D2night
D2night
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- D2night
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@Okonar_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3264569#Comment_3264569
They weren't toxic during the match or anything, its just exhausting to see SWFs relying on map offerings over and over during a session. IDK why this Nora guy keeps taking this post so srsly but whatever.
Says the guy who’s running jolt, and pain res+DMS lol. But no, survivors aren’t allowed to have fun and bring their own fun into the game!! lmfao
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3235223#Comment_3235223
Yes they should. That doesn't excuse your lack of attention though.
I just don't understand how you could burn though 40 flans that did nothing.
Why weren't you just using the even offerings anyway?
Lack of attention? How is the casual player supposed to know? Lol it’s very easy to not know/miss it. Especially if you’re not looking at the bloodpoints you get at the end of the game. Plus the event automatically gives you more bloodpoints so with a bloody party streamer you could do a match and get like 31k and then the end game screen says you got 50k and you’re like alright cool and then move on to the next game, not even realizing that you got 50k because the event gives you more bp. Incentives on top of that make it really hard to notice. When it says “90k” you obviously aren’t going to notice and do the math every single game.
lots of people lost their bloodpoint offerings.
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@Roaroftime said:
When are they being added back
They are back right now
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3230037#Comment_3230037
its on demand because it does not require a consumable resource. Lockers are literally everywhere in the game, and some maps have an extremely high concentration or frequency of them. They also don't get used up when you dead hard, you don't break the hinges off or anything when you do it, so yes it is on demand when compared to the other methods of stunning like DS or blast mines. being able to stun is an extremely powerful tool, which is what you don't seem to grasp.
I... honestly don't understand what you're trying to convey with that second comment. I was defending smash hit and giving an example of how to properly use it. Are you just that unable to understand head on and trying to use smash hit to make it look worse?
“Which is what you don’t seem to grasp” yet you don’t even know the definition of “on demand” lmfao. Just because lockers never get destroyed doesn’t mean head on is always on demand. “On demand” means whenever required, and head on is simply just not able to activate whenever required. 1st off, you have to wait 3 seconds to activate it, let alone be in/right near a locker. 2nd, lockers aren’t available at will, you can be in the middle of the corn on cold wind and there’s no lockers nearby, etc. before you insult others you might wanna actually learn things and understand what you’re saying first. You obviously don’t seem to grasp the meaning of on demand.
you talk about “locker standoffs” like the killer is really going to sit there for 30 seconds trying to get you to come out lmfao get real, no killer who is actually trying is going to have a head on stand off, theyll just tank the head on or they’ll maybe try to bait it once or twice and then go in
there is no real reason that you can give that makes your point better. Obviously you’re just a troll who can’t admit when he’s wrong
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3229694#Comment_3229694
locker stand-off are favorable towards the killer. its way easier for killer to bait rushing out of a locker then it is for the survivor get the stun. I think most killer player will say that locker stand-off is just free hit/free down in like 99% of cases. I think when people talk about exhaustion perks, they do not mention head on because of how bad of exhaustion perk it is.
killer can just open lockers before picking up. in practical gameplay, a survivor standing in a locker is not time efficient on generators. you want to be on generators when your teammate are in chase. Going for saves with head on is niche and relatively easy to counter. stunning the killer mid-chase is a waste of survivor time. If anything this just put you as the tunnel target for the killer because you have one of worst exhaustion perks in the chase. Chasing head on survivor is way more simple then chasing dead hard player or sprint burst/Lithe hold-w survivor.
Abusable for Swf's? 4x vigil+4x head on is a meme build where nobody does generators and tries to stun the killer for the entire game. This is just throwing games and is a free win for the killer. SWF that is trying to win would not use these perks.
In regards smash hit, Huntress that can throw over loops making smash hit a suicidal perk. rock loops are time-waste loops for huntress and the survivor player does not need smash-hit to successfully killer's time at these loops. Kicking pallets is generally a slow action for killer and huntress generally kicks pallets that she cannot throw over. Smash hit is encouraging you to leave loops early when waiting for the killer to break the pallet would roughly get you to the next loop. I am far intimated by facing dead hard as huntress then facing smash-hit. This is a bad example.
Also the expanded stun range is an absolutely horrible idea, the pallet collision is already outside of the killer's perspective as it is. I've always jokingly referred to pallet stuns as dropping the pallet on the killer's toes because of how far in front of them it actually is from their view.
I rarely ever get hit by a pallet stun because I precisely know the hitbox of the pallet stun to avoid getting stunned. This is not my experience with pallet stuns. A lot of the time, respecting pallet as killer leads to two outcomes, the survivor not dropping the pallet and get hit around next loop or dropping the pallet and not getting the stun. its why those stun challenges in archives are often lead survivors to camp pallets to purposely tank hits then droping the pallet(waste pallets) to get stun-challenges done. Smash hit as result makes you play worse as survivor because of how unreliable pallet stunning a killer is when a killer respects pallets and understand his/her distances for lunging. When you play against legion feral frenzy you will understand these situations more clearly.
both of these perk should be reliable stuns because the sprint burst type perks are generally reliable distance gain perks when survivor player plays around them. these two perks on other hand are just not worth using. they require the killer to play poorly/make a mistake for the perk to activate.
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3229688#Comment_3229688
1) you don't need Q&Q to use it in a chase, as long as you have enough distance you can fast vault into the locker and force a standoff. You can even pair it with deception and get even more crazy with it.
2) it was never intended to just be an on demand stun, which is why it has a setup time.
3) your buff suggestions would make it absurdly strong in swf.
4) learn to use the perk properly if you want to. Use it for distraction scenarios, or even saves as the killer walks by. It's not a club you just beat the killer over the head with, it has nuance for a reason.
As for smash hit, I don't think its a fantastic perk, but i absolutely understand why it works the way it does. Its actually extremely effective if you use it to mindgame killers into respecting pallets: If the killer needs to use their power to deny the pallet, you get an option for when they don't do so:
an example would be huntress. when looping her with her 110 speed, she slows down even more to throw a hachet, which is where the mindgame comes with her at pallets when going around corners, like say a jungle gym: she cant even remotely see where you are to throw if she has to charge too early, so they usually go for it late or try to force an M1 if they think you're not going to use the pallet, and charge early if they think you are. If they see you're respecting the hatchet option, they'll be more likely to go in for a m1 since you're not using the pallet early. Pallet stun in this case gets you distance, but she's huntress, so how much that distance matters is a different story. Smash hit, on the other hand, gives you massive distance, and it doesnt even need to be in a straight line. This applies to any killers who need to slow down to use their antiloop in a non-trap fashion, or even just prepare it early like wesker/demo/etc. Again, it absolutely has its case uses, they're just not as universal as some others.
Also the expanded stun range is an absolutely horrible idea, the pallet collision is already outside of the killer's perspective as it is. I've always jokingly referred to pallet stuns as dropping the pallet on the killer's toes because of how far in front of them it actually is from their view.
You're welcome to think they need buffs, but you'd probably benefit more from leaning how to use them in their current iteration before demanding more. Or just use other perks you prefer instead.
I love how he’s trying to say that you’re “bad” and the perk itself isn’t that good at all lmfao (“you’d problem benefit more with learning how to use them before demanding more”) like we can’t just test it out for 1 game and see that it’s not a good exhaustion perk at all?? There is no situation where you can’t tell me that head on isn’t the worst exhaustion and could definitely use a slight buff. If you’re looping around a jungle gym with a locker you literally need quick and quiet and you gotta hope the killer doesnt see you jump in the locker and plenty of times the killer can easily tell because your scratch marks literally stop at the locker so you also gotta hope the killer doesn’t notice that.
Without quick and quiet you basically have to be versing a bad killer for him to not realize you jumped into the locker so it’s almost not possible. If you’re “far enough to where you can jump into the locker and wait for the killer to come” then it’s almost like you could’ve kept running and been just as fine?? Lmfao head on stun isn’t long at all so instead of wasting time sitting in a locker for 3+ seconds and letting the killer catch up to you, only for you to have about 2 seconds of distance now because of how short head on stun is, was pointless. You could’ve used the distance you first had to run to a pallet or a window.
“use deception” sure, but what if I need to actually JUMP into the locker? I can’t because deception takes priority. So it’s not always good. To pair deception with perks that’s require you to jump into lockers/are time gated.
if you need to pair a pair with another perk or even 2 perks for it to be good then it’s obviously not as good as you think it is.
we aren’t talking about being in a swf and hiding in a locker while a friend runs by.. anything is good in a swf. Plus that requires another person to be off of a gen and hiding in a locker. AND now that person is now exhausted so they’re out of another exhaustion for just in case the killer ends up trying to kill them instead. You can give reasons all you want but none of them will end up being good enough
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3229585#Comment_3229585
Head on is an exhaustion perk specifically so it can't synergize with other exhaustion perks. being able to stun the killer on demand like that is a pretty big deal, especially if you could then sprint burst and get to the next map over while they recover.
It’s not really “on demand” when it takes 3 seconds to activate. Basically not able to use it at all in a chase unless you have quick and quiet but that’s still pretty rare. It’s more of a troll perk than anything. And the distance you make is weak
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3229590#Comment_3229590
Smash Hit prevents predropping pallets, which can honestly be better than stunning the killer in many situations, like spirit fury/enduring. Sure, it would give you enough distance in that situation to likely make the difference, but it also might not depending on the situation/killer.
So you pre drop 1 pallet and don’t pre drop the next pallet you run to? I’d 100% take bringing smash hit chances than bringing head on lmfao at least I’d get value out of smash hit. Even if the killer had spirit fury and enduring
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3229585#Comment_3229585
I disagree with them getting the stun and the speed boost, smash hit requires you to use up a pallet, head on doesn't break the locker
But you’re using up the pallet either way.. head on requires you to be in the locker for 3 seconds to activate it, let alone be near a locker. Smash hit doesn’t require anything you wouldn’t normally be doing
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3229574#Comment_3229574
Rework head on, instead of stunning the killer you go maximum overdrive
Facts forget about head on but honestly I never understood why it was an exhaustion in the 1st place. Should have a cool down of like 40 seconds or something. Or at least grant the survivor 1 - 2 seconds of a speed burst for the 1 second loss of the 3 seconds that the killer is stunned because you’re mid animation and then when you start running you’re slow
smash hit works the same way, you stun the killer AND get the speed boost AND the killer might have to waste time breaking the pallet
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@ACleverName4Me said:
So the devs said when reworking dead hard that they saw how it was being used as a third health state and they didn't want that. So they made it to where if they got hit they get... deep wound...a third health state.
This perk is in every lobby, every game and it's still annoying. Why make dead hard be a third health state? Seriously... dead hard needs to go under the knife to make it as pointless as new hex: ruin. Yeah I'm serious.
This perk is still making matches frustrating because I'm still having to wait it out, getting constantly body blocked (even when I'm not tunneling) and the ones who run it thinking they are gods should actually get their heads checked. 2 hits per survior is a fair game make that 3 though? Makes the game a headache and a chore.
I could be wrong but I don’t think the devs ever said “they’re nerfing it because it was used as a 3rd health state”. They DID in fact say that they’re nerfing it so people couldn’t “dead hard for distance” anymore though, which is what they did.
with that said, I don’t get why people think DH is extremely different than the other exhaustions. If I 99’d my sprint burst I would get the same amount of distance as you hitting me with dead hard. If I found a random window with lithe it would be basically the same thing. And DH can be baited pretty easily since it’s only active for a half a second.
honestly the DH changes fit more in line with it actually being classified as an “exhaustion” perk now. (Every exhaustion perk gives a speed boost) rather than you just jumping ahead 2 feet and that’s it
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@Xernoton said:
Overcome isn't really meant as an anti-tunnel perk, is it? I think they should just change OTR so the survivor loses collision with the killer and cannot get hit in the first place.
I think Overcome shouldn't be quite as strong as other exhaustion perks. There is no special condition in activating it other than getting hit, after all. You can fail DH, you need a window or pallet for Lithe and you need some kind of alevation for Balanced Landing, not to mention how hard it is to manage Sprint Burst perfectly. With Overcome all these things don't apply.
Nobody said it’s supposed to be an anti tunneling perk. But the perk is supposed to double the duration of the the speed burst you get, and you do get the speed burst when you get hit with endurance. That’s why
it does make sense for it to be changed
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3224843#Comment_3224843
tbf, we already have 2 chainsaw killers and people are still asking for Pennywise to be added, so it's not like it would be the first time we would have a character similar to another existing character in theme but different in power altogether.
Exactly lol if they limited themselves to not partnering with creators because “they already have a character that’s similar” they would be losing out on tons of licenses. After all, most popular/well known horror films are just some random guy with a mask scaring a group of people and going around trying to strangle them or stab them with a knife, etc. most are pretty similar in the movies already lol
@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/3224599#Comment_3224599
Reverse Head Traps are one of the least gory Saw traps. I watched both movies and some Saw traps are as hard to watch as Art killing people. If anything at least Art kills people really quick.
Also some of the Texas Chainsaw Movies are really gory.
The killer doesn't need to everything he does in the movies, otherwise we'd see Bubba scalping people around, the model is what matters.
Yeah lol that’s exactly what I thought when I saw his and some other peoples comments. There’s plenty of weird stuff and gory stuff that happens in Texas chainsaw, saw, etc. not sure why people are caring about it now lol. But I guess you’ll always end up having those people who nit pick every dlc and hate on it
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/3224597#Comment_3224597
Very much an argument, if you ever tried developing something yourself. But yes, as legendary... maybe... but the purpose of the thread was a whole CHAPTER
Actually no where did I specify that it was just a chapter, and honestly at first I had the name of the thread something like “new upcoming chapter or at least a skin??!!” But I changed the name. This thread was more of showing people and the devs that he’s trying to contact them. Also if he was added as a killer, just because they’re both clowns doesn’t mean they both have to operate the same way. They could have 2 totally different powers
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3224564#Comment_3224564
I gave my opinion on it. I wasn't interested but you'll notice I never said I was against it, that was not an accident. I said my opinion on it would go down if people spammed about it and if the Tweets author continued to whine. I'm generally fairly open to horror licenses being added, but I usually dislike things that stray too far outside 'horror-inspired' media.
It's great that this producer is happy, if he has enough money to finance these movies, I am sure he doesn't need people helping him spam BHVR. I am positive he has people that have reached out to BHVR if he's that invested. Unfortunately, his Tweets come off as extremely entitled and whiny, he literally says "pay attention to us now." That's pretty....rough.
Yeah, I'm being selfish because it's literally my opinion. I wasn't incredibly interested in the license, most people aren't it seems. Whether that's from a lack of knowledge or a lack of liking it, I couldn't tell you.
Quite frankly, I don't want this in the game because there are better things to add than an indie horror flick.
theres definitely better things to add out there first but the problem is these companies/creators don’t get involved with bhvr right away. Sometimes it can take months or years to obtain a license, or even not be obtainable at all. whereas this creator is literally asking to get involved with bhvr. If they can get other more popular ones first, sure I’d be down for that but if not then why not add this license first?
in my opinion his films arent any less “horror” than some of the killers we have in the game. I could be totally wrong by saying this but I haven’t watched it in years so I don’t remember but where is the horror in stranger things? (Excluding season 4 because the dlc came out before 4) I don’t remember it being a “horror” film. And I also could be totally wrong with this one but where is the “horror” in resident evil? Isn’t it basically zombies? Maybe a couple jumpscares throughout the game? Not really any different than the terrifier. Plus they’re literally adding the “wazzup” scream skin lol that’s more goofy than horror
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@sickdeathfiend said:
Any Idea what his Mori would be? Maybe the upside down saw?
https://forum.deadbydaylight.com/en/discussion/comment/3224527#Comment_3224527
lol
haha that would be pretty funny if it was that lol
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3224544#Comment_3224544
Respectfully, hostility is not the best way to get your message across.
You're probably just turning people away from the idea with stuff like this....
he already was against the idea of it so not much changes. But anyway, I was being nice I was just being a little sarcastic. If people can’t handle a little sarcasm then idk what to tell them. These people should realize that there can be multiple types of the same kind of things in a game yet they can operate differently. Plus, they don’t have a licensed “clown”. And like I said we already have multiple similar things in the game.
At the end of the day my goal was to go interactions with people on here to get this guys message out. It doesn’t matter whether or not some person agrees with me because ultimately it’s not up to that person, it’s up to the devs which characters they want to add. P.S. You can’t expect people to be nice to you if you come in rude first
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3224536#Comment_3224536
lmao, I live that rent-free in your head?
you really can't handle people disagreeing with you huh
I honestly don’t care about you disagreeing with me it’s the fact you acted like a child while doing it and then lied about what I’ve done and blamed me for your doings when all I was doing is helping somebody spread his message who clearly has a passion for his work and for his work to be incorporated into dbd (he might even have a passion for dbd).
I haven’t done anything lmao your first comment was a snarky “im not interested in it.” “And I’m definitely not gonna be interested in it since people keep spamming it.” I didn’t find your attitude nice so I said obviously when somebody is annoyed that they’ve REALLY tried to be in a game but couldn’t be in it because they weren’t “popular” enough and now they actually feel like they are popular enough, they obviously will be excited and try to reach out to them a lot. Let him be. He’s trying to do what he loves. So if he’s a little happy that something he’s produce is popular and gets a little carried away and spams a couple times? He’s happy.
In fact, if he didn’t do that, I probably would’ve never seen it and we wouldn’t be having this conversation right now so obviously it worked.
and my part where I said “who cares if you’re not interested in it” is because we should be looking at dbd in general not what movies are put into it. You think I care about hellraiser? No I’ve never seen the movies but i was super happy he was put into the game because it attracts more people. You were being selfish and not wanting this guys creation into the game because of a little “spam” because he’s happy with his work.
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@MeltingPenguins said:
Oh wow, a gorey clown... that is totally different from dbd's gorey clown... Oh wait, this one is THIN...
ikr who would even want 2 of the same type of killers in the game?? I don’t understand those people who ask for that guy who is dressed up in black with a mask on and goes around popping up out of thin air and stabbing people with his knife! I never liked that Scream guy anyway! We already have that guy who is dressed up in black with a mask on and goes around popping up out of thin air and stabbing people with a knife Michael Myers! They should definitely not add scream to the game
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@sickdeathfiend said:
https://forum.deadbydaylight.com/en/discussion/comment/3224502#Comment_3224502
He seems to have a hate boner for that movie, haha. Relax, dude. BHVR probably would never add it because its simply not popular enough.
https://forum.deadbydaylight.com/en/discussion/comment/3224509#Comment_3224509
That's a nice opinion you got there, but I wouldn't agree that your opinion as fact. I and many others quite enjoyed them. To each their own.
I enjoyed the movies also, while they might not be the most fitting or popular enough for dbd, the devs can certainly come up with a fullfilling way to integrate him through dbds “lore and entity” like they did with other killers.
In my opinion, I couldn’t care less about what killer is in the game, I just want more people to recognize the game and play it. I’m team “get everything we can incorporated into the game so it lasts longer and more people play it” over “oh that doesn’t fit” or “I don’t like that movie so I don’t want it in the game”
at the end of the day if they don’t like the killer they don’t have to buy them, but bringing any licensed character is bound to attract at least a handful of people and that’s what I’m all about. Plus the creator is reaching out to them which is kinda the opposite of what usually happens lol. Bhvr usually spends a lot of time trying to reach out to creators
@sickdeathfiend said:
https://forum.deadbydaylight.com/en/discussion/comment/3224525#Comment_3224525
yeah, Thought I was pretty clear, my bad. Either way I don't think they would add it simply because its not popular enough (YET). But I'd like him in the game for sure, would be fun.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3224517#Comment_3224517
That's why it's an opinion.
@ImmersedNurse never said it was a fact?
@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3224517#Comment_3224517
I didn't claim to be speaking factually. I said "IMO".
??
He never said immersed stated it as a fact. He said “your opinion doesn’t make it fact” He said “to each their own” immersed doesn’t like it but sickdeathfiend does. Does that mean it shouldn’t be added? Don’t like it, don’t buy the DLC lmfao. Simple maths
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3224496#Comment_3224496
Because of OP and the Twitter link they posted.
Whoever that is seems extremely whiny and entitled, likewise, OP has been spamming the Forums with this stuff.
Basically destroyed my opinion of the license.
I’ve been spamming?? Where?? Lmfaoo I made 1 post about it and I commented on 1 other persons post who claims the game is “dying” with the picture to show that the game is actually growing and more and more big companies are wanting to be included in the game. Plus that comment also had a long paragraph and didn’t even mention the picture I included at all. Sounds like you’re just a little cranky bud, might be time to call it and take a nap.
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@sickdeathfiend said:
https://forum.deadbydaylight.com/en/discussion/comment/3224465#Comment_3224465
So you've never seen the SAW films then. Go checkem out and get back to me. lmao
Exactly lmfao and I would even say some that some other licensed killers aren’t really too much “horror” genre either, just popular series
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@Pulsar said:
Not interested in it.
Will be even less interested if people keep spamming it and act whiny about not getting attention.
Try working hard on something and then being ignored because you’re not “profitable enough” or ignored because you’re “a nobody”. I’d be pissed too. Who cares if you’re not interested in it lmfao the more licenses/characters in this game, the more people it attracts, and the longer this game that you play is supported with content.
What a selfish and foolish take smh.
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Have you not played dbd for like the past 6 months?
Plus sinking hundreds of dollars and thousands of hours is just not worth it
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Sharee
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@grtf47 said:
@GoodJobGuys92 bro just make the switch. I did this two years ago and have been back on ps4 a few times but its totally worth it to be on pc. Playing mouse and keyboard is amazing and you will be happy you did. As far as my progress on ps4, Im about the same on pc now, at 2k hours on ps4 and 1.9k on pc.
Can’t just “make the switch” when you have 3k hours on console, every dlc, everybody leveled, tons of skins purchased, etc. at that point you’re stuck on console
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@The_BiggCheeze said:
I mean when you're getting paired with people who have THOUSANDS more hours than you and there's nothing you can do about it, or the fact that even with being more survivors (you can tell because of the bloodpoint incentive on killers) that killer queue times are STILL garbage. Hell I could hop on survivor and be in a full lobby in seconds even though there's supposedly "less killers". Not to mention that you get paired with survivors who are leagues better than you, EVEN THOUGH there should be more for the game to pull from to make it a fair game.
What a sad. depressing. joke.
The incentive is there to “balance it out” dude. There could be 1 million killers playing and they still have incentives because there isn’t 4 million survivors playing (a 1:4 ratio) but that doesn’t mean 1 million killers isn’t a lot of killers. So that’s why you get paired up fast as survivor. Since when do you get paired up with people who have the same amount of hours played with you in any game? That would be ridiculous. Imagine not being able to find games because you have too many hours compared to other people lmao.
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@nfochairman said:
So when a Survivor cleanses a totem the Hex is done...Shouldn't when a killer takes the time to knock out a boon totem shouldn't it be done for the rest of the match?
No
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@ElodieSimp said:
Would be cool.
Definitely would be awesome. Take my money!
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@zeemgeem said:
https://forum.deadbydaylight.com/en/discussion/comment/3185297#Comment_3185297
I don't think that's the problem. My issue is that survivors don't have to think or earn the value from extremely powerful chase perks, but killers do. I would have no issue with something like dead hard if it had an appropriate activation condition, or a downside to using it incorrectly. (And not getting your free health state for mistiming it isn't a downside, that's just what is supposed to happen.)
dude that IS the downside lmfaoo. Dead hard is easily out baited with its short activation and it’s definitely not “mindless”. All I see is you crying on here. Maybe just take a step back and go practice for a couple weeks. You seem quite new to the game and don’t really fully grasp the mechanics/reasons behind things. you’re obviously heavily killer biased and more than half of the things you say are just flat out incorrect. It’s best for you to go practice both sides for a while
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165298#Comment_3165298
It’s both. You can do gens in 55 seconds with just hyperfocus and stakeout. You don’t need a toolbox for that.
id love to see a “video” of this. You absolutely can’t do a gen in 55 seconds with just hyperfocus and stakeout
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@gatsby said:
I was really excited for matchmaking incentives to come back, but so far I haven't seen any indication that they're working in-game aside from the patch notes.
They say in the notes they’re coming at 2pm est time
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@Lynxx said:
It's using an unintended exploit - it should be bannable if BHVR isn't going to at least take direct action right now.
I never understand people like you. It’s behaviors fault for it being in the game and shouldn’t be bannable
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@[Deleted User] said:
It seemed like it was always a perk that is better for a coordinated SWF. I don't see how pre-nerf it was so good for soloq and now after the nerf it's suddenly useless for Soloq. Maybe I'm just missing something and happy for someone to school me.
Pre nerf it didn’t really make that much of a difference how many people brought it. If 1 person brought it they could stop the timer up to like 5 times per hook stage. So it was a very good and reliable perk if just 1 person brought it. Now with the new nerf, only 1 person can pause the hook timer 1 single time (even if that person reaches 2nd stage they still cant pause the timer again). But if you have multiple people running the perk, up to 3 different people can pause a hooked persons timer 1 time each. Meaning it’s not that good at all in solo but it’s pretty good in a group. So since the perk kinda relies on if other people bring the perk also, a lot less people will bring the perk due to not knowing if other teammates will bring it. Which over time will reduce it even more.
mid 1 person was able to stop the timer 2-3 times then it would be good for solo perk
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3156480#Comment_3156480
Why are all 4 survivors alive?
- The killer didn't tunnel and spread hooks equally, 8 hooks at EGC where survivor A,B,C,and D have all been hooked twice and are all on death hook(AKA the survivors favorite way for a killer to play)
Why Did you not carry the survivor as far as possible?
Well the killers natural cooldown on a swing is 2.7 seconds, wiggle time is 15-16 seconds base(dependiing on how many greats the survivor hits on wiggle). If N survivors are alive then you have to consider (N-1) * (2.7) if they all rush to bodyblock the killer. Or in other words if 4 survivors are alive and you manage to down one near the gate you have to consider 3 * 2.7 = 8.1 seconds of melee cooldown before you can start to hook(this is if nobody comes back to block again). You also move slower than survivors base so they should be able to cut you off and start a bodyblock chain.
Why are you not putting pressure on the survivor opening the door
Well there's like a billion scenarios we can consider here, but if I hook the survivor just as the last gen is completed it is going to take me ~5-10 seconds to probably traverse other to the last gen completed/nearest door. Again this goes back to how many survivors are alive and if the answer is 3+ they can do some pretty wacky things.
Why are you not going after the unhooker?
Oh but I am, but that's where I get one hit on the unhooker then the other 1-2 survivors start bodyblocking. The person who just got recently unhooked is the safest with a bare minimum of 5 seconds BT(soon to be 10) who can bodyblock for the unhooker. Between melee swing CD speed and exhaustion perks there is almost no scenario where I can down the unhooker if I get bodyblocked successfully, most maps are not that big.
You pretend your games are against the best when they're obviously not
Cool, by this logic nurse isn't a problem as she has the lowest kill rate out of any killer and god nurses are surely rare, correct?
@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3156484#Comment_3156484
weird take, usually when people compare things they use the more common scenarios rather than the uncommon so I’m not sure why you did it oppositely
heres why: your first answer about all 4 being alive. If all 4 are alive and there’s 8 hooks then they’re all on death hook so this reference you’re making is pointless to this conversation on this thread. Any one of those survivors you down will be dead. If they’re all by each other make sure to down one and hit one or 2 more to make sure they can’t body block. Enjoy your kill.
the next answer you’re automatically saying that all 4 survivors are right there next to each other again when that simply isn’t happening in a lot of matches. If you took a long time to get a guy downed after the last gen was completed sure but we are talking at any point in endgame. Not sure why you’re using the more uncommon scenario where all 4 are next to each other
next one about the door: I was referring to his comment about the survivor being hooked right next to the door and being able to run out with basekit BT. If he is chasing a survivor next to the door then he’s implying the door isn’t opened yet and why he’s not putting some pressure on the guy opening the door is beyond me. If he downs the survivor he’s chasing and goes to hit the guy opening the door that’s a lot of pressure for the killer.
and again you are using the more uncommon scenario of 4 survivors being alive, all healthy, enough time to come unhook, and enough brains to pull off the body blocks perfectly. Listen, you can NOT tunnel or camp and still end up having a kill with 7 hooks. Go after survivor 1, then 2, then 3, then back to 1, then 4, then 3, then 1 and you’ve got a kill. Add another survivor in the mix making it 8-9 for an even better “im not tunneling you”. Why you’re going out of your way to talk about the obviously more uncommon scenarios is beyond me. What about the scenario where 1 person is dead, 2 people working on 2 different gens and 1 person getting chased and hooked shortly before the last gen is done. Its easy for the survivors to not have enough time to open a door because 1 has to go save. Which means the other will get chased. Which means he will get downed. Which means they will have to come save him but how can they do that if 1 of them is injured and they have to open the door. Which means it’s an easy tunnel for the guy who is already on hook. We can go on all day about scenarios but avoiding common scenarios isn’t helping anything. Stop talking about the most craziest games and talk about the major of games where there’s casuals who aren’t in voice chat and are just playing the game
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3156480#Comment_3156480
Why are all 4 survivors alive?
- The killer didn't tunnel and spread hooks equally, 8 hooks at EGC where survivor A,B,C,and D have all been hooked twice and are all on death hook(AKA the survivors favorite way for a killer to play)
Why Did you not carry the survivor as far as possible?
Well the killers natural cooldown on a swing is 2.7 seconds, wiggle time is 15-16 seconds base(dependiing on how many greats the survivor hits on wiggle). If N survivors are alive then you have to consider (N-1) * (2.7) if they all rush to bodyblock the killer. Or in other words if 4 survivors are alive and you manage to down one near the gate you have to consider 3 * 2.7 = 8.1 seconds of melee cooldown before you can start to hook(this is if nobody comes back to block again). You also move slower than survivors base so they should be able to cut you off and start a bodyblock chain.
Why are you not putting pressure on the survivor opening the door
Well there's like a billion scenarios we can consider here, but if I hook the survivor just as the last gen is completed it is going to take me ~5-10 seconds to probably traverse other to the last gen completed/nearest door. Again this goes back to how many survivors are alive and if the answer is 3+ they can do some pretty wacky things.
Why are you not going after the unhooker?
Oh but I am, but that's where I get one hit on the unhooker then the other 1-2 survivors start bodyblocking. The person who just got recently unhooked is the safest with a bare minimum of 5 seconds BT(soon to be 10) who can bodyblock for the unhooker. Between melee swing CD speed and exhaustion perks there is almost no scenario where I can down the unhooker if I get bodyblocked successfully, most maps are not that big.
You pretend your games are against the best when they're obviously not
Cool, by this logic nurse isn't a problem as she has the lowest kill rate out of any killer and god nurses are surely rare, correct?
weird take, usually when people compare things they use the more common scenarios rather than the uncommon so I’m not sure why you did it oppositely
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3156439#Comment_3156439
if you hook near a door, the hooked survivor is guaranteed out, especially after wesker with 7 years of endurance
if you leave a hook to go to a door, if theres a survivor there, even if theyre actively opening the door, they can get the door opened and escape for free unless youre either nurse or huntress
and i do vs good survivors, often i get comp teams who are really hard to beat even if theyre playing chill
and even if ive got 1 or 2 dead in endgame, theres still really no point in giving them the unhook for free
if 1s dead, i still can only really camp, bc theres uncounterable unhooks that a survivor with a fresh lobotomy could do
if 2 are dead, then i still just camp bc 1s getting out guaranteed, i dont want to go 400m to a door, then have the unhook happen, and then 2 to get out bc i decided that survivors were little babies that deserve pity
the survivors youre vsing are straight up tutorial ai if youre getting a kill in endgame without camping/tunneling
Because it’s pointless talking to somebody with an ego like yours. “Often I get comp players” no. You do not get the best of the best in like 70%+ of your games. Sorry to tell you that. “The survivors your versing are straight up tutorial AI if you’re getting a kill in endgame” yes because insulting me because I’m able to get a “kill or 2” in endgame must mean I’m just versing bad survivors not actually mean that I made good plays or was better. But fine, “if you’re near a door the hooked survivor will have a guaranteed out” if you’re near the door chasing a survivor why are you not putting pressure on the door opener standing there for 16 seconds opening the door? If the survivor was downed after the door was opened, why did you not bring him as far as you can away from the door? Why are you going after the “unhooked” survivor and not going after the unhooker you injured? Why are all 4 survivors alive?
and the rest of your comments are talking about camping. Sure camp if you want, this thread is about “why should the killer get to tunnel easy in endgame” or whatever. Camp the guy on hook doesn’t mean you need to tunnel the guy on hook. You’re just waiting for the other survivors to come to you so you can kill them.
and you keep pretending like almost all of your games are against the best when they’re obviously not
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3156429#Comment_3156429
but they are ~20 seconds after the last gen is done(as i said)
if youre in chase for 20 seconds after the last gen is done, theres no point patrolling
if youre in chase for 5 seconds, but cant get to a gate in 15 seconds, theres no point patrolling
if youre not in chase at all, but cant reach a gate in 20 seconds, theres no point in patrolling
gates are too quick to open, have 0 punishment for being 99d and if you do go there theres either no survivor there the 3 survivors will go and get the unhook, and thats 4 out for free, or the survivor there will open it and leave, and the other 2 survivors will get the unhook, and then thats 4 out for free
if you camp, you can reliably get hook trades, start a snowball, and maybe get more than 1 kill
if you dont, you get 0 kills and the game talks ######### to you in the end screen
I think you’re giving about 80%+ of the community too much credit lmfao. A lot of the time I snowball in endgame and don’t camp or tunnel during it. It does not take about 20 seconds for the door to be opened a lot of the time. You’re acting like in every game the last gen is always the one completed right next to the door lmfao. No it’s not. A lot of the time they’re farther away. A lot of the time you can predict which door they’re running to. A lot of the time I end up killing a person running to the door/in the middle of opening it. Either hook them near the door and patrol that door so nobody opens it or bring them far away so you can whoever tries saving has to run a long time to the exit gates and you can down them during that time. A lot of the time survivors don’t realize that a door near where the hooked person isn’t 99’d or opened so when the run to save and I injure them they run to that door which is closer, thinking they’ll be able to open it/exit and it’s a free down. Lets not act like 80%+ of the games you play are against the best of the best survivors and that 80%+ of the games you play all 4 survivors are still alive in endgame. Floods of rage gives you great aura reading for endgame. BBQ and chili does also. Bitter murmur is good too. Plenty of ways to get a lot of hooks/kills in endgame. The game isn’t over for either side
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3156425#Comment_3156425
if the doors are 99d (happens in ~20 seconds after the last gen is done) the doors are opened without the timer starting, so the killer has 1 objective - their hook
But the doors aren’t immediately 99’d a split second after the 5th gen is done are they?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3156320#Comment_3156320
Because those perks exist to de-incentivize reckless tunneling when there are other things left for the killer to do? Which does not apply to endgame? Can you please think before saying things that make no sense?
the perks disable as soon as the 5th gen is completed not when the door is opened. So the killer does have stuff to do lmfao. You know how many kills I’ve gotten patrolling doors/catching people off guard? The game isn’t over for the survivor yet they get an easy death. Obviously you’re too much of a hypocrite to understand this though lmfao you even contradict your own thoughts doing so lol please think before you talk
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@SuzuKR said:
??? Why would a killer using a strategy to get a kill would be toxic? That makes no sense. The game isn't over until the lobby screen appears.
There is literally nothing else for the killer to do in endgame. No gens to protect. What else are they supposed to do?
Why do you think you're already out before the game even ended?
If the game isn’t over why are survivors perks disabled when the last gen is completed? Can’t have a one sided brain my dude it’s not over for either sides
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@vanGlasse1 said:
Kick the freaking gen. It regresses at a slooooow rate for a while. Leave it. Survivor interacts with it. Either:
1- misses skill check, get some value, go back there, harass the survivors to go away and apply it again. Restart the cycle. Do this at the last 3gens with solo survivors and you either stall the game till they win/give up or repeat over and over while slowly taking down the remaining survivors through the cycle.
2- sucessful skill check, good for you/them. Check the gen, no sparks? Well let me kick it again. Harass the survivors from touching it before the regression builds up or till they touch it either blowing up or getting the skill check, whichever it is, doesn't matter, just apply it yet again. Keep doing it for hell yeah why not?
No but really, this against squads and/or while the 4 survivors are alive (especially at early game) might not be the strongest slowdown available (hence Pain Res, DMS, Corrupt, even Deadlock), but still can be annoying. Now, once there are less gens and/or survivors remaining, this is just the most repetitive playstyle I can think of.
I don't mean to be telling people how they should play or what they should or shouldn't run, mind you, do whatever you like with what you have, but seriously, considering all the times we saw things being toned down or upgraded, it feels ridiculous to see how this perk has only good sides with decent if not great rewards (you know, often you may get 5% out of a gen just by kicking a gen as many times as you'd like + the regression that might build up) for the cheapest investment in the market. See Eruption, Jolt, even Pain Res, these 3 are decent on their own and the requirement is something that requires actual effort (downing after marking the gens, downing the survivor in the area of the gens that you'll regress, hooking on a specific hook), and I won't dare to call Ruin a lazy perk because not only it is a cleansable hex, but it also got demolished with nerfs which were most cruel imo.
Back to the topic, killers do deserve getting things that provide actual value and are reliable, but honestly there's a difference in "regress all the gens you kicked earlier by x% when you get the next down. You can do it again but have to take the steps" and "kick the gen, then kick the gen, then kick the gen, then kick the gen' you get the idea (I hope).
Yup this is what I tried explaining to people when the perk was first buffed. It’s way to easy to just kick a gen and pretend to go away and then come back and kick it again repeatedly for some crazy value. I had a game where it was me and a Claudette last alive with only 1 gen left to do and the gens were on opposite sides of the map. It was against a billy and if he didn’t have overcharge the game wouldn’t have lasted an extra 20 minutes longer than it should have. I would go on the gen for a little until I heard him start revving to come back then I would get off and hide. And Claudette was on the other gen across the map doing the exact same thing and sometimes he would look around the area for a little but most of the time he would kick the gen then immediately go back and kick the other one. It was extremely annoying trying to get a gen done because whenever I made any progress he would push me off and I would have to go face the overcharge skillcheck when I got back on it. Half of the time I missed it and had to redo all of my progress that I had made and even when I did hit it, it wasn’t that much more beneficial. This went on for like 15 to 20 minutes before I was actually able to make some good progress on it but he ended up coming over when I was at 60-75% and he kicked it and just sat there for like 20-30 seconds waiting for it to regress a lot. He ended up finding the Claudette and killing her
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3154375#Comment_3154375
No, that is literally the opposite of what I typed.
I definitely understand it, and I can read your posts. So that gives me a credibility that you cannot claim for yourself, fam. It is almost certainly just you that does not understand as the developers have it this way for their set of logic, and why two separate users are also trying to explain it to you.
I am sorry you feel that way, but it is what it is. Hopefully they buff it for you?
I’m not saying it needs to be changed but I’m just saying it kinda puts the survivor in a lose-lose situation. Either tap the 99’d door and lose BT and get hit and hooked or tank the hit right when you get to the door and then open the door and try running out but the killer can easily still hit you before you make it out plus if you sit there waiting for the killer to hit you the killer can easily just wait 10-20 seconds to wait out the BT. My point is that fighting for your survival in this scenario is a lose-lose for the survivor
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3154331#Comment_3154331
We're not talking about the door being open. Your topic is about literally opening the door being a conspicuous open. I'm saying it disabling endurance is to prevent a free door opening. Opening a door affects more than just you - it affects every survivor that's alive. That's a pretty significant power. So let me rephrase, it's to prevent a free escape for anyone at the exit gate. You're supposed to be at risk when opening the gate. It's a game changing moment on whether people escape or fail.
yeah my topic is about if a gate is 99’d and about conspicuous actions being put in the game to prevent you from using perks oppressively and in this case it’s not oppressive. That survivor is running for their life trying to fight for their own survival
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3154331#Comment_3154331
That is the keyword. If. In other words, it was never guaranteed.
With BT and opening the exit gate it would literally have been guaranteed, no need for the quotes. I am not sure what you do not understand about it, but trust me. It does actually make sense even if you can't follow the logic.
Albeit, I personally feel that this scenario is so situational that I would not mind if survivors kept borrowed for exit gates myself. But for the sake of consistency, I understand their reasoning.
So your logic is that I should lose my only chance of survival because I literally “tapped” a button? The whole point of a conspicuous action is to prevent you from using anti tunneling perks oppressively, and like I stated in the OP, it’s not oppressively it’s literally me running for my life for my survival. Seems like you don’t quite fully understand it
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@RpTheHotrod said:
It's to prevent a guaranteed escape. They don't want you having godmode during the escape sequence.
If the door was open I would have a “guaranteed” escape from bt anyway
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@Crowman said:
Some people are just upset they no longer get a perk they can easily abused. I remember when ds got the conspicuous action condition and every was calling the perk dead because they could no longer do gens in front of the killer's face with no consequence.
Every time I see you on here you make the most absurd accusations about survivors. Just stop already dude. if you even read any of the comments from people yet alone just any of the comments on this thread alone you can obviously see people are not upset about not being able to “abuse” the perk lmfao
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@Blackboar22 said:
the perk is still strong, the nerf basically doesnt change #########, u guys being to scared to touch it in solo queue just because u heard that someone called it ######### isnt something bhvr should have to worry about
It’s a 30 second time stop which only works one time if somebody is hooked. So if bubba is camping at 5 gens in basement and 1 person bring reassurance then this perk is essentially as good the perk “kinship” and look how many people use that perk. This nerf makes it so that you have to literally have multiple people running it to get actual value out of it, so a lot of people will not bring it in solo q because there’s a big possibility that nobody else brought it in that match. If 1 person could use it like 2 or 3 times on the same hooked survivor it would be good
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@Mandy said:
I'm actually checking on this right now, as there's a bug report in on it. FtP had some interactions previously where using it didn't count it as a healing action - so I'm wondering about that.
Wow so you mean it actually isn’t nerfed?? I tried this the other day with a friend and after so many tries of not being able to pull it off I ended up finally doing it and the killer just downed him within a second lol so i thought you guys nerfed it. Good to hear that a fun synergy will stay
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@ThatOneDemoPlayer said:
I think they listened to the people that complained about it being abuseable, not the face-campers. The Perk is still good in that regard
dont you think if they did it solely because it was abusable they would’ve gave the hooked survivor an “opt out” button? Or made it some that there is a 10 second cooldown after reassurance ends where nobody at all can use reassurance on the survivor, even if you weren’t the one who used it 1st? Or made it so there’s a 2 limit use per person so a max of 6 times per health stage, or per hook instance?
It seems more like they just gutted the perk because of complaints about it being OP from face campers. And not only that, you can only use it 1 time per hook. So if the person ends up staying on hook until 2nd stage you can’t use it again. Anddd last but not least you can stack it up to 3 times if 3 survivors brought it, making it more powerful in a swf therefore making swfs more powerful. Just all in all seems like bad choices. They could’ve changed it in so many other ways for the better
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3150237#Comment_3150237
"They just heard the shrieks of the killers who camp" ahahah, alright buddy. Keep believing that then
I mean.. they could’ve easily used a couple other different options rather than needing the perk to the ground. But alright big guy whatever you say
