SloppyKnockout
SloppyKnockout
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@ToxicMyers said:
But isn't that the point of the hex? High Risk/High Reward?
This. The literal point of a hex perk is to be SUPER powerful, but super risky.
Third seal for example. Absolutely HORRIFYING if you can't find the totem.
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Currently?
Conan Exiles
Metro Exocus
Red Dead Redemption 2
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@Sonzaishinai said:
While i do agree that streamers DCing are bassicly giving their audience the green light to do it too
I don't think streamers shouldn't be punished more because of a DC then other people.
The DC penalty just can't return soon enough. That time penalty was perfect for letting DCers cool down before jumping in another game
The DC penalty shouldn't exist. The game isn't not even close to stable or balanced enough to justify one. The fact that not only does it exist, but it exists and multiples to hours and hours is nonsense. It should never surpass 15 minutes.
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@rhodiumguy said:
Will they add it to the shop eventually? Never gave a damn about Spirit until I started playing her a couple of months ago. This skin really took my attention!
https://us.v-cdn.net/6030815/uploads/1U2JPA988TXF/hk-outfit-009.png
I believe they are adding all rift cosmetics to the store eventually. Just don't know exactly when. I agree though - the weapon from that skin is my go to.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1662272#Comment_1662272
The point of making totems take longer to cleanse is so that you have time to get over to them and defend them when you hear the notification. Thrill needs that.
Besides if you had Ruin constantly respawn and it took longer to cleanse survivors would be very unhappy.
Thats the problem with the original suggestion here. Removing the aura reading wont do anything long term but nerf Undying into a luck totem, since at that point you would purely have to rely on luck and wouldnt be able to defend your totems without the knowledge of when they’re being cleansed.
Survivors just dont want to deal with taking out totems, or taking out Ruin multiple times. Thats the big issue. No matter what you do with aura readings its always gonna come back to that eventually.
Plus - the killer can only pressure ONE GEN at a time. Everybody seems to forget that.
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@Withered8 said:
We all know this is literally the new killer meta combo, im pretty sure 4/5 killers i have now run it (very origional and creative builds btw), but do people not realise the effects that it's going to have on the game? It WILL get nerfed, sooner or later. It's literally inevitable. Ruin is going down the exact same path of last time. The devs will notice that ruin and undying is literally in every game and build and they will end up changing ruin again literally putting the game balance back a whole year, when in reality, the problem is rather undying and tinkerer. If you think that this combo is not busted, allow me to explain. Playing blight, billy, nurse, oni, freddy or anyone with decent movement speed? Well all you need to do with this perk combo is use ur power to get to a gen whenever tinkerer props, force the survivors off the gen and maybe get a down and the gen is already down halfway. Literally the only way to counter this is either spend years searching for the totems and wasting huge amounts of time or coming in a tournament level swf and pumping out the gens as insane speeds (which how much fun is that really? Who wants to hold m1 all game/). I'm just dissapointed with this because the new ruin is actually a decent perk but these other two perks have completely broken it. Till they change it guess we gotta just be gen jockeys and suck it up?
Play killer. Make note of the meta perks the majority of survivors use. The overwhelming majority even. Now, remember - killers have been dealing with THAT meta for YEARS. Literally YEARS.
Undying has been out for less than a month and you guys are already demanding a change, despite it STILL not being as strong as the ######### you guys have.
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@dollbaby7870 said:
Why isn't there a social mode with no ranks? For those of us that don't care about ranks and just want to play to have fun. Those that want to sweat it out for ranks can go to ranked mode.
I know there risks... You'll get rank 1 killers with rank 20 survivors and vice versa but hey that's the risk of social mode.
Better idea: If you don't care about ranks...don't pay attention to ranks.
I'm literally a genius.
Now - I'll solve world peace.
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Distortion.
Off the Record.
Small Game.
Detectives Hunch.
Maps + Addons.
All those DIRECT counters...but still "broken" because god forbid you give up a perk slot for one of those.
Killers have a super powerful perk combo now. Sucks, doesn't it? Good. Now you know how we've been feeling with DS/Unbreakable for YEARS now...and more recently, DS/Unbreakable/Soul Guard. Except - our "super powerful perk combo" STILL isn't nearly as powerful as yours. Ours has a counter. Yours doesn't.
"Git gud. Don't get caught. Don't tunnel generators" 4head.
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Firstly - 99ing gates, even from a survivor perspective, is freaking dumb. Whatever content creator told you to do it - stop watching them.
I've been killed more times by a 99'd gate than I've seen it "save" anyone. Because some jackwagon decided to 99 the gate, and run away, meaning I'm getting chased to the gate, and I'm now dead cause I have to stop and open it. No, the only acceptable way to 99 a gate is to do it, and STAY NEAR it. If you 99 it and run away, you're terrible at the game. All that because they are afraid of a single perk that ISN'T EVEN NEARLY COMMON ENOUGH TO WORRY ABOUT.
Besides - the only true solution to this has been suggested many times, in this thread and in others. Make the gates regress.
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It's never "okay" per say.
That being said, there are situations where I don't blame people. Like, you spawn in on Hawkins. It's Freddy with Corrupt, Undying, Ruin and Thana...with dual slowdown addons.
For me? That's a hard pass. I'll tank the 5 minute penalty. Knowing completely that it's punishable.
@ClickyClicky said:
I wouldn’t bother answering the question guys. Even the slightest comment about disconnects gets you banned on here. Anything against the game rules gets you banned on here.
Though if you break game rules on stream it seems you get to keep fog whisperer status so one rule for thee and another rule for me it seems.
DBD is and always has been carried by streamers. BHVR isn't going to bite the hand that quite literally feeds them.
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@TATAHARAMBE said:
https://forum.deadbydaylight.com/en/discussion/comment/1657024#Comment_1657024
Not really when you have only 2 min and 30 sec
I mean, Wake Up exists. But let's be honest. Whispers is pretty meta, so you likely aren't getting out much regardless.
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The thing is, killers don't want it nerfed. Most killers know it's a necessary evil to combat tunneling, and 99% of us have zero issues with it being the ultimate anti tunnel perk. It's just the whole "Hey I can get unhooked, fully healed, and to 3/4 of a generator and still have DS" we have a problem with.
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@ClickyClicky said:
Thana and thrill make your first totem cleanse 26 seconds of uninterrupted time btw
I personally think Undying is fine right now. At least for every totem other than ruin. Trust me the killer will be busy plenty of times, if they keep defending totems then do some gens.
I do think thana and thrill on totems is too strong though especially on killers that have mobility or that can easily injure multiple survivors
The only adjustment Undying needs IMO is to make it so the aura is shown only when a survivor is cleansing a totem. The free tracking it gives around totems, even dull ones just for being around them is a bit much.
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@Gay Myers (Luzi) said:
I do understand wanting legacy come back and be given to those who have lost it, but as stated here https://forum.deadbydaylight.com/en/discussion/164287/news-unlocking-event-cosmetics#latest there are no plans for it to be brought back.
As someone who had it, and lost it (on everyone but Nea), I actually agree. Given what it took to get it back then, it would be a slap in the face. The grind is STILL too much, but it's 1000x better than it was back then.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1649501#Comment_1649501
The perks are not similar in usability, but the reason that they nerfed Pop can also be applied to Decisive Strike.
It actually applies more to DS. At least the killer had to earn Pop's usage.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1652959#Comment_1652959
I see you don't play or go up against much Doctor. No add-ons? I win some, I lose some. Any random pair of add-ons? I win some, I win some more. Regardless of my skill level, that's an insane and stupid increase. Seriously.
Almost every single add-on significantly buffs 1 or more aspect about him and makes Madness even more oppressive. Maybe that's fine for a full squad, but not anyone else.
I play Doctor pretty regularly. I play all killers - and I've got over 4000 hours in DBD, more than half survivor.
Get better at the game.
If your angle was to come at me like you have more experience than me...you failed, hard. Harder than a missed DS skillcheck.
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@HoneyBadger said:
"My god 5 second stun is so bad" Most of y'all grow a pair because life ain't fair sorry you're trying to squash matches or trying to tunnel ds only buy you 5 sec if you can knock survivor down you can do it again. Most of you need to grow up pgtw and ds are completely different perks. Stop this we vs them debate because it's sickening
Yes, cause DS only happens when you tunnel. Play both sides, then you're allowed to have a valid opinion.
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@MadLordJack said:
Yes, because just about every Doctor I come across is fully aware of just how busted his add-ons are. Most killers have 1 or maybe even 2 empty slots, but never Doctors. Never, ever, ever. He gets so much opression for free, and his power is all about denial so you often end up holding W everywhere and hoping you don't have to Snap Out AGAIN.
The only Doc addon that is even remotely oppressive is literally only Discipline. And even then, that's a stretch.
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@Deadeye said:
Confirmed. But I can also add that this month I had a pretty nice streak of just rare tunneling attempts or something like that. The last 5 days it is more like 80% of the games being PURE and obvious tunneling and camping, including mori off the hook.
Much exaggeration here.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1650548#Comment_1650548
How can Ruin/Undying combo be ignored and countered and DS/UB not? As long as Ruin is active, gens regress automatically, and that's prety damn strong. I get that you can cleanse all the hex totems, but then again Ruin is actiive the entire time until the Ruin totem is destroyed for good, at which point survivors have already spent time looking for totems and not doing gens.
Ds is only active for 60 seconds after being unhooked. During that time they can counter both getting picked up and being slugged, but still it's not much stronger then the Ruin/Undying combo.
Ruin/Undying can be destroyed. At all times. There's even perks that both hide your aura and tell you exactly where totems are. It can also be ignored and worked through if you commit to gens. Killers can only pressure one gen at a time.
DS/UB has no counter. Slugging isn't a counter, cause unbreakable. Eating the DS isn't a counter, cause it's DS.
Argue with someone you can beat.
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@ccactus623 said:
https://forum.deadbydaylight.com/en/discussion/comment/1651457#Comment_1651457
You could camp as a stealth killer or return to the hook. It's hard to balance around this
Yeah, and DS users can jump into a locker. What's your point?
If the killer camped (even a stealth killer), they aren't going to touch a gen, or a totem, or be fully healed; and killers are actively punished point-wise for camping. You are grossly overestimating the amount of people who hard camp.
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@ccactus623 said:
https://forum.deadbydaylight.com/en/discussion/comment/1651413#Comment_1651413
If you only play killer you only have your games to decide. The more I play survivor the more obvious a lot of killers tunnel
I've got over 4k hours in DBD. More than half of it survivor. Playing killer doesn't stop me from knowing which way the wind blows. Excellent job making a bold assumption, and falling flat on your face.
@ccactus623 said:
https://forum.deadbydaylight.com/en/discussion/comment/1651427#Comment_1651427
That's why you slug, I agree it can be abused but any real suggestion to change it can be abused
Making it so it disables when the survivors touches a gen, gets fully healed, heals someone else, touches a totem, or another survivor is hooked can be abused? How so? This is 90% controlled by the survivor with DS. If any of these things happen, it's literally impossible that they are being tunneled.
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@SMitchell8 said:
There's also soft tunneling. Tunneling a survivor but slugging them only, no re hooking. It allows them to be healed and it wastes another survivors time/Unbreakable usage.
That's not soft tunneling or tunneling of any kind. That's map pressure.
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No, you can't base it on a radius THAT large. Especially when maps like The Game exist. Too abusable.
You're over-complicating it.
Leave it at 60s. DS should simply deactivate when: You touch a gen, heal a teammate, get fully healed yourself, or someone else gets hooked (provided you're not on the hook anymore as well). If any of those things happen, it's impossible you are being tunneled. It should also disable if you jump into a locker. DS is defensive, not offensive. Forcing DS should never be a play. This doesn't stop you from taking the down, and using Unbreakable or getting picked up (or using DS if the killer picks you up).
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I'm going to say this straight up - if you're having issues against Doctor, you need to get better at the video game.
At the same time, in order for Doc to do well at even medium to high level play, against good survivors, you need to actually have his timing perfect, every single time. A good Doc doesn't use his static blast all that much.
The only annoying Doc's are the bad ones. You can tell they are bad because they spam their shock at loops. (and if you're getting beat by a bad Doc, please refer to my opening statement). A good Doc isn't spamming their shock, ever. One or two shocks at a loop, tops.
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@EuphoricBliss35 said:
as a 50/50 player, I don’t get the whining from both sides ALL the time. Scott June makes a video, and now it’s PGTW vs. DS.
What I’ve gathered from the 0-300 hour killer crowd on these forums is the following:
- delete DS
- delete adrenaline
- delete UB
- delete exhaustion perks
- make gen time longer
- make Gates regress
Those are the predominate threads these days. Here’s the truth, and I mean this in the nicest way possible. Get good. Honestly. The game changes from rank 20-15-12-8-4-1. You have to learn to adapt. If people could 4k vs a SWF with 4 unlimited DS timers, 4 two-state instaheals, more pallets, etc, you can certainly do it now. Survivors get one offensive perk, one, and everyone loses their minds. Maybe the next item in the game should be a pocket knife...
It wasn't Scott's video that made it PGTW vs. DS. It was @Almo's answer to why PGTW is getting nerfed, and him alone. Scott's video had very little to do with it.
This was 100% Almo - and he knows he screwed up because he hasn't had jack to say since he made this brilliant blunder.
@ccactus623 said:
Let's be honest 90% of the time DS is used it's when the killer tunnels off hook, while in some situations it's feels cheap, the threat of the perk alone has made solo survivor more playable. The pop nerf wont change a thing, you can kick any gen on the map if needed.
Statistical data needed - cause 90% of the time when I get hit with DS, it's after I've chased and hooked 1 to 2 other people. Which is the situation I see most on streamers ends as well. Speak for yourself, not for everyone. Provide statistical data or retract.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1651196#Comment_1651196
Whataboutism isn't in any way helpful, tbh. No reason why most of those can't be looked at.
I will say, though, the only instaheals that exist in this game iare For the People and Adrenaline, both of which are earned. Teabagging and flashlight spamming don't make the game unplayable, either. They're just toxic. And honestly, Spine Chill is fine where it is. The rest, though, definitely issues. Let's also add Moris to the list, though. :)
It may not seem helpful to you - but there is a difference between "whataboutism" and "fairness". This is about fairness. You're asking for a solution to something that really isn't a big issue. People get get once or twice, and say it happens constantly. Other people say they get camped and have no idea what it means. Like tunneling.
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@Sluzzy said:
On a fast competent killer, the combo is very oppressive. If killers can have such strong ways of slowing the game down then survivors need some more stronger perks to choose from. Perks with very small effects, like showing the aura of nearby perks just doesn't help against a fast rank 1 killer that has map-wide knowledge with the intent of slugging and what not.
Spread out on gens. Even the most mobile killer in the game can pressure only one generator at a time. Stop grouping up on gens, make their job of applying pressure (which is literally the way Ruin gets value - through gen pressure) harder.
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I hate going against Trapper. Not even remotely OP, but god dammit, he's my kryptonite.
@Micheal said:
I only hate one and I now hes OP every body else is ok and I dont hate them.but the won I do hate is doctor and hes op. Now's where are 24 seven its really annoying now you have heartbeats with a red light behind you. And there's no perk to help you to get rid of insanity
Doctor is not OP. He's mid tier, at best.
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@MrLimonka said:
Tbh, I don't see people DC'ing that often anymore.
If anything, I'd add that people DC usually because there is a mori in the game, or when the killer brings overpowered addons.
There's really only one addon that I can think of that is truly "overpowered". And that's Iridescent Head, and even then that's only when paired with belt addons. On it's own, as a one in the chamber type deal, it's balanced just fine.
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@ClickyClicky said:
Its overrated. Undying is programmed to go first in the majority of cases too. I’d say 80%
Im not sure if they ever gave an explanation on how totems work but at this point I refuse to believe any explanation other than the totems in the game are just totems, no perks assigned. Then when one blows up it picks a perk to deactivate. This is the only explanation why on a 50/50 chance Undying is cleansed first in 80%+ of my games.
This combo has me curious though on how effective it is on killers with little map pressure. We all know survivors tend to sit on gens longer to try and finish it before it regresses. So on low map pressure killers does it actually encourage genrush rather than the opposite?
I've actually experienced the opposite. You're probably just getting unlucky. It happens.
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@NathyP11 said:
What killers is this combo the best on? + any other Hex Undying killer combos.
It's basically good on any killer. Especially those with mobility.
Undying and Haunted Grounds is also pretty legit.
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Time management - the biggest hurdle of playing killer. The killer needs all the time they can get. Proper time management also includes going after someone who will be dead sooner, or is already injured. Whether it's to slug them or get them out of the game. Proper time management can call for tunneling. This is a decision the killer needs to make - and if they can manage their time properly, through any means, it is a skillful play.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1650595#Comment_1650595
"That's the literal purpose of flashlights. To blind the killer." There is a difference between blinding a killer, and constantly blinding the killer with 2 people where you know you can essentially keep the killer blind for the entire match or force him/her to never use a window, making infinites possible. Infinites are constantly removed because they literally are toxic. Flashlights being used in this way, creates infinites. Now, I like to see how you will twist this in not being toxic. Because its still in the game, it still allows infinites and there is even a new perk that allows it to be used nearly twice as long. Infinites and using them is toxic, even according to your definition. So, how are you gonna turn this one around? The existance of Lightborn?
"Holding the game hostage is literally against the rules; and bannable" This rule was implemented after they added crows, so again, you're wrong.
And no, the devs decide what is balanced or not. They add in things that can be used as an annoyance, however, they often dont cap the annoyance. Old Pig had a headpopper build that was incredibly toxic, yet barely anyone used it. It's removed now, so again, according to your definition, its toxic. However, this has been in the game for YEARS before it was removed. Now, are you going to claim that all that time, it wasnt toxic untill its removal? Please, I'd like to see your "rebuttal".
As for what is toxic, and this is pretty much the biggest reason why you are wrong: the usage of an in-game mechanic only to ruin the game for someone else. It has nothing to do with annoyance, it's literally someone trying to ruin the fun for someone else on purpose.
I mean, lets take it even further: at first, atoms were researched for finding a way for clean energy, does that mean the people who researched the atoms were trying to find a way to create a bomb? According to you, they must have been, because the bomb got created and atomic bombs are still active to this day. The devs simply try to balance items and things to not be gamebreaking, but that doesnt mean the players dont find a way to make it essentially gamebreaking. The players create the toxicity, the devs can choose to react on that or not. Often, they dont, but that doesnt make it less toxic.
TL;DR: It annoys me. So it's toxic.
Sorry bud, you're incorrect.
Also, statistical data for your statement. Still waiting on that. Hop to it, boyo.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1650575#Comment_1650575
The way the DS and UB work their intention is fine however DS timer should get the PGTW treatment and have tier 3 to be 45 seconds and Unbreakable reccory should be put down to 15/20/25 percent.
Nah. I'm fine with DS' timer. I think the change it really needs is to be deactivated if you:
- Fully heal.
- Heal someone else
- Touch a generator
- Touch a totem
Basically, anything to progress the game. It's impossible that you are being tunneled if any of those things are happening; and there's no way to cheese that since the survivor controls it completely.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1535585#Comment_1535585
Oh, the devs define toxic? Sure, so, using the small pp build and flashlighting a killer everytime he vaults isnt toxic? The entire community agrees that it's quite toxic, but its in the game, so it cant be toxic.
Oh, or remember back in the day when you could hide for an eternity in a locker and basically keep the killer hostage? That was toxic AF, but it was in the game and there wasnt anything that said you couldnt, guess it wasnt toxic after all. Sure, it got changed later, but I guess that was just the devs changing their mind on what they thought was toxic, as it was in the game for MONTHS before it got changed.
So yeah, I dont decide what is toxic, but neither do the devs. According to the community, its toxic. And toxicity is a community vote. So you're wrong, and ironically, I am right. Maybe not in the previous thing, but thats for the community to decide, not you.
Using anything built into the game as a feature (perks, items etc) in their intended way is never toxic. It's in the game. It's not a cheat or a hack. Not liking something doesn't mean it's toxic. It annoying you doesn't make it toxic. Doesn't matter how many times they blind you at a pallet or vault. That's the literal purpose of flashlights. To blind the killer. "The entire community" is a bold statement. Please provide statistical data for that, or retract your statement.
Holding the game hostage is literally against the rules; and bannable. So yes, the devs define it as toxic, and it is, as such, toxic.
Again, the devs decide what's toxic. You just decide what annoys you.
You picked the wrong guy to try and one up. Bring it, bud. Easiest rebuttal of my life.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1650548#Comment_1650548
I meant from the very beginning it would be hypocritical that Undying/Ruin get a nerf while DS/UB would still be unchanged for 2-3 years.
I get that - and I agree, but I just don't think the comparison is valid, when one setup is vastly stronger.
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There are times when tunneling someone out of the game is the correct play, if you want to win.
Imagine a scenario where you're playing killer. You chose literally any killer, and you got dealt Mount Ormond by the RNG gods. It's very easy for a gen to get done before you even get to the other side of the map as killer - especially with a 110 speed killer. The map is so big, and gen placements are such that it's very easy for multiple gens to go within the first couple minutes because applying pressure was damn near impossible unless they screwed up, if they were handed one of the many terrible setups.
If you tunnel someone out of the game, which in this case would be the correct play, that drastically shifts the odds in your favor.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1650498#Comment_1650498
They're both powerful combos.
Undying/Ruin is not nearly as powerful as DS/UB. It can be ignored completely, and countered. DS/UB has no real counter, and during end game, there's straight up nothing you can do but take it. There is no valid comparison there.
Powerful doesn't mean the same. Invalid comparison.
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@WishIcouldmain said:
I agree if survivors can keep DS, UB, DH, BT for years if I'm correct. Then Undying and Ruin is fine.
(imagine comparing Ruin/Undying to something like DS/UB)
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A literal Werewolf.
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@Endstille said:
Gotta love the boosted survivors in this thread, claiming there is only lose/lose situation when all you had to do was predrop a pallet. Meanwhile you play SWF with OoO and think that is balanced.
Pre dropping a pallet isn't a solution, now is it a counter. Sure you might be safe. Maybe. If his power that can go through pallets to begin with doesn't hit you. The bigger issue with your flawed logic is the fact that predropping pallets encourages survivors to waste pallets and leave their team mates with nothing to work with. Your assertion that SWF w/object is common (I've seen this maybe 1 in 100 games in my over 4k hours of this game, more than half of that as killer) shows how little you know about this game.
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@skarsguts said:
Tunneling (and camping) need to be punishable, yes. The band-aid perks we have are not enough. I've ran into 6,000 hour rank 1 killers that hard tunnel off hook. It's pathetic and needs to end.
I'd love to use a different perk in place of DS but I can't because I want to be in a match longer than 5 minutes.
They are punished. In the ranking system, which will soon mean more given that rank rewards are coming.
Should they be punishable by any sort of authoritative action from the devs? No. Never.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1646053#Comment_1646053
Good killers are good at killing... meaning they will know this technique gives them an advantage, and they will use it. Good killers are certainly capable of making more skillful plays with Pyramid Head, but they don't need to, so they won't.
They do now.
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Disable crossplay completely if you don't want to play with other systems. You can't have some of it and not all of it. That's not very fair.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1646050#Comment_1646050
if its getting these changes it'd only be fair to pause it while slugged also
No, that wouldn't be fair. Because if you're slugged, you can be healed.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1644912#Comment_1644912
You say that, but you would be silly not to use this strategy as PH. I don't care if you're a good killer or a bad one; a borderline free hit is a borderline free hit, and anyone who's playing to win should be taking advantage of that.
But yes, please, let's do the same for Deathslinger. I'm thrilled PH is getting these changes.
If they clean up Deathslinger and they make Legion not so goddamned annoying I don't think there will be a killer in the game that I don't have fun playing against. Well, maybe Freddy. He needs a nerf to his snares.
I never said not to use it. You absolutely would be silly to purposely gimp yourself by not doing the most effective thing you can do.
I simply said that spamming your M2 for free zoning with zero mind game takes no skill, and only GOOD killers will persevere.
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@LARI said:
What's the big deal? 15s nerf. Not that big of a deal to me.
It's not that they nerfed it. It's the reasoning given for nerfing it...which could, and should also be applied to DS, because it offers the same luxury, but about 5x stronger of an effect. It's made even worse because the killer has to earn their ability to use Pop Goes the Weasel. With DS, survivors are given it's ability of invulnerability for free simply because they made a bad play and got caught.
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I used to get pretty annoyed at slugging. Then, I started playing killer. over 2000 hours into killer (I'm still kind of a survivor main, technically), and I see why slugging happens, and why it's necessary at times.
What I don't get is people who complain about "being slugged forever" but they were only on the ground "forever" because they crawled away when I had every intention of hooking them within like 10 seconds of them being downed.
