Cable2486
Cable2486
About
- Username
- Cable2486
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And not even smart enough to come up with a new response. That laziness is why you had to be given so many new pallets. Lol. #Triggered
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1044367#Comment_1044367
It's okay to be bad at video games, you don't have to justify yourself.
Lol. Oh sweetie. This coming from someone that whines because an ephemeral item in a game causes you such rage?
"Boohoo, we didn't get all the chances we wanted to play, so you need to take the item out that offended us!"
Grow up. Even if a killer chooses to use a Mori, you're all still so predictable, it wouldn't matter anyway. Why do you think the Devs keep favoring you? A) you don't ever change your tactics, and B) you spend money on their extras.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1043903#Comment_1043903
At least you're self-aware that you NEED a mori to win a game. (Although you may want to work on that not being the case).
Need? No. Not sure where you picked that up, but you can think whatever you want, I suppose. While your at it, could you call a Survivors convention and come to terms with the fact that Killers aren't in anyway required to adhere to your mythical 'rules' about, well, anything? Besides, why would any killer require a Mori? We don't. It's just a nice way to thin the herd faster. So you may want to work on that entitled attitude of yours.
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@survivormain1105 said:
https://forum.deadbydaylight.com/en/discussion/comment/1043910#Comment_1043910
Def where I was going to go with that one. Thanks. @Cable2486 you should work on figuring out a different way to win the game.
You asked, I answered. Don't like the answer, don't ask. As an aside, nice of you to assume I need a Mori to win. That's about as the same level or eye roll-worthy as most of these folks complaining about tunneling. Seriously, have none of you ever been hunting? You'd never let the prey you just stalked and injured go to hunt a healthier one that just showed up. It defeats the purpose of stalking them in the first place.
It's silly to call tunneling 'toxic' when it's one of the most basic, effective means to eliminate prey. Same with Mori's. I find you, I have the ability to kill you and take some of the insane amount of pressure the Devs favoritism has created off of me, I'm going to do it. Keys still have more power if only because they allow multiple Survivors out at once.
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@survivormain1105 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034337#Comment_1034337
Fully explain the comparison of keys to moris.
Keys are for end game, moris end the game at least ebony. Ivory can if used in the first mins of the game. Killer uses ebony more. Hooks first person. proxy camps in the area. Survior unhooked killer b lines to unhooked survivor downs them while ignoring the savior. Murders them rinse and repeat 3 or 4 times. Game over time for a 30 min que time. Key on the other hand gens have to be done +1 to survivors left. So at most 3 gens have to be done for 2 to escape. But in the most cases survivors use the key to escape with the 4 man at EGC. But even so they had to 85% roughly of their objective. Killer had to do at most 25%. Keys not as OP as mori. In different categories of level of use effectiveness.
Which part would you like explained? The fact that a Mori still requires a Killer to chase you twice, hook you one, and must be done four times? And that's assuming you can find the third and fourth Survivors before they find the hatch? Or perhaps we're the Mori only has one function, where keys have add-ons that allow for tracking Survivors, the killer themselves, and even protects it from disappearing after use, where the Mori is one and done? Or maybe you'd like to discuss the synergy with a map holder and a black silk cord?
If I'm being forced to deal with three gens being completed in under three minutes, you can bet I'll take every Mori I can bring with me. Oh, then there's that: you can find one in a random box AFTER you go into a trial, but our only way to do anything close is to use a convoluted hex perk that rarely lasts longer enough, or one of a few that only allows the last Survivor to be Moried, again IF they can be found before they find the hatch.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1033130#Comment_1033130
Yeah but technically with a mori you can get a survivor out of the game within 3 minutes for a key you have to do gens you cant key as fast as a mori.
Yet a Mori only removes one player at a time, while keys can let multiple Survivors escape at a time. Soooo....
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1040269#Comment_1040269
Give you the achievements, if you don't already have them. Otherwise it's just for bragging rights for the time being.
That's a potentially dangerous change though. New players on both sides may very easily be dissuaded from playing, not knowing what's going on when they get beaten, which will happen.
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@TunnelVision said:
new killers are pointless right now. Who in their right mind would want to play killer with all the crap that's going on right now.
Oh I understand. That's why this was kind of fun. I've been in a ranty sort of place with the game recently, and I kept running running into @Waffleyumboy and kind of got inspired to start putting constructive stuff out, instead of being so angry. Sure, the devs won't likely ever see this, but I like to think it's still fun for the community to do this sort of thing. Who knows, maybe they'll pay attention to stuff like this (someday...)?
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@kreeper124 said:
https://forum.deadbydaylight.com/en/discussion/comment/1038236#Comment_1038236
That sounds great, but for unseen eyes the teleportation part wouldn't make sense when equiped on other killers
Not necessarily. A lot of the Killers take their inspiration from the eighties serial killers (lookin at you Mikey) that had an terrifying habit of always just sort of showing up or randomly being there around the corner. So in that sense it would fit rather well for most of the Killers. Plus it adds that jump scare element back a bit more than it's been lately. Just kind my thoughts though.
Also, (knowing this was just for fun) I really took awhile to end up at her final power. I tossed around the idea of the colored potions and the altar/cauldron, but no matter what I thought about it kept feeling like a clown/plague hybrid knockoff.
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@Biggs said:
Just give us finally spider killer like its in identity v... Or something with creating some minions
Hmmmm..... Could use something like Ms. Annity as a base. That would be disturbingly fun. Lol
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@AStupidDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1037459#Comment_1037459
Two Bibles? You're so mad HAHAHAHAHAHA
Are you really that stupid? I NEVER SAID MY WAY IS THE ONLY WAY, but my opinion is my opinion and either you respect it or gtfo simple as that jeez🤦♂️like how stupid do you have to be to go back and forth with the same arguments
Lol I can upload a couple of clips so you can see my skill as both killer and survivor and then of course screenshots of my ranks so you can shut up once and for all.
Well that's your opinion, in my opinion you can't beat a team of rank 4s with new ruin because to me it's a garbage perk. Can you respect that? Probably not.
What can I say to such broad stupidity? You are literally so dense you don't even understand your own tone and speech patterns. I'm not interested in how you play. You're clearly an idiot. And as for your assessment of ruin, since I've beat several red rank teams using it, and had it last to the end on several trials, I know it works just fine. Simple. As to your inability to understand simple social queues, I do hope you figure it out someday. It's rather painful reading your responses, since it's pretty obvious you think your somehow insulting me. That's what your doing, right? Thinking? Does it hurt? It seems too. Poor thing.
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@Waffleyumboy a more complete version (I was bored. lol)
The Witch
aka Verity Tace Thackeray
Speed: 110 m/s
Weapon: Splintered Distaff
Power: Nightshade Ointment:
Once a skilled healer, her knowledge of herbs and concoctions helped the people of her village. After the magistrates took her sister, her spells and potions served a new purpose, twisted, writhing, and hateful.
Gathering power, you dislodge a poisoned splinter from your weapon and viciously fire it at a survivor with brutally increasing frequency. The Nightshade Ointment becomes stronger with each successful hit, until the survivor is overtaken by the poison completely.
~ One Splinter - Survivors suffer from the Blindness Status effect for 15 seconds
~ Second Splinter - Survivors suffer from the Blindness and Hindered status effects for 10 seconds
~ Third Splinter - Survivors are overcome by the Nightshade Ointment and are immediately put into the dying state- Poisoned survivors heal from the dying state 40 % faster than normal.
The Witches Perks:
Hex: Unseen Eyes: Dark power infects all Hex totems, causing them to appear Dull, and unlocks potential in ones Aura-reading abilities.
The Aura of survivors cleansing hex totems are revealed to the killer for 2/3/4 seconds. While within 24/36/48 meters of an active hex totem, you may teleport to it's location. Teleporting in this way has a 30/25/20 second cool down.
“Tis but a simple poppet; a child's plaything. What harm canst it be?” ~Magistrate Thomas Scratcher
The Devils Devices: Seething with a festering rage, your presence twists everything you touch.
For 30/35/40 seconds after putting a Survivor into dying state, cursing a generator instantly regresses it by 10%. Cursed Generators cannot be repaired for 14/15/16 seconds. Devils Devices can only be triggered once every 60 seconds.
“Thy machines are of the Devil,and thus, both of ye shall burn!” ~ Rev. Josiah Hingham, Witchfinder
Hex: Song of the Witch: The weak willed are easily lured into doing your bidding.
Survivors within 32 meters of a hex totem heal, repair, and cleanse totems 10/15/20% slower. While you are within 32 meters of a hex totem, you are undetectable.
“Heed mine voice...follow this way...I'll not lead thee far astray....” ~ An excerpt from the Witchfinder's journal before he disappeared.
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@AStupidDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1037120#Comment_1037120
I don't really care about your skills or the perks you use I never asked you about that, all I said is to me that combo is useless and I'd rather run pop period
When did I call you any names? You called me an idiot first for no reason so I called you a troglodyte. I didn't make any false assertions you did🤣you said I was either a survivor main or a killer main just because I gave my opinion ######### dude you're so deluded lmao it's hilarious. Hold on, so you called me an idiot just because I replied to you in the same way you replied to me first and I'm cocky and childish? Just shut up son, you keep embarrassing yourself more and more with every comment HAHAHAHAHAHA
And an FYI, saying anything that begins with a," you must be," is an assertion of whom you believe them to be, real or not. I'm neither new to the game or here. So false there. I'm not 'trying to sound smart'. I thoughtfully construct, test, and tweak builds for the sheer fun of the experimentation. Another false assertion. And I mapped out my skills and roles because you seem to be deluded into thinking your way of building is the only correct one, when you likely only build off the current meta, rather than take the time to actually test things for yourself. If I'm wrong, then I'm wrong. But as arrogantly as you speak, I seriously doubt you got to red ranks by any real skill. And that's IF your telling the truth.
Suffice it to say, even a lvl 15 clown used properly with basic BBQ, Nurses, Bamboozle, and New Ruin is enough to stand up to a team of rank 4s. Do your homework, cuz your play style isn't the only one out there or that works well. You don't have to like it, but you don't need to be nasty on a public forum about it, either.
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@AStupidDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1033937#Comment_1033937
Lol I play both killer and survivor buddy. You're probably the kind of person that thinks they're smart because they assume stuff instead of actually asking right?
Also, I don't know if you realized this but you just agreed with some of the stuff that I said based on the fact that as you said you need to waste two perk slots and use a killer that can move fast (in which case I'd rather just run barbecue and pop) in order to get value out of it. Surveillance and ruin is definitely not a good combo for most killers, thereby it is not a good combo overall. Hello? Anybody home? Think McFly, think lol
Ps. You sound like someone that literally just joined the forums yesterday and started playing the game two months ago, that's why you didn't realize that some people actually like to play both roles, genius🤣.
Sooo, is it that you can't read, don't have basic comprehension skills, or are so socially stunted that you can't understand that insulting my intelligence in a barely veiled manner, calling me 'Mcfly' and 'Genius' in a deriding fashion, and conceitedly speaking as though your opinion is the only one, true opinion, is somehow anything other than insulting, arrogant, and acting like a highschool big shot?
My exact words were, "I assume." That means I was unsure as to wether or not you were an angry killer main (to which I can most definitely relate) or a trolling Survivor main, due to the obvious sarcasm and vitriol of your original comment. And I'm not sure how it is you think I should be embarrassed, but lording your ranks and then condescendingly asking if I'd ever even been in the red ranks shows just how embarrassingly you feel the need to sneer at and mock others to keep up that false sense of superiority and oh so high-and-mighty attitude.
Go back to the sandbox now, sweetie. The adults would like to get back to their conversation.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1036591#Comment_1036591
It's a combination of factors. Self-Care being so highly used isn't a big deal, because it's not breaking anything. But Ruin being so highly used was more of an issue because of its warping effect on the entire game experience.
Ruin was highly used because the synergy between toolboxes, repair perks, and their effect on the team as a whole is ridiculous beyond ridiculous.
Old Ruin affected a whole team, and forced some to look for the totem while others worked, which ment slowing the game down to the point a killer could stalk and not have to break neck it around the map like a Nascar driver trying to catch up.
Conversely, Prove Thyself affects the whole team AND synergizes with other repair perks, toolboxes, and toolbox add-ons. It effectively makes it expected that an swf team will pop the first gen in under a minute, and the next two to three in the following in as many minute, if not less.
You claim it was due to popular overuse that your nerfed Ruin, but it seems that your view of popularity is equivalent to how many people use a perk per match, which in this case, isn't a fair metric. Only one needs it to benefit the while team and tip the scales massively in their favor, and most see it on at least one Survivor in nearly every red ranked match played, yet you say it's not an issue? We're talking about a perk that picks everyone's speed up by 10%. At 80 second base time, that's 8 seconds off, with no other aid. But add even one other Survivor, and that's a guaranteed 16 second reduction, on top of the speed boost granted for multiple Survivors working simultaneously. Since at least three hit the first gen, plus have at the minimum one toolbox, were seeing gens done in 50 seconds, possibly less. That isn't acceptable.
Hosting a PTB with the ruin change should have happened first to sample how it would affect the game at large. But instead, it's just thrown at us with the barely veiled excuse that we need to play other perks because slowing the he down isn't fun for one side of the whole? Repairing generators is the Survivors ENTIRE JOB.
If it were in a PTB, then it would be one thing and I seriously doubt anyone would complain, but it's in the live game. We're live players, not your experiments.
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@AStupidDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1036724#Comment_1036724
I'm a rank 2 survivor and I haven't faced one killer that's been able to use those two perks in a successful way, it's a trash combo to me period🤣and before you start with "ugh you're a survivor main shut up nananana" I also play killer, rank 3, Doc and Freddy main and I've already tried out that combo and it is completely useless especially because ruin keeps getting destroyed in the first 30 seconds of the match which I forgot to mention when I gave you the reasons why this combo is garbage.
You can't really slug good survivors, slugging never works on good survivors buddy have you ever been in the red ranks? I'm just curious
I'm fine with people calling me out, I'm not fine with people that call me out and then cry when I call them out lol
I'm generally a rank 4 Killer, Wraith/ Clown. Rank 5 Survivor, Claudette/Feng. I routinely use spotting perks like Surveillance, but I don't rely on ruin. It's a nice extra, but Surveillance is a good way to help build a patrol efficiently, and punish Survivors that aren't smart enough to run. Together, they supply me enough early game data(especially with Wraith's iridescent aura add-on) to find Survivors before they pop more than one gen.
Red ranks, particularly swf teams, are found of starting a gen together, one running PT, then splitting into groups and worm two gens on opposite sides of the map, with 1-2 Loopers, one of which is the PT carrier, allowing them to affect both positions as often as possible. Movement perks from Nea, Feng, and Meg's trees are extremely common, along with at least one BT two or more DS, and a mix of SC, adrenaline, DH, and now, with the new Doc, CS. I'm usually my teams spotter, so I run Claudette with Empathy, UE, DS, & SC, equipping toolboxes or maps. I work gens and feed data on our looper back to my team and act as the secondary looper.
Feng is my main looper, so I run DS, Lithe, SB, and UB with a stockpile of flashlights and fireworks. I'm not the best looper, so Claudette is my main.
And there's a difference between calling someone out and calling someone names and making false assertions because you think your cool. The reality is that you come across as cocky and childish.
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@Cymer said:
You don't get it. Survivors are 80% of the player base. If something annoys them, it has to go! They bring their friends, spend money on cosmetics to be "cool" and peer pressure their friends to do the same. The loner killer not so much, so why give a #########? They don't bring in the big money. Catering to them is a waste of time and resources aka money. Their will always be enough killers, because DBD is the only game with that feature. So their is no where to go.
There actually aren't enough Killers, which is why Survivor queues tend to be so long. That, and a lack of solo survivors. And there are actually several games with the killer feature, like Don't Even Think, Friday the 13th, and a few others who's names I can't think of atm( one in which a power up deal transforms the first person to it into a chosen killer for a short time, then leaves them and resets, and another that features ragdoll like characters). It's not unique to DbD at all.
Killers are really the only unique characters in the game, since perk sharing pretty much relegates the Survivors to different skins/voices. The only real difference is that some are louder vocally or have brighter, flashier clothes, making them somewhat better suited to decoy duty or looping. I'd rather spend my money on a unique killer than a character I don't want to play, especially since I can just wait for most of their perks to just pop up in the shrine.
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That's thanks in part to the 'rebalancing and distribution of pallets for safety yada, yada yada' they put out in the last patch, as well. Every map is frickin pallet town, and if there's a narrow corner, you can bet a pallet is just around it. Low to mid ranks don't always see them, but red ranks run them like old favorite track from Mario Cart. It's just gross and really annoying.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1036575#Comment_1036575
I have had mixed results as new Doctor on this map. Set aside matchmaking And SWF problems for a moment.
First off I like the map. Does it have too many windows and straightaways? Possibly. But if you can predict survivor movements, I can often follow them by going parallel to them and not lose LOS and even cut them off to where they run into me around a corner.
I have had my share of 3-4K on that map. Even against decent survivors. But I also get 0k too.
So I feel the map is balanced. I don’t struggle on it compared to those awful rotten field maps where the gens after too far apart.
I also like Lery’s art and design.
All good points. Maybe it's just my luck? I seem to get lots of pallet-hungry Kates rocking WOO and I can't stress enough how much I want to Mori them by the second pallet-&-vault. Blegh.
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1036575#Comment_1036575
Last night I was able to play on Gideons without any frame drops. However I killed them all in like 4 minutes so the game didnt have time to drag out. Try running Pop Goes the Weasel on Doc as well. I wonder if thats what caused it for me.
Maybe. I don't run Pop much, since I prescribe to a play style that interrupts Survivor actions as often and as much as is possible, so a perk that requires me to clear prerequisites like hooking and then running to the gen only fits one or two killers in my arsenal(as I play them, anyway). I have noticed a frame drop near the middle when there are multiple survivors, but nothing so dramatic as what's been described in earlier posts in this thread.
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@AStupidDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1034713#Comment_1034713
Where and when did I insult you? Lmao this dude is hilarious, first he comes all aggressive saying that I'm either a killer main or a survivor main in which case I should shut up and then gets offended for literally no reason, so offended he typed a Bible in 5 minutes🤣and even called me an idiot, I'm glad my comment slapped you so hard buddy. I play both sides too and it's not a good combo period, when I go up against that combo as a survivor I just laugh because of how hilariously pathetic it is and how pathetic it is that survivor mains actually say it's one of the best combos in the game now, and if I were to run a combo I'd rather run barbecue and pop as I said.
And so you think that if 3 or 4 people are on that gen they're all going to run away to the other side of the map as soon as they see you? No my son, red ranks will just hide and then get back to work as soon as you're gone, and it doesn't matter if you keep going back to patrol the gen thanks to surveillance because you can't chase 4 people at the same time. As soon as you chase one person off the gen the others will go back to it and you won't be able to down the survivor before the gen's popped. So basically what the devs didn't mention is that this combo is meant to be useful against new survivors, experienced survivors won't be affected by this combo in the slightest.
Even if I was one of both I wouldn't have to sit down and stay silent you dumb troglodyte, I'm giving my thoughts and that's what forums are for, people give their opinions and all you can do is either agree or disagree period you don't come here and basically say who can give their opinion and who can't based on your stupid ideas because it is disrespectful (and then cry when someone replies to you with a pinch of toxicity🤣). Like I said, you're the kind of person that thinks they're smart just because they assume stuff, like every other internet troll. I'm glad you're salty though🧂😢
Again, YOU believe it's not a good combo because YOU haven't seen it put to decent use. The combo you're working with is predicated on allowing survivors to even begin work on gens. It's exactly BECAUSE red ranks will scatter and double back that it works. Especially with Killers that use projectiles or area skills. If a bunch of red ranks want to think it's intelligent to buzz around the same gen over and over getting slugged, then so be it. Besides, pop requires hooking first, which, if the team is made of even semi-decent Loopers, can become an issue, because it requires you to down and hook first. Neither Ruin or Surveillance requires any such set up and actually let's you know when they've doubled back, which is why it's effective in the right hands.
Whether its your play style or just preference, it's a useful to those that can utilize it. But if you're just going to be a jerk, them you should be prepared for people to call you out.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1034713#Comment_1034713
https://forum.deadbydaylight.com/en/discussion/comment/1034779#Comment_1034779
I couldn't be bother reading your boring ass 100 word comments. So I'll say this. You guys fk the point of this forum. Either shut up or private message each other.
Given that I was supporting your viewpoint while admonishing this troll, maybe you should be a bit more respectful yourself, rather than do the exact thing I was. It's a PUBLIC forum.
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@korean_zombie said:
Regardless of fps, the map is a stinky piece of poop. Constructive critism as follows: Its terrible and cannot be saved, delete it and make a new map. Or don't make a new map. Just delete that map. While you have the delete button handy, don't forget hawkins and Gideon Meat Packing plant.
I have not played a game with a killer or survivor that likes Lery's yet. Maybe there is a couple scratch mirror guys that like it, but the other 99.9999999999999% of players hate it. And there is a valid reason why. The map sucks. In nearly every way that it is possible to suck.
Ruin got nerfed into uselessness because of 80% usage. I can't wait until I stop getting lerys in 80% of my matches. So I can just DC out of that map and not be a rank 16. Don't worry I'm not ruining the match for everyone else, they loaded into Lery's too.
Yeah, none of that is constructive criticism. It's complaining. Not that I have room too talk, but I do understand your frustrations. It's old version was more balanced, in my personal opinion. I like the new detail work, but that's about it.
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@DocFabron said:
Its not the map, ita playing as Doc. I can only Static Blast and Pop a few gens before my framerate is destroyed. And this is on PS4 Pro.
Best advice I can give is to not play Doc until they fix it, sadly.
Afraid that's not accurate for everyone. I play Doc on lerys with no issues, and I'm on PS4 pro, as well. Worst I've had was some minor rubber banding on a survivor and a minor FR decrease now and again. Still, the map isn't the best. Tooany vault's with no ways around and long straight-aways with pallets every 10 feet. It's not terribly friendly to killers, new ones especially due to endless loops and the broken matchmaking which is mixing high and low ranks indiscriminately. That it's showing up so frequently, even without items is worrisome.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1034833#Comment_1034833
Creations subforum gang rise up lol
Right!?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1034818#Comment_1034818
Yeah and then she could have add ons that give different effects to different colored potions and maybe even affect potion spawn at altars.
It would give her a lot more control and pressure abilities, for sure
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@kreeper124 said:
I made a post suggesting a knight. The only power/perks I could think of kinda sucked but a knight would be awesome
Like a living armor kind of thing? Or a twisted Knight? Both have some pretty cool potential.
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@Griffin4Godhand said:
I've got it! Ted mutha-fuqn Cruz...aka the zodiac killer!
That might be a little too scary. Lol
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1034763#Comment_1034763
I think something like a cauldron or potion station would be cool. Maybe something like survivors can take 10 seconds to create a random potion with a random color. If the color matches the color of the witch's curse which is decided by the last thing the survivor did before the curse was applied. Blue - gens; Red - healing/unhooking; Green - other. To balance it maybe the chances at base would be something like 40%;40%;20%. Then of course you would have a complete the sequence feature where survivors can't get another blue until they get a green and red. The potions would be items that would take a 2.5 second channel to drink to dispel the curse. Using the wrong potion will break it and hinder the one who broke it for 15 seconds. You can splash the correct potion for a fellow survivor's curse on them which takes 1 second. Potions can't be dropped on the ground unlike normal items, and escaping with them will not add them to your collection. Maybe also add a part of the witch's power where she can go to the altar to grab her own potions to throw at survivors to curse and hinder them? This idea is really fun to play with, sorry if I wrote too much.
Not at all! I was actually thinking something similar, but I didn't want to get too close to clown territory. I like the idea of the potion roulette though. I stead of tokens, she starts with potions that take the form and color of curse of whatever she's throwing them at. She can restock by going to the cauldron, but there's only two or three to give a fair amount of downtime between refills/use.
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@Waffleyumboy said:
My hex protector perk:
Hex: Song of the Witch
The weak willed are easily lured into doing your bidding. Survivors within 32m of your active hex totems heal, cleanse totems, and repair 20% slower. You are undetectable within 32m of your active hex totems.
I like your suggestions! And that is a much better perk. I won't lie and say I wasn't inspired by the bag. I think a short range teleport fits the theme of most of the Killers (especially the franchise killers) just sort of suddenly BEING there, ya know?
As to the power, maybe something like a curse that requires another player or an altar placed on the maps to dispell the curse that slows repair/healing/sabotage/exit gate/etc speeds by that 20% and causes them to constantly make injured noises that are 50 - 75% louder than normal?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1034595#Comment_1034595
No. It will never be "competitive" because it's incapable of being balanced at this point, regardless of how people choose to play. Simple as.
Being balanced and playing it competitively aren't mutually exclusive. That's simply your opinion. The fact is that the toxic behaviors, anger and frustration, and all of the complaining is largely coming from two camps: people that want to enjoy the game for what it's premise promises, and people that play to win competitively.
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@AStupidDavid said:
https://forum.deadbydaylight.com/en/discussion/comment/1033937#Comment_1033937
Lol I play both killer and survivor buddy. You're probably the kind of person that thinks they're smart because they assume stuff instead of actually asking right?
Also, I don't know if you realized this but you just agreed with some of the stuff that I said based on the fact that as you said you need to waste two perk slots and use a killer that can move fast (in which case I'd rather just run barbecue and pop) in order to get value out of it. Surveillance and ruin is definitely not a good combo for most killers, thereby it is not a good combo overall. Hello? Anybody home? Think McFly, think lol
Ps. You sound like someone that literally just joined the forums yesterday and started playing the game two months ago, that's why you didn't realize that some people actually like to play both roles, genius🤣.
Ahhh. I see you're one of those that think insulting others gets you anywhere. Explains a lot. I've been saying for two years, not that it really matters, and I play both, though I play killer by preference. Which is why I can see both sides, and also why I can see you're an idiot.
It's not a bad combo, at all. It was even acknowledged by the devs (for whatever that may be worth) as an excellent combo. Clearly, you misunderstood what an intercept. Surveillance isn't an intercept. Shock treatment is an intercept. Vile and Corupt Purge, Hatchets, Bottles, etc. Literally something that allows a killer to interrupt from a distance or more than one survivor so that the gen explodes and begins regressing while you chase them away.
As to your silly comments aimed at my intelligence, I play games almost exclusively that require custom skill building. It's what I love doing. I never said I disagreed with the whole of your content, just that you sounded like someone who was angry or seriously biased and needs to sit down and stay silent. Thank you for clarifying with your comment which you are.
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@Smeson said:
Xenomorph, could be insane interesting to play as and against
That would most definitely be very cool. It might be a bit of a struggle in some ways to differentiate it from the Demogorgon, though.
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So my thoughts were this:
The Witch. 110 m/s killer, mid range weapon (splintered broom) Her power could be something like a curse. She hits you with it, cashing add-on dependant status's for a short duration, while being cursed for 5 seconds with deafness, deminished vision something akin to clowns bottles, and aura blindness. Add-ons could be spell ingredients that add or lengthen various status's.
Her perks could be
Possessed Relic: A hex perk that adds a tremendously difficult skill check to all active totems that if failed, causes the survivor to scream and causes the exhausted status effect for 30 seconds.
Devils Devices: The witch has 5 curse tokens. The Witch can place a curse on a generator that is regressing. The generator regresses by 10/20/30% and cannot be work on for 10/15/20 seconds.
Now You See Me: The Witch receives a 3/4/5% speed boost whenever she has an active totem. The Witch can teleport to any active totem that is within 15/20/25 meters of her current location. Does not work with full totems. Once used, has a 120 second cooldown.
Thoughts?
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@DBD78 said:
Give us a huge spider and make the game a bit scary for once.
Bleh. Now I'm just envisaging pennywise chasing after me down Lampkin Lane. Nope nope nope.
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@Waffleyumboy said:
A don't think a new bandaid perk will fix anything.
Not so much a bandaid perk. The Devs have made it pretty clear they've no desire to affect gen speeds or totems outright, claiming mostly that the perks would be too powerful. Personally, I think a perk that protects ALL hexes with an effect similar to trappers springs would be nice. Or perhaps a perk that changes how it protects perks by mixing it's add-ons up a bit. The character themselves could very easily be more status oriented, and have a power that temporary hex-like debuffs on Gens for a short time. It wouldn't be too over powered but it would certainly help the game speed progression.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/124138/is-this-community-filled-with-oppressors
It's a casual game that will never be truly "balanced" but people can't accept that unfortunately. Thus the endless bait and whining threads.
That's not really true, though. It's not casual at all. It's become quite competitive, so much so that it's begun ignoring any horror elementals that were at it's core. Currently, that is one of the biggest issues with the toxicity. People stupidly feel the need to rub it in each other's face when one side tries and fails, no matter the reason.
As it is, the Devs have essentially made it their position that we have to play this game by THEIR rules, which is to say, they're not really being subtle about the fact that they nerf or change things to attempt to force more variety.
It's definitely gone in waves though. Last year, killers were a real threat in lots of instances, but now their all but neutered. Meanwhile, swf teams have the same build and strategies, but the Dev either done or won't acknowledge it, and it's creating a schism that really shouldn't exist. At some point, they'll change things again, and the same thing will repeat, only the Killers will be back on top again.
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@AStupidDavid said:
https://forum.deadbydaylight.com/en/discussion/123740/ruin-and-surveillance-do-you-use-it
It's not a good combo stop lying to yourself lol ruin still gets cleansed in the first 30 seconds almost every game it's useless
As someone that posts rather aggressively quite often, I'm assuming you're either A) and angry killer or B) a survivor main that needs to stay quiet.
Given that the new ruin works better than most are admitting, it's still requires a fast killer, with some kind of intercept to be really useful,and that only really by mid-game at best. The doctor and pop-up killers make good use of it, but we shouldn't need to use two perks to achieve what a survivor group does the equal opposite with one perk across the board.
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I should apologize for lashing out. It's been a frustrating time with this game of late, and it's not been fun to feel forced into playing certain characters or perks. It's sad that the devs pretty much told killers that they're going to force us to play other perks because we aren't playing the rest. It would be amazing to be able to mess around with builds, but the current power given to survivors pretty much ensures that we won't be able to without throwing the game.
I think what the Devs are over looking is that it's down to numbers: 16 perks Max versus 4, pallets practically lined up ensuring there is always a getaway, and the fact that there exist perks that effect the whole survivor team, so as long as one person on the team runs it, all the other can bring the meta perks and toolboxes, and not worry about needing to bring it. Sure Leader and PT aren't played as often. But if that number is gathered from the total pool of survivors bringing it in at any given time, and most play on swf teams, it's not going to look like an issue of overuse. Killer perks need more synergy with their powers, and this idea the devs have about perks being too powerful because the majority of survivors don't like them is killing the game.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1031135#Comment_1031135
I said speed, not time. Thanks for reading man.
I'll give you that, though it was 2 am, so meh.
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@[Deleted User] said:
It was inevitable that this Ruin change would filter out the killers that don’t truly know how to play this game from those that never needed Ruin to begin with.
The upside I see is that BHVR will work on further map balancing. And any new players we get won’t be tarnished with an unhealthy perception of old Ruin.
Funny how you think ruin is the reason. It's not. It's just the last straw for most of us. None of us wants to constantly play red ranks that teabag, flashlight flicker, and generally act like children, especially when it's become almost a meme that the devs favor the survivors. They're killing their own game with this absurd idea that survivors only have fun if they're beating the killer into the ground and ending matches in 5-6 minutes.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1026938#Comment_1026938
Spirit on hawkins would also benefit from gen speed reduction. I think you're confusing maps and killers with gen times again bud.
I think you're confusing the usage of the English language. REDUCING means to make smaller or take away from. No Killer benefits from reduced gen times. Conversely, INCREASED gen times (adding time to the total whole of the sum) would benefit killers immensely. So would requiring more completed gens to open the doors, or nerfing toolboxes and repair perks, so that they don't effect entire teams.
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@ALostPuppy said:
Gens can go fast, they can go slow, it's a gamble based on the survivors and the map.
You also said that your games usually end with 2 gens left...a 4k with 2 gens remaining is a good result? Idk why you're complaining about it if you're seemingly doing well...you're not supposed to have everyone on death hook by the time the 1st gen has popped.
Conversely, it shouldn't take 2 - 3 gens for the Killers to even begin playing. Forcing Killers to wait around until you make a noise is ridiculous, and that noise, unless you have a perk that alerts you like Discordance, is the first gen popping. At current, only a small handful of killers can make use of the new ruin effectively, and now the synergy between all slow down perks is being nerfed, while the devs make the claim that repair perks aren't played as much? All it takes is one prove thyself or leader for the whole team to benefit. I've had an average of 3 red ranks per match tonight for the last 5 hours, and until I started playing certain maps and killers, I couldn't do anything. Right now, the large maps aren't fair to killers, and the small ones keep you running, because the red ranks do the first gen then split up in two with a runner to try and loop the killer if they get too close to someone or something. And don't even get me started on the ducking beneath a hook blocking it.
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@Endstille said:
I think they are too long. New
playerssurvivor players can not be bothered to sit a minute at a gen, we should lower them to 40sec just to make sure they do have fun repairing those gens. Or maybe one great skillcheck and it completes a gen completely, they are soooo hard to hit.I'm going to assume you're a troll because that is honestly one of the WORST suggestions I've heard yet. Your whole job is gens. Not walk around sightseeing, not stalk the killer, not be an annoyance. Gens. That's it. I'm order for killers to be able to even begin their job, they have to be able to find and stop survivors. They already have obscene help from the devs as is. Plus with the broken matchmaking placing red rank players in with low and mid rank killers on constant, there wouldn't be any killers left to even want to try.
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@Waffleyumboy said:
There are more than enough killers playing.
No, no there aren't, but that is for identifying yourself as one of the coddle survivor mains. Lobbies are long because there are too many survivors queued, and not enough Killers. Survivors wait nearly 10 - 15 minutes, versus Killers having about a 30 second wait with full or nearly full teams spawned in almost instantly. What this means is that there are more survivors than killers queued and ready to play at any given moment. The matchmaking needs to be fixed so that ranks stay where they should be, and not so skewed. But everyone wants to play survivor bey all the best perks are free, and the rest aren't hard to get from the shrine or by spending a few bucks to get just the characters. But the best killer perks belong to killers you must buy. Then, when killers gain to much, they need them and buff survivors.
They basically stated they want killers to break the meta and use different perks, but the survivors don't have too. That's bullshit. You can't even get some of the objectives in the rift because of it.
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@MrPeterPFL said:
So the question was “Will other slow down perks see change as well?”
He responded roughly “If you have a build full of slow down perks the game will become stale as survivors will be holding m1 for a really long time, imagine having Old Ruin, Dying Light, Thana & Pop together, gen progression will be painfully slow. Over time they want to make these perks less “obnoxious” TOGETHER, but still make each individual perk great”
To clarify, they never said they wanted to nerf slow down perks, they don’t want each slow perk to synergize together, that’s why Ruin no longer works with Pop etc.
I think that's the point the others in the thread are getting at: they aren't touching survivor repair speed perk and item synergy, and there are WAY more of those to the point that one loan survivor can pop a gen solo in about 50 seconds. It's not ok to say the killer perks work too well together, and say nothing of that nonsense. It isn't balanced. There's a reason lobbies are so messed up. I don't play often, so my rank usually rests around 8 - 12. Last night, all my lobbies for 4 hours were nothing but ranks 4 - 7. That's not ok.
No new killers want to touch that, and new survivors are instantly being taught bad behavior and toxic tactics. I had a small-time streamer message me after I got an all rank 4 swf team on the new lerys calling me trash because I DC'ed after two minutes because three gens were already done and I couldn't find more than two people because the dedicated looper was acting as a spotter as well. They ran nothing. It pallets and jumps, and since there's no work arounds, you either have to follow them through the slow vault's, or walk all the way around big sections and risk losing them.
To that end, this susposed 'rebalance' of pallets is ridiculous. 7 palates in a row in less then a minute. I normally just go around them, but even on maps like the new Yamamoto map, it's just a pallet train. And wiggle time seems to have been quietly adjusted, as well, oddly in favor of the Killers.
I will say that I was surprised by the new ruin not being as useless as I thought it would, but it really only kicks in of you can find them.
Now I see why Friday the 13th is picking lobbies back up again.
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@Waffleyumboy said:
Why would gen times need to increase? Survivors got no buffs.
Mostly because the Killers' abilities to slow down matches keep getting nerfed due to Survivor mains whining about it being unfair that a group of supernatural killers should somehow be ' unfairly overpowered '. Yet survivors have six toolboxes with multiple speed boost add-ons that have next to no drawbacks that stack with five perks that increase repair time and all stack together as well that killers have to hunt down one by one, hit twice each, hook three times to remove from the trial, and can spread out to keep the killer from hitting them, reducing the chances that decent pressure can be built up without gimmicky perks that eventually hold them back. On top of that, survivors are well known to hold the game hostage with made up rules of conduct and the unspoken threat of DC'ing if the killer actually plays like an intelligent hunter.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1025466#Comment_1025466
So basically you want the game to be designed in a way that heavily favours the killer.
But you forget it’s not a horror movie, it’s a videogame. Nobody is going to play if they don’t have a fair chance of winning or balance.
Too many people want this game balanced around the 4k. That would make it pointless to play survivor or killer.
The game was ALWAYS designed as a playable horror experience, heavily in favor of the killer. It was ment to simulate an experience either as a killer stalking people, or a survivor trying to elude and ultimately escape. It SHOULD be skewed towards the killer being harder to deal with. Part of the game is outwitting the killer. In fact, it's the primary role of the survivors. It's why they're called SURVIVORS and not victims, etc. No one would play the licensed killers if they were all as weak as legion used to be, partly because we remember their portrayals from their respective franchises, and partly because they're not natural, and thus have powerful abilities beyond normal humans.
Dbd was ment to be scary, not so overtly competitive that it overshadows the whole game completely. Sure, there are mechanics that need work. Flashlights, for example, should blind much faster, with slightly wider, more reliable hitboxes. Tool boxes need to be combined and made rarer, but also have an ultra-rare version. Light needs to be adjusted, as do ambient surroundings to better allow survivors to hide and evade. Hatches need a small opening bar like exit gates, and keys should allow ONLY their holder through, closing immediately after. Killer powers and add-ons need to be reworked as well, incorporating cool-downs for several, as well as revised/new add-ons to add relevance and continuity to powers and their use. Above all, perks on both sides need to be more thoughtfully created, rather than just cheap re-skins with minor changes.
Killers are ment to kill, not to let you get away. That said, pips and rank need to be awarded more based on their skill, speed, and efficiency in doing so, rather than being almost wholely ruled by how many kills per match they get. However, being that the game is, at it's core, a set of survivors trying to desperately escape the clutches of a terrifying, powerful, SUPERNATURAL murderer who's sole objective is to find and end them, it absolutely SHOULD be skewed in the Killers favor, offensively speaking. There are four survivors, working separately, in small groups, or in total unison to complete five generators and get out. The killer must hunt them one by one, hitting each twice before being able to pick them up and carry them to a hook, which much be done three times to kill them and remove them from the trial. You should count yourselves as collectively lucky that it works that way, and not like Friday the 13th, or it would be like killers having a permanent Mori.
If you want fairness, look to the balance of mechanics such as offerings, rather than the diluting of abilities like hexes, which are already severely lacking, almost uselessly ephemeral, and once broken, completely gone from the trial.
Oak branches, for example, should add to or decrease the number of hooks, rather than the distance between them. Gens should take a full 100 seconds to complete, be less harder to find, and more often then not be situated in ways that prevent more than two people from working on them max. The ultra-rare styptic needle should be rolled back to it's old form, while the new powder add-on should instead be an ultra-rare item itself, since it's essentially a disposable BT perk turned into an item. Doors should also be introduced in maps with houses, in the place of palettes, offering more options to fool killers by closing them, like using them to make noise, closing several in a hallway, but also not offering the ability to trap a survivor completely like a locker does. Likewise, I think fireworks should be an ultra-rare item always available, rather than just an event item. On top of that, certain items should never spawn in chests unless a survivor is all alone, keys being a perfect example. Once alone, a key should spawn in one chest, and once found, only then does the hatch spawn, alerting the killer that the key has been found. It makes the hatch far more fair for both sides, rather then a silly race, slanted much farther in the survivors favor everytime.
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@MarksmanSpecal said:
https://forum.deadbydaylight.com/en/discussion/comment/1019091#Comment_1019091
U know u have to do 12 chases, land 24 hits? And a gen just needs 80 seconds, alone, without PT or a toolbox. So, yes, buying time is essential.
Omg, killers winning a game, that should never happen again, ffs. Something must be wrong with the source code.....
Average means average, not only the average survivors aren´t that good, also the average killers aren´t. So it equals, and even if someone drops every pally instant and waits fpr the killer to kick it, the chase lasts forever.
Exactly this. As a killer main, this collective survivor mindset that some invisible rule book should dictate how we play is not only ridiculous, nonsensical BS, but absolutely infuriating to deal with. The fact that there are survivors that are willing to DC because ' the killer is playing nice ' needs to be stopped. Ruin should have been kept the same, totem spawns needed to be reworked to better hide them, and new offerings should be introduced to camouflage them better.
Part of pressure is slowing the beneficial mechanics for survivors down to force their hand. What everyone seems to be forgetting is that the Killer is essentially HUNTING. A good hunter doesn't ignore prey they've weakened or injured to start hunting new, healthy prey that has a better chance to escape. The concept of that being labeled as fair is ludacris.
@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1019115#Comment_1019115
Its always “survivors need to get good”
and they do
but a lot of killers aren’t that good either. Why do they never need to get good? We’ve had complaints in here previously about killers being genrushed in 3 minutes or being looped for 5 gens. Why do killers never need to get good?
Ironic when you all say its survivors that want to be coddled.
Survivors absolutely need to improve. This mindset that a killer needs to be 'fair' is one the most ridiculous things I've ever heard. You are literally playing a game where murderous, and even monstrous killers are hunting people down. Hunters don't let weakened, injured prey get away just because a newer, healthy prey comes along to assist or see what's happening. Not unless they're trophy hunters. The only trophies in this game are BP and Rank, both of which a killer loses if they let players go. Standing next to a hook isn't smart. Standing back while watching, using Insidious and springing on a survivor that sneaks in to attempt a rescue is a viable strategy hunters like to call setting a trap. The second you end up on a hook, you become bait. Period. Whether it's to lure another survivor to attack, to use as an opening to track that survivor to others once they're freed, it's ALWAYS a trap. Hooking a survivor and moving away, only to ignore the injured draws out the game, making it easier for them to fix gens and get out. In short, it's stupid. Tool boxes and flashlights need reworked to better suit purpose, DCs need punished or removed from the game completely, and survivors need to stop demanding killers be weakened. Asking that a terrifying supernatural killer be put on the same level as a regular person is asinine. Watch the movies that inspired these killers and the original killers concepts. Survivors were ment to have the deck stacked against them. It's why there's only one killer vs four survivors. You get better without taking the game hostage via threatening DC, whining for buffs to perks that you haven't/don't want to figure out how to use to your benefit, or asking that perks and abilities you'd expect a supernatural killer to possess be limited because you lack the skill or ability to figure out how to best it. You don't get better by asking they lower the difficulty of the experience you're playing this game to receive. You chose the role of survivor. It's not ment to be easy. Deal with it, or don't play games like this.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1015822#Comment_1015822
No.
After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds
Yeah, I already corrected myself, but thanks anyway.