Avatar

Archimedes5000

Archimedes5000

About

Username
Archimedes5000
Joined
Visits
511
Last Active

Comments

  • Devs dont handle anti cheat system, Easy Anti Cheat does.

    And its publicly known that you can bypass EAC even with a Cheat Engine.

    So complain to EAC. Not that they can do much either, its one of the most popular anti cheats and it has to work with multiple games.

  • @ZoneDymo said:

    Ok so as a reasonable human being Im not going to talk about and certainly not overeact on elements from this update we have no real knowledge or experience with.

    I wanted to talk about the toolboxes no longer being consumed at 100% usage and Hangman's Trick.

    Toolboxes:

    I think in the end it just wont matter and nobody including me will care so its going to be fine, but, am I the only one who thinks its rather boring to remove the 99ing an item? I mean....is that not, ya know, playing the game?

    Is it not part of the gameplay to carefully try to get as much out of your item as you can and then stop and remembering to not use it again later? is that not part of the fun? Mindlessly using it up and then having it full again at an escape seems....boring.

    Again I think ultimately nobody will care, its not a large focus of the game but like all these indicators people get, it removes some of the nuances, some of the skill, some of the value you get for being an experienced player imo.

    Hangman's Trick:

    Sooo the devs are being purposefully vague about this, probably because they themselves have not decided on a properly balanced time period but sabotaging a hook will now take "only a FEW seconds".

    Ok and Hangman's trick will give you a notification when a hook sabotage starts...

    Will that not just be as useless as Tinkerer though? like Tinkerer warns you at 85% gen progression aaand a few seconds later the gen pops, way before you could remotely get in the area to stop it from happening...

    Will that not just be the same with this? oh? they are destroying a hook! better get th....and its gone.

    And if you are carrying someone, again, you get a notification when its destroyed anyway so why care to know this is going ot happen a few seconds beforehand....

    1. 99ing items: there are games with 99ing items and games without it, there is not much difference, bith systems are fine imo. Especially with new toolboxes having less charges.
    2. Hangman's trick: it will probably work like Thrill of the Hunt, but only while carrying, rather than like Tinkerer. Besides, you are not supposed to race for that hook that is being sabotaged, you are supposed to go to a different one once you see the notification.
  • @DarkHunter99 said:

    I feel like mories should just come standard in the killers kit, just make it so that killers receive little to no points for it. Having the ability to kill survivors off the bat creates a choice for killers; a high risk, high reward situation where killers would get more points for sacrificing survivors and less points for just killing them off. I believe that the ultimate goal of the game for killers is to satisfy the entity with sacrifices. This would give killers a clearer objective to work towards as people are currently divided as to what counts as a victory for killers. This also would relieve the stress the killers are faced with because time is not on their side. If gens are being rushed, a killer has the option to kill a survivor, but in doing so it displeases the entity. Think of this as like a chef trying to serve enough food to a critic for him to be satisfied.

    On death hook only? Ok, even Ebony basekit would be fine.

    With current mori mechanics? Maybe Cypress, but nothing else.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101810#Comment_1101810

    Lmfao then why do you keep bringing effort into the equation? Your entire argument was based around it taking no effort from the killer for NoED to activate. It takes no effort for any Hex except Devour to be useful. It takes almost no effort for any perk to be useful, that’s why they’re PERKS.

    Get out of here dude.

    "Except Devour"

    There is a reason Devour is the only hex that gives expposed status effect. (Haunted Ground doesnt count because its a trap perk)

  • @Its_Vigo_Here said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097272#Comment_1097272

    You're once again incorrect, it does require effort from the killer. You're asking the killer to play a entire game with only three perks. and on top of that there's even more risk because if all the totems are destroyed well guess what you don't get a fourth perk that whole game. This is a serious game changer, and it's also why no Ed is not a very good perk. You're trading early and mid game pressure and going in all hands on deck for maybe a single hit or two in the end game. Totems are easily found when lit, and if you rush through a game expect to get no ed.

    And it is like playing the whole game without a fourth perk. when ruin was around it typically was only up for a minute, no Ed is the same way if someone realizes it's up they can easily destroy the totem by finding it, or making a build that helps you find totems. The killers work for no ad by not having a 4th perk most of the game. That's the trade off! would you prefer NoEd to just activate at the beginning of the game? Seriously dude quit complaining and just learn how to play the game. No Ed is a perk that punishes gen rushing, and it does so with plenty of hard counters seriously just one person running small game will ruin any effect no it has. So yeah, no Ed does require work, it requires you to play the majority of the game with only three perks. and that's because most survivors do not care if no ed is a thing, they'll either destroy it when it goes live after a hook is made or it won't be in the game at all. It's super easy to counter, and the killer has to take a serious disadvantage to even run it. I mean do you play killer? Have you? That's like for going dead hard or decisive strike in a a survivor loadout.

    You are wrong here. Its not playing with only 3 perks at all. Cleansing all 5 totems takes 80 seconds, this is 1 gen without a toolbox. This is a slowdown comparable to old ruin.

    Also, by "It doesnt require effort" I meant that a killer that does nothing all game (eg camps first foumd person the whole time) gets the same effect from NOED as killer who played well (eg got 8 hooks).

    If you could use NOED only on people you have hooked before, then it would be fine.

  • @ClickyClicky said:

    Sounds like it's being changed so it's more accessible to solos rather than just co-ordinated SWF.

    Actually Im not so sure. Before you 99 the terrain around the gen you did, and then you alone did the sabo saves if someone working with you got caught. Now you need more time to do the sabo save itself (cant 99), so it might be hard saboing hook in such a short time without bodyblocks.

  • @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100460#Comment_1100460

    @LustForBP hey if you want let's take him on 2v1 and he can only hit us with noed and let's see if afkb till last gen works.

    As it takes no effort

    You really cant read a sentence.

    It takes no effort to activate. No matter if I get 11 hooks or 0, NOED activates all the same. So, effort is irrevelant.

  • @24Life said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100574#Comment_1100574

    I'm referencing what you said specifically.

    The point of this thread is to bring to the attention of the devs the issues with matchmaking. I thought that was apparent, but obviously you have a difficult time comprehending.

    And I thought devs replied to this multiple times and even made a their own thread about it. And even reminded about it today. Whats the point in complaining about a system that is already schuleded to be axed?

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100294#Comment_1100294

    How are they the same? One is completely useless until the end of the game, gives you a notification, and can be deactivated by survs cleansing totems.

    The other can be used AND abused, doesn't even work how it's intended, and the killer can't deactivate it and never even knows who has it. Anything a killer uses to their advantage is a so called "Crutch", but when survs do the same #########, it's just good strategy right? 🤦‍♂️

    I just said DS is a crutch and broken, just like, or even more than NOED

    So how am I saying that surviviors can do the same rhing and its not a crutch?

    Both are used by bad players, punish your opponent for playing good and have an annoying counterplay.

    Countering NOED means running around looking for useless totems, because killer MAY have NOED. So you cant do gens.

    Countering DS means slugging every survivior that got unhooked in the last century, even if they are 1m from the open exit gate. So you cant hook.

    So basically both perks punish the other team for doing its job. For free

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101105#Comment_1101105

    The appples do make her the best slug Killer in the game. But having good addons doesn't make a Killer good, nor do they fix the problems present in their kit. Now, she just has an apple every game.

    Fun.

    You were just saying she is a weak killer...

    And yes, brown and yellow addons do affect if a killer is strong or not. Eg: Trapper is not the worst killer just because he has bags.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100852#Comment_1100852

    Do you just choose to be ignorant?

    NoED is not stronger than Devour. Devour can literally be played before generators are finished. That in itself, makes it stronger. I’ve played games where we’ve all been downed and killed by Devour. I’ve played no games where NoED has downed more than 2 but maybe only 1 dies to it.

    Advantages of NOED:

    1. Insidious
    2. Cleanse 5 totems to PREVENT it from activating
    3. No tokens required

    Advantages of Devour Hope:

    1. Can be used before gates are powered

    I would say NOED has more advantages. If NOED required tokens, or you could only NOED survs you have hooked before, then they would be the same level.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101080#Comment_1101080

    Well then you just equip Infectious, get everyone broken, and then use your Corrupt. Congratulations, you are now a better slug-based Killer than Oni. And if they cleanse? Well, now you have that many extra minutes of Corrupt Purge to make yourself a slugging god. Ez game, ez life. So fun and fair, am I right? I'm glad the only other option to this is being an M1 Killer with no power. 10/10 game design.

    You just said that Plague was weak.

    She had apples all along, then why isnt she the "best slug based killer" right now?

    Plague is not OP, adding an addon she can afford every game anyway as a basekit will not change much.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101028#Comment_1101028

    https://forum.deadbydaylight.com/en/discussion/comment/1101034#Comment_1101034

    Did you people even read what I said? I'm not calling Plague strong. I literally said that unless you cleanse, she's one of the worst Killers in the entire game. What I'm saying is that the choice between cleansing and not cleansing is way too obvious, and both options are extremely unfun and annoying. There needs to be more weight to being sick but less weight to Corrupt Purge, so that choosing whether or not to cleanse actually has weight to it.

    Also, @Steel_Eyed: "This change will actually encourage a lot of survivors to cleanse, too,"

    Hardly. It'll just make Survivors wait until Plague uses her first Corrupt, and then play like they normally would against her before this change.

    Well what if she doesnt use it right away? Its just like apple, it forces surviviors to cleanse the same way. You use it at a good moment, and you have 2 hooks and 2 broken. Gg with infectious

  • Its confirmed that Brutal Strength works on Walls, just like every pallet breaking thing.

    Spirit Fury requires you to get stunned, so it wont work (at least for now)

  • No it isnt.

    Devs are literally adding reverse pallets for killers. You can just break a loop and its gone

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101012#Comment_1101012

    Way to completely ignore anything I said. And yeah, the apples are her strongest addons for a reason. Making an addon basekit is not the solution to terrible game design.

    I mean, you just dont like Plague AT ALL.

    You cant expect devs to do a rework of a mid tier killer that enough people like.

    The change itself is just making her yellow addon basekit, so it wont be anything gamebreaking, you can afford a yellow addon every game even without BBQ.

  • @AhoyWolf said:

    I'm just wondering how the break wall thing would work, if it works only with basic attacks, or their is a channel that you must do.

    Same as breaking pallets

  • @Demogordon_Ramsay said:

    Now, before you grab your pitchforks, I'm not calling Plague overpowered. I don't think anyone in their right mind would ever call Plague anything other than low-to-mid C tier on her absolute best days. But being a weak Killer does not excuse the fact that Plague is, frankly, one of the worst power designs in the entire game—and this upcoming change puts a major highlight on that, I feel.

    Here's the issue I have with Plague. If she vomits on you and you get sick, it doesn't really do much. Surviving while sick is hardly different from surviving while normally injured, with the exception that you can neither heal nor be stealthy—

    And there's my problem. Being sick all but removes two mechanics from the game. You literally CANNOT heal by conventional means against a Plague, and stealth is just about deleted because no matter what you do, you will be constantly broadcasting your location to her if you try to sneak around her, and you leave a trail of infected objects if you try to sneak away from her. Urban Evasion, Iron Will, Quick and Quiet, Fixated, literally any healing Perk in the entire game—these are all Perks that are, no exaggeration, completely useless against the Plague.

    Of course, the meta is looping and you can easily loop while injured. But there are plenty of players who DON'T like the meta. They like to be stealthy. They like to heal themselves and others. They like to explore different avenues of play that aren't just "me run around pallet, me rush gen with adrenaline". But if they just so happen to go against a Plague? Too bad, buckaroo, your build and playstyle literally do not exist anymore.

    This is what makes Plague so unfun to go against for me, and is why I think she's badly designed. She encourages the boring, overpowered Survivor meta because two of the most popular off-meta playstyles are completely disabled against her. It's not strong at all, because they're off-meta playstyles, but she just... she just disables them. Completely disables them.

    And if you want it back? If you want the opportunity to heal? If you want to be stealthy? Well, then you have to give her one of the strongest, most braindead anti-loop abilities in the entire game, and even then she can take away all of your stealth and healing again with the mere press of the M2 button in your general direction.

    I think that this is a terrible set of decisions. You either sacrifice your off-meta build in exchange for making Plague the most M1 Killer in the entire game, or you take back your off-meta build for a fleeting instance in exchange for temporarily making her one of the strongest chasers in the entire game. The imbalance between choosing to be sick or choosing to give Plague her Corrupt Purge is so poorly weighted, and neither option is anything short of infuriatingly annoying. You should never cleanse against a Plague because she is a pathetic, sobbing mess of a Killer without Corrupt Purge, but then you have two entire game mechanics literally deleted from the game for the rest of the match. It's no fun for anyone involved.

    And then to top it all off, with the upcoming change that gives Plague a basekit pool already corrupted, you don't even get to make that choice until she's already expunged her Corrupt Purge. No strategy involved on your part. No good to come out of your actions. You either keep your healing and stealth and give Plague her bastardized lovechild of Huntress and Bubba, or you get rid of your healing and stealth... and give Plague her bastardized lovechild of Huntress and Bubba. Every single choice is a terrible one.

    I think this new change is a perfect example of Plague's terrible game design. Survivors were given a choice of what to do against her, and the choice was always terribly obvious because one option made Plague insanely strong while the other made her insanely weak. But in exchange for making her weak, genrushing without healing and hugging loops all game goes from the M.E.T.A., the most effective tactic available to the O.E.T.A., the only effective tactic available. Now, with this upcoming change, until Plague uses her Corrupt, that choice is made for them. Whether or not they choose to turn the M.E.T.A. into the O.E.T.A., they still have to deal with that braindead chase power, even if only once in the match—and with the right build (pronounced "Infectious Fright"), that one time could be all the Plague needs.

    In short: I think the Plague is terribly designed and in dire need of a rework, if not to her power, then to the effects of the different types of vomit, and this new change exemplifies that. I think being sick should be significantly more of a threat than just removing two non-meta playstyles from the game, and Corrupt shouldn't be nearly as strong as it is. The two should be more in-line with each other in terms of how powerful they are so that the decision of whether or not to cleanse isn't so painfully and utterly obvious as it is right now, but at the same time, the Plague shouldn't be given the opportunity to almost break the game for people who don't like to sweat the meta with a mere press of the M2 button. Being sick should do something like directly affect your ability to loop with something like slower vaulting speed or making it more difficult to move in a straight line while running, or hamper your ability to do the objective with substantially difficult skill checks or something of the sort. Something the meta actually gives one about. Meanwhile, Corrupt shouldn't be nearly as powerful and cheesy as it is. The range and amount of the vomit should be cut back to a point where it gives Plague an edge in loops rather than an iron fist. She should be able to punish people for messing up loops with it, not able to punish people for being in her line-of-sight.

    Thanks for coming to my TED Talk.

    Way to looong to read, so I will just say:

    They only made the yellow apple basekit, its not something new, it was a thing already.

  • @Arsen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100943#Comment_1100943

    If they already had it, they would enable other maps with breakable walls in the PTB as well.

    No, that would shake the loop balance too much, it would be complete chaos, they would aquire no data

  • @Mikeasaurus said:

    I legit cannot wait to see this. I want to test it with Wraith just so you can freak out survivors as a wall just explodes beside a Gen they're on. Actually glad the wall break is not just for the new killer. Certainly breathes some fresh action to killers and survivors now!

    @Mikeasaurus said:

    I legit cannot wait to see this. I want to test it with Wraith just so you can freak out survivors as a wall just explodes beside a Gen they're on. Actually glad the wall break is not just for the new killer. Certainly breathes some fresh action to killers and survivors now!

    OMFG

    WRECKING BALL WRAITH:

    • Brutal Strength
    • Fire Up
    • Shadow Dance: White
    • Shadow Dance: Blood
  • @emptyCups said:

    Break

    Some

    Wall

    Some.

    Only in the new map.

    And at the cost of time

    Giving the survivors more paths to run and escape.

    Hmmm. Prolly not a killer buff.

    But you make the loop less safe.

    Also Brutal Strength + Fire Up meta

  • @Arsen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100922#Comment_1100922

    We all know how fast they "rework" things (Badham, Wraith, Doctor, etc). It can be years.

    Nah, I bet they have it ready, just waiting for a playtest. Mid chapter is too early, so I guess its going to be next chapter.

    Well, there is also an option that they will do 1 map at a time...

  • All the "Smasher" votes just got SMASHED lol

  • @Arsen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100904#Comment_1100904

    on one map*

    And we don't even know how significant those broken walls will be.

    On one map FOR NOW

    They will add to other maps as soon as they balance it

  • @RakimSockem said:

    Always cleanse, then hide when she gets her power.

    If she already has a fountain corrupted, why not? I damn sure ain't running around injured with her damn near undodgeable and unavoidable power

    Its the same thing if she had an apple before...

    They just made a yellow addon basekit, thats all

  • What? No they didnt.

    You will be able to sabo "on the fly" now

    So sabo saves are back, but without 99ing hooks

    So overall, more useful, but balanced

  • @humanbeing1704 said:

    I imagine there's gonna be exceptions just watch the main building of the map won't have breakable walls

    It will be only in set spots, just like windows...

  • @senki527 said:

    lol they give to every killer the ability to break walls..... gg wp survivors, this will be game breaking huge change.

    and further even more buffs to killers and nerfs to survivors.... this is very bad....

    Looks like you cant read...

    1. Only on the new map for now
    2. Only in designated spots that can be seen by surviviors
  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100329#Comment_1100329

    No Hex requires effort from a killer except for maybe Devour. There’s a reason they’re “high risk, high reward”. They’re ######### glowing for a cleanse. Get over yourself, kid.

    "Except maybe Devour"

    NOED HAS THE SAME EFFECT AS DEVOUR

    NOED has better cleansing protection than Devour

    Do you see now that NOED is stronger than Devour?

  • @humanbeing1704 said:

    Im curious how it works with an add on like iridescent button will that allow you to simply break walls in frenzy?

    How do you want to vault a wall lol

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/130509/all-the-worlds-a-stage-story-is-just-about-political-correctness

    Everything is political, dude. This is the real world because we’re already living in the real world and politics are apart of everything and impact everything.

    Sorry, but I couldnt care less if you or the opponent I face in a match supports hitler, trump, illuminati, pastafarians your mom or whatever. Its a game. Nobody cares.

  • @Semiyan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100509#Comment_1100509

    She wont use blink while she chasing you. What do you think now

    She HAS to blink while chasing you. She is slower than you after all.

  • @HellCatJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098192#Comment_1098192

    Poor?!?! I actually loved it. I mean it was quite captivating and really showed the points well etc. :) You could sell your editing services honestly. :D

    Perma ban is nice to hear. I know some though were given second chances tho.

    You can permaban them without mercy, they were obviously showing off their unacquirable skins, so they must have hacked the shop too and are asking to get banned. They probably have multiple accounts and IPs anyways, so no need for second chances in this case.

  • @Shaped said:

    You discovered looping. Congratulations.

    Didnt it take the community like 1 year to discover it?

  • @Semiyan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100473#Comment_1100473

    hmm.. any killer. Think generally. Nurse, wraith,pig,legion etc.. Doesnt matter.

    Well the thing is that it matters what killer you face.

    • Nurse: dont try to wait at pallets or loop her, look closely when she is about to blink, and then run towards her or diagonally towards her. She will blink past you and hopefully you will be out of range for the chain blink
    • Wraith: just do what you described, he is a simple killer. If he is invisible, use Flashlight burn him. You dont even have to aim for the face.
    • Pig: she is rare, so im not sure, but her when you hear her roar, its probably time to stop running in circles and leave the loop
    • Legion: when they are in Frenzy, try to make him miss a hit by turning changing your direction quickly. If you cant, then stun with a pallet. Or actually, just let him hit you. They cant even down you while in Frenzy
    • Billy: theoritically, the best way would be to stun him with a pallet while he is sprinting with the chainsaw, but due to broken hitboxes its often impossible. Instead, just run very tight loops, he cant use his sprint there.
    • Bubba: nothing to say much, run as you always do, just dont drop pallets early, and try to use windows a lot so he has less chances to chainsaw you.
    • Huntress: run tight loops, or use cover to prevent her from hitting you with her ranged attack. She is slower than most, so its not that hard. Be sure to stun her if dropping pallets at close range, bacause she can hit you through a dropped one.
    • Hag: she is slow too, use flashlight to destroy her traps so she cant catch up to you. Use the time when she is carrying someone to the hook to trigger as many traps as you can, it will help you in future chases. Also, her traps wont trigger of you are crouching, so you can use that sometimes if you have Urban Evasion
    • Doctor/Clown/Freddy: run as far as possible from them, drop pallets very early, it will let you avoid their power for as long as its possible.
    • Trapper: nothing exceptional, just look at the ground and avoid bushes and dark places.
    • Oni: dont let him get the forst hit for as long as possible, even at the cost of wasting many pallets, he is useless without his power. While he has his power, use very tight loops with windows, because he can break pallets very fast while in that state. If you believe in dedicated servers enough, try to stun him while he is charging.
    • Demogorgon: watch him and listen to noises he makes very closesly, it will give you a lot of info. Run tight loops, he cant ise shred there. Be careful with pallets, he can shred them, so dont drop early of you dont have to.
    • Myers/Ghostface: break the line of sigjt while in chase, look at Ghostface to reveal him. Watch your surroundings closely, they might stalk you from a distance.
    • Spirit: when she uses her power, stop running and start walking. Try to predict where will she go and gontje other way.
    • Plague: use cover to avoid puke, dont cleanse until the end of the game, and If you do, don ot far away from her and the objectives. If she already has her second power, stun her with a pallet to immediately end it.

    Thats everyone, probably.

    So yeah, it makes a huge difference what killer you are against. Im not a pro or anything, but I think those are the basics.

  • O think you have to stop playing Demo stealthily. Teleport as much as you can they will have to ignore it afyer some time. Its a bit like bone clapper Wraith.

  • Well that heavily depends on a killer.

  • @24Life said:

    Congratulations, your response took zero effort. Thanks for wasting everyone's time.

    Haha

    Its your post that took 0 effort.

    You didnt even bother to check the news to see that devs are planning a matchmaking rework...

  • Yeah, exactly. But why killers dont have to do ANYTHING for such powerful perk to work? Devour Hope requires you to dont camp and allow a rescue 3 times, NOED requires nothing while having the same effect.

    Obviously surviviors cant cleanse the totem, but thats true for Devour too. And NOED has better cleansing protection than Devour.

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100424#Comment_1100424

    NOED requires NO EFFORT from the survs.

    You are not reading that right. In order for NOED to happen they have to NOT do the totems. No effort means noed is a possibility.

    Dont like noed? Do totems. Take a perk. Be in a team of people on who you can rely on to do totems and not just solely do the gen rush thing and think all is good.

    1. Hex Totems are a SECONDARY objective. Doing DULL totems is useless and a waste of time, as NOED is the ONLY perk that uses them. Thats pretty busted by itself, its like adding a perk that exposes you if you dont disturb enough crows throughout the game... You need to do something useless in order to prevent that ONE perk you dont even know if its in play or not. (DS flashbacks anyone?)
    2. This still doesnt change the fact that campers can easily abuse this perk and adding some sort of nerf JUST FOR CAMPERS and killers that dont do anything for the whole game is neccessary
    3. First killers say SWF is toxic, then thay say to play in SWF. 50% plays solo, other 50% plays in SWF, you cant force either playstyle on all surviviors.
  • ######### lol.

    So he got hit through the wall and diagonally through a pallet, and it was after it fell...

    Either some extreme lag+bug situation, OR, killers finally learned to abuse Aim Dressing lol

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100329#Comment_1100329

    I think you have that situation reversed. NOED requires NO EFFORT from the survs.

    What? It requires to cleanse totems. 5 DULL totems. Just cleansing them takes 90 seconds, thats one full gen, and it doesnt even take searching for the totems into account. So you can easily say that searching NOED slows down the game by at least 20%... And thats a lot.

    And what does killer have to do? Wait until last gen is done? There is no token requirement like Devour or even any other type of requirement.

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099688#Comment_1099688

    If you are running around with the expose status you already failed as a "team". Serves surv right for gen rushing and not doing anything else.

    All this bitching and moaning about NOED all of a sudden is that lots of people are getting caught out with it and wanting it nerfed due to their failures. No.

    Besides. DEVs are not goign to change it no matter how much survs moan.

    It was a reply to a comment saying that you should cleanse NOED after it appears...

    Obviously you should cleanse it beforehand, like I said.

  • @pemberley said:

    What if there was a survivor perk that worked after death?

    Like after you die, for each gen completed gain an additional 25% bp. Awarded after trial’s end.

    This wouldnt work. Your BP are calculated the moment you die, so you can leave the match after you die. But something like blinding/stunning the killer on death could work

  • @CornMoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100157#Comment_1100157

    Being able to throw down the pallet then get that speed boost would give way too much distance for the survivor. Even if the killer decides to not break it and go around the loop


    But thats the same thing that SB, Lithe and BL does/can do. You just change the trigger. You can 99 exhaustion on SB, vault/drop down right after dropping a pallet. The effect would be the same as that pallet perk.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099882#Comment_1099882

    Probably because you’re complaining about having to cleanse totems.

    Regardless of being in an SWF or playing Solo, you have no right to know how many totems are left. That’s the point of a Hex. It’s a high risk, high reward on a Hex. You risk it being destroyed but if not it rewards you with a strong advantage.

    The issue with survivors, they want any advantage killers have to be removed. You want to breeze through a game, play AI killers, and never worry about not escaping.

    NoED is in a great place. Devour Hope is a Hex I have more issues with than NoED. Because Devour can activate during generator repair thus causing you to leave that and search for the Totem, which can get you killed in doing so because sometimes RNG hides it like a mf.

    NoED? Literally, leave. If your teammate goes down and you don’t want to risk going down also, leave. When I play SWF or Solo and NoED activates, if the killer is proxy camping the person they downed —————- LEAVE lmfao. You’re not guaranteed to escape just because you completed generators

    Not sure if you noticed, but the only thing I was complaining about was that NOED requires no effort from killers.

    The whole thing about totems was to show that NOED is already the hardest to counter out of all Hex perks, and jUsT cLeAnSe ToTeMs is not a solution.

    So again, NOED would be in a great place, if only not the fact that it can be abused by bad killers to get easy downs.

    The only nerf I want to see to NOED os in this part: effort required from the killer to activate the perk.

    Ot could be tokens or whatever, you can even buff NOED, as long as there is restriction that prevents campers from using NOED to its full potential

    So my idea for this was: you can use NOED only on people you have hooked before.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100116#Comment_1100116

    Obviously you don't play killer, and want the game to be as easy as possible for you to survive and escape. And I guess your SWF squad running coms, DS, and tool boxes isn't a HUGE crutch right? Call Colonel Mustard and ask for a clue...

    Where exactly have I said that DS is not a crutch orthat toolboxes are fine?

    For me DS and NOED are the same, both require no effort to activate and reward you for playing bad, whille punishing your opponent for playing good.

    I play both killer and survivior, and I know that NOED is often used by bad killers to get some easy kills in the endgame, because they cant be bothered to use Devour. You dont need NOED to win, its only a safety net for while you are already losing.

  • @CornMoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099761#Comment_1099761

    I had this as an idea as well a while ago, this is the whole description.

    Safe and sound

    The feeling of safety gives you hope, when you throw down a pallet gain a %150 speed boost for 3 seconds. This will then give you the exhausted status for 60/50/40 seconds

    Though this perk may be a bit too strong imo

    Its the same as all exhaustion perks, so it wouldnt be OP. If anything, it could be too weak, because there is limited amount of pallets

1 … 7 8 9 10 11 … 30