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  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085171#Comment_1085171

    You know what killer you're facing, just like the killer knows that they are facing survivors. The fact remains that you already know the meta perks of your matchup game after game. If killers had different opponents to face and the meta was still less than a dozen perks, we would have a real problem on our hands. Complaining about the fact survivors are skins is pointless because the devs have made it clear they will never address this. Learn the matchup, stop whining.

    "You know what killer you're facing, just like the killer knows that they are facing survivors."

    No, you can't see what killer it is until the game's started.

    "The fact remains that you already know the meta perks of your matchup game after game"

    For survivor. Killer is a little more varied.

    "Complaining about the fact survivors are skins is pointless because the devs have made it clear they will never address this."

    What are you talking about lol. I never complained survivors were just skins at all. What I said was that we need more perk diversity.

    "Learn the matchup, stop whining."

    Again, nothing to do with anything we're talking about. There is no "matchup" to learn against survivors as they are simply skins and the perks are mostly the same.

    No one here is whining about anything, put your ego aside and relax. It's quite possible to have a normal conversation without continuously trying to insult me.

  • We can make it distance based and in exchange it gets one charge per game and it deactivates after blocking a hit.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085078#Comment_1085078

    Stop this two sides bs. In a trial, the survivor team is not pitted against the entire killer roster. They are pitted against an individual killer whose meta perk choices are just as limited as the survivors', if not more for some killers. When I start facing the entire killer roster in a single trial I'll come back and admit you were right.

    This game is not deluded to one match. That's why saying "the survivor team is not pitted against the entire killer roster. They are pitted against an individual killer" is a fallacy. Game after game is against a different killer and in turn different perks.

    Whereas game after game against survivors will be the same perks you face more often.

    Basing seeing perks too much or too little on one match doesn't make sense.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085047#Comment_1085047

    Yes, but that only supports my argument. As much as I would love for survivors to be unique, it's never happening. Until they are, they are one character. Why would survivors being one character support your argument that killers have more diverse meta perk choices when that's not true for individual killers? You can't compare a group to an individual is basically my point it's just hard for me to wrap around the fact you don't get this yet.

    "Why would survivors being one character support your argument that killers have more diverse meta perk choices when that's not true for individual killers?"

    Because different perks are better for different killers, which is part of why we see a wider variety of perks used.

    "You can't compare a group to an individual is basically my point it's just hard for me to wrap around the fact you don't get this yet."

    Because those are the two sides we have in the game. The same perks work just as well on every survivor but the same perks do not work as well on every killer. Hence the more variety on killer. This seems straight forward to me.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085028#Comment_1085028

    Yep, that's why saying killer meta perks are diverse is an outlandish claim when you are comparing the diversity of 18 different characters versus the diversity of one. Glad you understand your mistake.

    Let's control our sarcasm and be a little less passive aggressive shall we?

    "that's why saying killer meta perks are diverse is an outlandish claim when you are comparing the diversity of 18 different characters versus the diversity of one"

    Each killer is unique and plays differently, survivors do not. I'm not sure how much more layman's terms I can put it for you.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084968#Comment_1084968

    Each individual killer is their own character

    All survivors is also one character

    Don't bend the rules to fit your narrative.

    I'm not bending rules to fit a narrative lmao

    Survivors are all the same except for perks, they are just skins. Killers are not.

    These are two different scenarios.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084948#Comment_1084948

    It's the same for killers and survivors. They have about 6 meta perks to choose from, except survivors have even more variety than that because of 4 different exhaustion perks. Name more than 6 meta perks on freddy, for example

    I disagree. You see much more variety in killer perks.

    I'm talking killers in general, not specifically one killer. That isn't how that works.

  • You see a bit of variety in killer perks, but 90% of survivor perks are the same with very little deviation. You'd think this would be a sign of an issue.

  • I personally like Infectious Fright, Corrupt Intervention, Monitor and Abuse, and Pop Goes the Weasel.

    IF improves your snowball potential whether it's with M1's or with your Corrupt Purge. You can chain the slugs with this quite easily. This can be your win condition many games.

    CI helps you get all survivors sick early on as you funnel them into the few gens that you've infected.

    Monitor allows you to get surprisingly close before they realize it which is extremely strong on a killer that's gonna be one shotting most the game as everyone stays infected. Also the bonus of synergizing with IF to have an increased range of finding survivors.

    Pop is what will carry you in the end game. It's a very well designed perk as it rewards you more, the better you play. However quite weak if you don't play well.

    She's got a few other perks that work well with her but I've been having the most success with these.

    Just get a tiny bit of infection on a survivor to get them started and then move on to someone else.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084819#Comment_1084819

    Yeah thana seems pointless. It only works on gens and heals. Not even gates, chests or totems.

    Survivors don't need to heal against Plague.

    That means all you get out of it is around 12 seconds per gen. 2 survivors healing each other takes 16 seconds, that's 32 charges wasted. Thana doesn't even come close to making up for that loss.

    That's why I switched to monitor and blood echo. Get up close, no free pallet because no dead hard. The constant short chases builds up the pressure to keep them off gens. Then Pop for gen control.

    I think it really shows how weak Thanata is when even on the best case scenario it's not even that great. There are just better options imo.

    I find Blood Echo fun to use but I still think it's not quite good enough even on Plague. The other perk options are just too good to give up. If Blood Echo was a shorter cooldown/no cooldown or refreshed on each hook then I think it might be worth. Or if they replace Hemorrhage with a different status effect that wasn't completely worthless.

    If perks are barely at the "good enough" line in their absolute best case scenario (Plague) I think it means they could use a little buff.

    I want to use Blood Echo, it just needs more imo.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084748#Comment_1084748

    Ssh, don't let the survivors know that!

    But really my build is built around them not cleansing. I might swap blood echoes for infectious, so if they do cleanse I'll get more mileage out of corrupt.

    But then a part of me feels it's losing their exhaustion perks that sometimes contributes to them wanting to cleanse.

    I find Blood Echoes is the perk that gets them to cleanse over anything else. They despise having their Exhaustion perks taken away. Most still won't cleanse over just Thanata.

  • @ClickyClicky said:

    I've been running monitor & abuse and blood echo.

    I have to say I'm actually a little disappointed when survivors cleanse. It's really easy to pick them off this way.

    I've actually started using M&A with her more, it's extremely noticeable how much closer you get on them before they know you're there. I find it much more reliable than something like Dark Devotion.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084683#Comment_1084683

    Ok, fair enough. Again this still goes to show that in game descriptions are still poor, hehe.

    Any of Plagues add-ons that affect/alter VP have the same identical effect for CP too even though the description doesn’t explicitly say so.

    And in the case of Worship Tablet & Prayer Tablet Fragment it’s like she suddenly acquires Wraiths Windstorm as soon as she activates a pool. This led me to believe that their meaning for “holding” in the description was akin to simply having the ability active and ready to be charged, because her base m/s during those 60 seconds does increase.

    "because her base m/s during those 60 seconds does increase."

    We're gonna have too agree to disagree lol. Based on the devs wording and my experience it does not.

  • @CornMoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084632#Comment_1084632

    No his name would probably still be the alchemist lol

    I would only see them still using The Alchemist for him if he actively changed back and forth during the game. Otherwise I don't see it as making sense.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084626#Comment_1084626

    You drink from some Corrupt ######### from the fountain, so now you are HOLDING it in your stomach.

    Then you CHARGE your vomitpower and then you VOMIT

    During Plagues PTB they specifically stated how they slowed her M/S while HOLDING CP so that it wasn't too strong. She currently does not move slower after picking up CP, but she does move slower while HOLDING CP.

    I follow the word HOLDING as the devs have used it previously in their wording.

  • Unless we start getting some teasers here very soon I'm going to assume it's another licensed chapter as those are usually much more hush hush on teasers etc.

  • I still think he's gonna end up being "The Beast" after the serum transformed him.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084532#Comment_1084532

    I think you’ve misunderstood what holding is (understandably as this game is notorious for crappy/misleading descriptions).

    In the case of Plague, charging is both the charging/meter increase process AND continuing to hold the button until ready to unleash VP or CP.

    When they refer to holding (which was a terrible word choice) they simply mean active. So with Prayer Tablet Fragment & Worship Tablet simply having CP active with no charging, no pushing any buttons, doing nothing except simply move around the map, this is at a speed that exceeds 115% until the CP timer expires.

    As I said try it for yourself. Do a stack of Prayer Tablet Fragment & Worship Tablet. When CP is activated do nothing except move around the map and notice just how zippy she has suddenly become. I’m only recommending the stack because the change is the most dramatic. It’s impossible not to notice her speed increase.

    "In the case of Plague, charging is both the charging/meter increase process AND continuing to hold the button until ready to unleash VP or CP."

    That's exactly what I am understanding it as in my previous posts.

    "When they refer to holding (which was a terrible word choice) they simply mean active. So with Prayer Tablet Fragment & Worship Tablet simply having CP active with no charging, no pushing any buttons, doing nothing except simply move around the map, this is at a speed that exceeds 115% until the CP timer expires."

    See this I disagree with. I do not think that is what they are referring to by "holding". As I said before, we also have no exact numbers too prove it's greater than 115, I personally think it's not.

    "As I said try it for yourself. Do a stack of Prayer Tablet Fragment & Worship Tablet. When CP is activated do nothing except move around the map and notice just how zippy she has suddenly become. I’m only recommending the stack because the change is the most dramatic. It’s impossible not to notice her speed increase."

    I already have been, it does not seem faster just having CP activated.

    @Peanits can we get this clarified as to whether or not holding CP by the games standards means fully charged up and walking around or if it just means you picked up the CP?

  • Even though they mentioned at one time not wanting to get too stereotypical with killers like Vampires and Werewolves, I still think they could find a way to implement them with their own DBD flavor and make them their own.

    So for example like instead of a werewolf, you'd see something like The Beast. A man corrupted into an animalistic creature by the entity or by the Blight. Their own spin on a "werewolf" basically.

    I also think a lot of the community would really like them to delve deeper into non-humanoid type killers. It would be a nice change of pace and open up a lot more doors for ideas and licensed movies with creature killers. Especially seeing as we've already tapped into most the major humanoid licensed killers.

    The Thing anyone? I'm just saying haha

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084429#Comment_1084429

    Ah, ok, we’re starting to get on the same page now. Ok yes, while charging CP m/s decreases (just like VP).

    So even if she uses Incensed Ointment or Olibanum Incense, when charging either VP or CP she’ll move slow still, but just NOT as slow (that said if both add-ons are stacked she still moves faster than 100% while charging because I still gain ground on survivors I’m chasing)

    So you’re right in that it is impossible to have her move faster than 115% while CHARGING either VP or CP.

    BUT when she uses Prayer Tablet Fragment or Worship Tablet it temporarily increases her base m/s so that she becomes faster than 115%. Stacked she becomes incredibly fast. She’ll still slow down when CHARGING her CP, but that doesn’t really matter because Plague will quickly catch back up to a survivor again after the cool down.

    I still think that even after fully charged and just holding CP (with both addons) she is still not faster than 115. It feels like it just negates the slow down she has at base with it so she is back to 115.

    Either way though we are both basing this on simply our experience using them and how it feels. We'd be able to solve this so much faster if the addons actually had % attached to them instead of Slight/Moderately/Considerably etc we are stuck with.

    We don't technically even have the exact percent slowdown while holding her charges either, just our feeling of it.

    Wish we could have more exact numbers in the game for people wanting to crunch them for exact answers.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084294#Comment_1084294

    Simply activating Corrupt Purge either directly by a fountain or because of a fountain reset occurs does not reduce her base M/S for the duration that CP is active. She stays at 115%. The only thing that reduces her base M/S when CP is active is Iridescent Seal.

    "Simply activating Corrupt Purge either directly by a fountain or because of a fountain reset occurs does not reduce her base M/S for the duration that CP is active."

    This not what I am saying.

    "The only thing that reduces her base M/S when CP is active is Iridescent Seal."

    Her M/S decreases while holding CP charged and walking around.

  • @goat10em said:

    I believe it was either scott jund or zubat that put it best when asked this question. You guess. That's really all you can do against a good spirit lol.

    Don't listen to this.

    There are lots of counters to Spirit in play style and perks, especially since her nerf.

    Spine Chill/Premonition/Iron Will/QnQ

    You just have to understand what Spirit is seeing and hearing to predict her.

    She's phasing after you (you're invisible to her), fast vault a window and then slow vault back over.

    Run to a pallet and throw it down while she's phasing after you and then slow crawl back over.

    While sprinting away immediately start walking back directly through her.

    If she starts phasing at a pallet and you can't tell if she's faking or phasing, slow walk away from her. If she is phasing she will be completely guessing and you're golden. If she was faking, then you walked away from her and gained distance. You just don't want to make your walk towards her, make sure it's towards another loop.

    You just have to understand how she works to manipulate what she's seeing and hearing.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084148#Comment_1084148

    She truly does.

    Her add-ons that increase charge m/s for VP already transfer to CP.

    So it doesn’t make sense to have additional add-ons that only increase M/S while charging CP.

    I use these add-ons frequently, particularly Worship Tablet. Her base M/S does increase for the 60 seconds CP is active.

    "Her add-ons that increase charge m/s for VP already transfer to CP.

    So it doesn’t make sense to have additional add-ons that only increase M/S while charging CP."

    I never said they didn't. I think you're misunderstanding what I'm saying.

    "I use these add-ons frequently, particularly Worship Tablet. Her base M/S does increase for the 60 seconds CP is active."

    The move speed increase you get from these while holding CP isn't enough to have you moving faster than 115. They will simply negate the decrease she was getting at base which made her slower.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083588#Comment_1083588

    It absolutely does.

    Any add on that increases M/S while CHARGING Vile Purge also increase M/S while charging Corrupt Purge too.

    But in the case of her specific CP add ons that speed up activation and increase M/S while HOLDING CP, that’s specifically referring to while it’s active/simply carrying CP.

    That’s the whole point of those add ons. One of the best times to activate CP is mid chase when a fountain is within the vicinity. These add ons allow for riskier deviation from the chase because Plague is compensated with the facility to more easily catch back up to the survivor she was originally chasing.

    Test for yourself. Stack the brown & purple add on. This is where her M/S increase for the whole 60 seconds is most dramatic and most noticeable.

    Yes, while charging and holding, not regular moving. So you aren't just walking around faster at all times unless you're holding it which you already have a base speed reduction in the first place with that so you're more so just negating yourself back to regular speed.

  • You forgot the bug with no sound when on the ground. Not sure what causes it sometimes but it seems to happen more when I'm on Feng.

    We seem to get these sound bugs every other patch and it always takes months to get it fixed. Quite annoying.

  • The games ambiance needs serious improvements. I know it's toned down for performance but there is so much missed opportunity with lighting, sounds, dynamic weather etc.

    They want to give more information to the survivors as well, but there is fear in the unknown. Having so much information at all times reduces the horror factor.

    Then there's also the issues of just weak killers. You can't really be scared of something that isn't that dangerous. With so many second chance perks to bail them out it's hard to be fearful of mistakes.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082314#Comment_1082314

    Yeah, she has a brown and purple add on that both speed up Corrupt Pool activation and increase her M/S for the duration she has CP. When both add-ons are stacked and you get CP she is ridiculously fast.

    It does not increase her M/S while she has CP, it increases her M/S while holding CP.

    Those are two very different things.

  • Not sure if taking fountains away would change much since they don't generally use them anyway.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1082142#Comment_1082142

    Ok you got me, I like this idea. That survivors start to have trouble hearing the TR as they puke and cough. I like it.

    Yeah I'm not sure why so many of her addons are targeted at her Corrupt Purge either seeing as it's already so strong at base. Would seem to fit much better if the addons were targeted at infected status's as you're trying to get them to want to cleanse more.

    Not to mention it would make it feel like you're actually getting to use more of her addons and change up her gameplay a bit.

    Addons for different status's while infected also just kinda fits her theme as a concept anyway.

  • Honestly for how good her Corrupt Purge already is at base, many of her addons should be moved to status's while infected/broken. It would make them actually usable.

    That said, and like you said, there also needs to be some extra negative at base for staying infected/broken. As much as I'd like a slight slow down, they really don't like doing that because it's deemed "unfun" for survivors.

    I'd suggest that for each survivor infected and broken The Plague gets a 4 meter reduced TR. This makes it more dangerous to stay infected without adding an "unfun" factor to survivors.

  • I would buy Nancy and Steve cosmetics, but most the ones they've release, these included, I do not like.

  • It is way too strong imo. An anti-tunnel perk is fine, but it's abused for way more than that. It shouldn't work on grabs and deactivate if another player is hooked, then it would be fine probably.

    Eating the DS's early against a good team is how you lose the game.

  • I personally like Demi and Plagues the most.

  • Because people were annoyed by DS and being the Obsession had/still does have no real downsides, so instead of fixing the issue at base they added another perk to punish the Obsession.

  • Rank 1 PC, probably 75% of the time

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077911#Comment_1077911

    Literal face camping is quite rare. I do have to disagree about survivor being relaxing though. If your team is comprised of idiots it's the opposite.

    You might die if they're idiots but you will still pip. That's important because the higher rank you get the less often you get potatoes.

    I don't think your team being bad makes the game less relaxing though. Killer on the other hand is actually stressful quite often.

  • I run into a facecamp once every maybe 20 matches, if that. Quite rare.

    I think a lot of people confuse facecamp and proximity camp. Proximity camp is very possible to save from.

    I think the title is quite exaggerated. Survivor is quite an easy and relaxing experience in the games current balance.

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076697#Comment_1076697

    There is a difference. Survivor second chance perks cannot be cleansed and if noed will be touched all survivor second chance perks should be touched as well.

    As I said, they all do need to be touched.

  • Because then we'd be able to call the devs out on bad stats with proof. Can't have that happening.

    Jokes aside (kind of), then we'd recognize their names and start lobby dodging in the future. That's the most likely reason, but kinda unrealistic honestly.

    I personally think it would be a good change for stat tracking reasons and also because now you could actually know if it was a fair match or not.

    I look up all the players in my lobbies to spot SWF and for rank 1 PC games at least, they are way, way more common than the stats we got showed.

  • @Shirtless_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076848#Comment_1076848

    You're not acknowledging that BT isn't run by all survivors and certain killers make that perk null. Your post also doesn't address the situation in which the post I was referring toward. If a survivor saves the hooked player without BT in play, and goes down directly after the unhook. The killer then can freely tunnel the hooked survivor off the hook, smack them down, hook the savior, and it would dismiss the DS. That's why the idea that hooking another player should take out DS doesn't work during game play. Saying, "They should have been doing gens anyway!" doesn't address the situation.

    "You're not acknowledging that BT isn't run by all survivors and certain killers make that perk null."

    There is at least 2-4 BT's in e very single game I play. Also, the amount of killers that counter BT is extremely small and hardly worth mentioning.

    You can't complain that someone might not be running BT when this is entirely the situation the perk is made for. If you don't like those situations then run the perk.

    "The killer then can freely tunnel the hooked survivor off the hook, smack them down, hook the savior, and it would dismiss the DS."

    If this is seriously happening then the survivors are playing just completely terrible. Even in a face camp scenario that is THREE hits from the killer. That is serious misplays and should not be happening. It's an unrealistic scenario and a perk being countered by the survivors playing bad makes total sense.

    "That's why the idea that hooking another player should take out DS doesn't work during game play."

    Saying that idea doesn't work if the survivors are dumb isn't valid.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076859#Comment_1076859

    No problem, fix gen speeds and you can nerf NOED. At this point i basically have to run it every game because 2-3 gens pop in the first 2 minutes.

    If you read my other posts here I already answered all this.

    Besides, we already agree gens are too fast.

  • @deollie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077038#Comment_1077038

    Sadly, I already know when I'm gonna get hit when I shouldn't which still convinces me that lunge is too large. I'm just glad loops are in the survivors favor because killers have a big advantage already with their perks. Not complaining about killers.. Just saying their perks help them out a ton.

    Survivor perks are much stronger than killer ones.

    I'm not having any issues on survivor of lunges being too long. The only lunge problems right now are related to ping on dedicated servers through pallets and windows.

  • It used to be great years ago but it's been pretty lackluster for a long time now. It needs improvements.

    Only real use now is as a semi bandaid fix for the broken sounds that are hurting Spirit the most currently. Even then it doesn't fix the problem entirely.

  • Loops are currently in survivor favor by quite a large margin. If anything they need to be nerfed, many do.

    I think the issue is just that with practice you'll be able to gauge their lunge distances better to know what pallets or windows you can and can't make.

  • @deollie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077013#Comment_1077013

    That's somewhat true. But, an example being; say I'm being chased by a doctor 🤠 I'm running to vault a near window or whatever, he's chasing me but he's not close enough to hit me until he LUNGES WAY ahead and smacks me through the stupid window 😐

    That's a normal lunge, it's supposed too reach far ahead of him. That's working as intended.

  • @KaceSpireh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077007#Comment_1077007

    Oof yea that would be harsh, it basically asks you to stalk that one survivor and chase him around and taking a hit for him while he's picked up or injured

    Yeah you gotta stalk him hard rofl and keepp healing yourself after every hit as well, while not dying, still getting the gens done since you're wasting time and live after all that.

  • This has nothing to do with killer lunge at the pallets and windows. What you are experience is hits from lag attributed to dedicated servers.

  • I actually thought that basement one was one of the easier ones. I think I got it the second attempt. You just stacked Agitation with Iron Grasp and you were literally basement hooking anyone from half way across the map. It's pretty rare to find a group that won't save someone, even in the basement.

    Harder challenge of this one I'm expecting to be to take 3 protection hits for the same survivor in a single game and make it out alive.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076950#Comment_1076950

    You literally just said Survivors are too lazy to do totems and now you say they're just annoyed about being instadowned cheaply. Survivors dislike noed for many reasons.

    Killers feel shame for running noed and that literally says it all. If it needs a rework or a nerf then I think coming up with an alternative idea which gives the killer lethality once gens are done are the way to go.

    "You literally just said Survivors are too lazy to do totems and now you say they're just annoyed about being instadowned cheaply."

    Saying that survivors can get lazy and skip doing totems =/= them hating doing totems. Those are not synonymous. They are simply seeing the shortest distance between them and victory and that includes skipping totems. Them skipping totems has nothing to do with liking or disliking them.

    As I said, the reason they hate NOED is because they are getting instadowned when the killer did nothing to earn it.

    "Killers feel shame for running noed and that literally says it all. If it needs a rework or a nerf then I think coming up with an alternative idea which gives the killer lethality once gens are done are the way to go."

    They feel shame because even they know they are getting the kills undeserved and for doing nothing. They can tell it feels cheap. They feel shame in using it for the exact same reason the survivors hate it. Yet now you are suggesting a change that literally ignores the reason both sides dislike it entirely. Your change isn't addressing the problem.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076925#Comment_1076925

    But noeds function is to grant you with the potential to instadown once gens are done. You're basically creating your own perk, it's a rework suggestion which prolongs the game an insane amount for the sake of an ignored totem, the annoyance is why people want noed nerfed in the first place.

    "But noeds function is to grant you with the potential to instadown once gens are done."

    And that is one of the fundamental flaws in the perk that needs reworking. It is getting you 1 hit downs for doing nothing.

    "You're basically creating your own perk, it's a rework suggestion which prolongs the game an insane amount for the sake of an ignored totem, the annoyance is why people want noed nerfed in the first place."

    Exactly, which is why I'm calling it a rework, not a nerf. It prolongs the game in a current balance where games already go to fast. That sounds pretty good. It's also not an insane amount of time, it's 1 gen. You're getting more time than that from Pop throughout a game. It still preserves the perks main purpose which is to punish gen rushers as well.

    The annoyance of cleansing totems is absolutely not why people want noed nerfed at all. Very few people mind doing totems.

    The reason they find NOED annoying is because they are getting 1 shot when the killer did nothing to earn it. It feels cheap.

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