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Deadeye

Deadeye

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Deadeye
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  • And just noticed another new thread created by a "posts:1" account. Like the 5th this week. And everybody talking like they played the game for years. So where are these "new" accounts popping out from?

  • And remove the silence from falling? Narp, keep it the way it is. Every window with a drop was giving a huge advantage with infinite stagger reduction. Haddonfield was horrible and even the chapel could get near infinite because the killer needs to orientate first, in which direction the survivor is running, and that breaks chases, allowing to run that window again and again, without being blocked or giving bloodlust

  • Toxic means when you do stuff to piss people off intentionally. To an extend maybe when a killer goes for the 4k camping a slug, waiting for the last one to show up because he is simply afraid of losing the hatch race. Or stuff like that. Letting you bleed out on purpose, or while placing traps to farm points, waiting until last second before picking you up and stuff like that is toxic.

    Slugging off hook because of a damn unsafe unhook without BT is not toxic, that is just taking advantage. Blame the survivor for that. Slugging with another one being in a chase directly around a gen that is on 80+%? Strategy, fine too. If there is no reason for slugging, you can consider it being toxic. But that is in just rare cases. Camping is more likely to be meant toxic (or more specific, face camping).

  • You forget to mention that old BT needed a medkit or selfcare to 'mend' and that the timer went down during chase.

    I can't say which one I would chose right now, would like to test it. If the killer is not tunneling, it would kinda block you from unhooking to not waste your BT

  • I would vote up to make Zanshin and Windows base perks and get these DLCs new teachables. Beneath that, I would say, it is already hard to grind for new players, and giving them more flood of perks for base would result in what I currently see: new or prestiged characters on level 50 running 3 pages of tier 1 perks.

    Currently you can max out a character with his own teachables and 3 further perks unlocked at around lv 55 (depending if you always get both perks at 40+). And that would be below 2 million BP even if you go for the ultra rares, which is affordable for a new player to reach it in a decent amount of time. And from then on, you can go on to unlock further perks you want and directly get them on your main character after unlocking (or unlock up to 4 further perks, as there are 4 perks available in 50+ bloodwebs)

    If you put more perks into the common pool, this will become worse, and I think noone wants that

  • I also think there are no people trying to abuse upvotes ^^

  • @Cheers said:

    I love using Balanced Landing at the moment, very great for losing the killer mid way through the chase, and allows you to turn a dead zone into a loop.

    For killer, on Legion I love Thanataphobia with Dying light, it's a great combo for him. I also use Enduring with Hillbilly to allow me to go for cocky plays.

    I would regard these as pretty meta to be honest ^^

  • @DelsKibara said:

    Hey, it's me again. And no, I'm not going to make a thread about how Killer is Easy this time around ^^; (I still think it's relatively easier than how it should be but that doesn't matter now.)

    Decisive Strike, Object of Obsession, Sprint Burst, Dead Hard.

    No One Escapes Death, Pop Goes the Weasel, BBQ & Chili, Sloppy Butcher.

    These 8 are just a few of the perks that are currently in the game's meta, and each of them helps us win the game in some way or another. Whether it being to make the killer miss a swing and chase for another loop with Dead Hard, bait them with Sprint Burst, bait them with Object of Obsession, surprise Survivors with NOED, break generators with PGTW, find them hiding with BBQ, and so on.

    All of these perks are powerful, and no doubt are a must for any build is tailored to making your victory that much more easier to obtain. But what if these perks are locked away from you? And you have to choose from the various other perks that doesn't quite make the cut?

    What perks do you use that helps you win, but isn't a part of the meta?

    I'll start, it's probably one that some of you might not expect me to run:

    https://gamepedia.cursecdn.com/deadbydaylight_gamepedia_en/0/0e/Distressing.gif?version=d6c4343400d26ecfc54767e95c47a1c1

    Distressing

    Your horrifying emanation strikes at a supernaturally long distance.

    Your Terror Radius is increased by 22/24/26 %.

    Gain 100 % more Bloodpoints 

     for actions in the Deviousness Category.

    The Bonus Bloodpoints are only awarded during the Trial.

    "Bask in their fear."

    Yeah that's right, Distressing.

    Here is the thing, three of the killers I usually play are The Oni, The Doctor and The Spirit. The Doctor, for obvious reasons, can get a lot of mileage from Distressing. His Static Blast and huge Terror Radius would allow him to find out where exactly Survivors are hiding (if they are not hiding in lockers).

    But The Oni and The Spirit requires a bit more explanation.

    Whenever I play Oni, I always run Infectious Fright. It's just too good of a perk not to use with him. It helps notify me of Survivors that are inside my Terror Radius while I am in Wrath Mode. Which in turn, allows me to hunt them down and Oni-smash them with Demon Strike. Since Oni's power is depleted everytime he picks up a Survivor, having something like Infectious Fright is really useful. Which is why I run it alongside Distressing which would give me a ton of information on where Survivors are at near me.

    As for The Spirit. Well, you know how Survivors often run away once they hear her vacuum cleaner coming nearby? Yeah well, they can't hear that if they are inside your Terror Radius. I can't tell you how many times I've gotten gen grabs with this tactic. Even when they know that I am playing Spirit. I know that it is a jumpscare for the survivors because they don't immediately struggle after getting grabbed. Distressing increases her Terror Radius, as such it increases the area of which they are unable to hear her vacuum cleaner.

    This one perk, that most people use in Meme Builds is the one perk I always look out for in the Bloodweb. Because it's just that good for the killers I primarily play.

    This is why I am making this thread, because I am curious what are some perks that aren't meta that really helps you guys win games as either a Survivor or a Killer and why. Maybe I get to try out some of those perks myself :P

    btw Spirit phasing sound isn't related to TR. Although I also saw that written somewhere, you can test it. if you stand close to the edge of the default TR, you can hear both, phasing and TR.

  • Detectives Hunch to counter the current genrush vs NOED meta

    Surveillance helps me a lot, assuming that this is not a meta perk

  • @ZoneDymo said:

    Background Check: When the killer hits you, you get to see one of the perks the killer has equiped for a few seconds

    Taking Over: Continuing working on a gen (at minimum at X%) another player recently left gives a temporary boost to gen speed

    Above the Law: Can prep an exit door by 5% for every gen done so far before its powered

    Classified: Items carried are not shown/visible unless actively in use, picking up used item restores it for X% 1 time

    I like the background check idea, but seems also a bit strong. How about that:

    Cooldown perk with 90/75/60 seconds and each time a position is shown to the killer by a perk (Discordance, Tinkerer and so on) you will get the same notification and the perk goes on cooldown. Or something like that

  • @Milord said:

    Not FBI agent specifically, I'm just basing these on spy movies. They'll work nicely together.

    The Lady Vanishes

    Activate after completing a generator while within the killer's terror radius. Hide the scratch marks and blood pools of other survivors when they are within 20 metres radius for 4/8/12 seconds. During this period, your scratch marks and blood pools cannot be hidden by other perks.

    Secret Passageway

    The first locker you enter in the trial will be marked, and it will be highlighted to you with a yellow aura.

    When you're inside another locker, press the Active Ability button to teleport to the inside of the marked locker. Cause the Exhausted status effect for 180/150/120 seconds.

    Cannot be used when Exhausted.

    Living Daylight

    Staying inside the killer's terror radius for 25/20/15 seconds will activate this perk. After you exit the killer's terror radius, gain a 15% repair speed buff for 20/25/30 seconds. The buff immediately disappears if you re-enter the killer's terror radius.

    That locker perk seems pretty strong, I would add a maximum range to it like 20/25/30 m distance between lockers and highlight lockers yellow when you get close to them and they would teleport you

  • Toxic is when you try to annoy the killer on purpose

  • I noticed that current spawn points of survivors are kinda weird. If you run Discordance, you almost always notice that 2 or more survivors spawn directly on a gen most far away from the killer position. So Discordance on the one hand helps to find them and prevent the gen popping, but depending on killer I also find it hard to make good use of it.

    The gen is already progressed at least 50% when you get there, and in many cases you just rush around the gen like a child disturbing pidgeons, or you commit to a chase and the gen gets finished in your back, while the 4th survivor had an easy time finishing the second gen. It can also be the other way round, you protect the gen and get some hits spread and then chase down one of them, being able to protect the gen and having easy follow up chases or healing forced them to not work on gens in the meantime.

    But due to that common setup, I feel like Corrupt wastes a lot more time of survivors. And as survivor, I often notice killers with Corrupt checking the blocked gens first. I often wondered why, but the above pretty much explains that as well. So with this knowledge, you have almost no gen progress in the beginning and a quick first chase.

    I was always a Discordance killer (regarding these two perks), but with the current survivor spawning (I could swear it was not always like that), I would recommend Corrupt Intervention. For Trapper and Hag without any doubt, they need some early game slowdown to setup their territory. It doesn't help them to know which gen is about to pop when they have no traps set up yet, and scaring them off to set traps to protect, not getting into chase and allowing everyone to see the trap setup will damage these killers more than it helps

  • Btw, Otz has a video for basic perks for every killer to get started with. Several basic perks also fit the killers I mentioned before, that perform well without any perks. Adding to Otz suggestions, I would even say Unrelenting is fine for Spirit, because you go for quite some "prediction hits" if you try to learn her properly. And Unrelenting is perfect for that.

    Also, there are already two BP boosting perks with Distressing and Thrill of the Hunt to get a bit closer to BBQ buffs: And for slowdown, the best slowdown perks Pop, Corrupt and Ruin are all on killers that can be bought with shards. So no pay to win either. If you think this is way too much grind to get ALL of this, I just can repeat what I said before: Maybe first learn the basics as new killer before you start relying on meta builds.

    Here's Otz's video on builds for new killers.

    https://www.youtube.com/watch?v=7_yixIT0p58


  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1230095#Comment_1230095

    I'd be totally okay with that, personally, although it's definitely different from all the survivors being on the hook and in the struggle phase since there is nothing that could change the outcome of the match at that point.

    (Also just to be clear, this isn't to say "This is happening". I can't promise that. I just wouldn't mind that as someone who plays the game.)

    I would also give the "bleedout on purpose" option to survivors as I have seen it several times now that for example a trapper starts farming trap points for like 2 minutes to max his category before picking up the last survivor. I'd also prefer to jump into the next game instead

  • @Demogordon_Ramsay said:

    Okay, I won't chase them. They will then proceed to do gens.

    Okay, i'll wait for them to use SB or DH. Then they'll just use it like the braindead free distance Perks they are and get to a pallet for free.

    Okay, and then the rest of the team will be doing gens while I'm puppy-guarding this one, and then that fourth Survivor will probably leave as well.

    Okay, I slug them, and then they use Unbreakable.

    Okay, then they have UnbreakaDecisive when they get unhooked.

    Head On actually is easily countered, I'll give you that.

    Okay, I tunnel them, and they have UnbreakaDecisAdrenalineHard while their friends have Borrowed and they'll have far too many defenses to be tunneled.

    These are almost all lose-lose situations.

    How about that?

    You should be chasing someone, OP didn't say chase noone. Just not the strong ones. You can't prevent 4 survivors doing gens, if the god loopers sit on gens, that's fine.

    For free... yeah that's what the perk is for. How about not running straight to the walkin person but cut of their way so they need to slightly run towards you? And DH used "properly" is fine too, but if they do the 180 trying to bait the hit, just wait for the DS. It is about not giving them the miss to get even more distance, which could deny them to get to a pallet for free.

    This one can be depending on the situation, but if you keep 2-3 people busy on a gen they want without getting progress on other gens, that's perfectly fine, especially when this is a gen that can clear a 3gen situation.

    Yeah, 2 perks for a single use situation to get the definite "free escape". At least slugging would waste some of their time without being effective on gens. Same for your next and last point. As well as this needs the perfect perk combo just for that situation. Sure, that happens always. Never experience something else. Each locker I pass there is a HeadOn user inside, each guy taking protection hits running Breakout and MoM combo, each pickup I dare calls the sabo squad. I mean, come on...

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227113#Comment_1227113

    Don't need Nurses, I run All Seeing Blood and Boneclapper.

    The ignore this. Still I think Thana did not help you that much to stay at 5 gens, compared to the Ruin effect

  • @Kolossoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229116#Comment_1229116

    Did I ever mention that my suggestion was perfect?

    And even if it does not prevent tunneling, are you suggesting that people should just get over it?

    I mean, your contribution to the topic is mostly subjective and have no follow ups to a better solution or suggestions.

    However,

    If your point IS that people should just "git gud" or "suck it up", then I have no point in responding to such an idea...

    My response to this is, that they should not put effort into a solution that doesn't solve anything, there are higher priorities.

    And it is not easy to press people into a certain playstyle. So far I have not seen a single post that came up with a working solution for tunneling and camping. And there are hundreds

  • Nurse, Billy and Huntress can completely compete without perks as well and are non DLC. And two of the perks you mentioned can be bought with shards, same for Spirit, which also doesn't need perks to perform well. I wouldn't paint it too black.

  • I think the Ruin change killed the community and playing behavior in total. Gen rush got easier, killers getting annoyed, survivors learning the value of gen rushing, so killers turning to be more sweaty, survivors getting annoyed by that and that resulting in post game salt. The Ruin change somehow brought out the worst in both sides. And toolbox nerfs or infinite reworks doesn't fix this as fast as it got destroyed, if at all

  • Your logic isn't flawless either. Already stated here but I will repeat, in case you ignored it:

    If a killer wants to tunnel, he doesn't need scratch marks, he most likely will have LOS. Your change wouldn't prevent tunneling at all.

  • I also didn't see a lot of saboing. Once in a while and mostly not effective to get a rescue by it. But I think, even if they changed it back... compared to each other, old sabo might just take you 0.2 seconds to finish compared to 1 sec you need with an addon-buffed Alex toolbox, but you still needed to be at the right hook in the right moment. And you had to waste like 2 minutes to prepare just a small area of the map. So I really don't see how old sabo is any better.

    If you want to be more successful with it, run it together with Breakout, so you get the speed to run past the killer and get to the hook early enough. And still: this is a powerful tool for protection, and is definitely not supposed to work always, not even most of the time.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228586#Comment_1228586

    The only time I used DH to dodge a bit was in the last picture where I save the guy off the hook being camped.

    If you look at the first two pics, first one I tried to make the white fence-vault. The second one I tried to make the cow-ring pallet.

    From the screenshots it doesn't even look like you were close enough to reach that with Deadhard, regarding the position where you were downed.

  • This is a pretty generalizing view. Almost no game is written in stone after the first 30 seconds. A single double down due to survivor mistakes can flip the coin. And I think there are way more things than a) and b) that can happen. I'm getting used to lose one gen during the first chase. But this is most likely the gen that is farthest away from the rest of the action and literally shrinks the map by 20%

    @Triforcer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228758#Comment_1228758

    A great idea, but playing an invisible killer has crippled all of my other DBD killer skills. I literally can't ever find anyone with a non-stealth killer, if I try a 32m killer sometimes I only see 1-2 survivors the entire game until the gates open. Once you've experienced invisibility, its hard to let it go...


    You made this thread and title like it counts for everyone. It actually just counts for you. If you don't want to let go, either get away from the hook to get into chases or give up the stealth, you will never improve. I had a hard time switching from Premonition to Spinechill, because I never knew where the killer is coming from and ran into him. That's because I didn't pay attention with Premonition. I pushed myself through it and got used to it. Also I'm currently prestiging Yui and using up all the good items to get her up another prestige level. And right now on P2 level 50 she doesn't have any exhaustion perk. Except from the very beginning of my DBD carrer, I never played without exhaustion perks. That was quite hard in the first week. Can't wait to run BL again and see how much I can extend chases, after learning for some weeks without relying on any exhaustion perk. Before rework, I started to learn nurse. I knew she is hard and just thought "let's just expect the losses, you will get 0 kills this week" and it helped a lot with the frustration. Also when playing other killers I'm more comfy with. Just get rid of your habits and out of your comfort zone to try new things and improve. Don't expect to win, just expect to learn and reflect on the games. Take a look at the survivor perks to maybe understand what went wrong or find explanations what you did wrong or didn't expect, before you queue up again. And just try to improve

  • Thought about it again and I think this version wouldn't fix anything. Currently survivors complain about bad play reward, this has not changed with your version. Killers complain about survivors yelling for ez counter while being too lazy to do totems. If they have a clear sign of NOED, they could simply go on rushing until last gen, could even go on and 99 them and deny the killer the exposed effect, until the totem is cleansed. So they could still be lazy until a point where the game is theoretically lost for the killer, unless he wants to camp his totem and let 3 gens get 99'ed

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227930#Comment_1227930

    Getting a kill because of the increased movement speed triggers the No ED notification (I know because sometimes injured Survivors go down and everyone still gets the notification of the perk)

    A kill? If that is not already at last gen, the game is almost slowed down enough by the kill. That would be rare happenings, where the totem slowdown would make a difference. Still wouldn't choose it over DH

  • Beneath that, I would prefer Devour Hope over it, because it is the bigger threat with a higher chance to make the difference. NOED might give you the hidden speed boost, but DH gives you the midgame insta downs, and you have round about the same chance of getting the exposed effect activated before it gets cleansed

  • This will pretty much not slow them down, as it will be a hidden hex (unless you mean it otherwise, but wouldn't know what should trigger the hex to the survivors, like a skillcheck wouldn't make sense). So they would not know that NOED is active unless they stumble across it by chance, therefore not wastin any time to search for it.

  • It doesn't need a nerf because it is only effective when used on slugs and that is a rare scenario to use it without giving free hits away.

    In detail: when using this perk on injured survivors, you have no net heal, you just trade one health state with the other being broken. So before the usage you have one healthy and one injured survivor, after the heal you have the same, but the injured is broken. No gain at all. This makes only sense if the healed person is on death hook and the broken person is not. Rare situation

    Next one: use it on a slug. Typical case would be that the killer tries to slug to get more pressure, so downing someone and being with another one in chase, surrounding the slug. So two people not working on gens and the killer is able to take these two busy, also probably the third person that needs to leave again or wait until the slug is fully healed and the killer not standing on him. With the perk you have a better chance to get the slug up again and steal some pressure from the killer, while you have to be cautious to not let that result in a double down. Also in other situations the speed bonus to healing can help, when the killer expects at least 20 seconds until the slugged is healed up, but you get 2 people back in action much faster. Also here, rare situations.

    So, both are rare situations when the perk is actually of value and that's what the perk is good for. Like breakout or MoM or sabotage. You can rarely make value out of it, but if you can, it can be a game changer.

  • There was already a discussion several month or maybe over a year ago, regarding Thana taking effect on killed survivors. As a killed survivor already slows down the game most effectively, it would be overkill and that is I think also the reason why it got removed (if I remember correctly, that it once affected dead survivors as well).

    I would rather make it 4% for all tiers and add another stackable effect, so the slowdown stays 'balanced' but the perk gets some more value. Like survivors within 10/15/20m scream and give away their location when a survivor dies or whatever

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227059#Comment_1227059

    Tell that to my Wraith... Ive been 4k'ing with 0 gens done running Thana, Sloppy, Ruin, Surveillance.

    Not sure if this is Thanas success. Replacing it with Nurses in this build might be of more use. The 0 gen thing is more likely a ruin thing

  • Disagree with the Tier 3 vaulting and kicking speed. There is a perk for kicking if you have a problem with it and kicking pallets is a one time thing, windows can be run multiple times. So this would be a straight debuff in total.

    The stalk changes all don't seem fun to me. Difficult to argue about that, but I prefer the current state over the changes. 2) would be unfair to survivors, especially regarding the tombstone piece, 3) doesn't work that well because TR is in all cases now fading, not "jumping" and I don't want that Ghostface "feature" on Myers, 4) is messing up obsession perks in some way and BP bonus for basekit should not be a thing.

    Pretty sure the break animation won't work, because killers are stuck in front of the pallet and don't phase through it. This is not just an animation change.

  • @MojoTheFabulous said:

    NOED is fine as it is. It's absurdly common but people don't want to do anything about it, get killed by it and just complain instead.

    That's just how it goes and always worked. Yell long and loud enough so it gets a rework sooner or later.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226606#Comment_1226606

    Harpoon deals one state of health damage if you are healthy. The subsequent hit after you reel them in downs them. Injured survivors are treated exactly the same. You hit them, reel them in, and then down them. No changes.

    Wait, that means that a healthy survivor will be downed after a single shot? If that is what you aim for, then breaking free shout be waaaay easier

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226458#Comment_1226458

    No. You still have to hit an injured person. I have never once said that the harpoon should down injured survivors. Im saying you can down from healthy by hitting a speared survivor. Huntress can get downs way faster, and you can still break free.

    You said the harpoon should deal damage. That is, without further explanation, a ranged down. And that, combined with the current stuff that needs to change anyway in my opinion, almost OP. But then we are on a good way :P

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226591#Comment_1226591

    AFK Wraiths can make you depip so yes there is a reason to complain, you essentially wasted a game.

    I would also say I'm rather happy about free BP and a free depip, I really don't like red ranks. Mashed up boosted survivors against sweaty killers, yay \o/

  • +1

    White Ward should keep the addons no matter what.

  • AFK wraiths is definitely on my top list. High frequency and high damage to the game pushes that to S-Tier

  • I think 115% ranged killer simply doesn't work well. Are you still saying that injured people get downed by the harpoon?

    The audio cue is necessary in any way. Pulling over pallets is actually the only counterplay survivors have that you try to remove there. There are already many pallets, where you don't even need that addon, because the loops are to small and you can walk around before the chain breaks or because the obstacles are not high enough to break the chain.

  • @Ghost_Face_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224963#Comment_1224963

    I guess one important thing in mind is that we still have the Mid-Chapter patch coming up, which is removing infinites (which was Scratched Mirror's biggest issue) along with map shrinking and tile spacing. That stuff could potentially make EW1 Myers alot more viable on maps where he would be at his weakest.

    The problem with Mirror Myers are not infinites but chases in general

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223558#Comment_1223558

    20 days is three weeks (and I believe it was 21 when the PTB first opened) so if anything, that's more indication that the chapter release would be next week, not this.

    yeah, I'm dumb ^_^'

  • @Ghost_Face_Main @NursesBootie But that would require grabs to be successful. Once you hit them, they are alerted and chasing with Scratched Mirror doesn't work, if you don't want to lose 2 gens per chase. I just had "decent" games with it, when I had to play other maps because of survivors bringing other map offerings and apparently not expecting scratched mirror, giving me easy hits by trying to hide.

    @Aven_Fallen Actually Hawkins is the worst map. The catwalks are pretty safe, without some PWYF stacks you cannot catch anyone there or lose a lot of time. I have the best results on Gideon, because you have the best information. It has the smallest base size, so you can pretty much see the whole map by circling the center 4 rooms above or below and you know where everybody is. And there is only a single safe healing spot on the whole map, which is in the corner of the map at the big dropdown. I heard people saying that finding the stairs can take too much time. Yeah you need to get familiar with the stairs placement to find the best path. But getting to a gen in Lery's can actually take more time, if you even "see" that you need to get there

    I think the ms reduction to the Vainity mirror is really ruining the addon. You already steal his power. Both of it. Undetectable T1 is gone and Instadown T3 is gone. So what's the point of T2? Nothing except a slightly decreased TR. So he has basically nothing left and gets 16m aura reading and STILL needs to move slowly. Anyone knows how fast he is in Vanity T2?

    I tried to run it on Badham several times with M&A and Dead Rabbit to get close to 0 TR. Survivors still get alerted soon enough, so close windows or pallets give the needed kickoff to be save and chasing at low speed simply doesn't work like with Scratched Mirror. And 16m aura reading doesn't help out in any way. You still need to get almost into hearing distance to gens, have even less map pressure than Mikey has normally and "mindgaming with aura reading" is easily countered by pressing "W".

    So this addon basically removes all benefits from his power and turns him into a slow M1 killer. With short range aura reading, that is useless in most situations

  • Should that mean that injured survivors get downed by the second harpoon shot or do you still need to hit them to down? If second, I agree with 1) if first, hell no!

    If talking about buffs, I would be talking about counterplay as well. There is no at the moment. He needs definitely an audio cue when he starts aiming. The minimum time to aim and the maximum speed of the projectile doesn't allow dodging. With dedicated servers, you already got hit when the message arrives you that he starts aiming... and you cannot run a whole chase looking backwards.

  • Another reason against it. At least I think. Normally dev streams are always before the release, right? I remember they explained hit boxes even before the Deathslinger was announced.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224006#Comment_1224006

    I would be more focused on the fact that the killer is face camping, not the fact that they're moving their camera up and down.

    It doesn't bug me, the same way survivors teabagging doesn't bug me. They're just doing a silly repetitive thing with their controls. I still can't believe people get bugged over somebody crouching in a video game or looking up and down.

    This is a literal "laughing at you". You think it is just pushing repeatedly some controls? Pretty abstract. You could also say "why do people bother when someone types an F in chat? Followed by a U. And a C. And so on. Just random key presses".

    This is just a restricted way of communication, but has a meaning

  • @angematias said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223734#Comment_1223734

    This is probably one of the actual non reactionary and sensible responses to this thread. If this community eventually learns that acting with kindness as a whole would bring much less toxicity to it as a whole, we would have a much healthier forum as well. However I do worry that people haven't learnt how to separate their frustration and how they act upon it, it can make them do things that are considered bad manners in the game and then they try to rationalize or justify it.

    It's not so much an issue with the game as it is with how people deal with their own emotions.

    This is not just a whole big misunderstanding. I'm pretty sure that the biggest part of "toxic people" is doing that totally on purpose because they have fun when people get mad.

    And unfortunately the solution will not be to deal with it and have a happy game anyway, because that said majority will not stop by that, even if they don't get their wanted reaction. It has always been like that and always will be like that. In every game, in internet and everywhere else. DBD is probably not the platform for escalations, but if you don't control it, it's always

    And @Clevite , I don't think we talk about toxicity with your mentionings, it is more like tbaggin, gestures, head nodding by the killer, hitting on hooks and stuff like that. When someone kinda explicitly tries to communicate "I'm here to kill your fun".

  • @angematias said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223716#Comment_1223716

    Nobody deserves toxicity, even the people that were toxic to you.

    When you stoop to their level of bad behavior, you lose any moral highground.

    "They started it" is not a valid reason, and should be left in preschool where it belongs.

    I'm not defeinding this, the OP is a question I answered

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223573#Comment_1223573

    It dosent make sense cause you arnt being toxic to the people who were toxic to you if your toxic to the same survivors who were toxic towards you that fine go ahead bu tyour being toxic to other survivors who didnt do anything wrong

    yeah that's by logic. Being "revenge-toxic" isn't necessarily a rational reaction. And you can't wait until you get the same group back into your lobby. Just expecting that the next group is equally toxic and deserves it

  • This is definitely not the main reason I experience. I would rather guess this is an excuse to kill discussion about it, because they get bored. The more common reason I hear is "idc". And that fits to a lot of people playing this game.

    But beneath that, why doesn't it make sense? If you get ***** one game by another by toxic survivors and expect the whole community to be like that (which is correct by of the time) then it would be comprehensible.

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