Aven_Fallen
Aven_Fallen
About
- Username
- Aven_Fallen
- Joined
- Visits
- 18,449
- Last Active
Comments
-
@GannTM said:
Go play Artist for yourself and see how easy she is to master lol.
You dont really need to master "Place Crow at loop to make the Survivor leave". This is not really something which needs much practice.
@Irisora said:
What are you talking about? Shes kinda weak and easy to counter, you only need to go full W or fake and make her miss.
Sure, the counter to this is to leave the Loop. However, this is a really boring counter and in the end, the Artist-player is not outplaying anyone, they are catching the Survivor because they are in a Deadzone eventually and the Artist is faster than the Survivor.
-
First of all, I am quite sure that you are a Killer who encountered two Survivors who where using Head On to you and not a Survivor who experienced that they cannot do all Gens due to those players.
When it comes to reporting - hell no, for what? Everyone can play as they like. Obviously, if they dont want to contribute to the team, they should maybe not play a Multiplayer game, but if we start reporting people who use Head On to annoy the Killer instead of doing Gens, where should we stop? Reporting someone for using Self Care in a corner? Reporting someone for not being efficient on Gens?
-
@rabldong said:
https://forum.deadbydaylight.com/en/discussion/comment/3155178#Comment_3155178
Im sorry. I can smell from your comment that you're definitely a new player or just a bad survivor. There is a reason why people don't play hillbilly anymore
Because Hillbilly nowadays requires Skill (as far as you can call anything in DBD "Skill"). Before the changes he was pretty easy if you used Chargetime Add Ons. Nowadays he is harder to play. Also, he is not really worth learning, you have so many strong Killers which are easier to learn than Billy. And if you want the strongest Killer, you will just play Nurse instead of Billy.
And well, as I said in my post, he needs QoL-Improvements. His FoV is awful, I can only play him with Shadowborn, because that way he feels more like "old Billy". I am very sure, even if they buff some of his Add Ons, it will not have the same success like changing back his FoV and reducing the size of his Chainsaw Hitbox.
But yeah, you are right, I am very new and very bad at the game. 7800 hours. More hours on each role than most of the players in total. What do I know...
-
@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3249444#Comment_3249444
Tbh, I was waiting for this comment.=)
Now look. I have a friend, who knows that the nurse and blight are the strongest killers in the game, but he just don't like them nor how they look, nor their gameplay. He just can't learn how to play them, and he don't really want to, but he likes Pyramid head, and he's doing much better with him.
When he plays Pyramid head, he almost 4k in every match, but when he plays nurse, he can't even 2k. For him, a paid character is much better than OG one.
Pay to win? For me, it's a clear pay to win case.
You know that subjective opinions like "I dont like how a Killer looks" does not make a game pay2win? And even if someone does not like the gameplay, this does not make the Killers any less stronger.
I dont like the gameplay of Nurse so much, I play her, but she gets boring pretty quickly since you dont feel like you are outplaying Survivors (unlike many M1-Killers or a Killer like Billy). Yet I cannot say that she is not the strongest Killer.
And well, she is so strong that you dont have to pay any money to win with her. You also dont need any Perks of licensed Characters.
-
@OrangeBear said:
Isn't this what happened before fortnite chapter 2?
Next DLC is Fortnite confirmed.
-
They should just rework it completely. Billy should not have Chargetime Add Ons to being with, so those which are in the game right now should be completely reworked, because otherwise they have to have those huge downsides.
-
@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/3248325#Comment_3248325
Yeah but the meta is still the same. Both perks essentially work the same way: you kick a gen to get a % of regression. The problem is that Eruption is way unhealthier than Pop was.
They are right tho. Some Perks were just nerfed to remove them from the Builds. PGTW is one example, Ruin another (it would have been a fair Nerf to just disable it once a Survivor is dead, this is rare anyways and if this happens, the Killer will most likely have so much pressure that they dont need Ruin anymore, but the Regression-Nerf killed the Perk). Same with DS reduced to 3 seconds (something the Devs also know that it is not enough, since they buffed it to 5 seconds and let Enduring not affect it anymore a few years ago) or the Double-Nerf to Iron Will (again, 100% Noise Reduction and being Exhausted while using Iron Will would have also been a proper Nerf without completely destroying the Perk).
So the goal was Meta Shake-Up and some Perks just got hit to remove them from the Meta. However, I agree to you that they failed with the Meta Shake-Up, at least on the Killer Side. Because the Meta is still to run as many Slowdown-Perks as possible, probably even more than before since BBQ is not used as much anymore. Just different Slowdown-Perks than before.
-
Yes, Eruption is probably the one Killer Perk which needs Changes. It is just stupidly overtuned currently. The main thing are the 25 seconds of Incapacitated. Let alone that the Cooldown of Eruption is just 5 seconds longer than that...
On Top of that, it is lacking counterplay (I can stand up from a Gen when I know that it has been kicked with Eruption, however, I cannot tell when the Survivor in Chase is going down unless I see them) and works on multiple Gens, making 3 Gen-Setups even harder to deal with than normally.
At some point I thought that maybe instead of Incapacitated it should make the respective Gen unable to be repaired. So the Survivors would be able to do other things like Healing, looting a Chest, cleansing a Totem or can look for another Gen. But not doing anything is just too much.
However, this idea would just make Eruption basically Pain Resonance/Dead Man Switch in one Perk, which is also not really good.
But yeah, overall, it needs changes. Stupid Perk currently, especially because it pairs so good with other Slowdown-Perks, which just allows very obnoxious Builds.
-
No, CJ-Techs are the best thing ever for a Killer. It will never work as long as you know what it is. So the maximum amount of times it should work on a Killer is once in a lifetime. If it happens more often or even more than once in a match, this is totally on the Killer.
You just know when Survivors try to CJ-Tech you and then hitting M1 instead of Space works perfectly fine and results in at least a Hit or maybe even a grab. (Or both in one case against me, because that Survivor thought I was extra-stupid and would fall for the second CJ-attempt at the same Pallet..)
CJ-Techs are one of the things some Survivors try when they watch their favorite Survivor Main-Youtube showing two games where CJ-Techs worked and think that it is something good to do. That this Youtube needed 100 games to actually get those two games is not seen in the video...
-
@KSzerker said:
https://forum.deadbydaylight.com/en/discussion/comment/3247742#Comment_3247742
Much like sweaty 4man SWF, barely anyone plays Nurse, thus she is not a problem worth addressing.
Barely anyone plays Nurse? If I get below 5 Nurse-games during one playing session, I am already wondering if I died often enough to be in Potato-MMR again. Nurse is the second-most Killer I go against after Wesker.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3247735#Comment_3247735
So the first chase costing you 2-3 gens is your fault, because now you're losing?
If you chase someone for 2-3 Gens, yes, you messed up.
-
DBD Mobile is basically a different game compared to the original BHVR-version of the game. There is 0 point in comparing them, just because they are both called "Dead by Daylight".
Let alone, I would prefer to not have Gacha in DBD.
-
@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3246060#Comment_3246060
I know pigs will fly before you do but I hope to see you make a similar post when someone rushes to the forums and complains about facing a strong “edge case” Nurse they just lost to.
Except that such games as Nurse are no edge cases. Once you picked up Nurse you will win against the majority of Survivors you encounter and it is not that hard to learn her.
Even myself, who is not that good with her, win way more games than I lose as her. And I play without Slowdown and without Add Ons. If I would add in those I would probably win even more. As a complete average Nurse player.
-
@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3247683#Comment_3247683
Tunneling is the only way you might turn the game around and is a valid strategy that comes with a lot of risks. Still it doesn't mean that ds/otr can't be opressive(tbh ds can't, not anymore lol)
While this is true, people act like if you suddenly come into a situation where you have to tunnel to have a chance. Usually, when you start losing the game, there were mistakes before.
But yeah, DS cannot be oppressive anymore. At some point I have proposed that the Stun should be 2 seconds for each Gen remaining, so 5 Gens remaining, 10 second Stun, 3 Gens remaining 6 second Stun, 1 Gen = 2 seconds, etc... And deactivated once Gates are powered.
This would also account for the fact that Killers will need to tunnel more when there are less Gens to do. But if you decide to tunnel at 5 Gens and pick up the Survivor, they get a 10 second stun, because they managed to down a Survivor, hook them AND down them again with 5 Gens up, aka there is no need to tunnel at this point.
But overall, I would be happy if it is 5 seconds again, just because DS deserves to be a meaningful Anti-Tunnel Perk, because the Survivor has no way to progress the game when they want to keep DS.
-
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3247683#Comment_3247683
"In the killer's control"? So let's say I don't tunnel, which you have to do to play catch-up. I just lose? Why would I even assume that they have DS anyway since everyone says, "OMG it's such a bad perk now." because they can't push gens while also claiming anti-tunnel. What if they're body blocking with it or flashlight save with it? They're still apparently getting tunneled? There's loads to complain about.
I mean, if they are bodyblocking with DS, you are still not forced to pick them up. Same when they go into a Locker. Or have I missed the Patchnotes were DS now forces the Killer to pick up Survivors?
And yes, you are right - Killers dont have to care for DS anymore. Most Survivors dont run it because it is a wasted Perkslot. It was always a Perk which was useless against the stronger Killers, now it is also useless against weak Killers. And even if someone is dumb enough to still play with DS, you will catch up immediatly, since DS grants you a whopping distance of 7 meters. Yay.
But at least dont pretend that you are forced to do anything.
-
@danielmaster87 said:
5 seconds is too long, to where even bad survivors made it oppressive. Now, all you get is a stun and a chance to get to a loop, not a free 20 seconds of distance. But DS from lockers should still be removed.
How can a Perk be oppressive when it is totally in the Killers control if the Survivors get to use it or not? You can just go for a different Survivor. If you pick someone up who just got unhooked, this is on you. Since DS is deactivated by everything (including Endgame), there is not really anything to complain about it anymore.
-
Killers should be happy about a Flashlight-Buff. Survivors bringing Flashlights instead of Medkits is still better for the Killer. And you can easily avoid any Flashlight like you did before.
-
Man, Threads like those... People are more arguing how it can actually happen to get trapped instead of giving the correct answer - record and contact Support. (Which was given in this Thread)
And it does not matter why one or two Survivors are in a Spot where they can be blocked (the little cash register in the Main Building), if the Killer is blocking them, they are doing a bannable offense at this point. But this Forum tries to think about any way why this cannot happen, because Killers are innocent little lambs who need to be protected, so a Killer would never do something like that!
Yikes.
In general, it is a joke that it is still possible that Players (Killers and Survivors) can block Survivors in some spots. The blocked Survivor should lose collision once they got AFK-Crows and thats it, bodyblocking solved. Yes, you can report those players, but a) not everyone knows that they have to record and b) this does not help the person being blocked at this point.
-
I call her Feng and nobody will stop me.
-
@Chocolate_Cosmos said:
Okay I will stop at reading the first part of your post. I bet you ask for nerfing her RNG / Traps kill potential because sometimes you are unlucky or something.
I will just say: Lets not make meme "Nerf pig" real please :D
Eh. Tampered Timer is still a BS-Add On and should not exist.
-
First of all, it is good that the Offerings dont spawn Event-Gens/Hooks anymore and all Gens and Hooks are Event-Gens/Hooks. Because back in the day it was just frustrating to be the only one burning an Offering just to not get anything out of it, because you were not present when the Event Gen was repaired or when the Event-Hooks were too far away.
Second, you notice it in the total. See here, a screen from a few days ago (for a Bug Report):
I got 55k BPs which is way more than the standard 40k max. And I did not max out every category either.
Event-Offerings give double the BP for the Event-Scoring when repairing a Gen or hooking a Survivor.
-
@Canas said:
https://forum.deadbydaylight.com/en/discussion/comment/3246035#Comment_3246035
I'd like to know why survivors are still getting 100% bonus bp if the killer has to put up with nonsense like this while getting far less bp on top of that.
Because Survivors get an incentive so that Killers, which are more in the queue than needed, have shorter queue times.
-
Congratz. You lost a game which is an complete edge case. You will not encounter such a game for quite some time. So why not just suck it up, accept that you lost and move on?
-
IMO it is not really needed that KIller Bots exist. I cannot really imagine that someone can improve playing against Nurse when a Bot is controlling her, because either the Bot will be super-strong and just hit every Blink and it will probably impossible to learn against them or they are weak and nobody needs to learn how to play against Baby-Nurses.
Same with other Killers, I cannot really see how some Bot plays Wesker or Blight. I also dont think that "learning by doing" is such a bad thing as Survivor.
As Killer, you will also not play full games with 4 Bots, because they as well dont give that much value compared to actual players. I guess many Killer players just will use 1 Bot to get used to the Power a bit and thats it.
But Killer Bots are really too much work which is not worth it IMO and I hope BHVR does not go that route and allocate their ressources elsewhere.
-
Just dont repair Gens, then you countered Eruption, 5head.
Jokes aside, Eruption needs adjustments, this is for sure. However, Perk Updates are usually done in Midchapter-Patches and they are usually not Part of Dev-Updates unless they are reworking a bunch of Perks.
-
@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3244766#Comment_3244766
This thread is awful, but calling DBD a party game is old hat.
The devs have chosen the direction of this game and its fairly clear they want the game to be competitive, that's the whole point of MMR.
KYF is the only aspect of this game that can he classified as casual, and it's a small fraction of the game.
With all respect, the Devs dont know what they want their game to be.
-
@[Deleted User] said:
There's a misconception about how the devs intend MMR to work and how the players think MMR is supposed to work.
The devs are terrified of this game being remotely competitive, and the matchmaking implementation reflects that. There isn't really "high MMR" play. The matchmaking range is too wide and the soft cap is too low. Games are almost always going to be a hodge podge of skill levels. Players can always use confirmation bias one way or the other i.e. "I had a hard game so I'm high MMR". It's the real reason the devs hide the number. It's much harder to ask pointed questions about the system unless you risk a ban to see the actual numbers behind your characters and draw conclusions from that.
Players think MMR is intended to give balanced matches consistently. It's not though. It's to very loosely group players by general skill levels in a way that's slightly better than ranked matchmaking was.
"very loosely" is the important word here.
As an example, sometimes I go against gamma_ssg, over 6k hours, over 110k Blight Rush Hits, always running strong Add Ons on Blight. They will have a very impressive MMR, I did not escape once against them. However, my MMR is not as high that I should go against them at all IMO and the rest of the Killers I go against reflect this. Most of them are solid, but nowhere near the level of gamma_ssg.
For me a prime example that "very loosely" clearly fits with MMR. The range is super-wide which is the reason why I end up in games with such skilled players.
-
Eh. This was bound to happen. Demo will become even more rare in the future because players who have him might stop playing at some point and there is no way to obtain Demo anymore.
So you will run into more and more Survivors who have never seen him before and will assume the wildest things.
-
@TerraEsram said:
Sad, I love the new ouftit of the sadako..
So never gonna happen to have some of her skin in the game?
According to Twitter, Mathieu Cote said this in an interview:
“They’ve done a fantastic job [at NetEase] and there are definitely possibilities. Everything sounds good on paper, but [we] don’t really know.”
So it MIGHT be possible, but personally, I would not expect it. The thing is really, DBD Mobile is done by a different company, so they might be different games at this point.
(For reference, in World of Tanks the Chinese Server (NetEase are Chinese as well) also does not really follow the rules of the rest of the game. E.g. you can have Tanks which are completely exclusive to the Server, e.g. the Tier 10 Chieftain. First of all; Tier 10-Premium Tanks dont exist outside of the Chinese Server and the Chieftain itself is also pretty overpowered and costs a fortune to buy with real money. But it is possible, because it is the Chinese Server and so a different company is in charge for it. This is why you have things like Gacha in DBD Mobile, because it is not done by BHVR but by NetEase)
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3244774#Comment_3244774
Because there is a difference between having information visually accessible on demand vs having to keep calling out back and forth, let alone the discordance that gets caused by multiple people trying to convey multiple pieces of information at the same time. Did that honestly need explaining?
https://forum.deadbydaylight.com/en/discussion/comment/3244777#Comment_3244777
Which becomes a nerf to casual SWFs, who are the ones who don't need any nerfs and are usually just friends messing around as opposed to sweat team 6. They're the closest to legimitate usage of SWF in the game, and punishing them unfairly is a bad move. You need to focus on the potential of swfs in addressing them, not their average use. There are plenty of solo players who outperform casual SWFs by a landslide, while simultaneously taking advantage of far more oversights in the game's design.
"Because there is a difference between having information visually accessible on demand vs having to keep calling out back and forth, let alone the discordance that gets caused by multiple people trying to convey multiple pieces of information at the same time. Did that honestly need explaining?"
If the SWF is that uncoordinated that they are talking over each other constantly, they are not really a problem, lol. Whenever someone mentions communication they always refer to some tournament squads who divide the Map into Tiles and give precise callouts, while in reality, nobody plays like that.
Icons would do nothing for SWFs. Because you can easily coordinate as SWF if someone is on a Gen or who is going for a Unhook as an example.
And it would not bring Solos to SWF-Level either, because the main strength of SWF is filtering out bad players. Even with Icons you can have 1 person on the Hook, 1 in chase (visualized by an Icon), 1 on a Gen (visualized by an Icon) and would still have the Meg self-care in a Corner, even if she knows that nobody is going for the Unhook.
-
I also had a DC-penalty way below 5 minutes yesterday when I crashed. I restarted DBD and had no penalty in the Lobby, so I thought they disabled it again. But might have been 30 seconds as well, since the restart took longer than 30 seconds.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3244612#Comment_3244612
Extra free information would also be yet another buff for SWF, which is what people never seem to understand. Every buff that "closes the gap between solo and swf" also buffs said swf, and the approach is always to then "fix killer later" when said information has a disproportionate effect on half of them. The best part is that it will do nothing to improve the actions of bad players, as kindred has proven multiple times over.
SWF isn't some hive mind, in order to convey information people need to communicate. The more info they get for free without needing to communicate multiple things simultaneously, they're still getting buffed as well. Not only that, but the core problem with solo queue is having to leave a significant portion of your agency in the hands of completely unknown players, which that type of information does nothing to improve. You can't make anyone play the way you want, and you can already deduce most of that information without needing to be spoonfed it.
You failed to explain how added information which SWF-Teams already have would be a buff to them. Let alone that communication is not even the main strength of SWFs.
-
@Unimatrix00 said:
Sorry, how do you know what server you are connecting to?
You can guess it ingame when you see the Ping. I am on EU and whenever I have a high Ping I am most likely connected to East Coast US (so something from 110-150).
Sometimes, I guess it happens when Servers in your region are full, you get connected to other Servers. Funny thing is that usually this involves all players, so even if I get connected to the East Coast, I am not playing with US-players, I am playing with and against 4 other EU-players who also have high ping.
-
Exactly, it is not like DBD Mobile gets the cool stuff and the actual basegame is missing out all the time.
In general, comparing Dead by Daylight (on Console and PC) to the Netease Version (mobile) does not really make sense. They are basically different games at this point, which just use the same name and gameplay.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3244279#Comment_3244279
Because they are heavily restricted and those top streamers still get stomped?
No, because tournaments try to bring a competitive environment to a party game. DBD-Tournaments are basically a different game compared to the actual game. Tournaments are not comperable to public games at all.
I know that you are trying to defend your point that Killer is soooo hard, but even for you, this is really reaching for straws here.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3244204#Comment_3244204
Please remind me how those players performed in tournaments. Where they faced equally skilled players.
Yeah, I dont mention tournaments. DBD-Tournaments are a Joke.
-
@rattus210 said:
There's also One Pump Willie who is on a 200+ Winstreak with Onryo, and some smaller streamers who also can get to high winstreaks on killers. But one team of survivors getting a 50+ winstreak? Nope can't have that according to OP. Honestly I've yet to see any survivor team get an extremely high winstreak.
Because it is harder to get high Winstreaks as Survivor, especially when you want multiple people to escape. High Killer Winstreaks happened way more often than high Survivor-Winstreaks.
And most of the time Survivor-Winstreaks resolve around 1 Survivor escaping while the whole team (4 man SWF) is sacrificing themselves to get that one person out.
-
@betelgeuseyes said:
So now agitation perk is mandatory to deal with this nonsense.
I just love it how you dont react to any response in this Thread and just keep on ranting even half an hour later. Just move on and go to the next game, really. There was no hostage-taking. Yes, the Survivors were not nice, but whatever?
-
@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3244132#Comment_3244132
Yes they are, because game can't be balanced around bad players.
You can perfectly balance around top tier palyers, then just give low mmr buffs until they reach certain rank, it can be done if there is will
Man, I really want to see how you will perform if the game is balanced around Top Tier Killers as well. So that players like Otz, Zubat, Alf and others really have challenging games every game.
You will totally do fine, I am very sure!
-
Who complains about Hyperfocus nowadays?
The Perk is totally fine. It was popular for a bit because Wesker was in every game and you ended up on RPD a lot. Wesker (40m TR) + RPD (really small Maps) = lots of Stake Out-Stacks.
Whenever you did not end up on RPD against Wesker, you got a lot less Stake Out-Stacks so it was harder to keep the Hyperfocus-Stacks. You barely see the Perk anymore, because it is not really that good.
Maybe dont rush to the Forums when you just lost a game and spotted that one of the Survivors had Hyperfocus.
-
The respective person did not load in at all. But the game failed to realize this until later.
I also had this a few times. E.g. my friend crashed in Loading Screen, the game started and after around 2-3 minutes, it cancels. Happens rarely, but it happens.
-
@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3242014#Comment_3242014
So... cherry pick just about everything except the map, the one facet most people here agree is the most problematic?
And OPs next post will be that Killers Queues are too long once they decided to only play against Solos with Meme-Perks.
-
I am very sure that you dont go against tournament teams. The general SWF which is encountered in Public games is not impossible to beat, not even close.
-
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241611#Comment_3241611
You probably will agree that a Survivor who manages to dodge 3 Lethal Rushes is better than someone who does not dodge a single Lethal Rush and gets hit by the first Lethal Rush.
I do not agree. its like saying a survivor that gets hit by first wesker bound is worse then the survivor that got hit by 2nd wesker bound. the end outcome is the same. Both survivors made a mistake and got hit.
How is a Blight with Alchemist Ring a "true test of skill from survivor side"?
Between base-kit blight and alchemist ring blight, the potency of blight's power does not change. Alchemist ring is pseudo recharge token add-on, similar to shred notes. it grants token recharge rate if you successfully use the power. Blight player use this add-on because it allows them to go for more risky blight rushes and not suffer long cooldown for being successful. Cooldowns in general just slow killer gameplay down and add nothing to the game(both for survivor and killer). I can understand killer using an add-on to speed up their gameplay. I have escaped many alchemist ring blights. I do not see the problem with the add-on.
perhaps you should explain why you dislike playing vs alchemist ring?
I just explained it, lol.
And there is a difference between someone getting hit by the first Lethal Rush and someone getting hit by the last Lethal Rush. (If anything else is the same obviously)
You have the second best outcome and dont get any distance from it, because the Blight has all the Rushes back immediatly. But in the end, it is not even an discussion if Alchemist Ring is OP or not, basically the whole community agrees on that.
-
@Devil_hit11 said:
blight is easily one of the most balanced killers in the game. he is true test of skill from survivor side. The add-on makes him more challenging to play against but nothing too different from regular blight. my only complain about blight is playing against him too often.
https://forum.deadbydaylight.com/en/discussion/comment/3241241#Comment_3241241
Survivor rather just complain that the killer is over-tuned then learn to play against the killer. nothing special really.
How is a Blight with Alchemist Ring a "true test of skill from survivor side"?
I mean, the best outcome for a Survivor would be to dodge all 4 Lethal Rushes so that Blight used them all. The second best outcome would be to dodge 3 Lethal Rushes and only get hit by the last one. You probably will agree that a Survivor who manages to dodge 3 Lethal Rushes is better than someone who does not dodge a single Lethal Rush and gets hit by the first Lethal Rush.
However, with Alchemist Ring it does not matter if you dodge 3 Lethal Rushes or none at all. So where is the "true test of skill"?
-
Did it yesterday, after having it equipped for two days. If the event will be repeated next year or anything similar will be done, a challenge like this should not be the case.
There are so many restrictions, it is not even funny anymore. The Killer has to have energy. You have to be able to gain energy, so if you are already at 15 or you have already completed your 30 units for this match (which is a little bit over 1 Solo-Gen, which is 27), you wont gain anything. On top of that, you might get a Killer who is very unlikely to stun, e.g. you will be less likely to stun a Pyramid Head, Huntress or Deathslinger for example. Let alone Nurse.
So yeah, it took ages for me to collect those 6 Void Energy.
-
Basekit is alright, but his Add Ons need Nerfs. Speed Add Ons should not exist, Alchemist Ring should not exist, Adrenaline Vial and Compound 33 the same.
Basically, whenever they nerf a Killer Add On and leave Alchemist Ring as it is, I dont understand it at all. Everyone who plays Blight also knows how busted it is, when Blight was announced to get Add On Changes around a year ago, there were so many Alchemist Ring-Blights. And turned out, they buffed Adrenaline Vial from being his worst Add On to one of the best. Meanwhile, they nerfed some Clown-Add Ons in the same Patch.
Not understandable at all.
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3239835#Comment_3239835
Starstruck / Distressing/ Infectious Fright Wesker wants to have a talk with you :>
Never seen that one. The only Wesker-TR-Builds I see are with Coulrophobia, so Anti-Healing.
But even with Starstruck, Wesker would be a pure M1-Killer with it.
-
@danielmaster87 said:
Hotter take: Bring back original Pop. 60 seconds of use, 25% off a gen. Remember, killers lost often even with that version of the perk. It would be like dumping pre-nerf Freddy or Wraith into today's meta; they wouldn't stand a chance but at least they'd be better than what we have now.
Even hotter take:
Old Pop was 30 seconds and 25% at Tier 3.
-
Yes, please, PGTW, Call of Brine, Eruption sounds like a great combo, 11/10 would love to lose against bad Killers with that because they manage to drag the game out until no ressources are left.
