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@Artick said:
Survivors get hit thru pallets for 5 years, no one bats an eye.
Pallets finally get fixed
Killers cry rivers because for a week they couldn't get BS hits. If survivors could deal with the current state of pallets for 5 years I'm sure you can deal with it for a little while. Or you know, stop playing with potato internet and expect it to carry you and get you kills.
I hit him, then the pallet stunned me. That's not fixed, that's broken.
Either way, survivors are mega OP right now, so that change only made them even stronger
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@Bwsted said:
No difference on my perspective when playing killer.
You got carried by your McWifi until the change.
Time to adapt.
You didnt read the thread, I said I play with about 30 ping.
The survivors have ######### ping, and thats why it happens (the jeff had 180 ping)
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2396328#Comment_2396328
Yes I do, here's why. Yes in your world view you hit the survivor before the survivor reacted, right?
Wrong.
So for the hit to cancel the pallet needs to be more than 50 percent down and for the killer to be stunned before the survivor was hit. The reason that that was cancelled was because the survivor reacted incredibly quickly and threw the pallet before you hit them. The only reason why your client thought that was not the case is due to latency. The server acts as the referee and determined that the survivor had actually reacted before they were hit and the damage state was reverted. Again, this is good netcode. The client should never have authority over the server.
Thats only fair for the survivor POV because I reacted perfectly. Therefore, you believe that there should be no counter play to camping pallets because if the survivor just presses space before the frame that they are hit then they get to be invincible. What a great idea
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@Customapple0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2396289#Comment_2396289
Because you have poor connection, survivors will no longer get screwed over by a killer with McDonald’s WiFi.
I have like 30 ping.
@[Deleted User] said:
Good news, they were fixed, enjoy 😉
They were fixed for survivor POV. As a killer, you played the game exactly how you were supposed to. You can't possibly look at that video and say he deserved to not get hit there
@Snowbawlzzz said:
OH NOOO I CAN'T GET FREE HITS THROUGH PALLETS ANYMORE ARRGH I HATE IT WHEN THE GAME IS BALANCED
They aren't free hits. He misplayed the pallet and tried to camp it, and threw it down after I hit him. If you think that is a "Free hit", then camping pallets is going to be the meta because it is literally impossible to hit a survivor camping a pallet if they have good reaction times
@konchok said:
Let's be clear as clear can be. The only time that the hit gets cancelled is when the hit landed after you were stunned.
With how latency works the survivor that you see is a few milliseconds in the past. You swung and they threw a pallet. You hear a successful hit because your client thinks that you were fast enough but the server is the referee and does a comparison from both you and the survivor. It then determines that the survivor had in fact stunned you before the hit landed and therefore the hit is not registered. Basically you were getting unfair hits through pallets before this change.
You think the hit in that video was unfair?
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/comment/2396281#Comment_2396281
Jokes aside, it really is BS. Camping pallets should at least have some risks. Right now, they have next to none.
I don't understand why the hit connects first then it cancels the hit...
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/269827/fix-pallets-right-now
Smash Hit GAMER REJOICE.
Finally a reason to use smash hit
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2396147#Comment_2396147
Its kinda hard to say it isn't exactly this, most of the posts are people complaining about the female changes, its like an incel meltdown.
Everyone complained about them "accidentally" removing ace's smile
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Killer is more stressful because you are the only player on the team and you have to juggle between 4 different survivors.
When you are playing as a survivor, you only have to keep track of 1 person, the killer
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Give Spirit her own blue scratch marks and made an audible noise cue when she enters and leaves her power. That will be a good start
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Its pretty easy to counter a hag. When you see that the hag is setting up her web in an area, you need to "harass" her, and set off her traps before she finishes setting up. If the Hag has a full 10 trap web and one of your teammates is hooked in the middle of it, leave them to die. There is no chance of getting them out of there.
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She is talking about Myers
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Making corrupt purge insta down would actually be a nerf because the only reason why survivors cleanse is so they dont get one shot from corrupt purge
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Noed should only activate when the exit gates are opened
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Insidious is a fun meme perk. No change needed
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Bill is a licensed character
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The active ability is terrible and also manages to have no counterplay at the same time. Being able to see the aura of a survivor who drops a pallet on your head isn't very helpful.
Inescapable Demise will have almost no effect except for catching bm'ing survivors off guard when they tea-bag you at the exit gate and wait until they go down. You can also slug all 4 survivors and then they have literally no way to escape since the last one can't get the hatch. Rare scenario, but it would definitely be frustrating. It's structure also makes it impossible to level up.
GET OUT WHILE YOU STILL CAN is also terrible and badly designed. A lot of times the endgame collapse has no effect because the survivors will just 99% the exit gates then leave immediately when the EGC starts.
Hex: All seeing sounds like a meme perk that probably won't activate because good survivors don't cleanse dull totems, and won't cleanse hex totems until they know what hex the killer has
Bloody Foresight is worthless because you don't need to know where the killer is if he is chasing someone else. Especially if you are in a discord call.
Selfish Sight will be useless in most matches because a lot of times the killer won't have any perks to apply the exposed status effect. Also, how would this work with Myers? Wouldn't everyone be exposed at the same time. And if it isn't Myers and the killer exposes specifically you, why would he want to chase some random guy across the map?
Selfish sacrifice would either be incredibly overpowered in 4 man swf because it is just a better For The People. Or, it would be the most hated meme perk because dickheads would just gank health from their teammates, and then their teammates would never heal them again.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2349091#Comment_2349091
Jesus. Its not that bad. The wall hacks obviously needs some limits, do you need to be so rude though
It is that bad. Every part of it is terribly designed and has countless flaws.
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@Zeus said:
I don't think there is any such thing as a successful attack cooldown for his tentacles. It's just one cooldown for both missed and successful attacks and I assume it's difficult to code different animations for ranged attacks like this.
Not getting a sprint burst for contamination might make going for vaccines pointless. Not entirely but makes them less appealing and I feel like they are in a good place right now. But the sprint burst speed should be slower than normal hits. The hindered effect should last longer than 0.25s to feel any significant difference.
My idea was to have tier 3 nemesis be able to hit survivor and break pallets at the same time while making sure the survivor doesn't lose sprint burst distance stuck in a sliding/pulling down pallet animation. It saves loads of time for nemesis especially at god pallets, and it wouldn't be oppressive because it's pretty much the same thing as hitting someone with a tentacle in the open.
And then fix the zombie AI. For some reason I work on a gen they come towards me and halfway through they move away for no reason.
The game can't detect when you break a pallet and then make your animation faster?
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@SnakeSound222 said:
I think he should have a wider tentacle hitbox at all tiers. I’d like to not need perfect aim to hit it. As it is right now, if your aim is just a tiny bit off, you’ll miss. I don’t think any other Killer with a ranged attack requires as much precision as Nemesis does.
And he has to get 3 hits with his power as well
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@Rougual said:
I'd just enjoy being able to break pallets AND contaminate a survivor at the same time if iv lined it up right to be honest.
Thats a good idea. Maybe only in Tier III and up maybe (because Tier III does very little)
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I hope you two are joking
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@Munqaxus said:
Here are some perks that really need a buff and simple suggestions to fix them. (There's a lot of killer perks that need buffs too, but for right now, here's the survivor perks in serious need of help)
- Smash Hit - Activates when you throw a pallet down
- Power Struggle - Remove the wiggle progress requirement
- Repressed Alliance - Remove the requirement to currently be working on the gen.
- Self-Preservation - (I have no idea on this one).
- Camaraderie - Remove the requirement for a survivor to be close and allow it to work on both hook states.
- Off the Record - Add removes scratches and blood pools.
- Any Means Necessary - Remove 4 second requirement.
- Mettle of Man - Reduce to 2 protection hits.
- Poised - Make it an activate ability.
- Boil Over - Increase sideways strafe to 100%/125%/150% (Not sure if that will help this perk)
I really hope this is a joke thread
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F for Julie
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@Piruluk said:
Sure if exhaustion perks removed from the game.
Thats the dumbest thing I've ever heard. Did you ever read the thread?
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Blight is amazing to play as and against
Chase music is also 10/10
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/262420/borrowed-time-dont-be-that-guy
There’s no reason to tunnel anyone. As killer you’re faster, you have lunge,many have range attacks, Noed, bbq, Tinkerer, etc. All of those trump anything a survivor could bring or do. Sorry, I know that’s not popular opinion on here, but it is the facts.
So because killers have noed they aren't allowed to tunnel a body-blocking survivor?
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2319470#Comment_2319470
Adding a gay character can certainly wait. But then again that inclusion wouldn’t hinder any of your points at all.
also.. how is that related to the topic?
I'm saying they should spend their time actually improving the game instead of adding gay people, since adding gay people really doesn't benefit the game as much as fixing the new map would.
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Things to do in Dead by Daylight:
1) Get the RPD map working
2) Make survivors less strong at high level play
3) Reduce bloodpoint grind so that people don't have to play 3,000 hours to max out a character
4) Fix indoor maps being terribly designed
5) Fix ghost face's reveal mechanic
6) Balance/fix terrible perks on both sides
7) Buff terrible killers (Legion, Trapper, Clown)
I think adding a gay survivor can wait
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@traviszenryo said:
until the devs decide to either increase gen times or give the killers a perk that makes survivors die faster on hook for every survivor alive, prove thyself is just too strong its entirely unfair that a survivor can pop a gen in 30 seconds (20 with the right set up) just because of stacking and prove theyself. especially when survivors have so many resources to burn through that even someone like otz proved that a good survivor can run a killer for 2-3 minutes solo easily before going down and that's a killer on otzdarvas level. more than often one chase equals a gen done , if you manage to get that hook thats 1/12 hooks you need, meaning its most likely already a loss since almost no perks slow progression while you are actually chasing a survivor. ruin used to got nerfed now it barely helps most killers. undying helped ruin got nerfed, thanataphobia helped got nerfed, dying light barely helps but when all 5 gens can potentially pop in 3 chases due to gen perks and tool boxes what good is it ? something severely needs to be done. its getting absolutely ridiculous how unbalanced the game is tired of having to break 25 pallets a match when every second counts as killer but literally every killer action slows you. imagine if survivors had a cool down for working gens, as in if you let go of a gen you cant touch it for 5 seconds. there would be riots yet every action slows killer , heck now you have to worry about kicking gens because of blast mine , you do your objective and get stunned for what 3 or 4 seconds without even braking the gen so you have to completely waste another 2 or 3 seconds to re kick the gen. doesnt sound that bad except gens pop in 30 seconds , so that perk ate a good percent of that time plus walking to check gens then pop. i literally have a video where all i had time to do is walk to a gen after the start of the game , my mistake i broke 1 wall, and 2 gens were done. not even a swf , no brand new parts, just 4 solo ques one having prove thyself .... gg get gud killer patrol better from waking over to this gen which was the first one you checked. its just freaking stupid i play survivor far more often than killer now because its basically the unstressful easy mode of the game. "But OP survivors have to deal with tunneling and camping killers" yes true but 1. the game promotes that style of behavior from killers because gen speeds makes it feel useless to do anything else you are making your own poison. 2. on hook you have 2. straight minutes before you die stacking a gen lets you finish it in like 30 seconds, that's 4 or 5 gens for 1 camped survivor being too altruistic is what makes it work. anyway enough of my rant, just so tired of feeling so stressed as killer. i get 4ks and mercilesses but damn do you have to sweat to stand a chance if the survivors are good, yet survivors get to make multiple mistakes and be fine.
Just chase them off of a generator, then multiple survivors will be pressured. The only reason why survivors were running Otzdarva for so long is because
1) The survivors were extremely high skilled (such as cope)
2) Otzdarva had no killer power and no perks
3) The survivors were on a strong survivor sided map, and threw down every pallet on the map
4) The Survivor didn't have to worry about running the killer onto their teammates that were repairing generators
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@spy198 said:
So i was playing as jill againnst the twins on Macmillan estate (dont know which specific map) and i used lithe as normal just vault through a window and then after awhile i realized i was still pretty fast literally faster then the killer and i see that i still had the haste status effect even tho it fully went down i let the killer kill me in the end since i felt like that was very cheesy but i was wondering if anyone else have had this bug or if the devs even know this existed
Same thing happened to me with adrenaline
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@[Deleted User] said:
(A general structure)
Keys:
- Opens Breakable Walls and Chests, no longer opens Hatch.
Hatch:
- Is removed and is replaced with a Primordial Rift under the same spawning conditions.
Primordial Rift: (The Observer is no longer simply Observing, The Entity has already had its fill and at this point its a symbiotic relationship)
- Same spawning conditions as Hatch, is much like the current tome glyphs with how it appears to Survivors/Killer.
- Cannot be interacted with unless "Open" or a Survivor is carrying a Memento.
- The Rift "Opens" when there is only one Survivor remaining.
- The Rift can be torn "Open" by the Survivor(s) carrying a Memento. (Think Demogorgon portals).
- Charged Memento's open the rift much faster than uncharged Memento's.
- An Open/Partially Open Rift can be closed by the Killer, beginning the End-game collapse.
New Item: Memento
- When you Cleanse a Totem it drops a Memento (a Skull)
- Using this item reveals rifts within 8m.
- Sacrificed/Killed Survivors leave behind a Memory Rift visible only to those holding a Memento.
- Interacting with a Memory turns the held Memento into a Charged Memento
That's actually a really cool idea. I like that it gives dull totems a reason to exit too.
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Blast mine is actually very weak. It pretty much just increases the time for a generator to be kicked from 2.5 seconds -> 7 seconds
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2313895#Comment_2313895
This does not have anything to do with balancing. Not even close.
But if you start a new game and have all Perks after like 2 hours of Playtime (maybe even less with the new Tutorial), you have no new Content to unlock except for brown Tooilboxes and stuff like that.
It should not be boring when someone starts the Game, Grind is alright. Too much Grind is bad, which is why I offered Alternatives which also reduce the Grind by a lot.
You have no new content to unlock after leveling up a single character? Am I reading this correctly?
Another argument for removing perk tiers is that it allows more flexibility for creating perks, because they don't have to fit in this 1-2-3 level up mold.
For example, you can easily tell that Aftercare and Hex: The Third Seal were only worded so weirdly so that they could be leveled up.
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@Lost_in_the_Fog said:
I've really seen it all now! Killers who are complaining about when survivors "hold W"? Seriously???
And the fact that it's being called a "meta"? BAHAHA HAHAHAHAHAHA ROTFLMAO
Last time I checked movement was a pretty universal game mechanic. So. . . I guess that makes it meta?
Killer mains these days are something else. And all this time I thought survivors were the ones with all the petty complaints.
P.S. I play both sides and I just have fun. Maybe try not taking the game so seriously people?
Your missing the argument entirely. The argument is that just running in a straight line gets you more time than skillfully looping a killer. Since running in a straight line is boring and requires zero skill, its stupid that that is the best strategy.
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@Aven_Fallen said:
I am against the removal of Perk Tiers. Simple reason - new players would have no Content.
If we look at Survivors and Killers:
Survivors have 14 general Perks.
Killers have 12 general Perks.
So before a player has his 4th Perk Slot on either side, they run out of Perks to get in the Bloodweb. And this is really boring, Perks are the most interesting thing to get, especially as a new player - and you have them all at Level 14/12. Yay.
What I would do (100%):
- Let more Perks appear in the Bloodweb: Level 1-9-->1 Perk, Level 10-24-->1 out of 2 Perks (guaranteed!), Level 25-39-->2 out of 3 Perks, Level 40-49--> 2 out of 4 Perks, Level 50+ --> 3 out of 6 Perks.
- Teachables unlock automatically and dont need to be collected in the Bloodweb--> So if you reach Level 30/35/40, you unlock one of the Teachables, same like you would do with the Perk Slots without the need of doing a Bloodweb for them.
Other things that can be considered:
When players prestige, they keep their already acquired Perks at least at Tier 1. This means that someone who prestiges will already start with a somewhat decent Perk Build and they have some Perks less to get. And, given the fact that we have Prestige Rewards at some point in the future, it would help players decide if they want to prestige or not, if they did not before - they would at least have all of their Perks at Tier 1, which might be an option. And this would mean that they have some Perk Builds already (or an easier grind since they have BBQ and WGLF available from the start).
The game should not be balanced around new players.
Also, new players are already ######### over by having no perks, so why not let them have tier 3 common perks from really early on?
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@WexlerWendigo said:
I’m so bored of using this nonsense excuse every time someone is trying to justify playing survivor being easy, or that holding w is toxic. The truth is killers hold w just as much, if not more than survivors.
Most killers simply run after survivors, almost never doing any mind game, other than maybe at shack. If survivors are getting enough distance on you to hold w, they’re either playing bad getting off gens constantly, or you’ve misplayed a chase. In my experience, survivors perform much more mind games in chase compared to killers, so to say most survivors, even at red ranks are w key holders is a complete fabrication of reality. I don’t think we should be calling survivor easy when Spirit, Freddy, Wraith and Bubba are in the game!
The whole "hold w" argument is because when a killer hits a survivor, they get a massive speedboost that lets them run very far away, and it takes almost 30 seconds to catch back up. Survivors then realized that if they "held w" after being hit, they get a lot more time in a chase than if they simply went to the next loop.
For killers that "hold w" in a chase and don't do any mind games, they are certainly going to lose unless either you or your teammates are ass at looping.
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Once I had to play against a team that sent me to rotten fields and had WGLF/Unbreakable/Soul Guard/Dead Hard. It was very fun
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@DBD_IS_AWSOME said:
My main killer I was grinding was the Wraith. I prestiged Wraith to Prestige I and it was devastating to me. I could barely play. A while later, after I had probably leveled up the Wraith 40-45 levels I watched a video that said, “If you want to prestige again, make sure you have a back up killer you can play so it isn’t as devastating and starting from a new killer…” I thought about the idea and thought of the next killer I was going to main for maybe the downtime I would have while leveling up Wraith to Level 50 Prestige II. I was originally going to main Freddy, or Spirit, and crazily I was thinking Leigon but I immediately took that one off my mind. But something didn’t feel right about playing those matches as Freddy or Spirit. Usually, I’d walk away with with a two kills or sometimes even one! Spirit had sucky Addons, Freddy had pretty good ones, but I wanted something that could save my butt in those sticky situations. I looked back at my roster and thought about the which killer I should main. Trapper, heck no, Hillbilly, too hard, Nurse, way to hard, The Shape, already mained him before Wraith, hag, actually may think about it, Huntress, not my style, The Cannibal… I looked at Bubba and saw some potential. His one bit chainsaw and recent buff had my gut twisting with excitement. Oh boy, this could be good. I clicked Bubba and played a match. I got 4Ks, and even more 4Ks, and even more 4Ks! My eyes filled up with blood points and then I realized I was already Level 38 on the guy. Bubba is sometimes so satisfying! (I am no basement Bubba) Who else just loves playing some Bubba? His Addons sometimes are literally god. Especially Otz high tier Cannibal against high heir Hillbilly will really open your eyes.
Spirit has sucky addons? Sureeeee
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2310296#Comment_2310296
Yet I, a solo survivor manage it nearly every game. A job made easier if my team actually deals with the totems they see. Also I reread your post. I see nothing that changes my point.
I'd love to see you upload survivor gameplay of you doing all 5 totems every round, losing the game because the generators weren't complete, and then finding out he didn't even have noed.
And something tells me that you're lying about doing all 5 dull totems every match in solo queue
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2310199#Comment_2310199
The concept is:
- Fast route: Rush Gen, risk taking Noed.
- Long route: Do totems, and ensure Noed not happen
Noed exist alone is to apply mindset on survivors that they have to do Dull totems, which extend game time itself. If Noed is removed, everyone just rush gen and never touch a Dull totem. From there, the only way to extend the game time for Killer is Ruin/Undying/Pop/Thana.
Ok its my turn to re-read what people should re-read
Not a single team does all 5 dull totems.
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@Magicmaster0702 said:
I had a 4 man swf dc because they didn't like Hawkins.
I don't like hawkins either tbh
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@Sluzzy said:
I've about done versing this killer with an uncounterable lunge. Every match is a bloodbath because they are way overpowered. There's no counter to him being so fast and using the wallhack and then the lunge being so huge. Even if you have sprint burst it won't matter. His movement speed is too much. It is not fair he can spam his power for an uncounterable lunge with no cooldowns. Revert his buffs. He had decent killrates, the buff was unnecessary.
The devs need to speak about this matter because it's game breaking.
Wraith needs a buff
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@skorlupka1109 said:
https://forum.deadbydaylight.com/en/discussion/comment/2306411#Comment_2306411
you understand that they are completely based on rng and not your skill, zombie casually wanders next to a loop and blocked it, OUTPLAYED!
Nemesis would just be a boring pyramid head without zombies
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@Grimmy_Bluues said:
Dead Hard is a terrible perk for four main reasons
1) There really isn't a way to counter it immediately unless you happen to bait it out or magically wait 5 seconds before swinging every time just in the small off-chance the survivor has this one perk.
2) There is no warning that it is coming. You can have an amazing chase at the end of the game whilst trying to snowball off of a hook save, you try to mind game them away from a pallet, and then bam, you lose them for literally playing the game correctly.
3) It is undeniably a crutch for terrible survivors. I have been in so many games where I have outplayed the survivor and read them like a book, and then as soon as I catch the survivor they manage to just press E to the pallet and then extend the loop another 30 seconds.
4) It punishes killers for playing well, and rewards survivors for playing badly. This is an extremely powerful perk that only activates when you're injured. Even perks like Decisive Strike and Borrowed Time at least take some work to get. For Dead Hard, you're literally just handed it for free when your about to go down.
In this game, you should always assume a killer has a specific perk in certain circumstances. You get a gen 70%? Assume they have Tinkerer and be alert. You see them waiting to hit you while a teammate is about to be unhooked? Assume they are about to get a 3rd Devour stack.
In the case of NOED, they will either play poorly or just not care too much about gens. If someone goes down to NOED and you can't find it, just gtfo, it's better to take your free escapes than risk giving them more kills. Run maps more often, use Small Game, Detective's Hunch, or Counterforce.
1) You can easily bait out dead hards, and at least 1 survivor will have dead hard in any given game, its not a small off-chance.
2) There is a warning. If you don't see them use any other exhaustion perk, then you can wait a second or two after your within hitting distance to bait it out.
3) Dead Hard to not a crutch for bad survivors. Survivors need skill and timing to correctly use the perk. Noed literally just upgrades your m1 to instantly down people. Completely different.
4) Survivors who play really well will still eventually get hit against a decent killer. Your conflating Dead Hard and NOED together which is really stupid imo because Dead Hard is an activatable perk that lasts for a very short time and the survivor must use it correctly or else they don't really get anything out of it. NOED lets you just instantly down anyone... sounds fair. Also by your logic, Decisive strike is a bad perk because it rewards bad survivors that get hooked, and Borrowed Time is extremely easy to use.
This is like the eighth time that I will explain why the "jUsT dO AlL dUlL tOtEmS mAn!" is stupid. As I said before,
Throwing the match to cleanse a bunch of dull totems is stupid and boring and most of the time the killer doesn't even have noed because noed isn't even that good, it's just unfair and unfun BS for the survivor that happened to be in a chase when the final generator was completed.
And yes actually, I don't always happen to have a spare 3 minutes to cleanse a bunch of dull totems against a 4k hour infectious fright nurse that downs my teammates in 12 seconds.
Still nobody has explained to me why its fair that the killer can literally just equip a perk that gives them a guaranteed kill for playing badly. BT, DS, DH, all take timing and some skill to use, noed just makes your m1 instanly down people. Thats it. No extra skill, no nuance, not interesting at all. And it definitely isn't fair.
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2308009#Comment_2308009
I know they dont, but that is on them, they should not come crying later if NoeD brought the killer to a 4k, its their risk to take, simple as that.
You think ever survivor jumps in a locker because they think the killer has BBQ? probably not, but do they then have a point when the cry that the killer bolts straight for them after hooking someone or is that just on them?
if a survivor is on the floor and you are afraid of DS, you leave them, but that is a risk because for all you know they have Unbreakable or some teammate is standing by with WGLF or they never had DS in the first place.
You dont know, but that is the game, that is what makes it fun.
1) No perk that rewards the killer for playing poorly should give them a 4k.
2) Jumping in a locker is WAYYYY easier than cleansing all 5 dull totems, and more killers use bbq compared to noed.
3) Don't tunnel
4) Noed does not make the game more fun
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2307996#Comment_2307996
sure? but a bad killer cannot apply enough pressure to prevent gens getting done and totems getting cleanced before the exit gates are opened and everyone escapes, that is kinda what the entire game is about from the killer perspective and what the definition is of being a "bad killer".
You think survivors always cleanse all 5 dull totems just because there is a small chance the killer has noed?
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2307988#Comment_2307988
yep, so once again confirming my point, NOED is only good in the hands of a killer who is already doing well, same for the DS argument you made.
If survivors are bad and you eat those DS's while only 1 gen has been done and everyone is self caring in a corner...then yeah you can just eat those and not worry about it.
If 1 gen is remaining and lets say only 1 person has been hooked, you have no excuse to not go for those totems. If you want to take the risk that NoeD is in play, thats on you, dont cry afterwards.
A bad killer can't m1 and catch people with perma bloodlust?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2307951#Comment_2307951
The only way the killer gets NOED is if the totems aren't cleansed. Now there are only two reasons why the totems might not be cleansed:
- The killer defended at least one dull totem
- The survivors decided not to cleanse the dull totems
Since you're worried there isn't enough time to cleanse dull totems, I can only conclude that the killer is doing a fantastic job, and therefore the killer isn't bad. If the killer were bad, you'd have more than enough time to cleanse totems, because, y'know, they'd be bad at the game. See how that works?
I'm a survivor main, for the record. If solo survivors know to get on generators, unhook, heal, etc., without needing any SWF-like coordination, why, exactly, can't they equip Small Game and cleanse totems? It's not that complicated.
Saying "dO AlL dUlL tOtEmS" is not legitimate counterplay.
That's like me saying "jUsT eAt AlL oF tHeIr DeCiSiVe StRiKeS" when you complain about decisive strike being a thing.
Throwing the match to cleanse a bunch of dull totems is stupid and boring and most of the time the killer doesn't even have noed because noed isn't even that good, it's just unfair and unfun BS for the survivor that happened to be in a chase when the final generator was completed.
And yes actually, I don't always happen to have a spare 3 minutes to cleanse a bunch of dull totems against a 4k hour infectious fright nurse that downs my teammates in 12 seconds
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2307951#Comment_2307951
I don't think any killer cares if you do 5 totems or not. You can choose to bring perks and do them. Or not.
I'll just go back to my original point. Youre either worried enough about NOED to do bones and bring perks. Or you're not.
NOED is no more of a crutch then survivor crutch perks that are unfair to the killer
The difference is NOED can be dealt with. Survivor crutches cannot
Why do you keep ignoring the question? Is it really that hard to answer? You saying "I don't think any killer cares if you do 5 totems or not." Is so mind-boggling I can't even believe what I'm reading. The killer isn't going to "care" if I do dull totems? ######### does that even mean?? It's not about the killer 'caring' if I do dull totems, its that I lost 2 minutes of doing gens just to cleanse 4 dull totems and then being unable to find the 5th.
Borrowed time and Decisive strike, the two "second chance" perks for survivors, can both easily be outplayed.
Borrowed time = Hit the unhooker instead of the unhooked
Decisive Strike = Don't pick up the guy who just got off a hook
The only perk that can't really be outplayed is Dead Hard, but I already suggested nerfing that perk a while ago.
You saying that "doing all 5 dull totems" as a counterplay is so perplexing that I would love to see you upload survivor gameplay off yourself in 100 matches just going around cleansing all 5 dull totems and then losing the game because nobody was on gens. What an amazing counterplay.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2307913#Comment_2307913
You cant seem to comprehend very well....So i sort of believe you about the aneurism...You realize that you can do NO bones until the end and rush your precious generators. And if they have it and you brought a map. You know exactly where to check to cleanse ONE totem.
We can certainly talk about how NOED is a "crutch". As soon as we talk about how DS, DH, BT, Unbreakable are crutches and influence games to the point that you can even get generators done that the group didnt deserve to get done.
NOED punishes survivors for being lazy. And rewards the killer for playing with 3 perks all game.
I'm going to copy and paste this for the last time:
Noed is a badly designed perk that gives bad killers free kills for losing the game.
Talk about that. It's not "gen rushing" to not do 5 dull totems. Killer mains who demand that solo queue survivors do all 5 dull totems must just never play survivor. For the last time, talk about this:
Noed is a badly designed perk that gives bad killers free kills for losing the game.
It is undeniable that noed just gives bad killers a free kill. PERIOD.
