Bennett_They1Them
Bennett_They1Them
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2631168#Comment_2631168
If you're going long and narrow you're probably going to have zoning problems (Hook at one end, all other Survivors at the other) if it doesn't have sufficient "verticality"/ability to be distanced from below/above/aside to create a circular pathway to most major points on the map.
right. good point. sorry ,my game design expertise falls more in mechanics, and not map design, so I've got lots to learn.
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@bumrushed said:
https://forum.deadbydaylight.com/en/discussion/comment/2631168#Comment_2631168
Midwich is technically the map with the least amount of playable surface, on account of the second floor middle of the map.
right.
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@ElusivePukka said:
Keep in mind there's 7 gens in total, and should be spaced far enough apart so even ranged killers ought not to be able to pressure 3 at a time without moving.
My answer was no. Map sizes should be around 10,000 m^2 - for context, Gideon's is about 9,000 and Disturbed Ward is about 11,000. Minimal verticality is fine, but a complete lack is just more Shift+W promotion.
right, I meant minimal verticality, sorry, I was being overly hyperbolic.
I almost said cramped, but that wasn't the right word.
I'm thinking a spaceship or a submarine.
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@bumrushed said:
https://forum.deadbydaylight.com/en/discussion/comment/2631103#Comment_2631103
5 gens in 4-ish rooms?
oops. good point.
smaller than shelter woods, though.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2631106#Comment_2631106
maybe you want to try a new killer without worrying about your rank
right, but "against swfs" is the point.
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@bumrushed said:
So shelter woods?
you're thinking too big. I mean like 4+ rooms from rpd glued together.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2631091#Comment_2631091
You're good. Think you made a good point to be fair.
sweet. :)
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2631018#Comment_2631018
No snark intended. Just made me chuckle. :)
oh. my bad.
but, yes, I do see some possible hypocrisy from my statement.
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@UnknownKiller said:
Becuz both sides have to learn how to play so low tier people becomes high tier players.
By being the mommy and spoon feeding sides you will get babies.
I think the question is "why not have the game get harder as you get more experienced"
I'd basically just have skill checks get harder based on rank. that would work perfectly on the new system.
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@Anara said:
The new perk is ok.
But there is a problem with Nemesis. When he infects you, you gain the sprint.
Imagine you have recover from exhaustion and still infected. When he injures you, you gain the sprint again !
I think that's a glitch.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2631051#Comment_2631051
my teammates were working on a gen for the entirety of the time... it was in, like, the next room.
that's why I thought mindbeaker.
PH is solid on RPD. there are so many tight hallways that make avoiding torment or punishment insanely difficult.
also, to be fair, I wasn't solo-Q, I was helping a new player get started, and they got camped and farmed by some randos.
so... probably just bad teammates.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2631044#Comment_2631044
Well, it is RPD in solo queue. You have to pray to the Entity that your team even know how to get to your hook, let alone actually want to when you're hooked on the second floor through a maze on the other end of the map.
Come to think of it, Cages might actually be strong on RPD. Never gotten PH on RPD before.
my teammates were working on a gen for the entirety of the time... it was in, like, the next room.
that's why I thought mindbeaker.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2631020#Comment_2631020
No, pretty sure power auras like Cages and Jigsaw Boxes aren't hidden by blindness. If Cages were hidden by blindness I think Third Seal would probably be meta on PH.
oh, then that match I was thinking about was just with some potatoes. (I was solo-qued, I got RPD, and I got left to die on first hook less than 16 meters from the rest of my team)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2631019#Comment_2631019
I disagree. Cages have a good use case, but they are not something you should do every single time you down a tormented survivor. Cages and Final Judgement are really effective at quickly removing a survivor from the game as they basically bypass 2nd chance perks like BT and DS.
The issue with his daily is it's just not worth going out of your way to torment and cage people when you don't need to which is why it takes forever to do naturally unlike other Killer dailies.
maybe they could make it "torment four survivors" instead.
I agree though, the cages do have use, the daily forcing that use is the issue.
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@ukenicky said:
Is one faster than the other or are they the same? I only ask because crouching is better in some interactions vs walking
Eg. Hag traps and Pyramid Head's trails of torment
Also which do you prefer?
Urban evasion has more overall benefits if you're more experienced, since you can probably just imagine where your scratch marks are.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2631014#Comment_2631014
Like, using his cages is handicapping yourself. You literally only want to use the cages when you need to do his daily.
Survivors take note: cage PH = friendly PH
well, I mean, unless you're running mindbreaker or third seal, in which case survivors can't find caged survivors. (which is fun)
also, they're good for dodging SWF mega-saves or sending someone to the other side of the map if survivors clump together.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2630806#Comment_2630806
I'm not sure you got my point, but all good :)
I think I got the snark, and I do appreciate snark. 😋
I just also wanted to help answer your question.
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@Seraphor said:
Survivors, when Pyramid Head is refusing to down you, or hook you, because you're not tormented, please just stand in his goo.
It's taken me 4 games to get this daily ritual done.
Will genuinely let you all escape.
Thanks.
I second this.
although, honestly, I just don't like sending survivors to cages for no reason.
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@GannTM said:
Honestly I’d mainly focus on making him a 4v1 threat and less oppressive in 1v1.
Buff: Laceration meter doesn’t passively go down and survivors have to complete skill check actions to remove the knives. This will cut gen time but it can be risky to keep the knives in to spend time on gens.
Nerf: It takes 8 knives again to damage. 6 is too little and makes his 1v1 way too oppressive.
Buff: You can use Main Event whenever you want after it activates.
I don’t think he’d be more fun to face but he’ll certainly be stronger while not being as bad to face before. I would like the risk factor of leaving knives in you as it creates map pressure.
maybe you'd have to rip the knives out and staunch the wounds (ripping them out carefully being the skill checks)? Throwing knives, when thrown by someone with the skill to throw them, can get buried deep into wooden targets.
maybe there'd be a timer to do this before bleeding out and entering the downed state(so basically, deep wound, but actually capable of downing people).
BTW, I do like trickster in his current state, but there's always room for improvement with these things.
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@solidhex said:
I haven't played killer for a while because since SBMM every game is stressful, in fact i haven't played Dbd much, maybe every 2-3 days for 2 hours, but only survivor with friends. Now i played killer (my main Wraith only) for a whole evening because of the halloween challenges. It was not a fun experience...
I played him only once after his nerf and thought it's not that much of a change, but now i feel his big lunge was necessary to keep up with all the power creep ranged killers the game got lately. The new boon totems basically counter the hit&run playstyle and chasing with Wraith against good players (i can't see my own rating but everyone had like >1.5k hours) will make you lose the game immediately if you're not running a chase build. The only 3k-4k's i got were on indoor maps or when someone threw (DCing etc.) in the beginning or when i was running best add ons + Ruin + Pop.
I don't want to run the strongest possible builds every game, one of his main assets was his versatility when it comes to builds, but i feel he is very weak against decent survivors because you can easily counter him. Now people will say "everyone is weak against 4 decent survivors" but i feel that the ranged killer meta can hold up if you know what you're doing (seen from my own survivor experiences), while the m1 killers have a hard time when everyone is sweating. You can just throw every pallet and you won't get punished for it because everyone with a decent SBMM rating will do gens whenever possible.
try running devour. it's lots of fun.
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@Silvine said:
So we got serveral validation updates to dead hard/pallets (dont know about windows) but i think doc shock should also have the same deal arround it.Look doc is probably one of the killer with the most bullshit arround is power survivors can vacuum windows from quite a distance and there always the classic drop the pallet even when shocking.
So i wanted to sugest 2 things:
1º-Shock validation so its more consistent
2º-Like trickster when hitting a knife, doc should have a way to know if the survivor is still debuffed (because the scream animation seems kinda inconsistent)
grab validation would also be nice.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2630713#Comment_2630713
The rng aspect isnt an issue. Each section of the map is a random tile so they can basically add a new code so this tile spawns X amount in this map, or if 2 of X tile spawn 1 of X title spawns. So it's not really starting from the ground up, but rng does need to be changed for sure. I'd still like the windows on gyms/shack to be more risk reward by making them smaller.
https://forum.deadbydaylight.com/en/discussion/comment/2630427#Comment_2630427
Agree with alot of that, especially those unwarranted killer nerfs who wasnt over performing. But you nail most of it, sadly I cant suggest every change I'd like as well be here all day lol.
I do feel big maps can be an issue, gens are so split causing pressure as a solo killer is painful. As for the tile like killershack, the pallet will still be a god pallet, I just mean shrink the distance from the open door to the window so there more mindgame and less safe, so you can risk the window for longer use etc. Or use that pallet for safety. I'm completely okay with 1 god pallet on every map, just not dozens like the game lol
https://forum.deadbydaylight.com/en/discussion/comment/2630829#Comment_2630829
Well even unnerving isnt impactful at high level, iv versed unnerving with max stacks of lullaby and can still hit them. Honestly perks like that should just be buffed, they're so limited and should be impactful
for sure.
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@Foodnt said:
In my opinion the only addon wich needed a nerf was the fang. the rest is completely fine.
what do you think about the changes
do box.
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@RashuFeron said:
I like him and I hate him.
I like his Design in general and is a combination of my favorite killers.
But what I hate about him is everytime I play against him it feels like he throws 200 blades after me.
And the thing is, you dodge 20 blades and there is still more coming.
I had matches against him and with him where it was fun.
But on both sides it's more a pain in the ass then anything else...
I would life with less blades if I get something better to build up more pressure.
I think fear is subjective.
however, I like him. his power's oppressive in chase, and his perks are fun.
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@Voodoo101 said:
I have seen many threads on this forum, with people getting very angry over things it the game, flashlights, tea-bagging, camping, tunnelling, bad hits etc. Why? It's just a game, not reallife.
This video made me laugh as somebody tried not to rage over it.
Dead By Daylight Moments That Make Me NOT Want To Rage - YouTube
no clue.
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@Johnny_XMan said:
I like it. I think it’s only going to be useful in specific scenarios. (I.E. boost to an exit gate, or against a camping killer)
Sprint Burst is far better, because you don’t have to wait to get hit.
it's dead hard, but more fair.
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@Shroompy said:
I mean, ok
they've said they're probably gonna add a way to separate competitive and casual players, so they'll probably add a ranked and casual mode
there, you wont have MMR
sounds awesome! I think DBD could use some more game modes.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2630819#Comment_2630819
Lol, that locker effect would be pretty trolly, but hilarious. 😄
As far as the auras go I don't think it would be annoying, the hooks are underground so they're not going to be blocking your view typically.
that's fair.
maybe the locker thing could be extended to lockers within 8m of scourge hooks.
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@ManOMaker said:
A lot of killers haven’t been looked at in a long time. Some have but poorly. So I ask, who needs to be changed the most and why?
Twins, Myers, and Legion, in that order. they could all use QOL and buffs for high level play.
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@Kikki said:
As a 110 Movement Killer how I am supposed to counter a 3 gen counter tactic? Everytime I chase someone off their are running in areas where no gen's are or are decent in looping? I already cut chases if their are longer as 20 seconds and even if I chase them off the gen's there is a 2 Survivor nearby for just tapping it or start to repair it while I chase someone! I already use slowdown perk builds but it has no use.
I recommend just ditching chases and finding people who are worse at chase.
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@Sluzzy said:
Every patch brings a killer with little to no counterplay.
The new killer is an even stronger doctor where nobody but a few elite teams can even possibly survive against her.
All gameplay mechanics need to be called "killer sided mechanics" instead of being fair. The hatch mechanic is now designed strictly for killers alongside end game collapse.
Maps becoming more and more killer sided.
In my recent matches, all Iridescent survivors and an Ash-Level killer is winning.
When are we going to start getting patches that address the imbalances and bring the power of killers down a few notches?
good. maybe that'll make the game scarier.
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@BrotherLove said:
https://forum.deadbydaylight.com/en/discussion/comment/2630813#Comment_2630813
Let me be 100% honest. I was not expecting to even hit 20 in a row. I was dumbfounded I got that far. I could be purely luck. I will make another attempt soon. I too believed it was impossible. I had a blast and was beat by a great team.
sounds awesome! :)
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@EntitySpawn said:
So this is a discussion, and yes it is possible. I shall explain low and high skill for each role and then explain the changes. Its gonna be long, changes at bottom.
Low skill survivor: doesnt massively understand loops, would not run them efficiently and can quite often just wait at a pallet or drop the pallet quickly without really using the tile. Cannot link tiles, does not understand every counter to killers, dont tend to keep track of killer perks and what they can use. Not efficient on gens.
High skill survivor: understands tiles, will use the whole tile for a decent period before using a pallet, can chain tiles together, will understand killer counters and limitations, efficient on gens and knows the killer perks through elimination. Knows when to loop or hold forwards. Knows points of loops to stand at removing mindgames
Low level killer: not the most observant, doesnt usually juggle survivors, doesn't know what loops a survivor is running too, doesnt know the best way to loop, often wont mindgame, haven't mastered the killer, doesnt know which pallets have to be broken or can be played around. Usually dont drop chases.
High level killer: aware of tiles spawned, know when to drop chase, can juggle, tracks survivors around the map, understands speeds of actions, mastered the killer, knows which pallets are unsafe, knows the best way to push a survivor on a tile, will track deadzones
So, basically the biggest difference is the chase and understanding of loops with gen efficiency for survivor. And for killer multi tasking, game knowledge on who to chase where with the killer they're playing.
The changes:
-map size, because some maps are so big it stops the ability to juggle survivors and cause pressure while the survivors can optimally work on gens. So shrinking the map would help the high level without impacting the lower end, this is because the killers less likely to juggle or cause pressure meaning the survivors will still be safe enough to work on gens.
-tiles, some tiles are too safe. The main ones I would argue are jungle gyms and the killer shack. Good survivors know how to run these wasting huge time not to mention knowing places to stand to be safe. The FIX? Reduce the width of the tiles, for the JUNGLE GYMS reduce the distance between the pallet and window (like the one on the game map) this creates less safe spots and more chance to mindgame. as for KILLER SHACK, reduce the distance from the door (one without the pallet) and the window, this gives more room to mindgame and less safe places to stand. These changes wont affect the low level, as these survivors often dont maximize the loop or know the safe places to stand changing them wont be as impactful, theres still a pallet and window for them to use against a killer who isnt going to be the most knowledgeable.
Sorry for the long read. In short, shrink the size of some tiles and shrink the larger maps (redforrest).
What are your opinion?
maybe something like that for skill checks would make unnerving presence worth running. (something to make skill checks harder based on rank)
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@dugman said:
I agree, Monstrous Shrine is awful. My current suggestion for it would be possibly
--
Monstrous Shrine
Your fervent care of the Hooks found in the Basement has aroused The Entity's interest.
The Basement Hooks possess the following benefits:
- Accelerates Sacrifice Progression by 3/6/9 %.
- Increases Rescue time on the hooks by 2/3/4 seconds
- You can always see the Basement Hook auras even while not carrying a survivor
- All Basement Hooks are treated as additional Scourge Hooks if a related perk is equipped
--
This could give it some synergy with the Scourge Hook perks and make it a decent perk in combo with them, or even by itself possibly.
maybe drop the aura reading since that could get annoying and instead make it so that anyone who enters a locker in the basement is trapped in that locker for 20/25/30 seconds.
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@BrotherLove said:
I did it live on stream in two 6.5 hour sessions.
The rules were I had to 4k, hatch for 1 was a draw. There were no draws. Also I was not allowed to use Gen slowdown or Regression perks.
I used no addons. My perks were Deerstalker, Shadowborn, Lightborn & Monitor & Abuse.
I got beat on the 61st game by an amazing team who deserved the win 100%.
There were 12 Kobes (2 in 2 games). There were 4 cheaters I beat during the streak.
Twins next? (no slugging, camping or tunneling)
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@BrotherLove said:
I did it live on stream in two 6.5 hour sessions.
The rules were I had to 4k, hatch for 1 was a draw. There were no draws. Also I was not allowed to use Gen slowdown or Regression perks.
I used no addons. My perks were Deerstalker, Shadowborn, Lightborn & Monitor & Abuse.
I got beat on the 61st game by an amazing team who deserved the win 100%.
There were 12 Kobes (2 in 2 games). There were 4 cheaters I beat during the streak.
wow. congrats! was it fun?
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@SAégis said:
https://forum.deadbydaylight.com/en/discussion/comment/2628575#Comment_2628575
arent you aware that is like survivor want the game to be ? theey dont want to "play" they want to bully and win not being resisted just being god like unstoppable
I mean, I'm not sure that it's fair to say that all people who play survivor want to bully someone, but I can see where you're coming from.
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@DangerScouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2629254#Comment_2629254
No offence intended, but this did make me chuckle...
"I don't care about my kill rate, but I'm going to immediately tell you all what my kill rate is" 😂😂
well, you seemed to care about it. you were gathering data, right? I do see your point, though.
I honestly do care more about fun, but knowing that I'm winning within the game's rules is still nice.
also, I figured you'd ask anyways.
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@Osirisson said:
https://forum.deadbydaylight.com/en/discussion/comment/2629467#Comment_2629467
😂🤣😂🤣
I think he meant "Which survivor where you playing as?"
they, but yes. I was wondering if this was about a specific survivor, since it felt like you were talking about a specific game.
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@TheDarkTyrant said:
I like killer
ya.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2629246#Comment_2629246
Do my challenge... see how much survivor's consider the killers fun and then tell me that there isn't a double standard being pushed.
I play killer 70% of the time, and I don't camp or tunnel.
some people t-bag, but if they t-bag, they're losing distance in chase.
it's just a game. I respect many people take it serously, but I don't care a ton about 4ks all the time. (although I do 3-4k about 90% of the time)
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@Nos37 said:
The killer finds Mikaela and stops chasing her 20 seconds later.
The killer finds Jill and stop chasing her 30 seconds later.
The killer finds me and WILL NOT STOP chasing me for 90 seconds while I lap the map twice!
----
This happens in a lot of my matches...
Working on a gen with another survivor? I get chased.
The killer's chasing an injured survivor and the survivor kites them to my gen? I get chased instead, even though I'm healthy.
The killer's chasing me while I'm healthy and I run near a gen with injured survivor working on it? I get chased!
----
I'm not some sweaty SWF streamer who only plays to be chased! Chases stress me the fog out.
I do not provoke killers (unless I want them to kill me at the end after they had a rough match).
It's not the survivor I'm playing as because I frequently change which survivor I'm playing as.
It must be my username or something. Let me hide it in the lobby and in-game until after the match, then. This is getting frustrating.
who were you playing as?
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2629203#Comment_2629203
So, are you fine with the survivors using all means necessary to sacrifice your fun for a loosely defined win or simply to trigger you to undermine your fun? See the hypocrisy of your statement?
no, for all players fun's my priority.
as long as people are having fun with the game, I'm happy.
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@Kalinikta said:
The challenge is simple:
- Pick a killer
- Play the killer
- Play nicely, never camp, never tunnel
See how survivors respond... every time I start playing the game I try and the result is always the same; Gens fly, survivors click away, tea bag and without failure gather up in the exit gate and wait till the very last moment to leave... because winning alone isn't enough, they need to tea bag at the exit gate or spam you with sound notifications if you don't show up.
Fine with any tactic as long as the killer doesn't sacrifice my fun for a loosely defined win.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2628762#Comment_2628762
What she lacks in mobility she makes up for in intel. No other killer can find out where the survivors are doing gens (without a perk) as easily as she can. There's no wasting time running to an area just to find out no one is there, you just launch crows at each of the gens and head off to where you hit someone. Then you kinda just down them for free if you play her right.
that's exactly what I was going to say.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2628575#Comment_2628575
Nah not really, we are having a lot of fun. We could just not do it, or even better, they could balance swf and boon totems so when we play killer we don't have to face this bullshit.
well, as long as everyone's having fun! 😁
that's all I was asking.
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@Chilli_man2400 said:
idk remember when pyramid head was in PTB everyone said he would be nerfed he wasn’t even touched and he had the most game breaking power of his ranged attack and being able to kill without hooks
wait, what?
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@vacaman said:
I don't know about you but with my swf group we are going to have at least one designed guy to create an ultra safe area of the map to make sure we never lose. Right now it's already laughably easy to bully them with the 2 totems, imagine adding the one that gives infinite unbreakable at double recovery speed in an area, soulguard on 3 people to be invincible when you recover.
And want to remind that all of them can be active just by investing one survivor's 14 seconds, less than 5 seconds for each one. Oh no, the killer found the boon totem! Just activate it again lol.
I mean, you could just choose not to do that once it gets dull winning without a challenge, right? not judging, but that kind of sounds like the survivor equivalent of facecamping. it feels like a dull free win.
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@RodDeWitt said:
Besides her long-ass neck, she is a beauty, she can mori me anytime!
hey, hey, no need to objectify.
I know that's a thing people do, but still...