Blendette_will_Evade
Blendette_will_Evade
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- Blendette_will_Evade
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Elaborate on that, like how hard is it to play AGAINST them or how hard it is to PLAY them.
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OR we can make the phasing and footsteps fade in&out depending how close she is to you?? Like the idea that she's listening for you and your listening for her seems neat.
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The sounds like a similar argument that we won't get into.
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Wouldn't The Gorgon make more sense? Unless the killer is license, it shouldn't be too specific-
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Well, if you are running multiple second chance perks, it can get a little annoying I guess. Chasing someone down only to have them deliverance in your face at the end of the game and unbreakable/DS'ing their way out involving little to no skill at all can be irritating especially if every survivor has it.
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99ing the doing is probably the smartest thing to do. Because A) If you know someone is about to die, why would you start the EGC? B) If you are all safe and you can confirm simply open the door. C) It's more annoying when your teammate opens the door early without confirming the safety of you and the others. So you got screwed over because you went straight for the door, very well knowing you weren't gonna make it if (( I'm assuming the EGC hadn't started)) none of the gates were opened. YOU, not your teammates, could have probably made a smarter play rather than running to a door that is not opened yet. You escaped because they came back for you and didn't have the pressure of a 2 minute timer.
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@dhealy646 said:
Sacrifice pop and bbq for ds and BT. Eh seems fair to me
That's tea actually..
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1355726#Comment_1355726
Exactly.
I've been in my fair share of scrapes, but it I saw a gigantic, flaming samuri warrior armed with a sword growling at me, I would go full Kevin from Home Alone: Loudly scream for 3 seconds, turn around, run back inside and hide under my bed.
Yui is just a badass, and a strong independent woman, who don't need no man to fight her battles.
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@DBD_Pinhead said:
Claudette. Almost everyone I play with make the stupidest decisions imaginable in this game. Repeatedly. It's to the point where I'll outright refuse to play with more than one in the game because one meatshield distraction is enough to make the game challenging.
Depend on what rank you are playing pal..
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@Momentosis said:
Clown - Don't even. If you're serious about Clown, just practice the ######### ton with him in matches to nail down your bottles.
Plague - Purge the ######### out of people. Just follow them and puke on them until they break and then M1 them.
Freddy - You can place your snares mid loop. When someone starts using a loop, snare one side, then snare the other as you're looping. Of course, set up some traps before hand at loop spots while you're on patrol.
@Shocktober said:
Clown demands perfection. Even if you are completely on point with the bottle tosses you will still struggle to down people in a reasonable amount of time.
Freddy is clown but strictly better. You want to place the snares at the middle of the loops.
Plague is just cucked by dedicated servers; you can literally watch the vomit pass through survivors with no effect sometimes.
@xaphl said:
Well I can't help you with clown but maybe watch a couple otzdarva vids
Plague you want to use you vile purge on most pallets and vaults (especially shack pallet and window) and try to get survivors to broken before you m1. Use corrupt purge mid to late game to keep the presuure on the last couple of gens. I would personally use vile purge on any gens you want to hit so it discourages people from tapping the gen to stop it regressing (only if they have just cleansed or no one has the sickness yet)
Freddy I would reccommend putting snares on really strong loops, exit gates at end game, just random areas you think survivors are going to run through so you know where they are and alarm clocks that wake survivors up
Hope this helps
Thanks girlies!
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I like the add-ons since they give me an advantage.
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Make them all gay for my pleasure please :)
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Don't run out in the open either, cause that's pretty stupid. Actually don't do that with any killer with instant downs, unless you are a god at 360's.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1348046#Comment_1348046
https://forum.deadbydaylight.com/en/discussion/comment/1348079#Comment_1348079
This is meant to you guys, but as a survivor I have sooo often been stuck with the worst blendettes. I see them self caring in a corner 5 times a game while people die in hook, never working gens, then end game you see they got like 2000 points. My killer side seeks revenge for my survivor half I guess lol
Ew self-care I'd much rather run spine chill.
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Claudette tho...
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As someone who plays as a Blendette, it's my main objective to not be found all match, but I don't lack empathy for my teammates, I'll go for the save if no else is and I'll do the gen, and if I get caught I for sure will loop the killer around for a bit. But if you get caught on a hook and it's just you and mean at 3 gens I'm not gonna come for you if the killer if proxy camping. Now if it was 1 generator, different story.
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@Dr_Loomis said:
Take their weapon away (if they have one, obviously we can't remove Hag or Demogorgon's claws for example).
Remove the extra buffs provided in the Entity's relam and put the killers in their pre-Fog state. Obviously some killers have powers besides their weapons that make them pretty much unbeatable (Pyramid Head for example).
Now looking at a one on one brawl, which of the killers could be 'beatable'? You could look at it from a personal level, or weigh up the chances of an 'average person' being able to defeat one of the killers. I mean David would be able to hammer the crap out of the Legion members, probably a couple at a time.
Let's start with the 'jobbers'?
All 4 members of the Legion wouldn't be an issue, especially the girls who are very small. They would be lost without their weapons. I expect they would of been too busy doing graffiti and committing shoplifting to do any combat training. They look like a bunch of trick or treaters.
Ghost Face strikes me as an 'average joe' and without a blade would find himself somewhat 'naked'. Look at some of the most famous real serial killers from years past: very few had above average physical strength or fighting skill.
The Clown was athletic back in the day, but currently is a physical wreck. Take away his knife and bottles...he's just a fat, out of shape old man. He may have good physical strength, but a swift punch to the gut could put him on the deck.
Amanda Young may look somewhat horrifying when donning a pig mask, but under that grotesque garb, she's simply a 107lb recovering drug addict. While occasionally volatile in the Saw films, she usually 'flexed her muscles' when her enemy was helpless or injured. Small of stature and with no known combat skills, she wouldn't cause many problems.
The 50/50s?
Deathslinger is quite tall, has obviously been in some scrapes, but looks absolutely knackered. He also has a bad wheel as illustrated with his leg brace. A sharp kick to that and he could topple.
Huntress obviously hasn't had any hand to hand combat training, and relies on her wild instinct and favourite weapons. Whilst she's physically imposing and would probably be quite strong, she could succumb to someone with a coordinated fighting style.
Leatherface is a huge man who has high physical prowess. But his coordination is nonexistent. He's another killer driven by instinct. Without his hammer and trusty chainsaw, he could be exposed to a crafty ball shot which would leave him him prone.
Now with the real killers:
Trapper is very strong and seems like he could kick some serious rear. His probably share's his father's love for fisticuffs.
Hillbilly is like Leatherface with attributes, but has diplayed he has high stamina. He's another feral character who has wild characteristics. His tolerance for pain could make him a formidable foe.
It would be difficult to subdue supernatural killers like Nurse, Wraith, Spirit and Freddy.
Hag would be too uncontrollable and would likely leap at you like a velociraptor and tear your throat open. It would be like fighting a rabid animal.
The Doctor has the ability to produce electric shocks. He could incapacitate you and then attack when your guard is down. He's also quite a large man.
Michael Myers is just too strong and can take an unbelievable amount of damage. He could snap your neck in a second.
Plague would just vomit from a distance and you would be blighted by the sickness. Tangling with Plague anyway would probably lead to infection, making her the human equivalent of a venomous dart frog.
Demogorgon could easily overpower most human beings. Like Hag, the Demogorgon is uncontrollable and would rip you to pieces in a frenzied attack.
Oni is a seasoned warrior and perhaps the most physically strong killer currently in the fog. He would have combat skills and could easily defeat most challengers.
Pyramid Head dies when HE want to or when the time is right. You could pound on him all day, it would just slow down your inevitable demise.
And forget about having a tear-up with the Entity!
Are we just gonna forget how Freddy got his butt cheeks handed to him by two teenagers or-
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@Respectfulnancymain said:
For survivor: alert and empathy. everyone uses bond or kindred while ignoring these two amazing perks :(
For killer: dark devotion, its amazing for sneaking up on survivors since no one excpects it
Empathy. Whenever anyone is injured you know where not to be and if they aren't in a chase anymore, you can get an easy heal if you're injured yourself.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1343193#Comment_1343193
Trapper mains know how to easily counter head on :).
I'm having some troublesome memories, thanks.
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@Dyeverse said:
Lets face it, in he red ranks the Game is just heavily balanced towards Survivors. Most of the Killers are just a joke. I play survivor a lot and get out nearly all the f***** time. And when i play killer its just annoying. Each game 2 Generators pop until the first guy is being hooked. You get looped around a single pallet for far too long and when you break it you get blinded by a flashlight.
Some would argue , that the killers need to learn how to apply pressure and thats right, BUT the game is just faaar to easy for survivors (again i play both for about 1000 hours). From the killers perspective you need to have a really good timemanagement, while the survivors are far more forgiving, especially while playing SWF.
Its just not fun anymore. Playing Survivor is just underwhelming because its too easy just houlding left mouse button and pressing space from time to time. And killer is underwhelming because experienced survivors make a joke of most killers. Not unless you are a god nurse, which requires even more humiliation, in order to become that good.
Im talking only about the red ranks. Maybe there are go(o)d killers and they have my respect, but i havent seen them the past 100 games. In conclusion making fun of killers and trashing them in 5 mins, because they are just extremely weak, isnt fun. And playing killer, well no need in explaining that any further. It goes to point where killers are just starting games not moving in order to derank. Seriously, how long are the Devs trying to ignore that?
At least for me, i will not be coming back until they significantly improved the game, which i fairly enjoyed the past few years.
Or you can become a spirit main and demolish them by being unpredictable. That's just me though.
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@LordRegal said:
Exhaustion perks are extremely overrated past the first interaction with the killer. As soon as they know which one you have a smart killer will play around them, and at that point you have 3.5 perks instead of 4.
Head on gets 'em every time, every time, when they least except it :)
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Ace has built in Iron Will.
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@Bunnie said:
I'm sorry but if there is a survivor who is clearly toxic and pointing out other survivors and you the killer take advantage of that you're trash and you should just uninstall. Yall act like crackheads looking for their next hit. It's just a kill. Relax you'll get it. Running around taking advantage of a crap survivor sandbagging others is just ridiculous. Ruins the entire game. Some of us actually want to play and work gens and hide and sneak around and get chased but someone always has to come ruin the integrity of the game and F it up for everyone. I hate that I'm rank 5. Seriously. Playing with some of yall is such a buzzkill sometimes. To be a red rank killer and do that is such a fail. But some of yall will lose your heads just cause we play with friends. Play a game with you friend?! No F-in way no fair. Survivor giving away other survivors No problem. No biggie. EZ. 🙄
If I get one of those on my team I'm usually gonna motion the killer over to me and let them follow me back to the hook, then I tbag mr. sandbag until he's dead.
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@Johnny_XMan said:
IMO it doesn't.
I am a rank 1 survivor with 4000 hours and I often get red rank killers who know what they are doing and I hardly even use DS, because that's how much they know how to play around it. Some people just need to learn to do the same.
If they even think about touching DS, they need to do the same for the excessive slugging/camping/tunneling that is already the reason why this perk even exists.
Also, Welcome to DBD!
Wow thanks! I feel like some people claim it's OP and gives people immunity. I don't think that's really the case, but some disagree.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1342911#Comment_1342911
Yeah but then they just come for the one tap and you made no progress towards your end goal of killing them. Meanwhile that 4th person is still pushing the gens along. This is the same result that would happen with hooking someone but at least you made progress with your hook state. Slugging has a time and a place, but it being forced every time anyone gets unhooked is not going to be that time or place most of the time unless you're playing a slug killer or running a slug build. Killers are too pressed for time as is to be just stalled out these ways.
Not to mention if someone else has DS, they could easily be the one coming for the save putting the killer in a lose lose with barely any effort. Additionally unbreakable is running around a lot right now so you might just have that person just pick themselves up while the gens get pushed by the other 2. then we can throw BT into the mix and things get even messier.
DS alone is already a problem, but throw in the ridiculous synergy second chance perks have and it becomes way way worse.
The point is to try and bring attention to the issue to try and get it fixed. Especially because the devs said they're looking into it. If that's your position then I don't understand why you'd even bother commenting.
I ask a simple question and wanted to see peoples opinions, I'm not exactly against a nerf I'm asking why? What the big deal, but I can see that most killer mains hate the way this perk is. I'm a curious person. Curiosity killed that cat I can see.
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@MrPenguin said:
DS needs changes, it covers way too many bases. Not picking them up is not really a good counter because you still wasted your time and are losing out on pressure and a hook state when the game is already moving to fast for most killers.
There's a lot of suggestions to fix the perk but the way it is now its way too easy to abuse and punishes the killer for what should be a survivor misplay a lot of the time. Not to mention the free heal the survivor gets.
Slugging sadly doesn't get enough credit that it should. If you slug the DS user go after the person whom unhooked, that'll force another person off a generator, you have 3 people not doing any gens. And if you manage to catch the person quick enough you could probably interrupt the person healing the slug. Let's face facts, DS it's getting nerfed anytime soon no matter how OP it is and that's the truth whether killer mains like it or not. I don't care for the perk but a lot of people seem to do.
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@Carlosylu said:
For you, what's the most satisfying thing to do in the game?
An axe throw from sniper distance? A survivor stepping on your trap? A survivor dying to a head beartrap? An insta down by stalking? Outsmarting a 4 men SWF? Looping the killer and making him DC?
Pick only one, it can be outside of this "list"
Evading the killer for 5 hours while I wait for my teammate to die on hook and getting the hatch. Super fun.
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@CriminalMind_ITA said:
To me, it's crystal clear that DS is over abused and over powered and the only players who say the opposite are only survivor mains
I don't care about DS it's fine by me I'd hated more if it was permanently active through out the match.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1340015#Comment_1340015
Enduring is already an A tier perk frequently used by killers. Having it double as a partial counter to a anti tunneler perk and a perk that's inefficient in chases doesn't seem like a good idea. Especially if it hasn't been a year since they nerfed Enduring.
Yeah but then they'd have to let "this is no happening" effect it.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1339995#Comment_1339995
I'm not going to not use an advantage that's within the rules of the game just because I don't agree with it being there or because its unbalanced. Mori's and keys are the same. Are they dumb currently? Yeah. Does that mean I shouldn't use it? Nope. Players shouldn't handicap themselves just because they know something is not balanced. With the same token we shouldn't not point out something is unbalanced just because we use it. Now if it's an exploit or bug that's a different story, but if its working as intended there's no reason not to use it except imposing it on yourself. It's better to push for these things to be fixed, not to not allow them at all ever.
As for fixing DS there's a lot of solutions I've heard over time. Making it last only 30 seconds but pausing the timer in chase, making it deactivate if someone else gets hooked, making it deactivate if the survivor gets on a gen or totem or locker, disabling it during end game, making second chance perks not stack either by a permanent exhaustion like effect but for second chance perks or hard limiting how many can be equipped. There's plenty of solutions floating around and a lot of them are pretty reasonable.
M E H, those do sound balanced but can still be abused in someways, I'd like to keep DS the same but if I'd have to change it,I'd it have to be earned like deliverance or detectives hunch, like maybe you'd have to run the killer around for double the amount of time the timer of DS is and win the chase. If not then shorten the timer.
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That's why I eat DS early game so they have nothing to save them endgame :)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1339860#Comment_1339860
I question enduring since it's design seems to reduce the penalty for killers who play recklessly which should not be an encouragement. The pallets I'm fine with, but also countering other perks as well seems to be overkill.
If you think about it, it'd be a 2.5 second stun for DS. 1.5 for Head on so that probably be a buff for enduring which killers probably wouldn't complain about, can't say the same for survivors...
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@CriminalMind_ITA said:
https://forum.deadbydaylight.com/en/discussion/comment/1339952#Comment_1339952
Please stop mentioning NOED man
It is not a strong perk, easy avoidable just by losing seconds cleansing a totem
DS just breaks the momentum for the killer..
PS: i'm rank 3 survivor, and i always use DS (you surely know it's one of the most used perks, while NOED's not...guess why)
Me personally i never use NOED
Don't wanna sound rude, you sound like a cool guy, but read too many posts where survs say that DS is ok while in reality they know how broken it is
If each survivor cleansed a totem that would almost reach the amount of time it takes to do a gen. Survivors main objective is to do a gen, taking a 5 second stun early game doesn't sound so bad if you take into consideration that each totem takes 14 seconds to cleanse. I play killers who have no problem ending chases quickly so I have better experiences with DS. Maybe tha'ts why I'm okay with it?
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1339988#Comment_1339988
Just because we have a "lesser of two evils" doesn't mean its not evil. I don't use NoED because imo it's really not worth it. But I do use DS and that perk is very easy to abuse.
Cool you abuse a perk you know that you can abuse. But why be a hypocrite if you hate when survivors use it? I don't get why people complain if they're gonna use the perk. That's like complaining about a killer or survivor bringing in a mori/key((which they themselves are very broken and I don't like them but lets not get into that.)) then you doing the same. Just my opinion sorry if you disagree. But if we must how about instead of going back and forth we can come up with a better idea for DS instead of a "60 second immunity."
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1339967#Comment_1339967
"High IQ plays" yeah ok lmao. "Getting rid" of DS still waste your time a lot. You didn't get rid of it, you let them use it. they got the use out of the perk they wanted. In no way did you counter it. Grabbing someone off of a save is not very reliable, especially with the servers rn, and they don't have BT active they have it equipped to give to the person on the hook. DS is not fine, I disagree. I also play in red ranks, it doesn't matter. Rank means very very little and doesn't make your arguments right just because of your rank, so don't know why you brought this up. Also you're not playing in red ranks if no one is going for the save with BT in their loadout.
A) killers can't do much about it so it doesn't matter if they expect it, another problem.
B) This is part of the meta build, so good survivors run it.
NoED might give you 1 down you would have otherwise not gotten maybe, but that's about it.
Never said it was an argument just stating an opinion, I respect yours but disagree, you'd be surprised how many times someone had BT and didn't use it. I don't run DS or Noed on a daily. But when i do I put them to good use. But I want to ask you something getting rid of DS early game or letting it stay until endgame which would prefer to do?
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@CriminalMind_ITA said:
https://forum.deadbydaylight.com/en/discussion/comment/1339821#Comment_1339821
NOT PICKING U UP IS NOT A COUNTER !!!!
If i don't pick you up and start ignoring you and searching for someone instead, i lose pressure
No offense but if you don't play killer at Rank 1 you can't talk
You don't understand how fustrating it is to having to keep you on the ground and losing all the pressure
It's stupid
The only thing they could do is having DS to deactivate as soon as a survivor touches a gen, unhooks someone, heal, or stuff like that
It is, if prevents you from being D striked it's a counter, I play at rank 1 killer and survivors can be a real pain sometimes, but they think they are untouchable with DS ((which they aren't)) and get really cocky, I eat the DS and catch them real quick (( Spirit)) and hook them again. Slugging takes someone of a gen because you are chasing another survivor while the other is healing the downed person. That's some pressure.
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@MrPenguin said:
@Blendette_will_Evade NoED is not that strong of a perk, you're giving up the rest of the game being a perk down for a maybe decent effect later on. At most it should only get you one hook if the survivors aren't potatoes. Just break the totem after endgame, and that't only if you want to go for the save. Barely any time used, and its not like its taking away from gen times. You can just ignore it and leave, winning the match. You can't just ignore DS.
Also @Leachy_Jr brings up a lot of valid points as well.
But you can- Slugging exist and adds pressure forcing someone to come aid there fallen teammate, and Noed can make a 1k to a 4k real quick if the survivors are really altruistic, which red ranks do like coming back for their teammates, it's all about what kind of setup you use with perks, DS by itself is meh for me because the killer can find me again and kill me just like how Noed is a meh, but blood-warden,and unbreakable really pair with these perks . DS to me is fine but if it was nerfed I wouldn't care, just don't make it trash like most perks that get nerfed. I'm worried that it'll not worth bringing in. (( I don't run ds that much unless I wanna do the solo get away build. ))
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@MrPenguin said:
"eat it or ignore it" doesn't work well enough with how abusive and strong DS is. A very common situation in the current state of DBD is you hook someone, one teammate with DS and BT comes running up and unhooks them. Now you have 2 DS active, and 1 BT, on the 2 survivors right in front of you. If you slug the rescuer, congrats you wasted time and the other guy made distance. Then they either use DS if you pick them up, making you lose 1 hook instantly and now you have to chase them again. Massive loss in pressure. If you leave them on the floor they just use unbreakable and get up or someone comes by for the one tap latter.
If you chase the other guy BT takes a hit from you, they zoom off because of the speed boost, and now you have another chase on your hands. Then DS and Unbreakable come into play again. There's no situation where the killer does not have to waste a large amount of time, something most killers can't afford with the current gen times and state of the game.
Another common situation is having DS up so you just do whatever you want for the next 60 seconds. If a survivor works on a gen with DS the killers only option is to eat it to stop them or slug, but again, slugging is not a good enough solution.
DS just does waaaay too much in its current state and put the killer in a really bad situation with no real solutions and it's very easily abused by survivors. It's a long stun, free health state, aggression tool. Slugging is too hit or miss to count as a real counter, it only works of you can get every survivor slugged because they are all 1 taps that you have no way to keep track of where they are without running a slugging build. It makes no progress towards your objective of hooking the survivor 3 times to kill them and has much less pressure than hooking someone.
I wouldn't even compare these to NoED which gives you a boost at the end of the game if all the totems weren't broken. With NoED I can choose to do bones now, or just brake the Hex later if it does activate. I don't even need to break all the totems, just the one after NoED activates if I want. NoED is a concern at the end of the game and you give up the rest of the match to use it. Second chance perks, such as DS, are usable from the moment the game starts and have ineffective ways to try and get around them. NoED is annoying, but it's really not a great perk, I don't even run it when I do play killer. The time its active is short and it only works if the survivors let it. The other survivors can just leave while that 1 person goes down if they really just don't care as well. Again, I would not be comparing these two perks, they are very different.
To many "Heads I win, Tails you lose" perks on the survivor side, and DS is just the biggest example of that. The current survivor meta is punishing killers for survivor misplays, which is pretty bad on its own, not to mention multiples per match. Too many out-of-jail free cards stacked on 4 survivors.
Cool, I like the hypothetical scenario you gave me, but you are (( assuming)) at red ranks, you are going to expect high IQ plays, the best you can do in that situation is to get rid of DS before endgame so it's not a viable resource, as for someone going for the save with BT on them, I don't think BT stops you from grabbing them. The game is now perfect nor will it ever be, DS and NOED are fine the way they are. I play in red ranks and I've never not once in my 9 months of playing this game have encountered someone going into a BT save and DSing. Because A) killers aren't that stupid and know what they are doing. Or B) it's because the survivor is trash. Noed always gives you a free kill if you played the game right. I play both killer and survivor and DS doesn't really impact my gameplay at all cause I eat it and hunt down the person who had 5 seconds to run away.
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@CriminalMind_ITA said:
Eating the ds is not a counter
Waiting is not a counter
Many matches i had survivors escape at the exit gates because i couldn't pick up them
The truth is that without DS, survivors would cry
There's already BT, why would you need DS?
DS should be deactivated as soon as you do a secondary action like heal or repair
Plus
Noed and DS are definitely something not comparable
Only survivors could say something like that, it's stupid
The truth is that DS is WAY MORE than an anti-tuneling perk, survs know that and they don't want to lose it: it's used as a life-insurance to roam around the map doing objectives and healing teammates knowing that you can't be hooked
That's not anti tuneling :)
Both are get out of jail free cards, both reward bad players, both have counters even if they aren't the best counters, both waste your time, both have huge impacts, seems PRETTY Comparable if you ask me.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1339903#Comment_1339903
Is a shame for the survivor being tunneled but unfortunately you're wasting too much time finding and chasing a new, possibly healthy survivor. Even if you do mindgame the majority of loops correctly then you've already wasted too much time and more gens will be popping.
Tanking a DS at 4 gens left can have quite an impact, imagine with no DS, a survivor is now on a hook, a different survivor has to save and you can find a new survivor to chase. This happens in about 30 seconds and at the end, only 1 survivor is left working on a gen. While, if I had tanked the DS, I would still be chasing the survivor and all 3 would be on gens in 30 seconds.
NOED is similar, but not comparable as the impact it has on the match is less than the impact of even 2 D strikes.
As you said, it punishes tunnelers, which is an efficient way to play. My point is that I don't think it should do that OR if it does punish tunnelers, then at least provide a hard counter.
Hope you understand me.
I'd like to think, depending on what kill you run how much DS can impact a game, such as a huntress, spirit, nurse, clown or any other killer that has some nice mobility and or slowing survivors down, (( I main spirit and I have fun with tanking DS then catching them 10 seconds later)) if you are running killers who aren't that efficient at ending chases fast then I can see your point. I read somewhere that DS should be earned like MOM or Deliverance, such as this: Running the killer for an amount of time increases your chance of striking them in a last attempt at escaping, each time you are in a chase with the killer ranging from a 40,50,60 second timer, next time you are unhooked and downed and picked up by the killer you stabbed them with anything in your hand. (( you get what I'm saying here right?))
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1339875#Comment_1339875
While it technically is a "counter", its a counter that is hurting you in other aspects (such as wasting time).
What I want is a hard counter, something that just completely deletes the perk so I never have to worry about it again. Of course the downside of this is that i'm trading a perk slot for it, but ill happily trade a slot to never worry about DS any day. Btw a 5 second stun can turn my game from a 3k to a 1k, just saying, another life (basically) can cost you a lot especially in the long run.
The thing is I don't want to face DS as the most efficient way of winning against a good squad is tunneling someone down, any other way and i'm relying on their mistakes. That's how I win, and DS is pulling a massive middle finger at me because I want to play efficiently? and actually have a chance against the SWF i'm facing? That's stupid.
I know that you want your 3k and such and tunneling someone down(( which btw sucks for the person who is getting tunneled down)) seems like the only efficient way but there are other ways such as playing respectively and finding someone else and ending a chase easily if you have a basic understanding of mind games. Same can be said with noed btw since most survivor mains complain about having to cleanse 5 totems which only take 14 seconds each. I know time is important but getting ds out of the way when only 1 gen is done isn't going to make a difference unless you are facing an actual god at the game. If it comes down to an endgame you aren't really going to be playing respectively since you are desperate for a kill. I can see why ds can be annoying, but it's (( I know gets annoying to read it again)) an anti - tunneling perk. So it basically punishes camping/tunnelers who want someone dead.
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If nea isn't the entity in this fanfilm I'm gonna be pressed
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Literally anything that STOPS you from getting D striked is it's counter. It's an anti tunneling perk, don't feel like dealing with it endgame EAT THE DS, don't feel like getting DS'd wait 60 seconds. DS let's you do bold plays but a 5 second stun against the killer shouldn't stop you from finding them again and downing them again, and killing them. If you want to tunnel then face the possibility of them having DS just like how survivors not cleansing the totems have to face a hypothetical noed. Both of them have counters, each perk has a counter.
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@BunnyTheHutt said:
Yes, DS is way too abuseable by survivors and is a complete get out of jail free perk with literally no drawbacks. It's why the devs have said that they are looking into DS too make it less abuseable.
It's a 1 time use with a easy counter. Same as Noed, failing all game then getting a free kill because of it, that sounds like a get out of jail card to me. Both of these perks are complained about A LOT and I see no reason why. I play both survivor and killer and I face them most of my games and really don't see an issue since I know how to evade them.
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@Hex_KillerMainBTW said:
Honestly. I think it should be changed so it's deactivated once you go into a locker. Imagine just jumping into a locker, using DS, going back in and then using head on. I don't even get why survivors say "it's a anti tunneling perk" no, it's a second chance perk like most survivor perks.
But it's a perk meant for surviving just like how NOED, haunted ground,and devour soup is meant for kills. Yeah paired with other perks makes it seem impossible to deal with but who doesn't get those feelings with killer builds and perks, not even just killers but survivor perks too.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1339362#Comment_1339362
This, my GOD!
If we can purchase Medals like on Reddit, I'd give you a ######### Platinum medal.
I mean either eat or ignore it, there really isn't another way around it, UNLESS you are playing pyramid head ofc.
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@youarewronglol said:
I'm having fun right now!
Saaame
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@dhealy646 said:
It does because in most cases it isn't anti tunnel but more a momentum killer.
Someone will be unhooked and I will unintentionally down him 30s later. Now I must slug him and lose all pressure.
Or I'll hook someone about 5 seconds after someone got unhooked down them 45s later and still get ds'ed.
Not to mention it makes you invincible in the endgame
So yes I'd say ds should be on a 30s timer than doesn't go down in a chase but deactivates when touching a generator fully healing or someone else is downed.
Then eat it before endgame? A lot of threads go into how DS makes a survivor invincible, but it really doesn't if you are smart about it like most killers who don't brainlessly act like DS is a myth.
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If you are into zombie shooters, I'd say left 4 dead 2, if you use steam, the game may be old but it's still fun to play with a bunch of downloadable content and mods.

