokens.
But that promotes tunneling
@@cappertilge8916 ...no? It does the exact opposite. It encourages you to go after your Obsession, but one that is constantly changing, so you're never going after the same person twice in a row.
I feel like Monstrous works best on Sadako since she has the fastest teleport. Maybe Nurse or Nightfall Dredge.
freddy too, but nobody remembers freddy
@@SuperNate42 His teleport is kinda slow. Although not a bad choice.
mint rag hag *teleports to the corner to cry*
All the perks the survivors can bring and the killer will still end up getting a 3k or 4k lol
people also run iron grasp which makes the wiggle timer go from 16seconds to 18 seconds, so jeah
the only reason i use monstrous shrine is so i can run it with agitation, pain res and floods of rage so have more scourge hooks available
I love running Monstrous Shrine on Dredge with Pain Res and Gift of Pain. If nothing else, it gives 4 more scourge hooks and lets you be aggressive on using the non basement ones for hook 3 and it can get some surprise extra stages especially against non-swf's.
A fellow Monstrous-Dredge, I see.
🫡
scourge hooks always remain at 4
Honestly I really don't understand the "I can't use a scourge hook because they're on death hook" I get the hook despawns, but you hit a gen and kill someone at the same time, and the odds of needing that hook again are low, you're essentially saving the hook and not regressing the gen in hopes that you can hook someone else on it twice in the future, the likelihood of you gaining an advantage by not using the scourge hook on a death look has to be low
@@donothesitate1198 thats actually a really good point.
@@goncho8450he's referring to how Monstrous Shrine turns the basement hooks into scourge hooks too
I think monstrous shrine could be looked at at one point if they're not gonna make any new killer perks work with it, but maybe they will 🤔
In a time management gane like DBD where Brutal Strenght and STBFL matter, this is insane
The hooked survivor should just teleport away after the killer hooks them. Just like the pyramid head cage. This would solve the camping and tunneling issue.
no
Monstrous shrine 100% buff when?
Quite informative.
Killers definitely do not need hook speed up perks
Damn this backround music do be a banger tho
If anyone manages to find what is its name, it would be great !
I've been playing with monsterous shrine recently just for fun and I have had a few people get second stage or die on second hook, likely because of it. So even though it isn't that much if people are deciding to finish their gen before the save because they know the timing l, it can mess them up
I really like the change, I usually double it with another scourge hook and yeah, I’ve had many people reach second stage eart
Just gonna leave this here…
Monstrous Shrine
Scourge Hook
Knockout
Fearmonger
Varied success, but when you down someone, no one knows where they are and possibly not where they’re hooked for a bit, Shrine speeds up hook state. Fearmonger can be swapped / layered with other blindness effects.
buff monstrous shrine
But at least it makes basement hooks scourge hooks.
I misunderstood Kinship being called common the first time as its usage and thought I missed a major meta shift
Cap, you just saw the other comment
As long as Camping is still a problem in DBD, there should be no perks to decrease the hook stage duration. I always felt, that in current DBD, 60 seconds are quite tight.
The descriptions need to use basis points instead of percentages to describe the rate of increase. Does Self care 34% healing rate get increased to 84% with Botony or is to 51%?
How does that tie in with CoH bonus if you already have self care? Do you get the 50% increase still? That's how it function with self-care with medkits.
Let me emote while I'm on hook. Or better yet, give me proximity chat while I'm on hook.
Monstrous shrine is one of those perks that should absolutely stay at the bottom of the garbage bin due to its awful impact on game design. Like how Boil Over should never have been buffed.
Honorary dredge perk
Tbh I when I play killer (shape) I love the thrill of hunting people I hook, i don't care for duration as that hooked survivor is nothing but bait to the others
To be fair, there is only 1 perk for each position, and they're about as straightforward as they can be.
The killer's perk makes the hook go faster.
The victims perk gives the rescuer more time to get into position when they're really in trouble.
The rescuers perk gives themselves more time to get into position.
The effects kind of write themselves
imagine getting closer to a survivor and it just tells you all their perks. that basically a huge disadvantage as killer. they shouldnt know any perk except noed. let them struggle to figure it out like killer does. they have 12 tries to do so or 24 hits on m1 s
I never saw it myself, but can Reassurance works on multiple people at once? Say they're all hooked in basement, does that work?
I think you have to select one by looking at them, but I could be wrong
For some reason I can't ever get reassurance to activate above shack basement. So unfortunately to get it to work you physically have to go down there and do it but at that point you might as well save haha
I swear there was another perk that made entity progression faster
Hit the survivor on hook over and over again and they die faster. Works every time
What music is being used?
Damn those nasty Survivor-Perks against Camping. Except that they are even bad at this.
Decweasing
If somebody uses Reassurance , Can't you Then try to get yourself off the hook and there's no Penalty ?
I’m pretty sure I got the latest possible unhook recently. I’m dying for someone to judge that video!
what is weird about it?
He's crying about reassurance
@@katnumb1692 previous comments checks out
@@katnumb1692 what bro above me said, you have serious issues
Perk: Out of Body Experience - when on the hook, your spirit can fly around the map. During this time you may "possess" any player and grant a buff depending on the health state/debuffs on the target. Those who are injured can heal faster, those who are exhausted recover faster, etc.
I feel like this could be a cool gimic for a free new killer like a crazy butcher/cultist type where he brings perks that make hooks do stuff like mangle or make a survivor bleed out faster, or even call the entity to stop survivers from helping
Gift of pain already exists, as does monstrous shrine. So your only real suggestion is for killers to be able to block unhooks completely. Least biased killer main lmao
Kinship should just work like:
As long as the killer is witin 8-16 meters of your hook your sacrifice timer is paused.
then your teammates would intentionally try to loop the killer around you.
all three perks listed in the video are pretty meh when you consider most killers hook and zip away to get the next dork and most survivors don't wait for the killer to get ten feet out the door before they unhook you, forcing them to turn around and come back because now they know 2 people are within slappin range.
@@PlushLordOfTheSeas Then the looping survivor isn't doing gens. Also 8 meters is small. And if the killer is in chase he will be going in and out of the range. Maybe if the killer is in the range for 3+ seconds it activates.
@@PlushLordOfTheSeas If it's endgame the perk can be turned of like every endgame perk. DS, of the record and such.
Good idea. Looping around the hooked survivor is a non problem. This means there is 2 survivors occupied, and if the second gets downed the killer is super close to getting a 4k. Even with this perk looping around your teammate would be dumb stuff.
Just one thing, by design the timer should never get paused, at most like a 90% slowdown.
@@mauricioc.7746 Could work. 45%/60%/75% Slowdown.
In too cheap to buy Rebecca just for reasurence
How does 20% ever equal 10 seconds?
Well actually 🤓☝you forgot to say that a hook's timer ALSO pauses when a survivor is grabbed when attempting a hook rescue (for a brief moment). (i think im not 100% sure i cant remember im just saying ).
And to further add to this 🤓☝, you forgot to mention that Calm Spirit starts the hook timer faster because the survivor doesn't scream (i actually don't know if this is the case anymore but it used to be😵💫)goodbye 👋
I'm a simple Killer. I read basement-hook=scourge-hook -> I take
I always thought Pain Res. made survivors die faster on hook
Nah it makes them go AAAAAAA
Damn I didn’t know how bad was monster of shrine is, 10sec only!
its only 10 seconds but the real value is the effect on timing and the additional scourge hooks, if its a bunch of solos then you may get an extra hook state from time to time but with the added scourge hooks you can more aggressively utilize the ones that will go away on hook 3. I run it on dredge with pain res, gift of pain and aggitation and it gets decent success. depending on where basement is you can aggressively go after the unhooker when they do make save too.
@@ibanezplayer8080 nice.
I don’t understand what Otz is talking about with Monstrous Shrine. 20% faster and decreasing the timer by 20% should be the same thing, right?
Think about it this way. If you run at 10 km/h then it will take you 6 minutes to travel 1 km. 20% faster would be 12 km/h, so it will take you 5 minutes to travel 1 km. But that's not 20% less, that's 16.6% less.
@@F1rstNameLastName what you’re saying makes sense, I just don’t see how it fits here. In your analogy you’re comparing time and speed, but when it comes to Monstrous Shrine, the only measurement would be time. Idk the exact time, but let’s say it takes a survivor 90 seconds to go from first to second hook state. If the timer went 20% faster or if you decreased the timer by 20% the net result is the same; you lose 18 seconds. Unless I’m missing something?
@@critik_l it normally takes 60 seconds for every 1 hook stage. 20% decreased timer would make it 48 seconds (60 x 0.8 = 48), but 20% faster makes it do 1.2 hook stage every 60 seconds. Thus, 1 hook stage will go by in 50 seconds (60/1.2 = 50).
Monstrous Shrine isn't as bad as you think, at the same time Reassurance isn't as good as it seems to be. And I'll explain why:
Monstrous Shrine, as someone said, interferes directly with your common game sense. If you're not on comms, and you haven't been hooked yet, you don't really know it's there (unless it's paired with PainRes or something and Killer hooked on basement). This perk often gives the Killer free second phases if pressure is applied properly. 10 seconds can really be a lot of time.
Reassurance isn't consistent enough to be considered a meta perk (Killer can just, you know, not camp at all), and even when it does give value, it's not that significant. Reassurance shines when the Killer is facecamping only, and that's because tunnelling is objectively more effective than camping, thus you're helping the Killer if he/she decides to leave the hook to get you because you're allowing him/her to tunnel or even down you quickly and camp you instead. And what if the Killer decides to eat the 30s? Two possible scenarios: 1) you have at least 2 teammates doing gens; 2) it's endgame (not collapsing) and team needs resetting. First scenario: best case, those 30s let you do the last gens and escape, Killer gets 1k regardless; worst case, time isn't enough and Killer manages to kill the survivor and hook another (this isn't even considering No Way Out is a thing, you know). Second scenario: if Killer isn't dumb he/she's gonna get at least 1k regardless of which one of you is gonna be dead.
Yes, you can argue some killers can't camp properly, some even aren't just good enough to get with it effectively. Now again, Save the Best for Last is (probably) the best Killer perk, and would be the most broken perk in the game if it weren't because of (probably) Off the Record. With this perk, literally any killer except for Nurse can camp as effectively as Bubba, but with the surprise factor that survivors maybe don't know about the perk being in play. Yes, there are killers that wouldn't run STBFL because trolling (Nemy, Wesker are great examples), but some of them, like Huntress, Trickster and Bubba, are excellent campers by themselves.
Summarizing, the only way you can get real value from Reassurance is when Killer is literally facecamping, it's not early game, the Killer is an M2 killer that can't really camp effectively using its power (Nemy and Wesker, again, are some examples) and you have at least 2 actively working teammates which are completely aware of what's happening (probably not gonna happen in solo queue, btw). Any other condition can render this perk completely useless and a waste of perk slot. And yes, Camaradery is even worse.
By the way, Balanced Landing is the best exhaustion perk in the game. Prove me wrong.
You just explained why reassurance is a great perk. That's it's OBVIOUS use case. Otherwise yeah, kind of a dead perk slot if the killer doesn't camp, but it's sure nice as shit to have if they do. It's like saying dead hard is a bad perk if the killer just doesn't chase you
@@SuperNate42 I don't quite get why you think that. In fact, you yourself admitted perk isn't very consistent. Every perk in the game is "nice as shit to have" if the situation is favorable to it, like Soul Guard when Killer has NOED and downed everybody.
I dare you to play 10 matches in solo queue and count how many of them you got value from Reassurance, and what kind of value. Then do the exact same with Desperate Measures, and you'll understand why it's not a good perk.
Dead Hard is, probably, the only exception to this. It's probably one of the most inconsistent perks in the game, but the value it gives is such enormous that it can be still considered a good perk. And, of course, the lack of good exhaustion perks, like Lithe, Head On, Overcome, Smash Hit are pretty bad so if you don't wanna run the same 2 perks you pretty much must run Dead Hard.
Monstrous shrine has pretty toxic design. It's a good thing that it's bad
I thoung every phase Is 40 sec
If killers had ways to speed up hook stages then beginners would be getting absolutely destroyed by it. Plus solo queue would be even harder with such a play style too.
What I learned from the comment section: No one knows perks well cause apparently no one can read yet everyone wants changes to things they don't even fully comprehend - and we wonder why the devs don't listen to the community at large xD
You're not wrong, but the devs simply just dont care about the community in general. When they released a patch that did a huge overhaul that made the entire game completely onesided for either survivor or killer, their response to complaints was "maybe you're just tired and burnt out".
The other day I equipped Kinship for the first time since release, was excited to have it work, and then…it just didn’t. I was on the struggle stage, my brother came to me and it never activated. I died when the other two didn’t come after he was eventually grabbed
I don't know why they left the hook speed component of Monstrous Shrine intact when they revamped the perk, it's not just useless - it does the *opposite* of what you want if you're going for certain quests like hooking all four survivors at once. It would actually be slightly more useful if it made the hooks slower...
why would you run it with that quest though? Hook perks wouldn't even be good for that, you'd just wanna run aura reading and chase perks
how would that be useful
They should do that when the killer is too much near the hook the timer stops, just to prevent camping
what is weird about this ?
first stage should be infinite
Buff monstrous shrine to 30% or even 40% then ;)
"you might think it would be 20% faster and this means..." no, it is literally written correctly, if something is 100% it takes half the time, it doesn't happen instantly.
If you run have to do 1km and you run at 10km/h it takes you 6 minutes, if you go 20% faster you go at 12km/h, and it takes you 5 minutes, which is not 20% less, but 16.6% less, same applies here.
Don't spread false information
Speeding up survivor hook stages should be something the devs think to look into. Hear me out:
Perk 1 idea) overcharge but for hook stages start slower but speed up to a 14 sec decrease to punish greedy players as long as the killer stays 24m away
Perk idea 2) stage 1 has no timer but if a player unhook themselves they get broken and stage 2 is removed (counter deliverance and slippery meat squads)
Perk idea 3) stage 1 is cut in half but stage 2 lasts 2 times as long so possible time on hook is the same but feels more dangerous.
Obviously I'm no dev but I think this is a nob they should be looking to have fun with in the future. Lots of potential in this game besides Gen Def and speed.
I’ve always thought it was completely unfair that if you’re .1 second too late your teammate is now killable. I wonder what this game would be like if time spent on the hook was 2 minutes as a whole and not just being hooked 2 times.
That’d be way too strong. Insta unhooks would allow the survivor to get hooked like 100 times.
Average survivor main wanting survivors to be literally unkillable
@@thatfishguy4991 that is how slugging works except the timer is not 2 minutes. it is 4 minutes. he is proposing slugging to be 2 minutes instead of 4 minutes for hooks.
@@strangeone7198 Strait to partisanship, along with Incorrect usage of the word "Literally". Careful mate one more strike and you'll be outa the game, and it would be such a loss for the community to lose someone so open to discussion as you....
@@FabricatedModeration yea, don't give a fuck, go try to sound smart and mysterious to someone else.
who plays this degenerate game in which every survivor team is toxic and doesnt let anyone besides the top tier players get any sort of fun out of the game
Talk about getting outplayed
We need to stop complaining about strong perks, and start complaining about the weak perks. No scourge hooks are used except pain res because they all suck. Why aren't we bitching about the plethora of useless perks that are never ran?
You want diversity, buff the useless perks so they are actually useful. Give new wraiths actually good perks lol
I wouldn't say Gift of Pain or Floods of Rage suck, they're not as good as Pain Res but pretty decent, but yes I definitely agree that buffing weak perks is better than nerfing strong ones, for both sides.
They make this game so easy for survivors xD
Lol someone’s triggered
SURVIVOR ROLE IS DUMB.
I will only Argue with Germans about that on Discord