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Archimedes5000

Archimedes5000

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Archimedes5000
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  • Original.

    What good licensed killers do we have? Myers, Ghostface (similiar) and Demo (a bit).

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076285#Comment_1076285

    Its the most mandatory perk in the game. 90% of killers try to tunnel. DS is at least a middle finger at them.

    BT does the same thing without giving you a minute to do gens.

    I wish they fixed DS to work as an anti tunnel perk already... Im not buying Myers DLC until they remove that side effect of DS that makes you a piece of ######### for using it.

  • @ClickyClicky said:

    DS and BT are mandatory perks.

    Dead Hard needs a nerf.

    Unbreakable...its the only counter to slugging.

    You see many killers play in ways where these perks are the only chance that survivors have to not have the game over with in a couple of minutes.

    BT is mandatory, DS not.

    I think DS needs rework more, but you can nerf DH too, I guess.

    Unbreakable is especially bad here BECAUSE it counters slugging that is the ONLY counter to DS... THIS is a real SYNERGY, not Thana + Dying Light or some other crap perks.

  • @Cronk said:

    Three times in a row I swung and hits I should have got the camera adjusted by itself making them miss because playing killer isn't ######### enough?

    Unfortunately, absolutely NO ONE was ablr explain to me what is the point of this feature (called Animation Enhancement), why is it even in this game and why I cant disable it.

    It harms you more than it helps, has a neglible visual effect, and apparently "is not used to hide lags"

  • @Flarefire_Xx said:

    It’s auto aim, it helps most of the time...

    Its not autoaim and it doesnt help.

    Both things confirmed by devs.

    It a special feature that makes your hits look better, but can also make you miss if it fails due to fast movements and/or lag.

    Its called Animation Enhancement and it works more like Aim Anti-Assist than Aim Assist if you think about it.

  • @Rmgaming98275 said:

    I've brought this up before,but I want to see if others agree. Why do survivors leave via hatch when there is still a survivor left it's not fair to leave the other survivor behind. Especially if the killer is right there ready to close it. Just why? Why be so cruel to do that?

    Keys are quite bad right now, but so are moris. We should nerf them both.

  • @Waffleyumboy said:

    Leaving behind your team is part of the risk involved with keys.

    Risk for who? Teammates that didnt dodge the lobby when they saw a key?

  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076224#Comment_1076224

    They aren't forcing you to do anything. You have the option to just eat the DS and carry them off anyways. You're making the conscious choice to either slug them or eat it. Locker grabs is a forced decision. You can either leave a healthy/injured survivor in the locker or you eat it. That's a terrible design esp. when if they wanted to hide in a locker they could have head on too.

    I dont understand why DS should be active if you are working on objectives. You are not getting tunneled anymore so it shouldnt work. I couldnt care less about a useless guy with DS, in a locker or not.

    DS from locker is kind of bullshit, but if I am really tunneling someone then every cheap move is fair play. Just make DS work only when tunneled.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076130#Comment_1076130

    Because he can get up... Once per game? I already said I'm cool with a nerf that it turns off when touching a gen, hex totem, or unhooking as those are directly in the survivors control and make him a target.

    The point is to give them a chance to recover and try to do something. If they work on a gen or unhook in your face, absolutely they should lose the immunity. Hell, I'd be okay with DS granting literal immunity until one of those conditions are met or 60 seconds elapse.

    I said all this because they said DS is fine because you can just slug...

    If you couldnt do objectives while DS is active, then I couldnt care less about unhooked person, unless I already downed the rescuer. I wouldnt even slug them, I would just patrol gens and pressure them instead of chasing useless people.

  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076165#Comment_1076165

    Way to completely misread the comment about unbreakable. If a person is slugged no they aren't on a generator. If they use unbreakable? Again, keep an eye on them and that wouldn't be an issue. Worst case they get up. Best case another guy tries to pick him up and gets caught too. I really like how you also say 'just go to a locker' when I just said in a different comment that's something that should be fixed. It's the one time that DS is problematic and unavoidable.

    Well ok, but why the person with DS should be allowed to be a threat and force killer to slug anyway? If DS disabled after you start any action (except vaulting) then there would be no problem.

    Sorry for not reading your every comment, but I think DS on locker grabs is fine enough. That is if the change I mentioned above would be applied.

    The source of bullshit with DS is surviviors ignoring threat of the killer and doing objectives under the protection of DS, not hiding in lockers.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076157#Comment_1076157

    Of course it's all hypothetical, but I still believe ranks not being a thing would do the community well if done right. Whether BHVR are the ones that can do it or not...well, it remains to be seen.

    There are games that do well without rank system, but in none of these games one player/team has such control over fun of other people.

    If people are not busy improving themselves in a game like DbD, then they will soon start using low skill tactics like using moris, tunneling or slugging, ruining the fun. Same with surviviors and keys, but not to such extent.

  • @Ohnoes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076069#Comment_1076069

    So what if they got unbreakable? Just hit them again. Worst case they run away. Either way that's a person that isn't doing totems or generators.

    No one picks themselves in your face, you know...

    "One person less doing generators"? DS is all the more reason to do gens, if the killer finds you, just go into a locker.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076097#Comment_1076097

    I don't know about that. The ability to improve lies in the will to improve. By that logic, nobody would be able to do no-hit runs in Dark Souls; and there will be something there to judge them. They'll keep going against better and better players.

    Challenge based singleplayer game is completely different from fully multiplayer game that has no such features.

    You say "They'll keep going against better and better players", but you cant check that. If MMR is hidden, then you dont know if you or your opponents are getting stronger or not.

    If we are talking about Dark Souls, then you could say lack of ranking is why multiplayer in it is such a mess, there is no way to know if your opponent is strong or not. In the end your worth is decided by number of gank squads/fight clubs you dominated lol

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076044#Comment_1076044

    I never get hit with DS. What're you doing wrong? Did you forget that you already hooked that guy just a moment ago? Then you deserve the stun. Learn to count. Count out the timer if the game is going *SO WELL* that you just dropped the whole team in less than a minute.

    If you pick up the DS then to hook, you deserve it and you'll get no sympathy from me. If he's in a locker and you already have the entire team hooked... Just wait it out.

    If you'd like to lose a scenario where you get DS'd, I'll happily tell you how to play better an not get hit by it. The perk is only a problem for those who make it one.

    Now you shift your narrative from "just dont tunnel" to "just ignore the guy whatever happens", but ok

    The guy with DS can do gens non stop for 60 seconds, do you think Killer can afford to ignore that? Sluggingbis not always an option, and as I said, at this point you have always assume Unbreakable.

    No one here has a problem with remembering who was unhooked, the tragedy here is that you know he is genrushing you but you cant do anything about it.

  • @McLightning said:

    I actually think contrarily. Ranks going is a great idea. It has the potential to alleviate a lot of the toxicity. A lot of people don't care about their rank; but for every person who doesn't, there's probably 2-3 people who do. That rank not being there could possibly make people less inclined to be mad, or toxic, when they die, because dying didn't cost them anything they already had.

    It doesnt work like that. Taking away rank will make people unable to improve themselves as a player, there will be nothing to judge them. 4k with Mori or escaping with a Key is going to have (seemeingly) the same value as fairly outplaying your oponents.

    I get what your goal is, but you cant force people to play casual, it might work with surviviors, but its impossible for killers.

    We will lose big part of killer playerbase and the ones remaining will either play toxic or will be just bad at the game.

  • @themirrortwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076014#Comment_1076014

    They technically aren't invincible. You can slug them and wait it out. I do feel DS is too strong though. If one person has DS then it is assumed the whole team has DS.

    You can slug them if they dont have Unbreakable. And Unbreakable is meta perk, only a bit less popular than the Holy Survivanian Quintinity (Selfcare, DS, BT, SB, DH)

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/128229/should-ds-work-in-lockers

    If if doesn't work in lockers, you just tunnel and slug them. The perk is designed to tell you to LEAVE THEM ALONE for a minute after they get unhooked, not just find a new method to tunnel them.

    If you want to make a case for it turning off for working on a gen, hex totem, or unhook, I can get behind that. They are actively choosing to make themselves a target then. But hiding in a locker to avoid the slug or healing should absolutely be protected still.

    Please stop pretending that not tunneling prevents usage of DS.

    In 60s Killer can down and hook even 3 other surviviors and then find the guy with DS, and in 60s survivior with DS can get fully healed, finish a 50% gen alone and then get caught in a Bear Trap...

    Tunneling or not has nothing to do with DS, it gives you 60 seconds of unconditional immunity to being picked up. Paired with Unbreakable it turns into complete immunity for 60s

  • I think it should. The reason why you find a person with DS in a locker is:

    1. You tunnel them so they hid in a locker
    2. You found them randomly so they hid in a locker
    3. You found them doing an objective so they hid in a locker

    So in first case they have 100% right to DS, in second its kind of their fault but depends on a situation, and in third case they shouldnt be able to DS.

    Hiding in a locker with DS is not the problem, what matters is why the DS was active in the first place.

    So I think we should fix DS' activation/deactivation conditions, lockers have nothing to do with this.

  • @NullEXE said:

    DS was never supposed to "stop tunneling" as tunneling is the fastest way for a killer to lose. It was only ever supposed to extend a chase after being unhooked.

    It's true though, it's not doing it's job, and is being abused in worse ways.

    The original purpose was to make OoO live longer.

    But the game has gone a long way and Devs realized that making perks that encourage/help in plays that make the game unfun is not a good thing.

    Right now tunneling is one of the bigger issues and surviviors have chosen DS as a tool for that.

    So basically surviviors decided that they want "ANTI TUNNELING" perk instead of "Pissing off the killer" perk

    The worst thing about current DS is that it has 3 purposes, 1. Anti tunneling, 2. Pissing off the killer, 3. protection while doing objectives. And if you run to the gen, do it in killers face and then go into a locker, you can do 3 of these things at once. 1 perk shouldnt have such power.

  • @Ireath said:

    To my knowledge they are not hiding ranks they are just scraping the current system for an mmr system.

    The problem is that new MMR is going to be hidden

  • This is literally a slightly weaker version of DS that cant be countered by slugging, if you think about it.

  • @skiafluff said:

    Well Day 5 was boring, but night five... Whooh, got some subplot between spirit and oni!

    https://us.v-cdn.net/6030815/uploads/499/4N2LYFY1L8YO.png

    Oh no, Huntress lost even though she had a HATCHET from a sponsor? Lol

  • @skiafluff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075313#Comment_1075313

    Hag strangled plague. Demogorgon's nose got ponched, but doesn't really effect anything.

    Nurse and myers though... Ruthless.

    Oh, I missed it because it happened too fast.

    I would like to know how Demo's nose looks like lol

  • Wait, why is Plague dead?

    And what happened to Demogorgon's nose again?

  • @Ashy_Slashy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072207#Comment_1072207

    Yes I know what a second chance perk is and to me devour is a second chance perk, you can literally be losing a game and as soon as you get the tokens and activate it come back even from a gen rush and win. Like I said it's useless on some killers, but on killers that can protect the totem it can really be a second chance perk, I've had may games like that with Trapper. Getting 3 hooks is not necessarily winning my guy, what if they've done 3 gens by then? You're losing the game, devour triggers and you can literally come back from that easily, and with Trapper you can protect the totem for the rest of the game and win. Doesn't matter if you have to work for it, as a matter of fact you should have to work for second chance perks given how powerful most of them are.

    Blood Warden can be a second chance perk if you run it with noed, without noed it's pointless but with noed you can get some nice plays if the survivors don't realize you have it or cleanse your totem, it is very situational though.

    AS SOON AS YOU GET TOKENS

    If you get tokens and the totem is still standing then you are not losing.

    You may be not crushing your enemy completely, you may be even getting pushed back and losing momentum, but you are definitely not losing. If you were losing, then as soon as you somehow got the first instadown, the totem would immediately be cleansed.

    Losing 3 gens in current meta is not losing, you can lose 3 gens in the early mid game...

  • Lmao because there are people who use OoO to counter Ghostface. Just because killer has undetectable doesnt mean it counters OoO, you can see exactly when they enter or exit stealth.

    And like I said, almost all killers are hurt by OoO, one perk shouldnt be strong enough to make the killer completely change his playstyle. Not to even mention infinite information it gives to SWF.

    Its not that this perk is OP, (in SWF it is) but that its effect affects the game too much. It has severe downsides, but it doesnt change the fact that killers have to change their playstyles just to counter OoO. This isnt amount of power 1 perk of 1 survivior should have.

    I mentioned god loops because this is how SWF use this perk, they make the "information giver" just stand and feed them information while they work on gens. And as long as OoO is alive, SWF knows his every move. OoO shouldnt be so op when used by SWF, it should be more like kindred => powerful to solo, useless to SWF.

    I know it can be countered, but OoO just has too much power. It makes flashlighting/disarming traps unfairly easy and lets you keep track of the killer at all times.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071615#Comment_1071615

    It was sarcasm.

    Idk why people think OoO is such an op Perk on SWF teams who are just friends playing together casually. If you see more than one it's legit just trolling.

    The perk goes both ways, and you can play a good amount of killers that will hard counter this perk and make it a wasted slot.

    But there's probably no point explaining that to you. Let me guess, you're also upset Ruin was nerfed too?

    Even casual SWF can coordinate their loadouts and relay simple information. When you have OoO its no longer just some information, you can locate killer every time you want.

    Hard counter OoO? Who? Except for Nurse and maybe Spirit thats impossible. You just stand on the god loop and dont leave it until the killer is far away. Then you use comms to tell your team Killers location. And there is no killer that can hard counter god loops except for the 2 mentioned above.

    Even outside SWF OoO hard counters Trapper, Hag and Demogorgon's portals while it also moderately counters most killers, because it shows their location to the user.

    But there is no point in explaining to you because you dont even know how important it is fot the killer to not have his location revealed all the time.

    Let me guess: you dont even play Hag or Trapper and didnt see any issue when the only early slowdown perk was reworked into mid-late game pressure based slowdown perk.

  • His power is boring af

    He needs complete rework, not just addons.

    But no nerfs, he is in like top3 worst killers.

  • Well, I use them somehow.

    Last time was week ago, I think.

    I use Bone, Glass and Dark Splinters, Smoking Splinter is broken.

  • Thats because Trapper is also used for Splinters.

    Most of the time, if you use a Splinter offering, all your Trappers perks will unequip too.

    I dont know how it works, but Splinter offerings are probably the cause of that.

  • @Ashy_Slashy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071740#Comment_1071740

    If you know how to use devour effectively, you can destroy an entire team even if they gen rush you, hence why to me it is a second chance perk and I know this because I've done it myself mainly with Trapper and Freddy. However, you do need a killer that can place traps to protect the totem, otherwise it is a meme not gonna lie.

    And about Blood Warden, you can get some interesting plays if you run it with NOED, I've done that one as well and it can really catch survivors off guard and turn a 1k into a 2k or 3k even.

    If you're gonna make fun of people for giving their thoughts on something, just shut up and leave the forums instead. You're literally the kind of people we don't need in these forums, people that come here just to talk crap when some of us are actually trying to have a discussion.

    Do you know what second chance perk is? Its a perk, that gives you a chance to defeat the enamy WHILE YOU ARE LOSING.

    DS does that, NOED too.

    BW can also be called "second chance", but it requires a hook in EGC to trigger, so not 100% that easy to use. Also its so situational in the 99% gate meta that its nothing to worry about.

    Devour is NOT a second chance perk, because it requires you to work for it, and it does not trigger when you are losing, it triggers when you are winning. Not to mention what you cant defend the totem while losing.

  • @Aura_babyy said:

    I think you're getting tunneled bc of object.

    For some odd reason it really upsets a killer.

    Odd reason you mean "being able to see the killer at all times and read all his moves with a high chance of being in a SWF where this perk is completly broken"

    So where is the odd part?

  • @[Deleted User] said:

    this the same Scotjund that says MMR will never work when he has 0 experience working on asymmetrical games that use MMR but now here he is proposing this idea?

    LOL yeah no.

    Invisible ranking system based on emblems has a very high chance of working.

    And if we are talking about MMR in assymetrical games, BHVR has the same amout of experience = 0

  • @Venzhas said:

    Another killer crying again, how original

    Another survivior not even knowing what he is talking about.

  • Spirit obviously.

    Steve, Nancy and Demogorgon can leave any time they want, so \_(;-;)_/

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071307#Comment_1071307

    Are you kidding me? Increasing sensitivity would help people out on console MASSIVELY

    But this is a problem on PC too

  • Nerf:

    Performing any action (except vaulting), getting caught in a Bear Trap, being the last survivior that is not Hooked/Downed/Dead DISABLES THE PERK

    Every time you have your aura revealed to the Killer (includes Hags Traps), Killer downs a survivior or you become Healthy, TIMER IS DECRRASED BY 15 seconds.

    Buff:

    TIMER IS PAUSED while in chase.

    No longer requires hitting a skillcheck.

  • @GHOSTfaceP3 said:

    They just need to increase sensitivity

    Or add an option to disable Animation Enhancement that causes you to miss.

    Increasing sensivity wouldnt do much, its an issue on PC too

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071288#Comment_1071288

    I wish it wasn't like "You can place one" but I go to place it and it's like "Lol just kidding" I take a step and it lights up that I can but I finish that one single step forward and it's like no you can't again, like it is picky down to like a few pixels it's very frustrating.

    It's not just X wall stops it, only some objects and some walls actually collide and stop it, plus hitboxes on said items stopping it don't match the actual items so you can't tell visually if you can or can't sometimes.

    Thats the issue with all traps, but Demo Portals are the biggest of them all. I dont think it should affect them so much, part of the portal should have no collision.

  • I wish you could seal your portals.

    It makes no sense that you cant do that, from the balance, logical or even lore point of view.

  • I hope devs will hear that we would like an option to disable it, there were many threads about it just this month.

    Fortunately there will be a Dev stream about technical stuff soon, I already asked the question about Animation Enhancement in the Q&A thread.

    Time to fix the 360s and the hook tech.

  • @[Deleted User] said:

    Just wait before swinging. Get very close to the Survivor so you don't have to lunge, then after they swerve or whatever movement they do, hit them. If they like to run towards you to trip you up, then just back up on the movement stick and they'll run into you.

    Hope this helps.

    It works but thats basically a workaround.

    Why I cant attack? Because some almost useless mechanic will make me miss. Great.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071183#Comment_1071183

    I don't really get why you are so upset about this thing at all. You yell at people and are quite rude throughout the entire thread. I just make a joke about this because it is funny.

    Like honestly it is already strange that you yell and than ask for peanits to come in and to correct if there is anything wrong like #########. What is your problem if it is called autoaim, animation enhancement? People do not like it and thus want it gone.

    Well sorry if I sounded rude. (But this is the 2nd time someone made this nonsense argument, an answer to it is literally in the same file)

    I call devs to make sure this thread is 100% true and no one will be able to make the ultimate "but this is not autoaim argument"

    Why is it important how we call it? Check the discussion we had here before, or just look what happened in the thread I linked in the OP.

    I also want it gone, or at least an option to disable it. Thats why Im doing what Im doing.

  • @Tipper117 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071142#Comment_1071142

    I think if you're chasing a survivor straight into a pallet that works the way you say it does. But when you going around an object in a circle, and you try to charge shred as you come up to a pallet, the survivor sees that and just continues running the loop because charging shred slows you down and they know they have enough time to make another trip around. honestly, if they just took away the slow down, or reduced it for demogorgon when he's charging shred, he would be able to manage loops like any other killer like doc or clown.

    If you use Rat Liver, your speed while charging Shred is 101%, this means you dont lose distance, it remains the same. So you can bait Shreds all the time, just like with Huntress

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1070897#Comment_1070897

    There is a setting in the generaluser.ini called AimAssist=False/True what now?

    Then why is it =false by default, genius?

    Have you tried changing it to =true? Because I tried, and it did ABSOLUTELY NOTHING.

    Devs added this probably to show all data diggers that there is no AimAssist, and even if exists, is disabled by default

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071032#Comment_1071032

    That was less a comment about what we should call it and more of a dig at what the devs insist on calling it. It's like labeling a bottle of Foxglove extract "100% Organic Berry Juice." Yeah, that's what it is, but it's skipping over the important part. (No one give me crap about this comparison; I enjoy my hyperboles.)

    I think the original idea that devs had REALLY was Animation Enhancement. I dont think they planned for it to turn into an abdomination called "Anti Aim Assist".

    I mean, people complain about Hook Tech and 360s enough, even without knowing what causes them. They think its Dedicated Servers, but it doesnt really matter.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071068#Comment_1071068

    I don't know, there are few things less interesting than repairing generators. I find searching for and cleansing totems more interesting than doing gens, and anyone who refuses to cleanse them and then complains about NOED needs to get a grip. Also, the toolbox nerf isn't really about solving the issue so much as preventing it from getting worse. I agree they're not perfect solutions, I was just using them as examples of other things that could be done to increase game lengths aside from increasing repair time or adding new objectives.

    Thats why I kinda like the Scotts idea, it looks like a perfect bandaid if some things are tweaked. Surviviors can choose how long will it go on, in a way its more iteractive than Corrupt Intervention. And yes, Stealth will get soft nerfed yet again. But there is just no better idea. If we could add more objectives, I would let Stealth players go look for some golden wrentch or whatever that will shorten the Warmup without them being revealed to the killer.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071096#Comment_1071096

    Autoaim exists in this game. There is a video of it earlier in this thread of it trying to work. You can't just ignore that ######### and call it something else.

    This whole reminds me of the devs denying Pigs traps aren't RNG yet explains what exactly makes the mechanics RNG in the first place.

    I explained in detail why it works like that. What its trying to, do what it does and why its trying so hard. You can see that its bugged ONLY upwards, but everything else works "fine".

    By "fine" I mean that Animation Enhancenemt does not try to hit things it shouldnt (except the fact that its trying to aim upwards unnaturally)

    So its NOT an Autoaim because it NEVER HELPS YOU AIM. IT JUST CANT HELP YOU AIM. What it can do is make the animation look better or, it it fails, it can make you miss.

    And Pig traps are not 100% RNG, at the start of the trial, every Trap chooses 1 box that will ajve a key to it if searched. Thats all. Normal Bear Traps have way more RNG than Reverse ones.

    But the order at which Traps are put on surviviors is random. Just like the order on which survivior will search boxes.

    So RBT are RNG reliant, but not 100%

  • @MythMage said:

    So, my mind was drifting and thinking about killer and perk concepts, and I thought up of this status effect idea.

    I call it "Distracted". Whenever you are affected by the Distracted status effect, you cannot see your HUD and other on screen info. This includes your perks, power/item, addons, gen count, survivor health states, progress bars, and action prompts (such as disarm traps, drop pallets, etc). This would be very effective in many situations. For example, imagine a survivor is running Spine Chill and Quick and Quiet. They are working on a generator, and a perk or something hits them with Distracted. Then they hear the terror radius. They cannot see Spine Chill to know if the killer is after them, so they rush into a locker. What they also didn't know is that Quick and Quiet was still on cooldown, so the killer was alerted of this and pulled the survivor out of the locker. Another example: a Myers is in tier II. He is stalking a survivor when he is hit with Distracted. Now, he cannot see his stalk meter. Now he has to make a decision: does he continue stalking and risk popping tier III too early, or does he stop stalking and begin a chase? I feel like this status effect could add alot more to DBD and would be a great addition overall. What are you're thoughts?

    This sounds very intresting.

    Imagine distracting someone with an active DS timer lol.

  • @Mc_Harty said:

    It's auto-aim. Calling it something else does not change that fact.

    Aim Assist =~= Auto Aim

    Aim Assist helps you aim when it works

    Aim Assist makes you miss when it doesnt work

    Animation Enhahancement makes animation look better when it works

    Animation Enhancement makes you miss when it doesnt work.

    Do you see the difference now? Its very simple.

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