Seki
Seki
About
- Username
- Seki
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Comments
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@ThatOneDemoPlayer said:
The game has barely changed since 6.1.0, as it basically only consisted of QOL improvements
That is not true. Survivors are already neg-broken before 6.1.0. They gave killers new meta perks like erruption and pain reso while survivors got #########.
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For those who cares : I have 1600 hours in this game since 3.1.0. It was a great game.
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@ThatOneDemoPlayer said:
These seem like giant skill issues
Well...I admit that I haven't played survivor in this game in the whole last year, but neither killer for me; still I come back and kill with ease, but survive and only get ass kicked nearly every single game. I believe there is skill issue, but I also believe that is not the only issue, if not a second one against perk probs.
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Also to mention : many tiles are also changed and makes juking not as easy as before
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@Johnny_XMan said:
I think that add on is balanced as it is right now. It’s not like them going into a locker makes them invincible, it’s just countering the add on. You can still sacrifice them via a normal hook.
I am a Michael main and rarely use that add on because matches are usually too short.
ah, I just mean that we can add an add-on or so to lead to a locker mori, not meaning that new way should be given to Myers to counter direct mori. Shape's current mori addons are indeed well balanced, I just mean a locker mori would add more fun, and maybe more mindgames to the game. It can go wtihout ruining the current game experience, only make it better
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@RaSavage42 said:
I don't think there is a "second chance" perk... so I'll explain
DS: you have to be hooked in the first place... what second chance are you getting?
BT: if killers are away from the hook it won't activate... where's the second chance (side note if I'm running STBFL I'll hit you anyway)
Unbreakable: you lost the chase and have an oppertunity to pick yourself up... Barely a second chance
DH: you lose the first half of a chase to be able to dodge an attack... Not exactly a second chance
Adrenaline: end game perk... What second chance do you get if yer dead before the end game starts?
Anymore "second chance" perks
DS: in case of being downed again or pulled out from a locker within 60s after being saved from a hook, DS gives u one chance to instantly "wiggle free" and escape from being tunneled
BT: most killers have a 32m range of terror radius. If killer not near the hook, this perk doesnt go off. But anytime killer within 32m of the hook - 16s of protected status - a second chance in final game where doors are opened or almost and killers tactically camp to guarantee a kill, also when killers just camp toxically
Unbreakable: only a second chance when killers try to play 4-down or so, being picked up before having time to get up desactive it, that's right
DH: killers dont know u have it - dodge one attack, a second chance, even after losing one layer of health, as it prevent u from being hit one time, sometimes right before u can reach a pallet or a window. but really of no use if killers know u have it.
Adrenaline: hmm...I really see few people take it, and I dont think it's a "second chance", as a killer allows u get the gate ready will usually take noed, and no noed killers usually finish a game before 5 gens got done.
So DS and BT are really two "second chance" perks, as a double side player I would say. but the left ones are not OP enough to be called so.
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@MrDardon said:
Oh you mean lockers. I was like "chests, what?"
I agree that it should have some sort of counter because a PwyF 121 % movement speed Judith's Tombstone Tier 3 Myers can't really be outrunned so you should at least be able to delay the kill by doing a gen or being allowed to hide in a locker for 45 seconds.
Permanently hiding in a locker like you can do now shouldn't be possible since it also robbs you from your achievement if you don't have it.
yeah lockers sry🤣
So it can be good if the locker mori is activated by one specified add-on, which could come with a debuff for vaulting a window or so. Waaaaaaaaaaaaaaaah
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1433064#Comment_1433064
Don't get me wrong, I'm not saying bhvr is always doing bad. The thing is tho, once they have done something they most likely won't change it. Be it a good change (doctor for example) or a bad change (nurse for example). To often they just leave it as it is and EVENTUALLY tweak a few numbers and that's it. That's my issue with bhvr and my non optimistic view on it
Exactly. I was always wishing that they would change the Tinkerer back or so as it was and is almost of no use with a "85% progression warning" or so, but, we all see what BE finally does now. I cant agree more with u.