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Dramzar_Myers

Dramzar_Myers

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Dramzar_Myers
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  • Usually I don't tunnel people on purpose (I mean wait for unhook and go for them) and I don't try to make them ragequit at all. But there's three situations I will technically tunnel someone:

    1. I went for survivor and he led me to the recently unhooked teammate. I didn't want to tunnel, but I'll just switch target because his antitunnel protection ended and he's higher priority target

    2. I want to gather my own statistics on some killer builds. So I try them with and without hard tunneling so I can test how many kills I can get.

    3. Someone was toxic and I want him SUFFER)))))

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954659#Comment_3954659

    The problem is that the Emblem-System needs you to play well, but also the other side has to play well. If the Survivors are too bad, you might not even pip as Killer because you kill them too quickly.

    And as Survivor if the Killer is too bad, you wont pip either. Maybe even worse, since it also requires your teammates to play good but not too good, because otherwise they are basically "stealing" your Pips.

    IMO a 4K and an Escape should have always been awarded with a Pip.

    This
    And no, it's not a complain. I was just suprised that this is still a thing…or at least it just a minor complain)))

  • @Marik1987 said:

    so no 3-gen-camping? Well, I will try your build.

    3 gen is still avalible, but this build gives opportunity to have comfortable chases befor 4 gen done.

  • I understood the idea and I like that, but I don't really understand the meaning of the laast part about "If hex was not destroyed..."

  • Well. First of all the perk is fine.

    It's supposed to work like that because it's created to gain early pressure on survivors. + Can buff other aura reading perks. So if you can't break the chase - you are not so good player that you think.


    Secondly - this stupid threat. In general it's not gonna work)

    Because your DCs and hook suicides would be lost between others.

  • @Vespergaea said:

    Artist can't even summon crows near hooks, but Tarhos's Funny Brigade can straight up facecamp you.

    People already said that guards don't give hits because unhook is faster so I won't repeat that.


    I'd like to say that you are not know how Artists camping work. She don't need to place crows near hooks. She places 2 or 3 from distance and give instant hit after unhook with her crows

  • @Lochnload_exe said:

    I totally see where the complaints come from and he definitely needs some buffs, but he isn't far away from being fine lol ESPECIALLY compared to other killers. I love the aesthetic; he has some actually well-written lore, and he has one hell of a unique power. I really hope they give him some touches but I think the Knight (again, bugs and all needs touches) is a great try at something unique that isn't just an m2 damaging projectile ability. How many Demos or huntresses do we need?

    Help make his patrols more of a focus of his ability, and touch on bugs or little number adjustments and he is a fine addition.

    I think the same. Bug fixes, maybe a minor buff (like hide patrol orb, pass, and detection zone) and that's it.


    Honestly, I think a lot of people got disappointed by him because they were making wrong expressions about his power. That it will haunt survivors for them or something like that.

  • Well...I really like this killer. I am not joking. He is preety fun to play and his power not so useless how it looks on the first sight. Placing guards to patrol some gens, camp hooks or break some pallets it's the simplest use for it, It also usefull for me in chases because it can create lose/lose situations for survivors. I don't want guards to hit survivors for me. I want to corner them with my ghost comrade and chop them into nice and tasty survivor meat salad. And using power like that in my games it works. Not always, because for me it's still new killer. But in 4 cases of 6 I can give hit using it. And in 1 of this 4 - it's instadown because two hits by me and guard almost in the same time)

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276329#Comment_3276329

    he is weak though. artist gameplay is not effective vs fast gens. you can do same thing with brutal strength perk on the corner of maps. he is super fun to 1vs1 as survivor, but is completely pointless to play as the killer himself. you get to bully the m1 killer in chase and win every game without much effort. I think this is how every survivor main would design killers powers. The power only works in very very niche situations and does nothing/misses for 90% of the match regardless for how good the killer is at using the ability.

    This is why I do not agree with Artist being 4th best killer in the game(Otz tier-list). Knight by this logic would be 5th best....

    I don't really agree with that. Yes, his power strong to catch survs but don't help much with gens. But it's where perks can help. Killers are not perfect and perk build helps make them better for specific player and his playstyle. Because for me it would be boring play "press RMB to win" killer without challenge.

  • For me it's really strange. Map feels really big, but... because a lot of free space between objects you can go almost straight through do it doesn't take so much time to patrol.

  • @Terion said:

    After peanits comment on my other thread, im encouraged to give it another try all though my last post about Shattered hope when it released wasnt getting any notice. So i kinda gave up on balancing discussions.

    Mainly i want to see what the overall playerbase thinks. I could do a poll for it but i think it would be better to have an open conversation, why yes or no and what good suggestions we might come up with for nerfs or reworks.

    Because i think COH and DH still need nerfs.

    Why do they need nerfs in the first place?

    -> Circle of Healing because its infinite. I would say shattered hope should be basekit, hexes are high risk, mid/low reward most of the time, it would be fair and square if boons were the same, if not, then at least have counts to them. A max of 2 or 3 for all boons, infinite just is too strong. Or just nerf COH solely and let the other boons be as they are, i just feel they can get abused as much all though they get less used than COH. (looking at you exponential)

    -> Dead hard provides a loose loose scenario no matter what. A killer can and will adapt to baiting it out/not fall for 360 into DH tactics etc. But by all adapting there is, its still a loose loose scenario. No matter if you mindgame it or fall for it, you loose time. Every second counts, maybe not if you play the nurse but most if not all M1 killers can not spend any seconds for free. Also Auto DH is a thing and needs to be dealt with.

    So much for my reasoning why COH and DH need nerfs. How to nerf them? what exactly? maybe you have an idea if you agree on the topic in the first place.

    Hello everyone. Vlad is my name,I am full killer main. Glad to meet you all.

    As person, that plays 99% of all my games as killer, I'd like to say that I actually don't have so much trouble with CoH and DH after nerfs.

    DH - from my killer perspective it's now perfectly balanced. It requires reaction and skill to give survivors profit, have visible frames so it can be baited out, and it punish for mistake. + Killers like my favourite Legion or also favourite Wesker can in some cases ignore this perk by their powers.


    CoH - well...this is sometimes tricky. It can be placed somewhere where you as killer won't go during all game. And I think I'll agree with that CoH maybe needs limited uses. But in general it's also waste of time for survivors to get to totem and heal. +Don't forget about broken status that can be used in game.


    Aaaaand...I think I finished. See ya.

  • Well...as Killer main I can only give devs a cookies 🍪. Really appreciate this change))))

  • My beloved build:

    2 info perks: BBQ, Darkness Revealed - i think it's great. You can have information about where is the survivors almost all the time and put a lot of pressure on them. + BP bonus

    1 gen slowdown: scourged hook pain resonance - with all the pressure this 15% regression look's and working great.

    1 perk free. I use Franklin's to irritate the survivors and force them waste time to pick up and lose again items.

  • @Lentara said:

    The new killer is completely unbalanced. She can teleport long distances anywhere, even if these lockers are closed, it will not be difficult for a new killer to get out of there and with an unbalanced addon it takes only 1 second, this is complete nonsense. After all, after that, she breaks the lock and you can no longer close the locker (although, again, even the fact that you closed it does not give you any security). Also, this killer has a strong debuff for all survivors - night. It's the worst thing I've seen because there's nothing you can do about it. Nothing at all. With all the fact that the killer teleports on lockers, controls the pallet by placing a portal nearby, so it also gives a debuff that you cannot control or avoid, isn't it too much power for one killer? Why do we need Sadako then if this killer Sadako is number 2 but much better and with additional features?

    Слава Україні, брате або сестро. Я теж з України

    Не думаю що він дуже стильний. Не на рівні Медсестри. Так, він новий і поки проти нього треба навчитися грати. Але вже в деяких іграх я на ньому іноді, проти потужних гравців, можу зробити лише -1, а то і -0. А я на секунду гарно граю на манах


    Translation from Ukrainian to English.

    Hello my dear brother or sister. I am from Ukraine too

    I don't think that it's too strong. He is new, so you need to get used to it. But even now sometimes, vs strong players, i can only get -1, or even -0. Despite that I good enough killer player

  • @Mandy said:

    @Dramzar_Myers that means you technically did play as Leatherface, so you would have received the shards.

    I know :3

  • Aaaaaand what exactly happened?

  • I want to hug two characters:

    Artist and Susie))))

  • I love their ability as it is now. It's fast and mobile killer and it's why I love to play them.


    The buff I think will be perfect - it's to make more add-ons like green "Legion Emblem" that doesn't allow to heal to full health for certain amount of time. Perfectly would be make this Frenzy's basekit, and add-ons will just change time of this heal debuff

  • @TheArbiter said:

    The biggest problem with it is unlike every other hex perk, you can't cleanse it until the final gen procs

    Actually no. You can. But only by destroying all five dull totems on the map

  • Thanks everyone for your advices :3

    And he isn't nerfed in ground, as someone says. He is strong enough and fun to play)))

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738297#Comment_2738297

    There is a "no naming and shaming" policy on the forums. You weren't really shaming or disparaging them so you should have been safe, but it's better to hide the names just in case.

    got it


    I even didn't let them to tbag))))

    Just went to another gates and opened it. A little revenge >:)

  • @Sakurra said:

    If I smell bullies swf I won't stay. I just leave. No discussion. Btw, you have to censor their names.

    Aaaaaaaaaaaaaaaaaaand done

  • @Sakurra said:

    If I smell bullies swf I won't stay. I just leave. No discussion. Btw, you have to censor their names.

    rly? Ok.

  • @Marc_123 said:

    I bet this was a fun game...

    I somehow got 3 hooks)))

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736210#Comment_2736210

    Yes, that's exactly what I was referring to. She can still use her addons with that new version of iri head, so she can use other addons that add more hatchets, but for it to be insta down it would be 10-15 meters away, if the distance is lower it would just be a normal hit

    Well... that's honestly will be a huge buff for her. And after something like that, when medium level killer could make 4kills in 4 hatchets - there Will be a lot of crying survivors

  • @Dramzar_Myers said:

    https://forum.deadbydaylight.com/en/discussion/303698/iri-hatchets-are-still-a-problem

    BUT WAIT!!!

    I agree with such rework. Ok. Anna will have to hit the targen in range of...let's say 10m.

    But..............................there's will be not 1 hatchet. There's will be 5 of them.

    As you said - Iri Coin of deathslinger give you an instadown if you hit target more than in 15m. But it doesn't debuff his abiliy,

    So, if you wan't to "rework" - let's make this. Killer will have 5 chances to hit a target,

    Oh, And also let's make usable addons to + hatchets with it, like Slinger's recharge addons

    @Marigoria I am waiting for reply.

  • @Marigoria said:

    Am I the only one that thinks the "nerf" didnt really solve anything?

    My problem with iri head was never the fact that she could still stack 4/5 hatchets, it was because even noobs with no aim can just get behind you and insta down you with it.

    Now, even though she can only carry one, people with no aim can still just get close to you and insta down.

    A way better rework for the addon would make it similar to deathslinger's Iri coin, where she would only insta down you if she was at least 15 meters away. I would have no issue with her being able to carry all the hatchets that way, and it would reward people who actually have aim and can hit long distance hits.

    BUT WAIT!!!

    I agree with such rework. Ok. Anna will have to hit the targen in range of...let's say 10m.

    But..............................there's will be not 1 hatchet. There's will be 5 of them.

    As you said - Iri Coin of deathslinger give you an instadown if you hit target more than in 15m. But it doesn't debuff his abiliy,

    So, if you wan't to "rework" - let's make this. Killer will have 5 chances to hit a target,

    Oh, And also let's make usable addons to + hatchets with it, like Slinger's recharge addons

  • Well. Litteraly Iri Head is preety balanced. There is only one hatchet to strike and if player misses it - Huntress become just M1 killer with 4.4 speed. It's simple to evade it - just don't get to open field where is nowhere to hide

  • I agree that strat "Hit and run" is just destroyed. And with it the single boon perk can make Pentemento is completely useless.


    But the strange thing. I play as Freddy for almost a week and in average I do 3-4k even if there is CoHs o_o

  • Yay! It's back from moderator check

    Thanks :3

  • No thanks

  • I had a zombie moment's sometimes. Yeah, while play nemesis,)

  • Well. I am the killer main, but I can also understand why survivors don't want to lose an useful exploit.

    Yes. I think 99% it is exploit, not really big, but it still gives an opportunity for survivors to not worry about EgC to for example find NOED. This also counters perks like BW, because it activates only AFTER the gates are open. Killer unlikely will have a time or chance to open gates himself, due to for example chase or securing hook whole 2-3 another survivors trying to unhook. In thus case some perks become unplayable.


    So, as I said, surviving don't want to lose useful exploit. So I'd like to introduce an compromise. The 99% will simply slowly reduse to 95...or batter 90% after 5 sec of not being powered.

    In thus case survivors will still be able to prepare an exit, but they need to act quickly, knowing that there will be few seconds before full open. There will be choose: secure exit by opening it, but start timer for save my teammate or to open it till 95%, having time for act but have risk getting extra hit.

    Something like that

  • OMFG. I wanted to vote "Tbagger" but accidentley chosed the wrong option(((((

  • Well. I think it's good enough, balanced and I'd like to see this in the game. But I have feeling that there is something is missing. I don't know why and what...

  • You just described "The survivors' rulebook for killers" meme. It was in game since it was started. I just don't care about survivors' opinion during the match. In this we are opponents. My mission is to wipe them out. Their - to escape. That's all. If I see survivor was playing good, or he is was abandoned by his mates, or he just was respectfull and didn't try to bully killer in the game - I can give him hatch, but only if I want to do it. Not because he want's to.

  • I think the hatch that us now is fine. It's the last chance for the last survivor.


    Both killer and survivor have equal 50/50 chances of finding it first. And even if jiller found it before survivor and close it - he would go patroling exits. In this case key is guaranteed escape.




    Due to this I also don't like idea of spawning hatch after 5 gens. Killer already has 2 exits to patrol. If hatch will spawn - he must check it too. And if it spawns in the opposite side of the map from exits - this would be just "leave for free" for surviving

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719739#Comment_2719739

    Not equal. As a Killer, you don't have to find a totem, to curse it to make it an Hex then. Plus, there is no limitation to a Hex range.

    In my opinion that hex is randomly spawns automaticly is worse than if they were placed by killers. I had games where my ruin was broken after 20 (!) seconds after start. They can be easely found near gens or during chases. In the other hand survivors can pick the most safe plece for totems by themselves. For exemple they can put it on totem near already done gen. Killer unlikeley will go here by himself. Because he would rather go patroling gens that are not finished

  • @TheMadCat said:

    Boons would be unusable. I also do think people only have issues with Circle of Healing, not the other Boons. Why nerfing them all for one?

    The concept of boons itself is a little bit broken. They give survivors an infinite number of resources. No matter that CoH or another boon. I don't like the idea of breaking every totem, but breaking boons and make boons one time to use pee match will make them equal to hex. Hight enough reward with risk of losing perk.

  • Well...I don't know. I in avarage play GF and Artist. So for me RPD and Eyrie of Crows +- normal maps. Also with the Game.

  • @Bwsted said:

    I can't really watch the video right now. If anyone can post a tl;dw it'd be much appreciated.

    For the rest, I think removing hook grabs and interrupts would probably solve 90% of the facecamping issue. If unhooks worked like fast vaults at windows (i.e. no channeling the action, they don't allow grabs and once the action is queued up it cannot be reset), then killers could still easily get the 1 for 1, but not free pressure by threatening the 2 for none or simply stalling the save.

    It would be very much in line with what they said about nerfing facecamping but not proxy'ing.

    Leatherface would still pose a problem, because he won't be able to stop the unhook anymore, but he can shred through BT. That would have to be addressed on the killer specifically.

    https://forum.deadbydaylight.com/en/discussion/comment/2718487#Comment_2718487

    OP is far from being a survivor main. They've been on the forum for quite some time and they've very much advocated for killer buffs for just about everything. This is actually the first subject I can remember where I see them taking the survivor side.

    Well. Remove hookgrasp...just no. It's useful even if not camping. If you chase someone and he decides to unhook during chase it the way to punish for mistake. As I said previously facecamping is a strat. For example if there is the gates open and EGC is started the camping is the most useful strat to not let escape as many people as possible. If you remove camping - 5 gens gone an EGC will be equal to let survivors escape without chasing them

  • @Leonardo1ita said:

    https://youtu.be/Pz7f_WPutq8?t=5220

    This video that Mandy put under a recent thread, plus, for those who remember, what Mathieu Côte said in the interview on the YouTube channel of The King, where he agreed when they asked whether basement should be removed from the game, should tell us good news!

    https://forum.deadbydaylight.com/en/discussion/301095/this-build-underlines-a-problem-with-leatherface-and-with-the-core-game

    As I said in this thread, Leatherface is the main example of why I think this is a giant problem, but even Doctor: if you keep shocking the rescuer in a camping situation, unless 2 people well organised come at the hook, you can't do anything, especially with 1 or both discipline add ons that reduce the delay of the shock.

    Plus, you always have the option to grab the rescuer when healthy (this should straight up be removed, it's such a simple and nice change), which makes such an important part of the match always a GAMBLE, especially when you consider the lag and the grab validation.

    And, whAt nobody EVER says:

    With any killer, you can always bodyblock the hooked survivors: you just need to block with your body the rescuer, and unless another survivors comes, it's gg, if you're quick enough pressing A-D as killer the rescuer won't even have the option to initiate the unhook, EXACTLY like the old facecamp.

    This not even considering all those spots in indoor maps, and outdoor maps like Eyrie of Crows where you can just bodyblock on door with your body and the survivors can't do anything to pass unless they're coordinated and another survivor comes. Which is, in solo Q, impossible unless all using Kindred.

    Another thing maybe few noticed, that I haven't seen in the patch notes, is that they fixed the bug where you could evade the restrictions of deploying Victor/ switching characters with Twins if there was a height difference like on basement stairs or a hill. Thanks BHVR for fixing this bug!

    In conclusion, other than being boring/frustrating, camping is a big problem for solos, especially in indoor maps because as the dev said it takes so much time to realise someone is camping, and there are killers that require an insane coordination to avoid a disaster:

    -Bubba is just a death sentence literally, even against strong teams unless the first chase lasts a lot it's always 2k guaranteed with the correct build

    -Clown with Pinky Finger

    -Iridescent head huntress

    -Doctor constantly shocking

    -Hillbilly's insta down

    -And, last but not least, Myers with infinite T3, or with Tombstone. It's even harder to save than it is vs Hillbilly, you just can not save vs an instadown killer unless you want to lose the match and have 1/2 survivors slugged and one hooked.

    Plus, if you're using a mori, and you force the second stage, and hit borrowed time right off the hook, you can prevent DS in a locker because once the deep wound timer runs out the survivor is forced out of the locker, and you can mori.

    Hopefully the devs will fix this problem that's been part of the game since the beginning, and make trials a healthier and funnier experience!

    Camping is not problem. Camping - it is the strat to NOT let the hooked to escape. In other words - this is strat that allows killer secure his main objective in this game. Just like that

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716875#Comment_2716875

    The only way you can nerf boons if to give it cooldown after it gets destroyed or give it alot of token and when it runs out you cant make boons anymore. Any other nerf to boons will make it essentially useless, because there would be no reason to run it. Therefore if you were to do that pentimento would have to be nerfed because it would be too easy to get 30% gen debug.

    Also boons are not rewarding at all. The only boon that's useful is CoH. And it's only useful if I as a person who placed it get to use it more than once per "one placement of the perk". In any other situation I am better off running medkit with high amount of charges with botany knowledge.

    Well. Due to this logic we need to make hexes can be placed multiple times. CoH is basically old self-care for everyone in nice radius. New boon, that is also Bill's stand up perk for everyone in radius. It's strong enough and making pekrs like Thanatophobia are worthless. So make risk of losing perk is I think fair enough

  • @Dramzar_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716870#Comment_2716870

    There is one of my thouts aboun how to faily nerf boon totem:

    There are 20 perks in trial.

    4 killer's perks and 16 survivors. 4 to 16.

    Hex perks have big influence on game, but also have risk to be destroyed and there will be 3 to 16.

    Pentemento is situational perk, which needs broken totem. If there is a boon totem this perk is useless because nobody will break any. Also 3 to 16.

    If killer runs both pentemento and, for example, ruin, it xab be potentially 2 to 16.

    Boon are nearly as useful as hex, but they don't have risk of being lost in game, as hex. And it makes them unbalanced w little.

    To balance them I propose change one thing:

    Each survivor can plaсе one boon totem per trial. If killer finds it - be will just shut it or destroy totem.

    Now for the numbers:

    (If killer runs only non hex perks he have 4 of them.)

    With the worst case, where survivors will run 4 boon perks each, there is potentially 4 to 0 perks. It's nearly impossible, because survivors wil rather pick Dead Hard, DS, Flashbang ect.

    More common if there is 1-2 boons picked by 1-4 survivors.

    And in this cases we can have perks from 4 to 15 (1 boon in entire team) to 4 to 8 (2 perks each survivor)

    As we can see most common situations in game will leave survivors in team perk advantage. Boons still be useful and rewarding for survivors, but they will have risk factor of losing perk. However they will still be more safe to use then hex perks, because hex spawns randomly and can be destroyed in first minute of the game. While boon is must to be placed by survivor, which can choose for it the most safe place

    Also there was idea, not mine but in addition to this my sugestions (I forgon the name of thet guy who wrote it T_T) that using boon totem on hex will give to person one extra usage of boon. Nice Idea probably

  • @Jejune said:

    If you nerf boons to the point of uselessness or make pentimento work on boons. Boons would be pointless and you would have to nerf pentimento since it would be too easy to get 30% gen speed reduction.

    There is one of my thouts aboun how to faily nerf boon totem:


    There are 20 perks in trial.

    4 killer's perks and 16 survivors. 4 to 16.


    Hex perks have big influence on game, but also have risk to be destroyed and there will be 3 to 16.

    Pentemento is situational perk, which needs broken totem. If there is a boon totem this perk is useless because nobody will break any. Also 3 to 16.


    If killer runs both pentemento and, for example, ruin, it xab be potentially 2 to 16.


    Boon are nearly as useful as hex, but they don't have risk of being lost in game, as hex. And it makes them unbalanced w little.


    To balance them I propose change one thing:

    Each survivor can plaсе one boon totem per trial. If killer finds it - be will just shut it or destroy totem.

    Now for the numbers:

    (If killer runs only non hex perks he have 4 of them.)

    With the worst case, where survivors will run 4 boon perks each, there is potentially 4 to 0 perks. It's nearly impossible, because survivors wil rather pick Dead Hard, DS, Flashbang ect.


    More common if there is 1-2 boons picked by 1-4 survivors.

    And in this cases we can have perks from 4 to 15 (1 boon in entire team) to 4 to 8 (2 perks each survivor)


    As we can see most common situations in game will leave survivors in team perk advantage. Boons still be useful and rewarding for survivors, but they will have risk factor of losing perk. However they will still be more safe to use then hex perks, because hex spawns randomly and can be destroyed in first minute of the game. While boon is must to be placed by survivor, which can choose for it the most safe place

  • @pizzaduffyhp90 said:

    Tombstone is nice but, not that strong it takes awhile to get and you only get 2 uses of tier basically unless you have the turf hair addon (I think that's what it's called anyway).

    Also it kinda gives a little more "character" to Myers being in this realm The Entity controls him however he can break free from that control with tombstone as The Entity needs the sacrifices but, Myers just kills them on his own so The Entity gets nothing from him.

    I don't think he is controlled. Myers kills for the Entity just because he wants to. He is Shape of Evil. He is just pure evil itself. And Entity has no formal control of him. That's why he often breaks the rules, killing by himself and doing no sacrifices. Possibly he can even escape from Entity or in some way damage it, but he just has no reason for this.

  • @QualFire said:

    бывает часто в последних играх что мой ман зависает в определенных ситуациях или паранормальная чертовщина:

    1 Когда схвачу сурва чинящего ген,стою с вытянутой рукой к нему секунд 10 потом он выходит из матча

    2 Когда не могу бросить/повесить сурва,ман просто зависает стоит дёргаясь будто залагал

    3 Сурв стоит на месте а потом исчезает без следов

    Это их так апнули в последнем обновлении или что это?Я даже не знаю как это называется

    Подскажите что это такое,послевкусие после таких моментов очень неприятное

    Тут есть ровно два варианта, которые ты описал в своем посте:

    1) Либо ты, либо сурв имеет беды с (башкой) подключением или сетью, и поэтому время от времени лагает или вообще вылетает к чертовой матери.

    2) Либо сурв катает с софтом, если быть точнее с лагсвичем (lagswitch). Это чит, который заставляет мана...или сурва (не шарю как оно точно работает ибо не пользуюсь. Гы) лагать как при сетевых ошибках. Тогда Ман либо не может поднять сурва, либо не может повесить, и вместо этого просто стоит на месте. Сурвы же в это время спокойно могут встать с перком деда, хильнуться, вырваться и т д. Ну и в погонях они просто пропадают, ибо когда подрубают - моделька сурва (фантом по сути) продолжает бежать впепед, но сам он, невидимый для мана, уже сменил направление.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2714990#Comment_2714990

    This would make them better for solo queue, as currently having multiple booners is a waste.

    Would also make them require some thinking in terms of where/when they should be placed.

    What if this change were made but if a hex totem is blessed, the survivor keeps there single charge after its been stomped? I say this because it currently takes longer and the killer will know exactly where the boon is.

    Hmmm... sounds fair enough. So it's like extra use in reward for destroying hex with perk

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