Neonwarrior
Neonwarrior
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- Neonwarrior
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2296580#Comment_2296580
I agree it's super anti-climactic, but it's a massive upgrade.
There are a lot of tiles (including a lot of common tiles) that are not playable with a 5 meter range, but are playable with 6.
You really like your italics and bold, huh?
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/1452446#Comment_1452446
i meant actual tunneling, like getting hooked, then saved and then the killer drops chase with another survivor to come back to instantly chase you again. Also, with this change i wouldnt mind if ds got nerfed to actually be an anti tunneling perk
The solution to this is simple and Peanitz also supports this: simply make it so that DS doesn't go away during an active chase, but the moment you touch a generator (and maybe a few other aggressive things), you've then "opted back in" to the game and your DS goes away instantly. No more doing generators in the killer's face.
To add onto this, I think maybe Endurance from BT should go away too. If someone's unhooked next to a gen they can get onto it and not only have DS for 60 seconds, but they get immunity to the next hit for 15 seconds. Even if you slug them, guess what? Unbreakable/Soul Guard mofo, back onto the gen, still have DS, killer get rekt ez game!
I swear this entire game's dynamic will change when they implement this change. I think it's coming, and I hope to god it's soon.
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All they have to do is make it so that Object only works if the Killer is also looking in the survivor's direction; IE the killer has to also benefit from seeing the survivor's aura for the survivor to see the killer's aura. This could create interesting mindgames where the killer could walk towards an OoO looking at him from one direction and then look away to break the aura and then move in the opposite direction, but at the very least it prevents being spied on with no way to counter it whenever the survivor wants.
Survivor Undetectable would still work like with Distortion. This also would make taking Sole Survivor a lot more enticing.
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I love it when that happens. No obsession = no decisive strike, which means you get to actually play the game normally as killer and not have the survivors dictate your every move with their stupid rules!
Survivors have become so complacent thanks to DS that even if they don't have it, they expect the killer to ignore them and not pick them off the ground if 60 seconds haven't passed after an unhook. If I down an unhooked survivor and then hook the rescuer as an instadown killer, come back in 20 or 30 seconds to hook the first guy again, I guarantee you I'll get accused of tunneling in post-game chat. "You're playing unfair, killer! I should be able to run away to a generator and there's nothing you should be able to do for 60 seconds!" Hahahaha, no. Get double-hooked.
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It's fine other than you need to pretty much get 5 stacks to make it good against rank 1's, which makes it worse than Devour where you only need to get 3 stacks to get the main benefit. I say lower the stacks required from 5 to 3, or 4 if 3 is too low.
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I agree it can be overpowered when used by SWF who all have For The People. I just had a game where every time I down someone, someone with a flashlight and For The People comes sprinting over to immediately heal them on the ground and give them Endurance because they had Soul guard. All four survivors had Soul guard and FTP, and if I immediately picked up I would risk a flashlight save, but if I left them there, someone would immediately come pick them up.
The guy who gets up with Endurance also bodyblocked for their broken and injured healer so that they'd get away each time. This happened no less than 4 times this match including once at the exit gate to let them all escape. It was freaking brutal and left me with no real options.
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Can we just make the biggest maps less big? Especially when SWF are concerned, smaller maps are better for killers, and large maps can require a 3-gen strategy to even have a remote chance of success. Low-mobility killers are also hurt by big maps in a way that's hard to overcome. There's a reason why Corrupt Intervention is meta right now and it's to basically make the map smaller for a bit.