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Akito

Akito

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Akito
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  • Oh you mean like bc it's possible to do every totem and every gen with literally every team while also 2 up 4 will make it to the endgame?

    No? Yea bc this isn'tpossible. That's like sayin "just dont slug to avoid unbreakable" or " just dont hit when someone has dead hard"

    This isn't always a viable option. It is one. But not in every case especially when doing one single dull would result in a 4k. Then it makes more sense going for the one hex in the endgame when no gens are left anymore.

    And if you run Detectives Hunch like me just to ######### up noed gamers this perk does nothing more than maybe 1 down, maybe.

  • as long I can still instand kill myself go ahead. other than that, no

  • just run franklins 4Head

  • because survivor are all the same and killer not???????????????

  • it has nothing like adrenaline. adrenaline means you did your objective and you get a reward. Noed is more likely a reward for free. Like old ruin. You just put it on and you got tons of early game pressure.

    Noed is the equivalent to sth like unbreakable or an exhaustion perk like dead hard. The opposite site has a free card to survive or kill in a situation they normally wouldn't. Additionally the perks are that strong that it can switch the outcome of the game.

    So instead of getting hooks they dead hard to the pallet. Instead of getting hit and going on you get oneshotted and hooked. And it just required you to have the perk equipped.

    You maybe can compare adrenaline with Devour Hope? Maybe?If it wasn't a hex? idk. You do your objective and get rewarded with a mori and 3+ chases less.

  • yea when?

  • You would lost your progress at least from the current session. It depends on when the game safed the last time.

    Examble

    it safed after a match

    but it did not safe the 200k points you invested into different bloodwebs. So next time you start the game you start with your 200k bps and you have to invest them again.


    So the worst case is that you lose everything from the current session

  • @Peanits said:

    I would say they're worth learning. While yes, it's true that you're probably not going to get a save on a good killer, they still have their uses.

    1. If they are out in the open, facing a wall isn't going to be an option. This is something you (as the survivors) have control over. If you know you're going down and you're not going to make back around to the pallet or window, you can split off away from the loop to make the flashlight save easier.
    2. If going somewhere open is not an option, being in front of a locker or window will also suffice. The game prioritizes the thing you're looking at, so they won't be able to pick you up while staring at the locker/window. This gives you some control over which direction the killer faces.
    3. The threat of a flashlight can be enough. If you can keep the killer occupied for long enough for the guy who's on the ground to use Unbreakable, the end result is more or less the same (minus an Unbreakable being used).
    4. If you find a flashlight in a chest and nobody brought one in, most killers are going to have their guard down and not bother facing walls.

    Short version, yes, smart killers will play around them, but the survivors can also do things to make that harder for them to do. It'll never be a guaranteed save (as it should be), but it can completely change the game when it does happen.

    1. so you say one survivor has to leave his objectives just to gamble a down in the open? Worth it?
    2. You can pick up a survivor while looking at a window. Idk about lockers but windows works. I do it sometimes just to flex that I did not vault the window.
    3. This scenario is more often a "downed on a pallet" situation. Bc all you have to do as a killer is baiting the survivor away (or hit) and looking into the opposite direction when you pick up. So if the survivor is more than 8 meters away from the opposite poisition you're picking up he can't to anything.
    4. That's the only valid answer and even then you mostly just have 1 single chance maybe

    Sorry Peanits but flashlight's are the most bad designed items in the game beside the 3rd best key. But this isn't an item and more a "you are a fool". When the dev team don't plan to make some better addons for the flashlights with things like "at a wider angle" or "from a greater distance" or "slightly faster" flashlights are trash at high skilled games and only works when you get badly matched with low skilled killer.


    And they're definetely NOT worth it.

    Here a short list why

    Medkits can heal you 2,3,4 times extremely fast (especially with botany)

    toolboxes can speed up gens by miles.

    maps can track hex perks very efficient.

    keys let you free escape when you're still alive.

    and now the big boom: all those items are stacking.

    you can't get a higher use from 4 flashlights, but from medkits, toolboxes, maps, keys.


    If you find a flashlight in a chest and the game how it goes allows you a possibility to go for a safe, yea sure. But otherwise they're not worth it running and you can affect the outcome of a match way higher through other items.

  • it's not op. It blocks some strats or playstyles.

    BUT keep in mind that BBQ helps killer to find their objectives. Without they tend to camp more often. As a killer you don't wanna waste time searching for a survivor where probably isn't one.


    I can give you some tips. What I'm seeing from a killers perspective is that when survivor trying to bait their direction they're running they turn around too early. Once the hook timer isn't paused the 4 seconds are over.

    So when the red bleeding bar from the hooked survivor isn't flashing anymore BBQ is over. I always add .5 seconds and then do what I wanted to do.

    Also when you go into the locker keep in mind that your aura is hidden once the animation is fully done. You can see that with Bond or other aura reading perks as a survivor when someone goes into a locker.

    And so I gave you some reasons why bbq isn't op. It has realistic counterplay. Back then when it got released you saw people hiding in the locker. And even it was super funny the only thing you could do was hiding behind the gen aura. That wasn't realistic counterplay and BBQ was just unfair. Maybe slightly unbalanced but mainly unfair.

    in BBQ is OP Comment by Akito
  • Matchmaking-Status-Update

    And the dc penalty is off because of a glitch where it's possible to increase someone elses dc penalty up to 3 days+. If they have a fix they probably would post this in the forums, on twitter and mentioning it in the ingame news.


    Beside that, leaks by daylight has some nice informations for the future like some map changes or the graphic at the end of september. Also maybe quentin becomes a beauty operation also at the end of september.

  • To be fair thew people abuse the DC button even more because they know that this isn't permanent.

    But idk it also shows me alot of frustration. And tbh when I was a dbd dev I would wait a few weeks after the new matchmaking got released to see if people are more happy with their opponents and alliances . Because if, that would also reduce the dc rate.

    And maybe it's time to intodruce some mechanics so that people aren't forced to stay. for examble when you are slugged or X amount of time in relation to the rest of the game. If it's even possible to win beside a lucky hatch game. So that people can sacrifice themselfs like a normal death through the hook.

    Because once a killer sluggs only you for 3,59 mins just to grab you and hook/kill you he wasted all the time you couldve been in another match already. But sadly there are other priorities so we won't get that except in form of a new perk.

  • pure opposite on my end. I really want to play solo survivor. But it's so frustrating that I switch to killer.But playing killer is so boring because you barely meet good opponents and instead just rek through the matches. And so I watch dbd streams and don't play the game at all.

  • Because so many people blamed the devs that they're lying about their stats that they decided to not go that intimate anymore.

    That was the same reaction like in 2k16. Because the community were blaming the devs by every single word they said "but you said so and so" the devs decided to talk less about what they're doing and planning the backround. People twisted their words and used them against the devs so they stated to not talk abound things they're doing or thinking about in the backround anymore.

    And then 2k17 we got our first CM not_queen. She's the probably the reason why we are where we are now.

    Don't think the devs wouldve talked about an upcoming killer an its abilities, the new map, the new killer and survivor perks. That was a very slow process. And we all saw not_queen talking with the devs and encouraging them to go into details and talk about some thoughts and things they're planning.

    That way we got roadmaps :)


    So maybe if we wouldn't blame the devs lying or cheating when they share internal stats with us and maybe if we are very very lucky they give us a second chance. Until then there will be not stats.

  • Dude it's not about communication it's about how skilled are players. if solo players know how to game it makes no difference at all. Beside that solos can also run information perks like Bond and Kindred or Detectives Hunch to coordinate themselfs perfectly.


    The reason why in red ranks are so many potatoes is because the ranking system is based on playtime. So people with 100 hrs can reach rank 1 if they play enough. People with thousands of hours and a high skill level are stuck in rank 18 because they don't invest that much time in this game.

    You get it? swf literally means nothing and if sth should get changes then the matchmaking (what it does the next few weeks) and probably how solo players can receive informations by default to coordinate themselfs better. That way the developers can buff killer in a more fair way for both sides.

    And just a fun fact

    Any killer is able to kill at least 1 survivor and mostly 2 even against a good coordinated high skilled team. (if you don't make any mistakes)

    And no killer should be able to kill all 4 constant.

  • Or just make it so that it replaces a sacrifice. Means after the second hook stage. That way the devs could also sellout alternative mori animations.

    And still. Devour Hope is still a thing and pretty fair. If you wana go for a ride.

  • Dude you get 1500 survival points with no downgrade. Yea you are about to unhook but 4% aren't a guaranteed self-unhook. It's a small chance and why not going for this chance when it doesn't matter?

    And you didn't wasted your time because she also could've get punished for trying to unhook herself. And if she wouldve went into the 2nd stage that would be very bad for the whole team.


    So it's never a waste and pretty sad that you are not able to feel happy for your teammate. Hitting the 4% is like christmas.

  • if sth isn't fun for many people or way too strong or overperforming it needs to be fixed.

    When a Freddy is overperforming and many people complain about how boring he is and that he needs some tweaks then Freddy get some tweaks.

    When a new map releases where many people complain about unfair windows, too many safe pallets and other issues, the devs will try to fix it in fair way for both sides.

    This can take some weeks or a year because it always depends on stats and opinions.


    Like technically Moris are overpowered. You use an Offering and you are able to skip 8 chases. This is obviously overpowered. And when many people from the community are complaining about moris encouraging a very bad game experience then the devs will look into it. Especially when things get spammed.


    You remember the old oddbulb intense halogene purple flashlight? The devs didn't wanted to nerf it (mentioned it in a dev stream) But people spammed those flashlights and abused bugs to keep them no matter what. So they changed them very quickly.

    That's how things should work and if 90% of the survivor players are extremely unhappy about sth for a good reason this won't get just ignored. This counts for everything in this and other games

  • I know people will say "Oh the killer just know how to play this that's fine"

    Not it's not. You can tell me much but the devs definetely did not intended that. It's abusing game design in an unintended way. Wouldn't call it exploit. Therefore it's too specific and not that problematic. I would call it a bug that needs to be fixed. Like fatshame spots.

  • Trying survivor? Or fun builds on lower killer? Because everytime my expectations on me increases the higher tier the killer is. So when I play Clown I just enjoy the Clowns gameplay.

    Or I am going for different fun builds. Like Amandas Letter with Combat Straps and fitting perks. Im going to Lerys and grab them all. Or Im running Myers with Piece of Tombstone, Charge Addon, PWYF, Nemesis and whatever else and murdering everyone I can get.


    As survivor when I am tired of trying to escape with my team bc my team couldn't even beat a first match-addonless-wraith I'm switching to bond+pebble+wake up to sellout my teammates. Some sellouts killing me lmao. And wake up is godtier when it comes to the hatchgame and escaping through the exits. But be sure you did all totems. It's a chill game and doing gens seriously isn't very relaxing. Bones, sellouts, unhooks so everything what's easy.


    But what you shouldn't exaggerate are hier tier killer with 5 slowdown perks. Because you higher your expectations even more and you don't calm down. And once you play 100% with hate and anger and with the feeling of searching for revenge you most likely will lose and rage quit at one point.


    So go for other objectives on more simple killer or survivor. Focus on sth different beside playing as efficient and perfect as possible. Sth to calm down and sth where you expect too not 4k :)

  • challenges

    fun

    taking the chance to escape from you

  • old ruin: you dont have to do anything it's just there and omegabusted

    pop: you have to chase down a survivor, hook them and find a gen and invest a kick which regresses 25% of the progress.

    nah it's fine


    i think thana + dying light is problematic. both should to different things like dying light regresses idk heal speeds only and thana objective speeds only. if you stack them and then run perks like pop it becomes mega busto

  • I like the first comment here. If all survivors play correct solo is equal to swf.


    Oh yea I forgot that solo q is usually playing at this skill level. My fault

  • The same as when I play survivor and I have to face freekill perks like noed, enfury. I hate it but I think those perks create some exciting games in high tier trials. Those perks can change the outcome of the game but mostly you're able to counterplay them too.

    I don't like the "for free" cards on each side but I'm fine with the philosophy behind those perks.

  • They not overdid the nurse. She can teleport through everything which leaves her the potential of ignoring everything in the game in a chase. Her ability has to be hard to play in order to balance it. If it would be easy everyone would play her again and the matches were too fun to play them.

    But Billy hasn't an overkill potential of ignoring any rule in dbd. Basekit Billy was the perfect balance in dbd. Dbd hasn't much things which are balanced and still fun, with much couterplay, many tricks and possibilities. And the devs werre like back then when STBFL and Unrelenting got some dev love. Like a thunderstorm. Destroying the thing out of it.


    And me as a veteran? I feel like the devs will choose to go their on way mostly. And I think if the changes go through like that I will quit dbd soon. Seriously. Because for me it's a sign of "We can do this Community, we know what's good for the game, trust us." And if they become this kind of developer I won't stay. Kinda sad, I always loved the devs for how they handled their game.

  • billy was

    and then the devs thought he's fine how he's performing.

  • That's how things can run. If something in the game gets used at a very high rate, the devs look at it. Is it fair, balanced, fun for both sides. Does need a nerf, change, adjustment, QoL.

    I mean look at Selfcare. It had a high usage rate but instead of changing it they nerfed the whole healing mechanic along with perk chan ges like slopper butcher. That's the same thing. And I believe Ds, Dh and what so ever has an similar usage rate like BBQ, pop, enduring, whispers, Corrupted.


    And both sides has their perks which seem like fair to the owner side but not for the opponent. Like, are you sure survivors love pop goes the weasel? Or do you really think people love noed?, enfury? still ruin? And there are also many players who despites BBQ. Both sides have their perks which the other side don't like and would like to see a change.

    if you ask me as a killer I would like to see changes to unbreakable, dead hard and the hatch spawning rules. And if you ask me as a survivor I would like to see some changes to noed, sloppy butcher and moris.

  • @cheetocultleader said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426397#Comment_1426397

    You can bait his attacks and pay attention to where his red crap on the ground appears, hoping you move in time. Breaking line of sight helps. I don't mind Doctor so much but he comes down to me staying as far away as possible or trying to predict when he uses his shock so I can hop in a locker. Then it's all juking and hoping he isn't so good at shocking near pallets/vaults.

    I will groan when it's a Doctor, even though I think he's fine. Like someone else said though, I've never found myself against a Billy going "Oh God, not him."

    Like you said. Hoping he isn't that good. And that's the point. it all comes to "he has to be not that good" And not just that. All the kilelr i named can be beaten by playing efficient. But seriously. Wil lyou have fun playing against a doc main with his best addons? or will you have fun playing against a pyramid main with his best addons? A streamer I know is god awful good with pyramid and the only reason he loses games isn't bc any chase lasts long. It's bc they split up and do gens at any free second. And when a Pyramid is in his ability while youre looping a pallet he can bait out your bait by just waiting and when you throw the pallet you're stuck in an animation. Or if you keep running he just cancel his ability and hit you. Thisn isn't as easy as it sounds but you can master it. And from a survivor perspective it feels like: -_-

    And Billy never feels like this. He could felt like this with his best addons where he hasn't a cooldown or a charge time.

    I hope they do sth about it. Or delete the heat mechanic. If they wanna do sth about killer they're wrong with billy. And if they wanna do sth about camping then this is not the right way and a very very wrong signal.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426376#Comment_1426376

    Almost 4k hours in game. About 3k of it killer. The rest survivor.

    Yes. "Like me".

    I swear, with the people on this forum, lol

    Cool. I have almost 6,5k hours in the game. Playing since November 16. Was a Billy main for over a year. first 2k hours straight killer, then 1 straight survivor the rest split 50/50 bc any side pisses me off after a while.

    And I like how you're expecting how people are in this forum. Like you're the only god and the other ones are just plebs. Do me a favor and strew your trash about someones elses thread with your hourcounter. Or make your own thread about that we need more unfun to against killer but at the same time beatable killer by just playing efficient. because that's the way people will have fun in dbd. Not outplaying in a chase, m1ing perfectly.

  • @cheetocultleader said:

    It's so hard for me to understand people who have issues against Deathslinger. Distance, random movements, and objects between you really throws him off his game.

    A good Doctor and Pyramid Head is fearsome but I don't take issue with neither of them as much as Spirit. I've played a lot of her now and she's insane to counter. Throw a pallet early and hope you're on the right side of it when she appears.

    You can't do anything against a skilled pyramid. What do you wanna do? If he's in his ability on a pallet? You can go on and get a hit bc he hasn't a cooldown or throw it, and get a hit while being stuck in an animation. And a doctor isn't that of a problem without range/faster shocking addons. And you can beat them all by playing efficient.

    It's about chasing those killer. And it's not fun at all and not on your hand. If the killer is perfect good you wil ldie no matter what. And Billy was like: if you predict him right and you know how he's working you can dodge his chainsaw at any time. And that's why I dont get his nerf. I hope they change his numbers so much that his new heating downside won't affect his chase at all.

  • @SloppyKnockout said:

    You have zero valid opinion unless you play both sides.

    /thread

    Like you hugh?

  • Okay when I see people talking trash without reading and try to understand the message. Hell yea I love the new joke of a Hillbilly. Everytime Im gonna see an old billy main Im gonna laugh at him.

    Doesn't matter if I literally said that I don't agree with the billy nerf bc it impacts his default (without addon) gameplay that much even he was fine all the time bc he was counterable by good decisions and good gameplay. And then you have a spirit where you don't know what she's doing, a Pyramid who leaves you without any choice at pallets/windows, a Doc where you can't to anything in a chase with specific addons or a Deathslinger (a good, not a beginner or intermediate).


    All those are so unfun to go against because it feels so out of hand. It all depends on how good is the killer. If he's good you can't do anything you will die no matter what. You feel helpless. And none of this has the hillbilly. He's strong and extremely fair. He has the best fun/strenght balance on both sides.

    And he gets nerfed so hard. This just doesn't makes any sense to me. It's insane.

  • There are perks who has an high impact on the game but the best build is always what you like to play to make your feelings when you play some games become better.


    For the moment I enjoy playing Bond, Pebble, Wakeup, Selfcare.

    It's basicly a sandbag build. Doing totems to deny noed, make coop actions, farm easy bps, revealing the positions of my teammates as a bait. Selfcare bc I don't expect to win by doing all gens (solo q) and wake up to make a hatch-endgame escape a little bit more possible.

    A few games ago someone was running kindred and I threw a pebble to my teammate hiding behind a tree. Everyone was able to see that. I was dying LUL

    I have a lot of fun with it.

  • Dude Haddonfield was a thing when the stagger of BL was infinite. Now it's just a viasual und gameplaywise bad designed map.

    If I wanna hurt your feelings I'll drop an Ormond oferring. See ya in the hell.

  • That's a classic rainbow match. Congrats and welcome to dbd.

  • Ignore the "just do totems" experts.

    In many games you don't have the time as a team to search ands cleanse all dulls. Doing so would result in a lose for the whole team. So you don't do them safe the time, do gens, don't heal and maybe 2 or 3 are able to escape.

    But then the killer gets for free more movement speed and exposed on his basic attack. It becomes even more worse with other combination perks and on certain killers. And it feels a little bit frustrating that the developers and the killer expect from you to do dulls bc you can't with every team.

    But now I am gonna switch the sides.

    When you as a killer baiting right, lead survivors into misspositions and missplays, survivors got perks like Dead Hard. You chased right but well they still have E. Or you start slugging bc you see an opportunity to gain tons of map pressure or maybe a win. Because as a kilelr you should take any chase to your advantage to kill all survivors or at least make a certain amount of map pressure so that from a time efficiency perspective the survivor team wouldn't be able to switch it around anymore. But then they have Unbreakable. And all the pressure is gone and if their teammates were patient and stayed on gens, what you wanted to use to ur advantage, it's now their advantage and your mistake because of Unbreakable.


    Conclusion? That's dead by daylight. I don't think that I am wrong when I mean to say: The devs want this games where perks, addons, plays, switch around the whole outcome of the game. They want these perks where it seems like the killer or the survivors are losing but then THIS perk comes in and everything changes. So games become unique and different, exiciting, emotional.

    But you know, people wanna win in dbd. And if, always. So they hatetalk perks like noed or unbreakable because those perks crossed their masterplans, at least maybe or for this moment.


    Do I have noed or unbreakable? Oh I hate them both and I am always raging when Dead Hard, or Unbreakable or Noed or Enfury triggers. But at the same time I know why these perks are there and it's absolutely fine for me.

  • bloodweb, shrine, loadout, prestige, dailys

  • The reason why DS got related to a hook stage is bc from a killers perspective it was super frustrating when you finally got a survivor after a long loop, he just got out for free and you had to go for another chase. So instead of gettingf rewarded for chasing and downing a survivor you got punished. And that shouldnt be a thing.

    It's like you're doing a gen and when it's at 99% ist gets blocked and it regresses to zero. Sadly just 1 time in this case not 4. And that's also sth that wouldn't be okay. Sitting on a gen for 80 second is already pretty long and I'm gonna be honest: Most games I just do coop gens for the points or if the team is really good. Otherwise I just don't care. 80 long seconds...and then comes the killer with pop and your teammates die and it doesnt matter and urgh. Imagineing it would regress at 99% within 20 seconds and there's nothing you could do... urgh. Hell no

  • If so they wouldve announced that in the developer update or at all.

  • It just needs more skill on the killer. First of. Second: We don't know anything yet. How long does it take until he goes on cooldown, will the devs change that after or during the ptb.

    And third.. Yea it may be harder to curve but not impossible. And in a perfect world you will still be able to curve, but you have to do it right every ms you're holding the chainsaw and not moving for 30 seconds left and right until the survivor gets so bored of you that he pays much less attention to your thing ur doing. You have to figure out the perfect position in relation to the time you need to charge and release the chainsaw. Instead of moving 100 times forth and back until it's somehow right.

    And the good thing about that is if you get used to it, it's like the nurse change. it won't affect you at all and it makes you using ur ability and possibilities way more efficient and on point. And on the survivors end (mostly for low-mid tier players) it feels more fair.

  • Good news. New franklins deletes the item after 90 seconds :)

    For now: Try to hop in a locker and let the killer grab you. kurself on the hook and youre fine ^^

  • Nah. Wouldn't be that fun as a killer if everyone runs Headon with an exhaustion perk like Sprintobursto. Even if Headon has counterplay if a combo like this works it would become meta and not a fun at all.

    The only thing I would discuss is that the stun of headon procs once the animation is over so you get the full value of a 3 second stun.

  • sure it does. It's nice to have when 4/5 gens are done. Survivors are forced to drop way faster pallets bc they gain literally no distance. It's good with Enduring and spirit fury on myers with a perma or long tier 3. the pressure in a chase becomes insane.

  • I agree. I literally see the kilelr standing right on top of the item (key, special item) waiting for it to disappear. Idk why they need to change this perk.

    I thought the devs don't want to encourage griefing, toxicity, bad behaviour. Thought they said in one of the streams from 2k17 that they aim for a healthy state of the game.

    And there's literally no counterplay. Especially with killer like trapper, onehit killer, deathslinger, S tier killer.


    And seriously I am already so pissed from the thought on this feeling. I just have to imagine me running a confetti flashlight and the first killer is a deathslinger with franklins, waiting for it to disappear ...

  • You read my thread, copper? If you as a killer counterplay flashlights by default gameplay and even more if know that someone is around you they can't do anything. Even if the guy on the ground is open field, you can do so much and it will work. In fact that the survivors don't do any objective which plays in your cards. And that in mind, one more flashlight doesn't make the other 3 flashlights stronger like when 4 people running a toolbox or a medkit.

    It makes it even more risky for survivors bc if multiple survivors go for flashlight safes and the killer knows that they probably will lose the game.

    And that's why I would like to see that one flashlight does sth more by default. Make a red flashlight which you can't get that often which does sth. widens the angle, longer beam, slightly faster blind. Not all of this.

    Flashlights have a high reward in high skill games but in high skill games they probably won't work. What makes them one of the worst items.

    Medkit? I can heal myself 3 times within 8 seconds. Imagine all 4 survivors doing so.

    The best toolbox with BNP x4. 3 gens will pop very quickly.

    The Map with Detectives. Imagine playing trapper or hex perks. Those gfive you so much value.

    The flashlights value are the safes. The pallet blinds are cocky but not very helpful, against a good killer pretty dangerous. But by all the counterplay it has it makes it nearly impossible so get a blind. And like I said you can't stack the strenght of multiple flashlights. The more survivors going for safes the worst becomes it for the team goal.

  • @Frareid88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412253#Comment_1412253

    Lithe always doesn't work either, as with DS, it's all pot luck

    That's a very good comparison. That's why Sprintburst isn't hat good you know. When I run away when the killer is right beside me he's still able to hit me.

    It's sad that you're fighting that hard against a little qol change idea that wouldn't make a perk meta, overpowered or unfun to go against. No numbers gets changed nothing and you're fully against it.

    @CosmicParagon said:

    Even as a killer main I feel like Diversion should give a stun if it hits the killer. I want to FEEL that rock hitting me in the head.

    Bonus points if it makes a metallic "thump" when hitting PH


    I also thought about a visual effect for the killer but stunning him would be way too op. Imagine 4 survivors running this kind of a pebble while the conditions were only being 45 seconds in your TR. That would be nuts.

  • If you like how it is it's fine but the perk is called Diversion. If it doesn't do what its supposed to do sth is wrong. That's like sayin you like if there's a chance that perk X is working the way it is intended.


    And I like improvements. I know there are people who like the old Freddy but the new one is much better and he actually works well.

  • Yea but like I said this isn't what I asked for. I specificly asked for a little light that shows you where the peeble would land. I tried running it with Windows of Opportunities but still when I observe how killers react it fails by just a few meters. Theyx get paranoid at some point and Diversion becomes impossible to use.

  • But don't dc. The penalty is off right now and it's not okay to just dc out of games. Ist frustrates your teammates!

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