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Archimedes5000

Archimedes5000

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Archimedes5000
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  • This is how it should be.

    We will finally know how many SWF are there and how OP they are. Finally we could end all these stupid discussions with facts.

  • Do we need 10000 threads about NOED?

    If you want to defend it, do it in 9999 threads about NOED that are open, im seriously tired to write the same things all the time...

    Edit: post as many NOED discussions as you like, its not like having multiple discussions makes people look like they are complaining instead of seriously discussing...

    NOED is like DS, rewards you for playing bad. It doesnt matter if its countered by doing bones or eating early, in its current state these perks are abused by bad players.

    NOED should require the killer to do ANYTHING, for example he can NOED only the people he has hooked before.

    DS should require survivior to think what they are doing, it should disable when you start rushing the gens, unhooking, healing or get caught into Bear Trap, because it has nothing to do with tunneling.

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077613#Comment_1077613

    Dymo pretty much summed it up for me. I just came to say don't slug for DS, eat it ASAP so they can't use it against you later and viola, no more DS. 🤷‍♀️

    So you tell me to break my momentum early so its not broken late game? It is a solution, but there is no other perk that has power like that. Every perk in this game has a workaround (even that abdomination called NOED), current DS has NONE.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077575#Comment_1077575

    @Archimedes5000

    Thats what DbD is though. An endless circle of RNG. Imagine if survivors knew a killer had exhaustion add ons, do you really think they would be inclined to brining a perk that an add on basically renders it useless?

    As much as people might hate DS this is probably the most balanced it’s ever been. This perk is not an anti tunnel perk because you can continue to tunnel even if you get hit by it. It merely slows down the killer.

    Most of the time if you find someone after not seeing them for a bit they won’t have a 60 second timer. So if they wanna be cocky and go on a gen, they are just delaying the inevitable for what? Another 15 seconds.

    Thats why I think it SHOULD be more anti tunnel.

    Deactivates under certain conditions (doing objectives, stepping into traps, last survivior alive etc) but timer is paused while in chase.

    Yes, you can still tunnel after DS, but eating DS wastes you time and can completly break the game momentum, so its not worth it. Unless you are forced to, like with current DS.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077755#Comment_1077755

    Just imagining a survivor with an active DS jumping in a locker, only to see the killer break the lantern next to it and the perk icon going dark, lol.

    I think making DS deactivate if you are not tunneled is an easier and more fair solution, but Hex: DS could be fun in a way.

    By not tunneled I mean:

    • Started actions (except vaulting)
    • All other surviviors are dead/slugged/hooked
    • Another DS got activated
    • Caught in a Bear Trap
    • 2 other surviviors were downed in the meantime (-30s of the timer per down)

    That would solve it I think. And you can still use the DS offensively if you tbag the killer and he is dumb enough.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077258#Comment_1077258

    Rather then seeing it as rewarding the killer for doing poorly, you should see it as punishing the survivors for doing poorly, which is what it is.

    If survivors think they can just do gens quickly and get out, and just ignore the potential thread of NoeD that is always present, that is their choice and risk to take, pushing survivors to do totems is a good thing for the game's health in general.

    One perk shouldnt be able to to affect the other team on this scale. Especially if its this strong and doesnt require any effort from the side using it. Its like you are forced to slug all the time because of DS, and survivior just has to rush gens right in your face for it to work.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077684#Comment_1077684

    My thoughts exactly, but apparently Otz got very sensitive during this game.

    I think the problem here was that otz was playing DBD for 24h straight lol.

    I personally think games like these can be fun for both sides most of the time. I think its less toxic than coldwind offerings at least.

  • @rikaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077593#Comment_1077593

    Well in that case that perk would be better. I mean you are right about it. It has too much downsides. I mean at least survivors would have had picking themselves up faster than usual speed. Or the killer should not see that survivor has no mither for the first time(by looking survivor health state bar on the left side of) until the killer see that the survivor is injured in the game while chasing him or the survivor pick himself up by using his ability for once, then the health bars may look like as they are supposed to be. Otherwise the killer wil already understand that he has no mither so the killer would not slug him. I actually did not really pick myself up. If I give you a percentage that would be %10 chance for me to pick myself up before the killer hooks me depending on the matches I played before. Even he sluggs me, it is really hard to pick myself up untill he pick me because it is really slow. It may be faster so the perk would be more useful in my opinion. Also there is not completely Iron Will effect. So that is also so bad. %50 groaning. I do not know why but Iron Will should be already its ability.

    Yeah, 100% agree.

    A while back I made a thread with similiar ideas, here is a link if you want to check it out:

    @Archimedes5000 said:

    No Mither is the ultimate meme perk, but maybe it should be useful once in a while.

    The problem with No Mither is that its existence contradicts its purpose. It allows you to pick yourself up INFINITE TIMES, making it infinitely stronger than Unbreakable. But it has many issues.

    Just like Unbreakable, it relies on killer NOT picking you up, and this can happen ONLY if the killer does not know about you having this perk.

    Unfortunately it is IMPOSSIBLE. Immediately after the trial starts, killer can see that one survivior is injured and broken, making this perk instantly worthless.

    Killer being able to 1 shot you on top of that makes the situation completely hopless. Lack of pick up speed buff (like Unbreakable has) makes you a burden for your teammates, and the "you dont leave blood trail" buff was probably just a joke.

    So here are some change ideas, from the simplest to most complicated:

    1. You start the trial healthy. This should be obvious. You get broken once you get hit, but at least killer does not know immediately. Still a joke, but at least you can pray that you will face instadown killer and he will not notice until he slugs you.
    2. You start the trial healthy AND the killer CANT SEE the broken status effect. This might actually work, not sure if hiding a debuff is fair play. Or you could not actually be broken, you could just have healing speed greatly reduced to, to 0% for example.
    3. You start the trial healthy AND you are NOT broken. Picking YOURSELF up makes you broken FOREVER. Sounds like fair tradeoff to me. Obviously you will not get to pick yourself up second time, because the killer will now know about you having this perk. UNLESS you have Unbreakable too. Unbreakable would trigger BEFORE No Mither, giving you 1 safe pick up without revealing your meme power. This might actually be strong. Better remove the fAsT cOaGuLaTiOn, or it would get too OP.
    4. You start the trial healthy and you are NOT broken. Instead you are EXPOSED for the entire trial. You are not a target, you can heal if you want, but you are still going diwn in one hit. Unfortunately going down in one hit would probably make the killer suspicious...

    Thanks for reading, if you don't like my ideas then post yours, lets MAKE NO MITHER GREAT AGAIN! (Was it ever great?)

    Edit: changes based on comments


  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077590#Comment_1077590

    There we go then you have your counter. Eat DS early.

    Certainly faster than running around the map looking for 5 totems.

    Both are extremely dumb counters.

  • If by "lazy snoflakes" you mean people that want their perks to help them without doing nothing and reward them for playing bad, then we are cool.

  • @cipherbay_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077594#Comment_1077594

    Bro, seriously. Quit it with the "Skill" because your view on it is flawed and catered to serve your own ego.

    Neither NOED nor DS currently require any skill to use, whats your problem really.

  • The totem is broken since long ago.

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076903#Comment_1076903

    As a survivor main, it does feel cheap, but it doesn't require any skill to cleanse totems either. You can't really be mad if it proxes because you failed to incorporate totems into your to-do list.

    It's fine where it is. The fact that it's a totem perk makes it super weak tbh. A good team should always aim to cleanse all totems and if you're so worried about NOED playing solo, run a totem finding perk or bring a map. It gives an alternate objective and element of fear to the game not knowing if the killer is running it or not. Better safe than sorry, though.

    NOED is has literally the strongest protection out of all Hex perks.

    If using NOED feels cheap then we should change it so it doesnt. There shouldnt be a perk that rewards you for not doing your job the entire game.

  • @Runcore said:

    NOED is perfectly fine. Only counter to insane gen speeds. Gens can be done in 4-3 mins and its only chance to get some kills. After gen speeds are normal and not OP then we can speak about NOED.

    Gen speeds are not iNsAnE. If you got 0 hooks for the entire game then you should have no right to NOED. Even with current gen speeds.

  • @PacifiedByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077594#Comment_1077594

    Breaking totems is unrealistic? Forcing out DS earlier JUST in case is unrealistic? Ok, boomer

    Breaking useless DULL TOTEMS is unrealistic.

    Tunneling people just in case they have DS is also unrealistic. People literally TUNNEL TO COUNTER ANTI TUNNEL PERK

  • @ClickyClicky said:

    DS is a free endgame escape that’s true but then NOED is a free endgame kill.

    Had a game the other day where NOED kicked in and the killer gets 2 free kills from it. I used DS and managed to escape.

    In a weird kind of way, the game is balanced.

    ######### them both really.

    At least NOED is not so meta and you cant say that you brought it just to "counter tunneling" or some other wild excuse, its loke Ebony Mori.

    But yeah, fix them both already.

  • @ClickyClicky said:

    It would have helped to see the whole clip. With DS its often in the last 10 seconds that you get picked up. It may have been possible for you to wait a little longer in picking the Kate up for example and chasing the other person.

    I can see your frustration. It must suck to feel having multiple kills stolen from you like that. However NOED is basically the same thing. I could post thousands of videos here that show the killer getting multiple free kills thanks to 1 perk.

    Killer mains only have themselves to blame for DS. They kept tunneling and tunneling and tunneling really ruining the game for everyone else and then when a defence comes about its *surprised Pikachu face*

    Yeah, exactly NOED is the same thing.

    Im waiting for an update that will burn both of these perks to the ground

  • @rikaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076407#Comment_1076407

    I am one of users that use no mither almost in lots of matches. It is just a challange for me. I do love chases and I wanna make the killers chase me. So I run OoO and no mither to encourage the killer about chasing me. Once you learn how to play wih No Mither, after you take it off you will feel yourself like you have 2 lives :D Now I am actually better at chases. Because there is no 2nd chance so you have to be carefull, put a distance between you and the killer all the time, you have to be aware of where to go and loop. So I am used to escape with that perk. Also killers who has ability to down survivors with 1 hit like tier 3 myers, billy, bubba, plague(after being sick), ghost face, oni do not bother me at all :D I think every perk has another special usage, perspective and goal to use but it is discussed how efficient and useful they are.

    Yeah, but the original purpose of No Mither is ability to pick yourself up, but with a big downside. Except the downside makes the pick up part completly useless, because killer will never slug you if they know that you have it lol.

    Using it as poor mans OoO or as a Hard Mode to motivate yourself are also options, but this is not what this perk was supposed to do lol

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077276#Comment_1077276

    @Archimedes5000

    It’s not an OP perk because many killers (myself included) know that slugging is a way to counter it.

    The devs themselves addressed that if the survivor who got unhooked happens to find the killer later after the killer didn’t “tunnel” it would come down to strategy for both sides. They never said it is strictly an anti tunnel perk.

    It can be countered by slugging, but slugging is countered by Unbreakable and Lockers. This is an endelss circle.

    Right now DS should be strictly Anti Tunnel, original purpose of this perk doesnt matter, as half of the mechanics associated with this perk were scrapped.

    Just finding someone randomly is a different thing that finding someone doing a gen in your face and then hiding in a locker, or finishing opening an exit gate.

  • @gamerscrybecauseofme said:

    If this is the level of play all the GeN rUsH iS a ThInG, DeCiSiVe StRiKe Is OvErPoWeReD players talk about? Haha you deserved to get a 4 man escape.

    4 survivors still alive at the end, I mean wow, you sweating into a rank you can't play?

    You pick up a survivor, that intentionally baited you for the DS hit. I will mitigate this with being unsure as to how long he had left on his DS timer, but I will guess it wasn't that long.

    You then down the next survivor, great! Then down the recently unhooked survivor, who was also baiting you for their DS hit.

    You then proceed to hook her, right next to the gate! With another hook option further away or just slug her a little further away.

    You then took the other survivors quite obvious DS strike, though tbf, there wasn't really many good options for you at this point, regarding Kate, but picking her up was just stupid as it gave time for the 4th survivor to unhook the survivor on the hook you just put her on.

    You then down and pick up the survivor that was literally unhooked 5 secs ago....with quite obvious repurcussions.

    The other survivor breezes past you, customary thanks for being a nooby killer teabag.

    Where as, I would have left sailor boy with his ######### flashlight skills on the ground. Downed the meg and the Kate, would mostly likely have slugged the meg at some point between the back of the mound and the further hook. I would have then gone back for meg 2, who would have either been trying heal sailor boy or ######### around, depending on his proximity to the exit, I would hit meg 2 or picked up sailor boy, hooked him/slugged him other side of the mound. Maybe meg 2 would have stayed close to meg 1/sailor boy to heal/rescue them, leaving you open to the possibility of downing her too. You turned a very potential end game 3 kills, although definitely 1 kill, into a 4 man escape, thanks to your own bad decisions.

    Survivors are only as overpowered as how crap the killer is.

    Also, what the ######### was that perk loadout?

    Chew your own fingers to the bone, they don't deserve to be holding your playstation pad.

    Jokes, I wouldn't have done any of that, those survivors would have died long before the gate was open.

    "Sweating into a rank you cant play" ######### does that even mean lmao.

    The problems here are

    • DS should deactivate if doing gens, just like when opening gates. So 1st DS shouldnt have happened.
    • You cant slug people at exit gates, so DS has literally no counter in this situation.
    • Downing or hooking people has no effect on DS, OP downed 2 people and hooked 1, between Kate's got unhooked and picked up, her DS should be inactive after that.

    Also what is your problem with M&A, Ruin and Nurses on Hag?

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077478#Comment_1077478

    Maybe, I'm not sure what the solution is. I still support DS as an anti-tunnel perk, being tunnelled is grim especially with survivor queue times being what they are.

    Make it so only one DS can be active at a time.

    So basically add an effect like this to DS:

    Upon activation, deactivates every Decisive Strike currently active in current trial.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077503#Comment_1077503

    I feel like a problem is alot of actions are currently lumped together. Reassigning your "action" button to R2 instead of R1 isnt gonna help you. They need to split up the "action" button into separate things.

    Yeah, there should be an option to separate them.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077489#Comment_1077489

    Maybe to the same button to put objects down. I dont know about console, but for PC the button to drop an object isnt shared with anything else. I dont foresee a problem that could arise if when I pushed that button...it swapped out the object in my hand for whatever object im currently over if I have one in my hand.

    @Dr_Loomis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077489#Comment_1077489

    Whatever button is free and a visable option the PS4 pad.

    The best way would be to just give an option to reassign controls on consoles too. Its nothing bad, ot just requires devs to put some effort.

  • @Dr_Loomis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077471#Comment_1077471

    But it shouldn't be a thing. The pick-up object button should be simply reassigned, thus eliminating the issue.

    But reassigned to what? Thats the issue.

  • @UwUMyersUwU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077447#Comment_1077447

    Why do you think he's temp banned? He's a troll most times and only responds with less then a sentence to piss as many people off as possible. You'll find him in almost any post.

    He is not temp banned, he is just jailed. Trust me, getting warned is way easier than you think.

    But yeah, I am not sure what point he is trying to make here, maybe he really is just trying to provoke.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077456#Comment_1077456

    Yes I know killer mains can play survivor, look at Tru3

    What are you even talking about.

    Read the OP and your comments again. You make no sense

  • @Dr_Loomis said:

    It would be a bad idea.

    It would allow Survivor to make perk builds to compliment one another.

    Example, two people have Borrowed Time and be the rescue guys, one with OoO to wind up the killer, one with Small Game to find the totems etc.

    A real battleplan would come in to place, and with the way DBD is already 4v1, this would not be a very balanced move.

    Thats the whole point lol.

    This way they are way closer to SWF so we can finally buff killers.

  • @Waffleyumboy said:

    Killers: "Why don't survivors fear killers? They really should, fix this BHVR!"

    Killers, along with others: "Survivors stop being afraid of killers! This is ridiculous behavior, why play a horror game if you can't man up and get to the objectives?"

    Lovely community 😊

    I dont think you understood even one sentence out of OPs post

  • sToP tUnNeLiNg ThEm

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076391#Comment_1076391

    personally I just feel Camaraderie needs to be flipped, aka you have it so you can stop the timer for another survivor on the hook when you are within X meters.

    Why not both?

    Like Kindred

  • You dont really have much other oprions on console...

    But on PC it should be fully customised, Im not sure, but I think it already is.

  • @FrankSRfromIT said:

    How do you know you are facing a SWF? I have only been playing killer for about a month)PS4), and sometimes I can tell when I am by how they are playing, but how else does everyone know they are playing with/against SWF?

    Mainly if they are always waiting for flashlight/pallet saves, always bodyblock, DC/suicide on hook so the last person gets hatch, multiple escapes with a key, etc. Basically coordinated stuff like that, impossible for solo players.

  • *Laughs in Haunted Ground*

    Also NOED on Myers lol

  • @Kurosuji said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077288#Comment_1077288

    Okay then what happens if you play against a stealth killer with nurses or one that just follows you without you noticing to a gen? The perk is situational. I play as killer too, but I don't ever like going after the survivor I just hooked, unless they are the next survivor I find I'll just down them and look for other survivors while waiting for ds to deactivate or it's been a solid minute without finding other survivors. Point is, if you find the survivor that you hooked, then chances are the person that unhooked them is close by, if not healing them or working on a gen next to them. It's only like a minute, if you just anticipate that every survivor has DS, then you'll never get stunned by it.

    The thing about stealth killers is that they have stealth, you know. If you let killer follow you all the way to the generator AND you touch the gen before you notice the killer, then sorry, you got outplayed.

    The solution is simple: dont touch the gen unless you are sure you are safe. If you have DS then you have to think about how you are using it (LIKE WITH EVERY OTHER PERK) and not treat it like some sort of immunity shield you can mindlessly use.

  • @Warlock_2020 said:

    DS is fine. Seriously, all this whining about DS is sad. In the last 8 matches, I have come across 17 DS survivors. I was hit with it one time at the end of the game. I've 4k'ed in 5 of the matches. 3k'ed in the other 3.

    If you are getting swarmed with DS, maybe you should think about the tunneling. DS is all but an anti-tunnel perk. It is intended to annoy killers who tunnel. It is working as intended.

    @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076778#Comment_1076778

    Yes, I'm aware of that. That is also a very rare occasion. I've been playing killer for two years. The new version of DS has cost me maybe a handful of games since the change. The old DS cost me scores of games due to getting DS'd four times before the first hook. More times than now, DS hits tunneling killers more than anyone else. The occasional victim is like in the video above. You can point to several perks that screw over players like that though. How NOED that costs the survivor who cleansed 4 totems by himself, but because of circumstances beyond his control, he is the one who dies, not the others who did nothing.

    There are lots of perks we can say create situations like this, as in a no win scenario. That does not betray the fact that DS's most effective use is as an anti-tunnel perk. How many times do killers tell survivors on this forum that if they don't like tunneling, run DS, that is what it is there for. Irony....

    @Kurosuji said:

    There is nothing wrong with ds as it prevents killers from tunneling and it definitely does not have any effect on toxicity. If you want to be annoyed with a perks that does promote survivor toxicity then it would be object of obsession and head on.

    If we all agree that DS is an anti tunnel perk, then there would be no problem if it disabled itself when the survivior starts completing objectives? Unhooking, healing, repairing, etc.

    You are not getting tinneled as a survivior if you are doing these things.

  • DS timer should be paused while in a chase.

    BUT it should disable after:

    • Doing any action for more than 1 second (except vaulting)
    • Getting caught in a Bear Trap
    • All other surviviors are dead/hooked/downed
    • Timer is reduced to 0s. Killer downing another survivior reduces the timer by 50% (30s by def.)
  • @Johnny_XMan said:

    Take out the explanation that it 'works as an anti tunnel perk' and leave the perk as is.

    The devs never said it is strictly an anti tunnel perk.

    Then this is just a normal OP perk and should be nerfed to the ground.

    The only reason DS is not nerfed is to prevent tunneling.

    It was surviviors that decided that this is an anti tunneling perk

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052836#Comment_1052836

    Allowing the option to buy levels with money is a really bad idea. If you monetize the game's progression system, then what's to stop them monetizing everything else.

    And it is pay to win, since those who pay can get all the perks and items they want faster.

    Pay to win means that the person who pays has advantage over not paying people in a match. Being able to grind faster wouldnt give you any advantage in a match. What if you got a particular perk faster? Your opponent can also have it because of rng.

  • @GHOSTfaceP3 said:

    Noed is fine lol

    @Blueberry said:

    While you say this isn't a nerf NOED thread, it is a nerf NOED thread.

    NOED doesn't need changing because it's too strong or unfair, it's not.

    It needs changes because it's unhealthy design that rewards you for survivors being lazy, not because you did anything skillful. This is why it doesn't need a "nerf". It simply needs to be reworked in a way to reward the killer for playing well.

    NOED is not fine and not fair.

    Its literally a DS for killers.

    NOED rewards you for failing at protecting gens, without having any conditions other than 1 dull totem surviving.

    DS rewards you for getting caught again in the 60s, doesnt matter if you got tunneled or are doing a gen in the killers face.

    NOEDs power should be based on amount of hooks/downs/whatever you did before it activates, so that it requires you to play well and not just be losing the game.

    DS should disable as soon as survivor starts doing objectives or there are no other targets remaining. The timer should be paused while in a chase, so that its an anti tunneling perk and not unconditional immunity for 60s.

  • The biggest advantages of being in SWF are coordinating loadouts/playstykes and sharing information. Nothing can be done about the second, but the first one could be nerfed, thats what some people try to do.

    Giving more BP to killer playing against SWF is a good idea, just like kiving more BP for surviviors playing solo.

    Giving Kindred to as a basekit to all solo surviviors was proposed before, even devs said they will look at it, and I think it would be nice too. Im not sure how choosing "non meta" perks would work, so I think the idea I mentioned would work better.

    Its hard to say what impact it would have at the game, so I dont think giving killer extra perk slot is good or not. I'd rather not, because its too hard to predict what will happen. Also not all perks are bad at lvl 1.

  • Escaping is not a win. Getting a pip is.

    At least based on how this game works.

    You got killed but you are not dead, you got your points and can move on to the next trial.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076597#Comment_1076597

    Hmm, that could create some unfair priority in the game though.

    Hmmm? How?

    Only 1 person can be tunneled at a time right? So as soon as new DS activates, the old deactivates.

  • @Anti_Devs said:

    Every man for themself. If you're that concerned continuously bring a key.

    OP wants his teammates/enemies to not be dicks, he is not asking how to be a dick himself.

  • @[Deleted User] said:

    That was so much BS.

    I honestly believe DS should only work BEFORE the 5th gen pops.

    Mince it’s endgame, it should be disabled

    Why not just make it 1 DS active at a time?

  • @Schmierbach said:

    You could just ask in the chat what others are bringing?

    They have to answer and not speak some random language?

  • This one of the secrets of the universe.

    Other ones are:

    • Why is there a BP cap?
    • What is the purpose of Animation Enchancement?
    • Why OoO users complain about tunneling?
    • Why do things like No Mither, Monstrous Shrine, Cruel Limits and Speed Limiter even exist?
    • Are Splinter offerings supposed to work or not?

    And these are not even all of them...

  • @Jasonisanicefella said:

    This is from a killer main: the new doctor is a slap in the face to Clown, freddy, hag etc

    He can spam shock therapy to block pallets with zero consequences, it isn't fair, he should have 5 shocks available and then the need to reload.

    He is a better Clown with also tracking and plenty of slowdown.

    He should have max 5 shocks and a three seconds reload to top them up.

    Hag also has no cooldown.

    And every killer is a better than Clown anyway.

    Doctor is not that strong really.

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