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Fayyar

Fayyar

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Fayyar
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  • It will definitely happen, especially if the new Hex:Ruin is as bad as most people think. I am not so sure myself. Not being required to kick a gen is theoretically huge. I don't know - I can't test it on the PTB, because I play on console.

    As killer I always refrained from using NOED, because I always preferred to slow down the survivors to the point when I can kill them before they finish the gens.

    However, at the current state of meta, more and more killer mains - the decent ones, not the bad ones - will be losing any "moral doubts" about using NOED. Survivor mains in red ranks have absolutely no qualms when it comes to abusing DS and BT, so, yes, you can expect to see more NOEDs.

    EDIT: this forum redacts "sh*tty" word?!

  • Yes, there is a problem. It's 16 perks versus 4, and the survivors can disable some of those 4. This is a bad game design.

    I am not sure how to resolve this. The most powerful killer perks should be hexes - this is fair. However, disabling a hex should be more challenging.

    How about making it default that the killer is always notified when someone starts working on a hex totem? TotH would have to be reworked, of course. But I still think that's not enough. Maybe the Entity should block the hex totems for the first 2 minutes of the match? That way even if someone finds a hex totem, they will have to come back for it later. And 2 minutes is not long.

  • Things about DbD that are mostly fine: maps, hitboxes (yes, I really think so!).

    Things that need fixing: bunch of perks being useless, difficulty disparity in higher ranks (killers need to be much better and try hard way more than survs in order to 3k/4k), Decisive Bullshit (it's not an anti-tunnelling perk if I can chase and hook someone else, and the person with DS still has it active).

  • I don't think Dead Hard needs nerfing. Decisive Strike must be nerfed.

    In general, there is a lot of perks that give survivors second chances. This is a separate issue that should and can be addressed.

    For example, perks can be categorized. Second-chance perks, healing perks, repairing/sabotaging perks, etc. And then it would be possible to have a limit, like "no more than 2 perks of the same catgeory can be equipped". This way you can't have DH, Unbreakable and DS at the same time, because they all would be categorized as second-chance perks.

  • Decisive Strike at its current state is simply untolerable - it's way too strong. From the killers' point of view, it was actually less frustrating before the rework.

    My suggestion is simple: just cut the timer in half.

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 20/25/30 seconds.

    What people are suggesting here is too complicated and it makes DS still too strong.