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AngyKiller

AngyKiller

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AngyKiller
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  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768232#Comment_2768232

    You're the one being dishonest. I have tried to use TIGHT corners and use several corners in succession to get away. Does NOT work, Bubba will turn too while still swinging. I have experienced this first hand.

    Again; I did not say anything a lie, so you're wrong. Just wrong. Stop.

    Since you decided to copy/paste your factually wrong statement form the OTHER 'Nerf Bubba' thread, so will I:

    Bubbas bump into invisible hitboxes all the time, and you're little anecdotal story does not change that fact.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768232#Comment_2768232

    You're the one being dishonest. I have tried to use TIGHT corners and use several corners in succession to get away. Does NOT work, Bubba will turn too while still swinging. I have experienced this first hand.

    Nothing I said was dishonest, so you're wrong.

    Bubbas bump into invisible hitboxes all the time, and you're little anecdotal story does not change that fact.

  • Except he slows down when he charges his chainsaw, he can bump the horrid hitboxes of objects used in looping, which puts him in a tantrum, and a pallet will take him out of his chainsaw.

    But somehow, you 'forgot' to mention these things.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767983#Comment_2767983

    Myers = to instadown, needs to charge up Tier 3, which takes a long while, AND is not forever. It runs out and he has to do it all over again.

    Ghostface = to instadown, has to stalk you to fully charge

    Bubba = to instadown.... nothing. he has to do nothing. he just runs at you and starts swinging.

    Bubba = to instadown.... nothing. he has to do nothing. he just runs at you and starts swinging.

    Except he slows down when he charges his chainsaw, he can bump the horrid hitboxes of objects used in looping, and a pallet will take him out of his chainsaw.

    But sure; brush over all this flaws to pretend to be right. It's only dishonest. ๐Ÿ™ƒ

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768210#Comment_2768210

    I mean, you never actually have to camp. You can just take the trade by going and downing whichever of the two people trying to bait you feels like a better option, or you can just leave the hook straight away anyway because you have something else to do.

    The worst case scenario here isn't free value for a survivor, the worst case scenario is that you fail to achieve a trade, which is still the worst case scenario for facecamping anyway. Camping - especially proxy camping - is a valid strategy, and because of that, it is also perfectly valid for the other team to have tools that can deal with it.

    Seriously, your complaint really seems to boil down to the fact that this perk would do something if survivors are getting camped, which... yeah? Of course, it's supposed to do something if the killer is sticking to the hook, the only way it'd be a terrible idea not worth considering is if it also punished you for not facecamping- which is why I suggested removing the lingering effect and making it build up over a few seconds.

    This isn't a punishment, this is a counter.

    My complaint is not that it would do something. Apparently you missed half my comments.

    It's that SURVIVORS would pick to force the Killer to stay near a hook or allow an unhook. Let me repeat that: THE POWER ROLE would be forced into a lose/lose by this perk. Either lose extra gen progress or lose a hook and MAYBE trade, depending on if Pallet City had a discount on pallets that day.

    Not to mention Dead Hard, D.Strike, and other million-chance-perks stopping the Killer from trading.


    Stop with punishments for camping. Encourage Killers to not camp. This is not rocket science; people do whatever benefits THEM.

    Make a perk that rewards Survivors for the Killer camping? Survivors will force the issue.

    Make a perk that encourages the Killer to leave the hook? Killers will stop camping.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768193#Comment_2768193

    ...But those survivors still aren't doing anything. The killer in that scenario can just wait out the death timer, or if they want to be nice just let the survivor on hook progress to second stage before committing to a chase for the sake of making sure the game isn't just standing nearby, and like... two generators would be done? I haven't done the maths, maybe it works out to more maybe it works out to less, but a 6% boost for one survivor isn't that big if what the killer gets in exchange is the knowledge that the other three straight up aren't doing anything.

    This doesn't seem that bad to me, this basically already happens anyway if you facecamp even at the endgame and it doesn't actually work. The hooked survivor normally still dies, and the other two survivors achieved absolutely nothing.

    But those survivors still aren't doing anything

    But the one who IS is getting a boost that negates some of the progress being lost by Survivors 'not doing anything', therefore rendering this fact pretty much moot.


    No. Stop. No. No. No. No punishments. This is still rewarding Survivors for forcing the Killer to camp. It's not a good idea. It's abusable. I don't care how people try to pretty it up; it's a punishment for camping that Survivors can leverage for either gen speed or a free unhook.

    It astounds me how people can't see how easy this would be to abuse. Or they know and want it BECAUSE of that. Just knock out the one solo gen on the map with a free speed boost plus purple toolbox! After all; can't do that with more than one person anyways! Or finish off the gen your friend was chased off of! It's 50% done already!

    It's a bad idea. Nothing can be said to make it less bad. It's fully abusable by Survivors to get gen speeds or a free unhook. How many times do I have to say that before it sinks in?

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768176#Comment_2768176

    Eh, yeah, but it's a pretty small one for only one survivor and it requires two survivors be in a position where they might get downed, while one of their teammates is actively dying. I don't consider that a lose/lose, if I realised survivors were doing that in a game I was playing I'd be pretty stoked with the situation, same way I enjoy it when people buzz around the hook right now- that's value for me, that's them messing up in a pretty big way.

    Regarding the "punishments" point, do remember that this is supposed to counter facecamping, which while valid, is a pretty unhealthy and boring tactic that only works because it forces every other player to either be bored out of their skulls or play into it. I'd also like to point out that this isn't necessarily a punishment anyway, because it's a perk. If this were a basekit mechanic I'd absolutely agree that it's a nonstarter, but as a perk it becomes more open for discussion because it's something survivors have to give up other value for- a valuable slot that may get zero value if the killer doesn't facecamp.

    And again, if you're really worried about it, surely putting a stipulation that other survivors can't be nearby would fix it?

    But other Survivors would not have to be nearby, or buzzing the hook. They stay far enough away that they can be SEEN, but not CHASED.

    They stand 50 meters away; outside chase distance. One to the North & one to the South. (Or whatever the map allows, but in opposite directions.)

    Now, if the Killer chases North; South creeps towards the hook while North runs away. No chase has started.

    Killer resets. North & South reset.

    Repeat if Killer goes for South.

    Now, the Killer is either standing by the hook to prevent a save (but the game thinks he is facecamping, because the Survivors are sufficiently far enough away to avoid the game saying 'You saw them!'), and thus Survivors get gen speed rewards, or he's chasing one person and allowing an unhook by the other. Lose/lose.


    Punishments do not work. The game can't figure out 'facecamping' from 'He saw 2 Survivors nearby' because said Survivors are far enough away to prevent a Chase from starting.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768158#Comment_2768158

    I feel like in this scenario, two people buzzing around the hook while one does generators is kind of the dream scenario for a killer? The boost that the one guy on gens gets isn't enough to really counteract that three survivors are being taken off that vital job.

    Contrast to if it's used for its actual purpose, where three survivors are doing gens as one dies, and the boost helps them make sure that facecamper isn't getting all that much value- as well as having the extra effect of not helping in the endgame, which a simple "survivor dies slower" change would hurt.

    It's absolutely still a possibility that it's abusable, but I think it's different enough that it warrants entertaining as a theoretical instead of discarding out of hand. Hell, it could always have a simple "unless another survivor is within [x] meter radius" stipulation added on top to make sure it's less abusable.

    But they're still getting a BOOST that they can force the Killer to either allow, or force an unhook. There should not be lose/lose situations the Survivors control if Killers want to be even a little bit of a threat.

    This perk would absolutely turn the Killer role into more of a joke, as it would encourage bullying Killers at the hook so others could slam gens with purple toolkits and now a perk boosting genspeed even more.

    No. It's abuseable, unfair, and we don't need camping PUNISHMENTS. People need to get that in their head.


    Give Killers perks that reward him for multi-hooking or for leaving the hook. Stop woth the effing punishments, because every one. Every. Single. One. Has been either something so totally dirty that it would ruin the game, or something Survivors would pull out of their arse to force the Killer to either lose the hook or lose the game.

    Stop. Punishments for a tactic that has valid use is stupid. It's people demanding the game be changed to punish what THEY hate instead of actual balance.

  • @jesterkind said:

    Hm. I don't dislike the idea of tools to aid with facecamping, but I think this one needs a little work.

    I actually don't think the three-second persisting is necessary- you want killers to walk away from the hook, even if it's just to interrupt this effect, so having the effect cancel when they're out of range at least allows survivors a chance to time their save properly so they don't have to take a hook-trade the way they currently do.

    If you add onto that a brief leadup where it isn't active until the killer's close to the hook for a set amount of time, I think it's a perk that could at least be tested!

    No. It's still abusable in the exact same way the old 'Survivor dies less/not at all' that was IN THE GAME was abused by 2 Survivors forcing the Killer to either camp or give up a hook, while the 4th did gens.

    This is not a theoretical; a punishment for anti-camping was tried, and Survivors found a way to force the Killer into a lose/lose situation.

    So no. This idea is the same thing as before, and should not be tested, because we already know how it goes.

  • This would be abused the exact same way the old 'Survivor can't die if camped' thing was abused. Or it was 'Survivor dies slower'. Can't remember.

    Needless to say; this would be abused the exact same way.

  • Don't worry; Circle Of OP is still broken as heck.

  • Watching some good Legion play; the timer for the tokens may need major adjusting.

    Perhaps it should be that every time you inflict Deep Wounds; you get a token. Up to 4 tokens.

    The tokens are lost on a Basic attack.

    At 4 tokens, the next Injured Survivor hit in Feral Frenzy will be put in the Dying state.

    This does not work against anyone suffering from Deep Wounds (To prevent Legion from hitting the same person twice).

    If an injured Survivor is hit (this include wasting it on a Deep Wounds Survivor); all 4 tokens are spent, and the Legion immediately loses all remaining time in Feral Frenzy.

  • Don't be a sore winner. Or a sore loser.

  • @SuzuKR said:

    Nothing in this game is toxic besides cheating, chat toxicity, and doing things for the specific purpose of trying to upset others.

    Tunneling because you are using that strategy to build or regain pressure? Completely fine.

    Tunneling just because you want to try and make one person's game miserable? Toxic.

    Teabagging because you're trying to pull the killer's attention away from a weaker teammate? Completely fine.

    Teabagging because you're trying to piss off the killer for the sake of pissing them off? Toxic.

    So on and so forth.

    Yeah but if I tunnel someone for bringing Boon: Circle of OP, and I don't want my pressure negated in 0.025 seconds; They will claim I was toxic because I ruined their fun.

    See how one man's 'Tactical' is another man's 'Toxic a-hole'? This is why we can't allow tactics to be labeled toxic; because once we allow it for ANY REASON; salty people angry they lost will screech that they were bullied.

  • @Tanadris said:

    https://forum.deadbydaylight.com/en/discussion/306497/stop-calling-camping-tunneling-and-slugging-toxic

    You're right. But if I spend 5-15 minutes in a queue, and get camped tunneled or slugged in every game, that's an hour of toxicity that I have no control over.

    It's ultimately a combination of factors rather than just one aspect of the game. Killer queue's are wayy shorter for me, so I can see Survivor frustration over people 'playing the game the way they want to'.

    Stop thinking the Killer trying to win is 'toxic'; problem solves. You'll get less angry over dying on the hook because you stopped thinking it's 'toxic'.

  • @Marc_123 said:

    Just saw stretched res in a youtube video - it looks like ######### and for me this is like cheating.

    Be proud; it's not like cheating; it straight up IS cheating. Anyone using stretched res is a cheater. It's that simple. :)

  • Survivors Run 4 META perks each, for 16 second chances, this includes CoH. Plus flashlights for saves and toolboxes to speed up gens. Plus voice comms SWF.

    Also Survivors: Stop camping/tunneling/slugging! Stop being a sweatlord! It's unfun! ๐Ÿ˜ซ


    Yes; Killers can be toxic, but I've never seen a Killer go 'DS crutch perk ggez noob!'

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767126#Comment_2767126

    https://forum.deadbydaylight.com/en/discussion/comment/2767127#Comment_2767127

    https://forum.deadbydaylight.com/en/discussion/comment/2767129#Comment_2767129

    Was everyone that used the SmartFace cosmetic a racist? No.

    Are all instances of camping and tunneling toxic? No.

    Are both of them tools used to harass people? Yes.

    My god. You're not 'harassing' someone to camp them to death in game where you're goal as Killer is to kill them.

    SamrFace was being used to BE racist, and that could not be denied.

    Camping and tunneling and slugging are just called out by whiny people angry they lost. They are, in no way, 'harassment'. That would be like me claiming I'm being harassed because Survivors brought BNPs and genrushed.

  • Except camping and tunneling are not toxic. They are tactics. Say it with me 'tactics'.

    Just because they're tactics the players on the losing side dislike, does not make them 'toxic'. Toxic is the new 'unfun' buzzword thrown around to control how people play.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766639#Comment_2766639

    I think it would be a good mechanic but rare to use, maybe only needing 3 tokens?

    Then it's useless:

    1. The 4th hit (technically eating up the 3 tokens) could not be on a Healthy Survivor or it's just normal FF and the 3 tokens are gone.
    2. The 4th hit could not be on the 3rd Survivor they JUST hit, so they would have to run back to one of the other 2.

    So 4 tokens for 4 Survivors seems the best way to make it fluid.


    @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2766639#Comment_2766639

    The thing about this is that you have to have all 4 survivors grouped very close together for it to work, plus once you get your 4 frenzy hits you have to find a survivor without using scratch marks or blood pools and you most likely won't have the benefit of killer instinct either. Yet trying to fix any of those issues would cause this idea to make Legion extremely oppressive.

    Yes, but all that works against the power, which makes it less oppressive or unfair if he DOES find and Down one Survivor. He had to hit all 4 Survivors, then suss out where any of the first 3 are, run to them, and loop them to hit them, all before his power runs out & he loses his 4 tokens. Survivors can't really complain the Down was unfair, given all Legion would have to do to earn it.

  • @RaSavage42 said:

    It is a cop out post... enough said

    The top Killers are nurse, Spirit and Blight... Due to how they can't be dealt with "normally"

    Why nerf the Killers that bring in a different way to play the game... that's why the game is what it is

    Who's after those 3... Huntress, Pinhead, Pig (but she has other issues), Artist?

    It'll end up being a cycle... one that'll never end

    As I've said; some Survivors want every Killer ot be 110move-speed, have to respect every loop and pallet, and cannot camp, slug, or tunnel (and thus have to 12 hook every match).

    Anything that deviates from this is 'toxic', 'unfun', or 'OP'. ๐Ÿ™ƒ

  • I got al ittle too vitriolic with my sarcasm. I rather asked for it, really.

    But the bed in here is nice!

  • Here's an idea:

    Whenever Legion inflicts Deep Wounds, he gets a token.

    At 4 tokens; his next FF attack can wound a Survivor (take them from healthy to Injured, or Injured to Dying).

    This cannot be used against the most recent Survivor he inflicted Deep Wounds on (To prevent being insta-downed if you are the 4th found.)

    The tokens decay in 30 seconds. When the timer is up; all the tokens go away at once. (To prevent hoarding 2 or 3)

    The timer resets on every FF hit that adds a token.

    If Legion hits a Survivor with a Basic attack; he loses all accumulated tokens.

    When Legion hits someone with all 4 tokens; they are all spent. Even if this is simply putting a Healthy Survivor to Injured, as per normal FF.


    The reasoning:

    This allows Legion to possibly put ONE Survivor in the Dying state if he manages to hit ALL FOUR in one Feral Frenzy. It cannot be used against the 4th Survivor found, to avoid being unfair. It also HAS to be used within 1 Feral Frenzy, as the tokens do not last long enough to carry over.

  • @Laluzi said:

    We're really still asking for Spirit nerfs? Was this post in a time capsule?

    Some Survivors won't be happy until every Killer is an M1 110MS loopable Killer.

    There was even a post a week or two back about how BHVR should not add any more anti-loop Killers into the game, if I recall right. ๐Ÿ˜

  • @GoodBoyKaru said:

    I know that English likely isn't your first language, but I can't help but laugh at saying Mathieu Court became a murderer in Korea, only to be bullied by famous superhero The Flash

    Curse Jay Garrick, Barry Allen, Wally West and Bart Allen!

  • @Lat0 said:

    It's 0 fun going against those killers. People that think otherwise either main one of them or are low mmr

    Survivors who think their fun is more important than game balance either main Survivor or have a low mmr.

  • No. Not every killer has to be easily looped & have to respect every pallet just to make Survivors happy.

  • @Shaped said:

    I kinda love the "nerf bat" instead of the hammer. I will steal that.

    https://us.v-cdn.net/6030815/uploads/QLQPWKM6DNC1/frankie-niagara.png

    ^ This is what piggy sees every update.

    Max Payne, is that you?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763675#Comment_2763675

    I think the distance itself is fine, but I think the ability to use the distance outside of dodging range is not. It's fine gaining 2-ish meters of distance, because you'd absolutely need to if you want to consider it a dodged hit(it's not really a dodge if you miss an attack and instantly hit a survivor again, a dodge would mean dodging a hit and being able to reach the next loop potentially).

    So, what I hope DH will be like, is basically what it is now, but has to be pre-activated, require 0.5 second to charge up, gets a 5-second window of being able to dodge a hit, if it dodges a hit succesfully, get exhausted, otherwise get a 2.5-second window where you need to recharge it before activating it again. You could even use this while healthy and remove the injured requirement as it doesnt really gain you distance whenever you want, it gives you distance based on when the killer decided to hit you.

    That way, you still have the i-frames, and you still have the potential distance, but only if you actually dodged a hit.

    It would also make the "auto-dead hard" function for hackers useless, since it requires a charge up. Let alone that it would even reward people from stealthing up to a survivor and catching them by surprise as they didnt have time to charge up a dodge, while it would punish people who stealth up horribly to a survivor.

    A 5 second window of dodging a hit? That will give you more free distance than the current DH for Distance does. Use your phone to actually time out 5 seconds, and imagine that while sprinting in game. Oof, that would be O to the P.

  • Honestly, since there's still the Silent Survivor bug; I wish Deerstalker would be base kit.

    I'm tired of Survivors crawling into a corner when I chase their friends away from a flashlight save, then getting put on blast for 'slugging'. It's not my fault the game did not give me the dying state sounds. ๐Ÿ˜‘

  • Because some Survivors believe that you have to let them wriggle free, or you're a toxic slugger for not picking them up. ๐Ÿ™ƒ

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765776#Comment_2765776

    https://us.v-cdn.net/6030815/uploads/K3B80FIBRPT5/screenshot-20220122-213218-chrome.jpg

    This was 5 years ago you couldn't block players back then and you can't do that now which makes your statement, indeed, a fallacy.

    You DID see where I showed A DEVELOPER COMMENTING THAT THERE WAS A WAY TO BLOCK PEOPLE, right?

    That means that, regardless of what you post; you COULD block people and it WAS abused. Try again. Your little steam screenshots mean nothing when A DEVELOPER SAID THERE WAS A WAY.

    Or are you saying 'random person on steam' is a more valid source than A LITERAL DEVELOPER. And yes; those bold parts are supposed to be shouted so you freaking see them this time.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765760#Comment_2765760

    Lol first of all we have YET to see any facts all I hear are the opinions of someone who is INDEED salty because he is being outplayed in verbal warfare AKA this debate lol and secondly I'm not angry at all sir not the slightest bit I'm more amused and intruiged by your way of thinking if anything ๐Ÿ˜†

    Oh please; tell me how I got outplayed by me showing actual facts against such a system being in DBD? Because you saying 'You got outplayed' does not make it true.

    And 'my way of thinking'? What way is that? Using the fact that a block system ruined the game for good players as proof a block system would ruin the game for good players?

    Please; tell me where I've used any fallacy or incorrect statement? Can you? Or are you just flailing angrily?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765747#Comment_2765747

    This guy is clearly a camper/tunneler and that's why he doesn't want to see change. Listen the MMR we have right now IS NOT WORKING! This would be a MUCH BETTER alternative. A player face camps, eventually he'll be put into the same games as the toxic survivors. As long as they aren't in my games idgaf really where they go

    I read your first sentence and it told me you have nothing to say.


    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765747#Comment_2765747

    Aaaaaand, you refuse to read my posts, which is not surprising, considering prior discussions I've had with you ๐Ÿคท๐Ÿคท

    People that mass ban anyone that they didn't want to play with would end up being the ones not playing. If you somehow think 30,000 players are all gonna find a way to match up with Spooky Loopz and all ban him, your hilarious.

    Block lists have worked quite well in several games. Maybe not overwatch, but other games have.

    Am I perhaps advocating for something that would probably result in longer wait times for you personally Angy? Is that why your so... Angy ๐Ÿญ๐Ÿญ

    You're both wrong. Attacking me personally does not make you right. Sorry that makes you two so angry. Anyone can see the problems in such a system.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765737#Comment_2765737

    There was a mod in the first year, that was NOT supported by the dev team, that allowed mass blocking, just by typing up every name you could see on matches or reddit. I found that, sure. But an actual legitimate block system with checks and balances didn't exist, hasn't existed in this game.

    A real in game system that only allowed you to block someone if you actually played them? Would work very differently than a hashed out instaban mod based on the top player list on the internet.

    No it would not.

    People would still block people who beat them. That's human nature. You can't tell me THIS salt mine of a player base would not ban everyone for anything. They already use any excuse they can to treat people like shite.

    Do you REALLY think they would not do the same damn thing as before? 'This person beat me; blocked!' now multiplay that by 2-3 Survivors per group, per match.

    Good players would see their queue times skyrocket. Because that's what happened.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765722#Comment_2765722

    Nope. It didn't. People related the blocking system in Overwatch and top players experiencing what you've described. But there has never been game match block lists in this game. Only chat block lists.

    There literally WAS. Here. Right from here: https://forum.deadbydaylight.com/en/discussion/comment/2755347#Comment_2755347

    image.png


  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765679#Comment_2765679

    I believe several people have done the math and it adds a whole 2 seconds to a full heal. Given how ridiculously fast a normal COH heal is (not counting perks, medkits etc) it's not even a functional nerf!

    it's not even a functional nerf

    Yeah, I'm convinced that was the point; To try appeasing Killers while making sure Survivors lost nothing. There's no way no one ran the numbers on this nerf. They knew 25% sounded big while doing nothing.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765708#Comment_2765708

    If you don't think your playing toxic, but 80% of the players that match you block you? Your more toxic than you think you are.

    Besides, that falls right into B already. If a killer blocked every survivor that brought DH into a match? Well eventually they'd have a long wait time because of how many people get filtered out. SELF INFLICTED.

    If a survivor blocked every killer that killed them? Same thing, eventually they'd be sitting around, wondering why it takes 20 minutes to get into a match. SELF INFLICTED.

    Also, no. This has never been tried in the game before. It's been brought up before, but never attempted.

    Blocking was part of the early game. Ask @MandyTalk Skilled streamers who were NOT toxic had 20+ minute wait times because everyone blocked them. So, you're wrong.

    Don't try to tell me stuff that happened did not happen.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765696#Comment_2765696

    I have long advocated for a 'Dont match with this player again' button. In the end the only people who suffer will be

    A: The players that are so toxic no one wants to match them

    B:The players that are so toxic they 'block' anyone that beats them

    These two groups long wait times would be self inflicted.

    That would really set apart the good players from the bad, on both sides, and basically clean up the MMR without really having to adjust it.

    And C: Those players so good, every salty player blocks them to have 'more fair games'.

    And D: Those players who played well and Survivors decided 'He was toxic due to <perk/Killer/tactic> because it always everyone else's fault they lose.'

    It was tried, and it, literally, happened. So no, we don't need a block function.

  • No. Survivors don't need a fifth second-chance perk. Their entire META is basically free health states and second chances. Why not just ask for a perk that prevents them from losing?

  • @GeneralV said:

    Yeah, that was a weird decision.

    I have never seen this perk in-game for obvious reasons, but even I can tell that this nerf was not enough, and definitely the wrong approach.

    I still think they should have made it like Hexes, where if you remove it once it is permanently gone. If that rule applies to killers, it should apply to Survivors too.

    But then again, that might be just me.

    Oh, no; I agree as well. Boons are basically 'Screw You, Killers. Here's your toy but BETTER!' when they should work the same.

    And with this nerf, the devs have all buy said 'We will make Survivors happy before real balance'. It was a big SOUNDING nerf (a whole 25% is ALLOT, guys!) but they knew it was literally NOTHING to actually change the perk, because Survivors come first. They were hoping Killers were too stupid to notice.

  • @GoshJosh said:

    Bubba is killer on training wheels and pay to win, simple as that. He somehow gets a pass because the game mechanics were drawn from his film. But apparently most people on these forums are ok with that for whatever reason.

    Boy, Survivors will gurgle any buzzwords they can. 'Toxic' 'Pay 2 win' 'training wheels' 'unfun'...

    When you join the 'Entitled Survivor Mains Club'; do they give you a handbook with key words to use to demand nerfs?

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765568#Comment_2765568

    I think a fair nerf to Bubba would be, once you use your chainsaw, add a cooldown of 20 seconds before Bubba can revv it up again.

    If by 'fair nerf' you mean 'Make him useless because you're salty AF', sure. Bubba is fine.

  • This just in: Bubba is toxic for using his power! Also, like always; someone whines about camping! Because Killers are not allowed to win if it involves anything considered 'toxic' by even 1 Survivor player!

    Remember; playing AS the Killer is toxic! Because someone will always whine!

  • @jotaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764815#Comment_2764815

    Lol. Just look at the threads. I see survivor mains complain too but most of them is killer mains complaining about literally everything they possibly can

    So do survivors, and just as loud. I'm sick of this 'Nerf NoED but Killers are totally the bigger babies!' self-important bullshit.

    NoED is fine. Both sides whine non-stop, and anyone who thinks 'They do it more than me!" is a deluded fool.

  • @Lawlichan said:

    https://forum.deadbydaylight.com/en/discussion/306351/noed-op

    in my personal opinion, noed is op because the survivors have to put WAAAAAY more effort into countering it than the killer in using it. also, it takes 0 skill and it's very unfun and unfair because survivors don't like getting one shotted with no mistake on their end and it's unfair because the killer did not have to work for that insta-down, while other exposed perks such as devour hope and haunted grounds require either a change in your playstyle or a mistake on the survivor's end respectively

    It's very unfun and unfair because survivors don't like getting one shotted with no mistake on their end

    Their mistake was not doing bones.


    and it's unfair because the killer did not have to work for that insta-down/it takes 0 skill

    Bloody hell. This tripe again. Wrong. Flat-out wrong. You. Are. Wrong.

    1. The Killer had to find you.
    2. The Killer had to chase you, which can include loops, and pallets, some of which are very strong. Also; mindgames. Also; deadhard.
    3. The Killer had to hit you.
    4. The Killer has to pick you up, which can involve teammates going for pallet or flashlight or flashbang saves. Or bodyblocking while another uses sabo. Also; they may have to eat your DStrike or wait it out.

    Stop. Just stop with the 'THe KiLlEr DiD nO wOrK!' tripe. It's a lie. It's bullshit invented by Survivors desperate to invent a flaw in the perk. It's not correct in any way, shape, or form.


    while other exposed perks such as devour hope and haunted grounds require either a change in your playstyle or a mistake on the survivor's end respectively

    Survivors made a mistake; they pounded gens and ignored totems. This is a mistake. NoED did not erase totems from their minds, so this is the Survivor's mistake to make. Jesus.

  • @MrPeanutbutter said:

    Many of the survivors complaining that NOED is a crutch for bad killers use Dead Hard so they can press โ€œEโ€ for a free health state every time they get outplayed. People complaining about one or the other need to realize they are both crutch perks to bail you out from for your mistakes. If you use Dead Hard, you have no right to complain about NOED and vice versa.

    There's no such thing as a 'crutch perk'. That's an excuse to dismiss people's wins or flame them for 'using a crutch'.

    Until a perk is changed, or the devs say 'This is not what we intended'; a perk is a perk, and using it to its fullest extent is not a 'crutch'.

  • Sure it is. ๐Ÿ™„

    This seems to be what Survivors do. A checklist:

    1. Whine about NoED.
    2. Word-Vomit the same lies about 'rewarding failure' or 'giving unearned kills' when people say NoED is fine.
    3. Finally, claim the forums are Killer-Sided because no one intelligent believes NoED is OP. Clearly, everyone using 'facts' and 'logic' are Killer mains!


  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765385#Comment_2765385

    No, because they only disagree with me because Iโ€™m the only surv here now.

    Rofl. Whatever you say. May want to take your tinfoil hat off.

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