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Scully162

Scully162

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Scully162
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  • @kate_best_girl said:

    Im sorry but its not a punishment on survivors for not doing totems its literally just a reward for a killer who performs bad. Its only a clutch perk made for 1k end game face camps and thats really it. If it stopped being a hex and actually took effort and something for the killer to activate it it would be great but all it does is give you a kill for free :/ I keep seeing people say "Well just cleanse totems!" Okay well I'd like to present the argument of when someone jumps into a locker with DS just open the locker! It gets rid of DS and you don't have to wait 60 seconds to chase that survivor again! Both wasting time to cleanse totems on a chance the killer is running a perk is a huge waste of time and could cost you a game same as a locker DS could so why is one perfectly fine but the other is a huge detrimental problem that the entire community must rally against?

    So, scenario -

    You managed to get everyone onto death hook but gens have been popping the whole game. You're onto 1 gen left and two are nearly done so you don't have the time or map pressure to commit to chases, instead needing to kick gens and chase as a secondary in the hopes that a survivor blunders and you can snowball from there when disaster - as you kicked a gen three survivors got onto the other gen and completed it, activating all four of their adrenalines, returning the downed survivor next to you to who then runs away to the exit gates using the speed boost. They never cleansed totems, so now you have NOED. They 99d the gate and are now body blocking you to prevent you from downing their injured one. Luckily for you, you also have STBFL at 6 stacks and as such swing and down the body blockers but the other two manage to get out.


    This isn't OP, this isn't "giving an easy win to the killer", it's just allowing them to make up for a lack of late game pressure attributed to the fact that the punishment was spread evenly and as such nobody died early on in the match. The killer still worked hard for the win, and ultimately the survivor's had a massive opportunity to cleanse the totems. If this is horrifically OP then any perk that provides a significant but temporary advantage when conditions are met are by extension extremely OP (e.g. adrenaline, SB, DH etc) but in my eyes they really aren't OP.

  • @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118384#Comment_1118384

    well 99.9% of the forums are asking for nerfs, and so many people seem to cry that everything is so strong... personally iv never had an issue with dead hard and if i know someone has it i just dont swing and wait for it, honestly survivors will only wait so long before they panic. and like someone said before they go through you if you swing, this is due to killer and survivor moving so fast towards each other, if you dont swing you can block pallets/doors. as for the stand still thing the thats rare people do it and there must be a reason they are just standing there so expect it. you should always be prepared for DH, i have seen so many killers panic during a chase and swing too soon even though they know the survivor has DH

    I tend not to, but the fact that it can be activated while standing is an issue in and of itself considering the fact that in the perk's description it says it can only be used while running. The prompt for this post was admittedly a frustrating edge case but I feel like these issues have caused some survivors to escape when they shouldn't have. Idk though.

    I tend to wait for it too.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118332#Comment_1118332

    I really do think DH is a fair perk.

    If most of the maps weren't so safe for survivors, DH wouldn't be a huge issue imo.

    Ah, you see I'm not complaining about DH in general - it is a decent perk - I'm complaining about weird finnicky misuses of it. You can cheese the fact that you need to be running to activate it by standing still and holding sprint and you can pass through the killer if you DH at them while they swing (including from a stand still).

    DH doesn't need to be nerfed or altered significantly, just some weird misuse needs to be ironed out.

  • @Alice_pbg said:

    Ngl... came into the thread expecting devour hope...

    Maybe change the title?

    Sure!

  • @Stitch7833 said:

    or you can just do what good killer do and bait it or dont swing? really not that big of an issue if you know they have it and you play around it. its a perk they need to be injured to use and let me honest they get to use it 3times per game unless you somehow lose them. stop crying nerfs, just get better jeez

    This isn't 'crying for a nerf'... This is someone asking for what appears to be odd edge cases to be fixed as they can unfairly alter the outcome of a match. I'm not asking for integral parts of the perk to be changed, I'm not asking DH to have a 10,000,000 year cooldown or make the survivor broken for the rest of the match, I'm asking for them to introduce a collision when using DH to avoid the perk being used in ways it wasn't intended to be used in. The description of the perk itself says that DH is to be used when RUNNING. Standing still and holding your run key isn't running.

    I'm perfectly capable of baiting out DH, and I'm not complaining about it's core function here since I think it's a pretty decent perk, I'm saying they should patch up the parts of it that can be abused due to the way their game has been made.

    No perk has ever intentionally let someone phase through another player, and no perk has intentionally allowed you to activate it without meeting it's activation requirements. This isn't a nerf, it's a fix and I'd recommend you actually read the post before you immediately think I'm asking for DH to be nerfed into oblivion.

    Can I also point out you can't bait out DH from a person who is stood still? It's uh, not really a thing you can do.

  • @Mister_Holdout said:

    I think Dead Hard is fine as is.

    Devs just need to fix the garbage map design.

    Eh, fair enough. I can attest to the fact that the maps need to have more thought put into them though...

  • @Jejune said:

    I will just inform you that DH doesnt allow you to phase through killer... What allows you to phase through killer is them missing a hit.

    If you DH at the killer while they swing you're able to phase through them completely. Perhaps this should be a change to a mechanic in general, but it's something which is exceptionally brought out with DH and could be solved by making it so the survivor is unable to pass through the killer while using DH.


    Thanks for the information/clarification on why this happens, though.

  • @ScottJund said:

    I mean kinda true, but you do need Ruin to not play like a dick, though.

    That ain't true. The games can become incredibly difficult at times (mainly when you get infinites run on you, it's super annoying because your pressure just dies instantly) but you can play without meta perks, without a meta killer, without Ruin, without camping/tunneling. I say this from my own personal experiences and some streamer friends. You can also still have fun, it just depends how toxic the survivor's are.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031511#Comment_1031511

    Yeah get good at dodging hatchets when you're being hugged by the Huntress

    Smfh

    Don't forget to also git gud at dodging Clown alcohol

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031511#Comment_1031511

    Yeah get good at dodging hatchets when you're being hugged by the Huntress

    Smfh

    Duh.

  • @cipherbay_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031507#Comment_1031507

    Maybe get better at dodging hatchets and you wont be exhausted?

    This honestly isn't a mindset that helps the community at all. You can't always dodge attacks ez pz, much like killers can't always land them ez pz and that's ignoring all the bugs associated with this game of which there are many. "Git gud" mindsets just add toxicity to the community and frankly it's unneeded man. C'mon.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031497#Comment_1031497

    I mean, i think it's irrelevant as to if someone needs them or not, people run them because they think they're fun, or enjoy using them.

    Take the huntress for example, she can quickly M1 after throwing a hatchet, if she rides you, drops hatchet, you get exhaustion and then suddenly your only life line (dead hard) is gone then it can feel kind of silly to just have an entire perk disabled because you were hit.

    and again, I'm not on either side, I'm just explaining why people don't like them, I don't care tbh.

    You bring up a valid point - that would most definitely irritate me if I was in their boots - but I feel like that's the minority ya know? Like if I was doing that then their irritation would be understandable, but I wasn't. Ah well, thanks for your input ;p

  • @Seanzu said:

    Mostly because it's usually an ultra cheap addon to disable a perk entirely for that chase duration, that being said I think with addon passes they'll remove exhaustion addons entirely because they were a thing added before the exhaustion change (not recovering while running).

    I don't quite get it though. I'm a red rank survivor and killer and the fact of the matter is that I don't touch exhaustion perks. With enough skill you can run killers without the need for them at all. Admittedly they can be used as a final lifeline, but I don't see why it's such an issue for some survivors to just have to reconsider their options.


    They may be removed, they may not. It won't affect me much either way, but was just curious as to why people see it as such a damning and critical to the game addon. (But surely if survivors get exhaustion perks, killers should be granted a way to counter them, too?).

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/928126#Comment_928126

    Oh yea it has! Thanks for the sympathy :) The point I was trying to make is that this game is heavily based on RNG - pallet spawns, killer/survivor spawns, etc. It sounds like you really had a stream of viciously bad luck with all of those factors going against you simultaneously and that's really demoralising, but at the end of the day bad luck doesn't last forever!

    I hope the RNG gods bless you in your next games!

    May RNJeebus be with us all this day!

  • @Accullla said:

    Sounds like one of those days where everything goes wrong for you.. Reminds me of the time when I got fined on a train after losing my ticket, having a bird poop on me and slipping (and falling) on cat vomit - all in one day.

    Just roll with it.. bad luck doesn't last forever :)

    I feel that man. Issue is it's been like it the past few days and seemingly only for DBD. At least it's not transferring to real life (touch wood) haha.

    Hopefully your luck has improved!

  • The game disconnected me from a match mid-match and gave me a DC penalty despite the fact that I didn't DC myself.