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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/1540910#Comment_1540910
"Hey guys not everyone abused old MoM, therefore it shouldn't have been changed."
Errrrr how was MoM abused?
Also, notice how I put “abuse” in quotation marks? Because some people think that optimally using a perk is abuse for whatever reason.
I don’t tend to play aggressively with DS active, but the people that do, how are they abusing it exactly? They are just optimally using the perk.
Is there an unwritten rule somewhere which says “with DS active you are not allowed to be daring”?
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Totally fair & balanced, especially with 2 add ons that can delete healthy survivors from the game.
”Don’t feed him” It’s not possible. You can only delay it. If he runs PWYF with Judith’s Tombstone it’s pretty much GG unless you manage to genrush him.
Tombstone piece & Judiths Tombstone might be ######### add ons, but it doesn’t defend them from being the broken add ons that they are.
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Probably because DS is fine? Not all players “abuse” it you know.
Some of us just want some breathing room against tunnelling.
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@Roobnus said:
Love the baby survivors that think a Killer trying to win = sweaty tryhard.
If you want easy games go play KYF against your buddies.
Love the baby killers that think survivors genrushing = sweaty try hard
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I hate how the balance changes are far and few between. They seem too scared to touch the numbers, even though we have PTB as well to get a player reaction.
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People like you are the reason why Knockout got slightly nerfed
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On a serious note, with specific add ons and a bit of RNG she can get free kills with the traps.
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Pyramid Head can just hold M2 then you basically have nearly no way to counter him.
If you get in an animation lock, (Vault, pallet throw) you get hit, if you try to break away, he can just M1 you.
Deathslinger has a nearly non-existent terror radius with M&A.
But I’d rather face these two than Spirit.
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Every Survivor and killer would have a 5th locked perk.
Said locked perk would be the weakest perk they have out of their 3 teachables to have some balance.
Example: Meg: Quick & Quiet, Wraith: Bloodhound.
My argument would be that it adds some variety to each survivor, but in some ways it could be unbalanced.
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Not saying you should respect the 4%, but it’s a dick move camping someone because of stacked luck offerings.
For once you probably found a game where survivors aren’t using meta perks, yet you just gave them a reason to go back to using meta perks again.
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That’s probably the most situational combo I’ve ever seen.
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Just because it hurts the BP & emblem gains doesn’t make it balanced.
Thankfully it isn’t run often enough to be too much of an issue.
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Well if they ever Balance Ebony and Ivory Moris then the loading screen “crashes” will stop.
Doesn’t help the fact that people who bring aforementioned offerings tend to play extremely toxic as well.
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Hawkins is a crap map in terms of pallet quality but you can create some pretty nice loops if the killer refuses to break some clusters of unsafe pallets.
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Maybe killers should just accept that BT & DS are part of the game. A bit like how survivors accept that camping & tunnelling are part of the game too....
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Regardless, it’s still a counter. If only survivors could counter Moris like that
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Apparently every perk that survivors use to their advantage is “abuse”.
How is using endurance gained from BT to body block abuse? It’s just logical, especially if I’m running DS or it’s endgame.
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Why not have it activate on a basic attack only?
If you compare it to knockout, that now has a requirement to activate on an M1, yet Infectious Fright can activate on special attacks & it’s a lot more effective as a slugging perk than Knockout.
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Yeah it’s just a lag switch. For some reason hooking a survivor isn’t client side for killer so you can lag switch and not get hooked.
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Why I think it’s a trash perk:
1) If you get found first then it’s pretty much a wasted perk slot
2) You are racing against other teammates to get the save for it to activate
3) Teammates don’t know that you are running Deliverance, so they may waste their time trying to save you or farm you in front of killer.
4) You pretty much have to pair it with DS. Especially if killer is camping.
The only time I see it being useful is if it’s endgame and you pair it with DS & Unbreakable, where it pretty much guarantees an escape from a camping killer.
A QoL buff would be having a deliverance symbol when you are hooked visible to other survivors.
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You’d probably see a lot less DC’s if you don’t run specific killers with certain add ons. When someone DC’s because you’re using slowdown Freddy don’t be surprised.
Maybe if this game was balanced a lot better we’d see a lot less DC’s from both sides.
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Head on.
It’s so rewarding when once in a blue moon you can use it to free a teammate from killers shoulder.
I also use it in my stealth builds so I can use lockers safely.
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What’s the alternative? Playing Damsel in Distress simulator?
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You can literally counter DS/UB by proxy camping the area with the downed survivor
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It already has multiple weaknesses.
1) Only active for 60s
2) Slugging
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You can literally just wait out the 8s of endurance. Or not slug.
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I’ve had some killers in chat blame gen rushing for losing, but what else are survivors supposed to do? If you aren’t pressuring them then they will do gens.
Countless nerfs to healing speed in the past has caused survivors to not heal & do gens and even encouraged builds that revolve around being injured.
Chests don’t offer much unless you run Plunderers.
If I see a totem I’ll cleanse but otherwise I don’t typically go out of my way to look for them when there’s gens still to do.
And frankly these horrible maps with unsafe pallets just make me want to get rush more so 🤷🏻♀️
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Thankfully you are reason why DS will never get nerfed...
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We don’t need anymore perks that encourage slugging meta. Thank you
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If we are talking about killer vs 4 SOLO survivors, then it’s Ebony Mori by a long shot.
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Most likely been swept under the rug and been forgotten about
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Deliverance is trash, don’t run it. The only time where it can be somewhat useful is in endgame where you can probably escape being camped if the killer decides to chase someone away. Even then it’s highly recommended that you run DS with it.
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You could always open the gate yourself??
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You could Run: Coulrophobia, Franklin’s Demise, Overwhelming presence...
Medkits don’t need anymore nerfs.
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Both feel crappy to play against.
Tombstone + Tuft of Hair: Usually they run him with PWYF so that the only drawback (Movement speed) is gone. Literally the only way to counter this is to rush gens, and it’s generally boring for survivors because typically they’ll get no altruism points or boldness. Can also be boring for Myers if he’s unable to pull it off before the gens get done.
Tombstone Piece: Again, just feels crappy to go against.
IMO both need a rework. At the end of the day it’s difficult to avoid getting stalked by Myers, especially with PWYF stacks.
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Legendary L4D skins.
Claudette/Rochelle
Dwight/Ellis
Meg/Zoey
Jake/Francis
Adam/Louis
Ace/Nick
Bill/Coach
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She’s really good and she also has some really good add ons.
The only rework I’d consider is a 8m trap exclusion zone around the hooked survivor
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The Lore for Hag would be a lot better if it documented the stages she went through to become who she is now,
Possibly expanding into when she was captured by cannibals and how she managed to slaughter them all before being taken by the entity...
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Detectives Hunch I only ever run with a map, otherwise I don’t use it. With map that means I can just run Addons to extend its use.
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You know what you should do? Ebony Mori Spirit with Stridor.
It honestly feels dirty to just phase back to the unhooked survivor, down them and Mori. Usually after that happens everyone else just gives up.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/177395/survivors-can-slide-through-the-killer-now
RIP body block you mean? Survivors better not be able to bodyblock as well then.
The main difference is that the killer body blocking the survivor tends to be griefing while survivors bodyblocking tends to be for altruistic reasons.
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@yobuddd said:
When 3 gens pop that fast, just head to an exit gate lever and play on your phone. They want to work on gens that badly? Let 'em! I'm sure they're having a blast. They're so focused they may not realize you're not chasing them until they've done all 5. When EGC starts immediately afterward, they'll realize that you weren't hunting, they just did all the work, and that the gen rush didn't frustrate you. I'm sure they'll have had a blast.
Other hint. After you open the exit gate, move forward and put your face between left side of the switch and the brick protrusion, and play on your phone again. Now they can't blind you or initiate chases. No boldness or altruism points for them, daaaarn. Hope the gen rush was worth it.
Wow, encouraging unsportsmanlike behaviour....
It’s not the survivors fault that you give them no reason to get off gens.
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For me the challenges give me reason to play the game. Without the challenges in mind I just get reminded of the general toxicity this game has
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I just suicide out of that match and move on to the next one.
I don’t get any points whatsoever for sitting on that hook and watching my teammates do gens (or worse, try to save me)
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They slowed down hook suicides! After each attempt you get stunned for like a second. My teammates don’t seem to get the message and still save me....
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@clem1710 said:
https://forum.deadbydaylight.com/en/discussion/comment/1493968#Comment_1493968
It's more a 60 seconds invincibility perk
Yeah, I’m totally invincible when I’m slugged on the ground...
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Should be finished now, I think punishments are back up.
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Maybe the devs should look at the reasons why survivors and killers DC....sure some DC because they are sore losers but there’s definitely a few issues in this game.
Some DC due to maps like Ormond, Haddonfield, Hawkins, Midwich. Maps tend to either be killer sided or survivor sided.
Some DC due to MM. New killers being pitted against red ranks & survivors getting frustrated with their low rank teammates.
Killers...and their builds. it’s a bit controversial but I’ve seen people DC against Spirit, Slowdown Freddy, Iri hatchets huntress, Slugging builds, slowdown builds.
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@MigrantTheGreat said:
This is something I've been trying to bring into light! I honestly feel that DS needs to have a risk added to it if it's going to be active for 60s and can be abused! I would suggest 1 of 2 changes!
Outside of Chase
- Interacting with anything deactivates the perk (excluding healing teammates)
- Being Healed to the healthy state deactivates DS
If you get healed to the healthy state, your not being tunneled and your obviously throwing yourself back into the game with being healed and interacting with things! This can also make survivor's make risky choices instead making reckless choices for being invulnerable!
Inside of Chase
- Locker will deactivate the perk
Only reason why I say this is because survivor's jumping in a locker is denying killer's counterplay for such a strong perk
Suggest 2 of 2
- After being unhooked DS activates for 60s, anytime another survivor is hooked during the duration the perk is active, the perk will deactivate!
This is simple to stop survivor's from abusing the perk
Why should a perk that i run deactivate because of poor plays by my teammates? That’s poor design.
Also what is DS abuse? Just using the perk lol?
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DS is fine, just play around it.
S L U G them. It doesn’t matter if they have unbreakable, you are still exerting pressure. Chances are some survivors will come off gens to try and help the slugged guy. If you slug them and then go after another survivor that’s 2 survivors not doing gens.
Go after the rescuer, chances are they don’t have DS active, and if they do you only probably have to wait like 20s anyway for it to go.
They hop into a locker? Wait outside the locker for 60s. It’s clear that you really want to tunnel that particular survivor so maybe reevaluate your play style while you wait outside the locker.
Or take the stun. It guarantees that it won’t be used in endgame then.
Survivors are expected to play around new maps with unsafe loops, NOED, BBQ, etc yet god forbid the killer has to play around a perk that’s only active for 60s after a unhook.