DarthRane
DarthRane
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@Venom368 said:
https://forum.deadbydaylight.com/en/discussion/comment/895415#Comment_895415
Not tunneling is a counter to DS. Slugging is a way to not tunnel. Sure their teammate can come pick them up, and that means there is 2 people not doing gens.
If you get pallet stunned without getting a hit, that means you've made a mistake. You either estimated the time incorrectly, or predicted that they wouldn't throw the pallet. That isn't something that is subjective. That's an objective fact. Sure, it's safer to eat the pallet to guarantee they throw it, but you could have predicted the throw and not gotten hit by it. It's riskier, but you haven't made the mistake of getting stunned.
I think you are looking at being 'rewarded' and 'recover from mistakes' as 2 different things, when you should be looking at them as the same. Stalling perks let you slow down the game, which is allowing you more room to make mistakes. For instance, you swing at a survivor running towards a window, but he fakes the vault and you don't get a hit. Because you're running ruin, that mistake has less of an impact on the game. The other gens were all progressed by 2% for that missed swing instead of by 7%. A perk that slows down the game does the same exact thing as a perk that helps you recover from mistakes.
Unrelenting is a perk that directly helps killers recover from mistakes. I don't think you can argue with that.
But anyways, back to the purpose of this post, stop tunneling and you're good. Stop complaining about a perk that you can just avoid by being conscious and aware of going on, and by not being a dick.
I guess you missed the part where the vast majority of times I get hit by da has nothing to do with tunneling amd everything to do with a crap save. Aka I killed the savior and STILL caught the person on hook.
Slugging is not a counter, it prevent me from getting a whole hook state for 60 seconds and unless I sit on top of him I'm forced to go to gens and LOOK for a survivor hopefully
They got 60 seconds of free time to work on gens longer before he's even at risk of being hooked at even if they wait for 40 that's HALF. Of a gen done 2 if the two remaining survivors stay on gens and coordinate who goes for the revive.
That's FREE gen time with no hook state cost. DS is literally a perk that can not be countered because either way the survivors benefit. Whether you slug or not.
Saying slugging is a counter to DS is like saying abandoning a chase cause they got to a god loop is a counter, no it's still there you've still wasted time up to that point, and now you have abandones a survivor that you were chasing. That's not a counter.
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Lol sc has its place even at high rank, you can't always get toa survivor they can't always get to you. Sometimes you're the last person not hooked and you're injured,
If you bring a medkit you can't bring a flashlight or toolbox or key or map, it's only a time waster if you're using it during situations where you are completely safe and could be doing a gen. Also it reduces the cost of your medkit meaning you get to use it longer
It's very useful for soloing so yes there is a proper way to use SC
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He's extremely strong, right now I very rarely ever get less than 3k would have more 4k's but you know
.. hatch
You want to make sure you pip/double pip run Freddy lol
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@Venom368 said:
https://forum.deadbydaylight.com/en/discussion/comment/895270#Comment_895270
why should I have to slug him because his team mate made a crap play
If you take the bait and pick up the survivor with DS, then obviously his team mate didn't make a crap play. You just fell for it. Just leave the person slugged, and then the person has made a crap play and you're at a huge advantage.
And yes, if killer's weren't punished as heavily for mistakes then everybody would get 4ks and be rank 1. You go up in rank by making less mistakes each game.
DS is not a reliable perk. It does nothing if the killer waits it out. I can't remember the last time I got DS'd. Adrenaline is not a reliable perk. Most games it does nothing. You either die before the gens are done, or you are already at full hp when the gens are done.
Enduring seems like a pretty dang reliable perk for the killer making mistakes. Bamboozle, Pop, Spirit Fury, Brutal Strength, etc, etc, etc, all seem like perks that consistently help the killer recover from mistakes. Every stalling and regression perk in the game helps the killer recover from mistakes.
Wrong on almost every account. As I already stated slugging is NOT a counter to DS for the reasons I already stated not repeating myself and you clearly understand this because you purposefully ignored what was said
Enduring is not a perk for mistakes, respecting pallets at red ranks leads to more wasted time looping because by the time you realize they aren't dropping the pallet they automatically get an extra loop unless you've already gotten bloodlust and sometimes on bigger loops even bloodlust 1 doesn't make up for that. So that's not a mistake that a killer has made.
Vaulting a window as killer isn't a mistake have you not seen how many loops literally require you to vault to keep chase lol. The few times that it IS a mistake it does nothing for you because literally the survivor can just run to the next loop a lot of good that bamboozle just did for you lol.
Again spirit fury doesn't help with recover from mistakes for the same reason enduring doesn't it just makes the most optimal play SLIGHTLY more optimal still have to eat 2 loops before it even helps and depending on the size of the loop that can be a lot of wasted time.
Brutal strength even if I granted that eating a pallet was a bad play 90% of the time it's not. Literally does nothing for a mistake you made. It helps you get through a pallet faster that you have no control over when it gets dropped, so whether you avoid it or not it doesn't help with a mistake you made.(just so we are clear not saying it doesn't help but it literally does nothing for mistakes)
Stalling perks don't help you recover from mistakes lol. They help slow down the game and are arguably some of the worst perks ruin the strongest stall perk (if it lasts) is still a crap stall perk high ranks can literally consistently hit great skill checks and even if they didn't they still have to get a skill check to even deal with the effects and let's not get into the crap totem spawns.
Pop is meh it's got a nice amount of regression BUT you have to get a hook then you have to make find the gen that's got the most work done. That doesn't help recover from mistakes that rewards you (barely) for playing well lol.
something that would help recover from a MISTAKE would be something that increases your speed after a missed attack, increased lunge range the ONLY thing that helps with recover from mistakes is bloodlust. But that's pretty much negates at high rank because the most optimal way to play is force pallet drops and even if you didn't at long loops you have to break the pallet anyway which resets your bloodlust. So congrats the ONE mechanic that helps you recover from a mistake is useless in red rank lol.
Perks for killer by and large are just there to make your play slightly more optimal they don't help you recover from mistakes. One perk that I can say does actually help with a killer mistake is the one where you recover faster from a missed attack
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@Venom368 said:
There's some instances in end-game where you can't prevent the DS if they are about to crawl out of the door, but in every other situation, you can literally just wait out DS. Assume every survivor runs it. You literally just counter it by not tunneling. It's not hard.
Not tunneling isn't a counter, DS is a counter to tunneling, which whatever fine, but the amount of times I've had survivors go for an unsafe unhook and I get him then the person he unhooked is crazy, why should I have to slug him because his team mate made a crap play. Killers a punished much more significantly for a single mistake than survivors are.
1 mistake can anywhere from an extra 10-30 seconds for less severe mistakes that's almost half a gens worth of progress you can only chase one survivor at a time. So that's 3 Gens potentially almost half done for a MINOR mistake maybe a LITTLE less IF your lucky.
But a major mistake and you're looking at upwards of 40-70% for up to 3 other gens completed for one mistake. What happens if survivors make a mistake well aside from the fact they get 2 hooks they also have perks that negate their mistakes even more DS, adrenaline, any exhaustion perk, if you're running all 3 od this you're essentially looking at a MINIMUM OF 6 crutches to a survivors bad play. 2 hooks 3 exhaustions first one and 2 for each successive hook and DS because even if you slug that's a whole 60 seconds you have to leave them alone which unless you literally just sit on top of them means they get one more free recive(that's not counting recovery of exhaustion if they manage to lose killer which I have no problem with because that means they played well)
Plus you got survivors who will literally come back and purposefully get downed because there DS is still active
Which is normally not an issue but then you get seal team toxic where everyone is running the same character and outfit so now you got to keep track of the name that was hooked how long it's been since they were unhooked.
Killers get what. Noed if they're lucky and the totem wasn't cleansed before end game, devour if you're lucky (I rarely ever get past 2 tokens before it's cleansed) killers have zero perks to make up for minor or major mistakes that are actually RELIABLE.
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@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/892113#Comment_892113
Don't play it if you don't enjoy it.
just remember without killers you have no game, and wait times are significantly longer as a survivor than as a killer (at least on xbox can't speak for other consoles)which tells me the majority of killers aren't happy with the state of the game. But I'd be willing to bet it's similar
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@Desolate_Sands said:
https://forum.deadbydaylight.com/en/discussion/comment/893372#Comment_893372
I haven't seen a doc in red ranks in months but could confidently say I could care less about the impossible skill checks build. Many red rank survivors will work straight through ruin which is already harder than that doctor build.
Doctor just gets mauled by good survivors, no real dancing around that.
Well we agree on one thing ruin is a garbage perk lol. But it's not strongee than impossible skill check. I play at red ranks as a killer main and besides body blocker hag, impossible doc is my second favorite counter to SWF there's almost always at LEAST one survivor you can exploit with the build which hurts the entire team
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@Desolate_Sands said:
Depends on what rank you are playing at, and what perks you have unlocked. Low ranks you can focus on his skillcheck disruption and it will really mess up the noobs.
Higher ranks he is basically an M1 killer and you may want to load him up with chase perks if you can't consistently use his shock to score hits at pallets (which can be very hard to do).
You can't ever go wrong with the meta perks either. I'd probably go with Ruin, Pop, Bamboozle, and Make Your Choice / BBQ. Ruin+Pop is just too good. Bamboozle so you don't get cucked by survivors abusing infinites. And then make your choice for camping or BBQ for going chase to chase.
See I disagree with that even at high ranks I've noticed the skill check doc tears them up at least on the small maps bigger ones your probably right
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I just love how many crutch perks survivors get that there's literally no counter to lol.
It's always cool to do a bunch of work getting hits and downing people just to watch it go down the drain. Hooked everyone twice and got them all hit at last gen screw you Adrenaline, out mind gamed someone oh what a pitty they got dead hard, downed a person who went for an unsafe save and then got the person they saved too bad DSTRIKE.
Survivors should have ZERO self saving perks. They take no skill and there is no counter play to them. The only one that I think is SOMEWHAT okay is mettle of man at least now
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@PinkEther said:
You killers honestly complain about everything. Y’all aren’t gonna be satisfied till survivors are always injured, always exhausted, and always visible with no perks, no add-ons, and no offerings because it too much and it’s so HARD TO PLAY just because they are playing with they friends. (Go Cry Somewhere Else)
You survivors complain about everything. Y'all aren't going to be satisfied till killers have no perks, no abilities, no blood lust and everyone can get up from slugging on their own without a perk.
You just want the game to tell you when he's in a chase, who he's in a chase with and where. You won't be happy until you can infinite loop killers are tiny walls
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/890739#Comment_890739
He's more balanced for both sides. On console, I've done entirely fine with him. The only problem is that he isn't as fun because his flick is almost nonexistent on console. But, he still is a fun and strong killer.
No he's only fun on console against bad survivors against GOOD survivor I pretty much spend the whole game wishing I was plague, hag, Freddy, ghostface or nurse. Especially since most of the decent survivors are toxic as hell and god forbid you get seal team toxic lol
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@crabbycanuckttv said:
There are four survivors...only one killer. It's simple logic as to why killers are nerfed. Think about how many survivors who don't play killer complain as soon as they can't loop and tbag a killer. The devs must listen to these crybabies because without them this game would be dead. There will always be someone trying for a killer challenge but no survivors means no game.
No killers means no game as well, and there are fewer killers than survivors as demonstrated by the way longer wait times when playing survivor my wait time easily doubles if not more when I play survivor.
Probably good indication that killer mains are tired of the crap. But hey what do I know.
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His power is only good for closing distance on big open maps, after that he's an M1 killer. To top it off they reduced how easy it is to get his power, I've literally had survivors just run to the left or right when I'm charging causing me to do one of 2 things, stop early so I don't go past them or keep going miss and go back to regular chase.
Oh and it's a royal pain to hit with the club because of lack of turning and it messes with the camera angle. Literally all you need to do most of the time is run directly at him and keep going around him done this probably about 30 times already. Why play a killer if he's basically just going to be an M1 character, I'd rather play hag, plague, clown, Freddy or huntressat least there abilities are ACTUALLY useful
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I like to waste perk slots 🤣
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@Todgeweiht said:
I beg to differ, unlike Billy he has greater mobility and cant stump into objects, the only real letdown is you cant play loops like on PC thanks to the poor sensitivity, but besides that, he is quite a fine killer and I dont think he deserves to be considered a lesser or a better billy.
No bumping doesn't matter when you can literally 180 his charge because turn is crap
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/892762#Comment_892762
Perhaps the difference is that in one scenario you're buying them time to save themselves, while in the other you're not so much. People can wiggle off the killer's shoulder and run away if you take hits while they're being carried, but they can't get off the ground and run away without specialised perks no matter how many hits you take next to them.
Mmm true
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@Fibijean said:
My guess is because you're not really protecting them from anything. You can't take hits for them if it's not even possible for them to get hit in the first place.
I would agree with this if taking a hit while they're being carried didn't count as a protection perk hit but it does
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/892202#Comment_892202
The last time the released part amount stats solos were 50% of players. 2 man roughly 25% 4 man around 5%. 3 man ~20%. And those stats do not just reflect randoms. They reflect every single match of DBD in the past 3 months.
Even IF that was true again I doubt but let's grant the premise what does that have to do with the post?
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Eh I break pallets in chase so they can't get used again unless it's a completely unsafe one
I can get more points by getting into another match faster rather than waiting for last survivor to die on hook
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Even as a killer main I gotta say no this, wraiths pressure comes from being able to move really quick while cloaked
Not to say killers need love cause they do, but giving every1 one shot down potential would DESTROY the balance in the game even if it's just for one hit, I'm against granting benefits for bad plays on both sides killer or survivor and this would definitely reward bad play.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/874388#Comment_874388
But randos with no coordination seem to be the majority of red ranks im afraid
Ehh that's debatable I seem to run into enough swf teams you don't need 4 as long as its at least 3 unless the 4th is absolutely terrible the 3 can usually coordinate around the rando
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@meatisadelicacy said:
Sometimes there will be games that you don't get a 4k. Sometimes it will be because of one perk. Do you know how many games there are where that one perk doesn't come into play? Maybe try to have fun playing the game and not let something you can't control ruin it for you?
I don't care about getting a 4k every time, I just don't like the fact that killers get way more punishment from perks than any survivor gets from ANY of the killers perks. You can't even counter play many of the survivor perks, again slugging is not countering.
Hard to enjoy a game when it leans so heavily to one side.
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@S_Panda said:
While on the topic: I assume if you're working on a gen orbs that spawn from you don't proc the aura? It'd make healing required and even then if someone else chose to work on a gen it'd become a detect zone since I doubt an oni would choose to drain them when it lets him know they're there...
Oh they do, lol that's what makes it so good, not only do I know where they are but I get to collect a crap ton of orbs, I haven't tried out the blood echo perk in tandum with sloppy and thanata yet though
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@HeroLives said:
F hook chasing killers. You probably just use bbq for the stacks.
Actually I don't like BBQ literally all you need to do is go to gens and you find survivors tracking perks are mostly a waste the only good thing about BBQ is that you know if someone is near your recent hook or not
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/888775#Comment_888775
I play both, so I'm a true non killer like I'm a true non survivor. Still the one who thinks they're a 'true' killer but who couldn't kill a fish in a barrell is you.
You said you had 7 hooks, but you also said you did 3 hooks endgame.
So, if you had 7 hooks in total, you had a whopping 4 hooks before endgame. In that case, the point would still stand. You didn't lose because of BT, you lost because you sucked throughout the match.
If you had 7 hooks before endgame, then someone would have been dead with 3 additional hooks and 10 total. In that case, you would have sucked at math and as a liar.
Truth stings, but it'll set you free.
More game practice, less forum whining.
https://forum.deadbydaylight.com/en/discussion/comment/888621#Comment_888621
Free tip: your problem is in that '1-3 min chase'. You're either bad at finishing chases or at leaving bad chases. Whiny bad player. Case in point.
Yeah no, if you're going against good survivors there's literally no reason you can't make a chase last at LEAST A MINUTE LOL literally all you ha EA to do is put a pallet down and run to the next pallet and if you get a loop or 2 even better.
Someone must not play this game lol
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@Eleghost said:
You say that yet it took well over a year for spirit's prayer beads to get "changed".
Spirits beads don't give free information so I can at least understand why it never got nerfed lol
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It's ridiculously good but you know I'm more okay with an information perk than a perm that completely resets all the work I did to get a hook/down 😒 bt, DS, and other such perks.
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Can literally run loops on the movement killers all day
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@PrettyFaceKate said:
You didn't lose because of BT. You lost the match because you got to endgame with too many people still alive and well. If you didn't manage to thin the herd or make everybody dead on next hook, then you should expect to lose most of the time when endgame time comes.
Lol spoken like a true non killer, I got 7 hooks that's
Almost every person hooked twice. Now I could have guaranteed some kills by tunneling but I try to make the game fun. But why should I make the game fun of the game is designed to screw killers I'm the first place. THIS is why killers tunnel lmao but y'all want to complain when we do it.
Just as oblivious as the devs. That's why they got completely bullied when they tried to play killer against their player base back before the flashlight and pallet nerf. But they love their survivors so much that even some public humiliation wasn't enough to make them see how unbalanced their game is.
The killer is supposed to be the power role, but he's not. Plain and simple.
Oh also no one is talking about but right now
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/888532#Comment_888532
The difference between NOED and DS though is that NOED has counterplay, which is cleansing. I once downed a person, she got unhooked while I downed and killed 2 other people, found her and grabbed her out of a locker, she then DS'd me and got the hatch. If DS simply ended once someone was hooked then It would be a fine perk, but at the moment it has barely any counterplay and it's a complete "get out of jail free" perk.
Exactly, slugging isn't counter play, that's like saying not chasing is counter play. Lol and hopping in locker to force the DS just proves that all the more.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/888671#Comment_888671
I only use ruin for early slowdown and rely on other ways to pressure gens. Even devour hope gets cleansed like 95% of my games before even getting used so...
That's my point totem perks an effing joke right now. You literally just made my point for me.
They should just remove all insta down hex totems and devour/noed and all other perks just be perks. That can't be cleansed.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/888636#Comment_888636
That's a totem spot/map design problem. I can agree, that some totem spots are just incredibly bad.
Some... Lmao if my hexs didn't get destroyed in the first minute on the regular I'd agree SOME are incredibly bad. But they do so I'm gonna say MOST.
I LITERALLY just played a game where my totem spawned ALL THE WAY ACROSS THE MAP, next to a generator next to a survivor lol on the new map no less which if I'm not mistaken is the smallest map right now and I STILL couldn't even make it over to even check the totem I literally got there AS he broke it lol.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/888625#Comment_888625
Decisive Strike. Deliverance. Unbreakable.
Even Borrowed Time was one time use before the deep wound change.
Survivor perks got downsides too and instead of binding strong killer perks to a time limit or some other limitation they decided to introduce totems.
I would be fine with the totems if they were actually well hidden see my early post.
In their current state it's not even a gamble, it's almost guaranteed that will be in a terrible spot, I RARELY ever have a hex totem last longer than a minute and I know most of the time the survivors aren't even looking for them because IM NOT EVEN LOOKING FOR THEM when I find them the majority of the time
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/888598#Comment_888598
Imagine NOED only applying on four hits. The equivalent to a perk, that's one time use.
Not sure where you're going with your statement elaborate for me.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/888597#Comment_888597
I have to agree on that one. The amount of times I've literally searched for about 30 seconds after the match begins and boom. 3 Gens just go off from nowhere. So I do think that the whole Gen repair system is a little flawed at this point. And the looping, it is annoying to all hell. I guess I take back the defenseless part then, since they ain't TOO defenseless. But, what can we expect after 4 years? I don't see these infinites and godloops being fixed anytime soon, which sucks because it's making playing killer boring these days, and survivor is a sweatfest for them to get that 4k
It's just very weird to me that a game that is asymetrical the power role does NOT feel like it's the ONE against the four lol.
Survivors are not afraid of killers at all. One mess up from a survivor ITS ALL GOOD You get 4 more chances (extra hit, Ds, bt, dead hard, adrenaline,)
One mess up from killer and you got an extra 1-3 minute chase depending on how good the survivor is. That's basically 3 Gens done in one chase with a team that's playing smart.
I know what people say pressure the gens, yeah can't pressure gens on the huge maps, and unless your playing a stealth killer you're not sneaking up on anyone. You also sacrifice anywork that you made on the previous survivor
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@FriendlyGuy said:
Survivors run exactly those perks to prevent killers from building pressure in the endgame. It's a strategy and you can counter it by, for example, slugging or trying to get a few DS out early game. Or just kill all of them before the gens are done.
Can't slug when you're by the dang door, slugging is only viable if you have enough distance. No Ed is countered by simple cleansing a totem that take what... 8 seconds 10 to cleanse lol oh and their spawns a terrible do know how many games I've had where my hexes spawn right by a gen or by a survivor or out in the open. I'd argue that's it's more to be in a bad spot than a good one AT LEAST half the time. Probably more than that from what I've seen
If survivors can have these crutch perks then there should be no perks attached to totems.
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@Mikeasaurus said:
But at the same time, NOED could be the same. DS is for a survivor's one shot at escaping, NOED is the killers one shot at downing them. And, DS is only usable once, where NOED is constant until destroyed. You can't expect Survivors to be left completely defenceless,they need someway to escape. Though, the scenario you had is a horrible one. I've had it many times, and it is annoying to encounter, so don't get me wrong, I'm not defending DS here, just stating that Survivors need a way to at least have a chance to escape beyond wiggle
Lol expect them to be defenseless oh cause godloops in the middle of maps, crazy junglegym and t/L wall loops tied together is helpless, foh lol
Their chance to escape is called play good, not have crutch perks save the day.
I would be a lot less annoyed by the crap balance if the SINGLE FING OBJECTIVE that survivors have to do wasn't so damn easy lol. Its pathetically ridiculous how incredibly easy it is to do gens even with slow down perks.
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Lol hitting people with mending over and over is stupid. Once they have all been hit you should be downing people. Sorry but you're way off the mark with this.
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Jist ran into it for the first time I hooked them and their team basically got my attention and walked me to the basement to let me know , felt bad.
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/887886#Comment_887886
The flick is not suppose to be there, the devs already said it
It will be removed eventually
Actually it is and they already nerfed it, if it wasn't supposed to be in they would have completely got rid of it.
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He's fun when your not against swf tramps, but against any competent team he's underwhelming, I'd rather play hag, plague or nurse against an SWF team
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@SanityNight said:
I don't really agree, I just went up against an oni what was super fast and maneuver through a complex loop wish his dash no problem. The add one he had only helped his blood Ord absorption speed. I think some things are a little broken still
Yeah he can maneuver but he can't aim his club.. you know the thing you need to use to actually get downs? You can literally just run perpendicular to him and you should never get by his club on console
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/887529#Comment_887529
Welp. . .
Sounds like the bvhr way
I knew he was gonna get nerfed and he did need it but they way over did it.
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@SQUIRREL_302 said:
Does Yui sound louder than average? Either way, I love her <3. I swear I can hear Oni breathing before I hear his heartbeat, lol.
To be honest I don't even think I've had her in a lobby yet so couldn't tell ya
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@[Deleted User] said:
The DC punishment isn't live yet. It goes live on the 5th.
Oh well wished I would have known that smh.
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@underlord99 said:
how did he get nerfed? didnt they make it to where you keep most of your power when you pick a survivor up?
Yeah but in return they heavily reduced how many orbs survivors drop, club pallet break is either just as long or longer than regular pallet break now, I would say you can't flick but consoles never got to in the first place, the auto aim combined with his club mechanics constantly messes up where your aiming on console his charge takes longer to activate and has a longer cool down now. So for one buff he got like 4 or 5 nerfs
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@Ramxenoc445 said:
This killer feels like they have no counterplay unless I can find a sharp corner to turn and even then I think I just got lucky the two times it worked.
Get on console I'm pretty sure a brown rank survivor could bully him he's so bad right nkw
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Oh and I can't just quit cause then I get a soft ban for quitting so it was real fun just sitting there as survivors fed about for 20+ minutes
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His model gets stuck in crevaces constantly when picking up survivors. If they are in a tight spot and you pick them up there's a high probability that you are going to get stuck. I've now had 5 matches where I got stuck and literally could not move after picking up a survivor who crawled into a crevice
God as if it wasn't bad enough that he was nerfed.