Avatar

Demogordon_Ramsay

Demogordon_Ramsay

About

Username
Demogordon_Ramsay
Joined
Visits
0
Last Active
—

Comments

  • Blood Pact. Best thing to ever grace the hellscape that is solo queue.

  • Would like going against him a lot more if his kit inclined him to be more reliant on using his ranged attack rather than just pretending to use it. OP, though? Not by a long shot.

  • @Alify said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509828#Comment_1509828

    In any case, this whole dispute that you started is meaningless, since everyone has their own opinion on different topics.However, if you enjoy arguing with people, let's continue.

    "Now this is just blatantly false. All it takes is a little bit of thinking outside the box when it comes to running tiles, and there are multiple, multiple avenues from which Survivors will be outright forced to either take a Shred or take an M1, and there is nothing they can do. They have to make very hard reads to properly juke a Demogorgon when he's played well." - this is called a mistake (at least personally, I think so), when the survivors were led to the juke by the killer, I said everything correctly.

    "It's wrong to explain why a good Killer doesn't need a rework?" - some good killers needs a rework too, I have submitted IDEAS that would only make a killer better.

    "I don't care about your proposal if I feel it's not needed. And I feel it's not needed because Demo is in a great spot as is" - I don't care what you say about the fact that he doesn't need a rework. if I want to submit an idea, I will submit it and wait for people's opinion.

    "Then the people you're playing against are also playing him poorly. And wouldn't it be better to at least base your faulty anecdotal evidence off of experience in playing the Killer yourself?" - My experience? Played more than 1.2k hours, I do 4k without tunneling and camping like other experienced killers. sometimes, playing as a killer, I try to get the most out of his capabilities. I can win swfs and not whine against them. why do you need it?

    "I think the "his power is not very interesting" part is subjective" - I put it a little wrong here. I meant: to somebody, his power may not seem interesting, or depending on perks / add-ons, etc. And here I can give a bunch of examples of why people do not play as him. Personally I don't feel very interesting playing as him.

    "If you don't want to argue then just take the L my dude" - I will write in the book of the rules of life: "if you do not want to argue with people who start an argument for a strange reason, especially on the forum in the section where anyone can submit their idea for people to look at it - L" Cringe.

    "I won't want to hear your rework if I don't think it's needed" - Well, stop writing about it in my post and move on, don't linger here, lul. I also don't want to hear such words from you if they are not needed.

    What else will we see? mm?

    "- this is called a mistake (at least personally, I think so), when the survivors were led to the juke by the killer, I said everything correctly."

    Then you're wrong. There's a difference between one side making a mistake and the other side outplaying them. You can play well, but if the other side is just better than you, it doesn't matter. In these scenarios, the Survivor has to be better than the Demogorgon to win, and similarly the Demogorgon has to be better than the Survivor to win. That's balanced. That's good game design.


    "some good killers needs a rework too"

    Only if they're poorly balanced, which Demogorgon isn't. In my opinion he's the most balanced Killer in the game.


    "I don't care what you say about the fact that he doesn't need a rework. if I want to submit an idea, I will submit it and wait for people's opinion."

    And I gave you my opinion, and my opinion is that your rework is unnecessary.


    "My experience? Played more than 1.2k hours, I do 4k without tunneling and camping like other experienced killers. sometimes, playing as a killer, I try to get the most out of his capabilities. I can win swfs and not whine against them. why do you need it?"

    There, now your anecdotal evidence is slightly better. I mean, it's still entirely anecdotal and very logically fallacious, but progress is progress.


    "Personally I don't feel very interesting playing as him."

    Wait. Wait. WAIT.

    "Personally I don't feel very interesting playing as him."

    THEN WHY IN THE NAME OF GOD DO YOU MAIN HIM?


    Either you're lying about not thinking he's interesting, or you're lying about maining him. Either way, you're lying.


    " I will write in the book of the rules of life: "if you do not want to argue with people who start an argument for a strange reason, especially on the forum in the section where anyone can submit their idea for people to look at it - L" Cringe"

    1. I'm assuming since you attributed the quote to "L" that you're quoting Death Note. But I'm here to argue why Demo is good and doesn't need a rework, not to tell you how absolutely edgy and sad that is, so I'll leave it be.
    2. Homie, if you submit ideas for a REWORK you should EXPECT people to argue that a rework SHOULDN'T happen. Not wanting a Killer to be reworked is just as valid of a reason for disliking your rework as thinking the rework is bad, and you should be prepared to defend your position on why the Killer needs to be reworked, not just say "We're not talking about whether or not he needs a rework so f u". By suggesting a rework at all, you are automatically making the case that the Killer should be reworked, and as such you must be able to defend that case.
    3. You know what's more cringe than being cringe? Calling someone "cringe" in 2020.


    "Well, stop writing about it in my post and move on, don't linger here, lul."

    No, you made a case that Demo needs to be reworked by posting this thread at all, and I'm going to argue that case until you convince me I'm wrong or vice versa.


    "I also don't want to hear such words from you if they are not needed."

    The only thing here that's not needed is a Demo rework.

  • @Alify said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509696#Comment_1509696

    "I'd be hard-pressed to believe you actually play Demo at all if this is what you honestly think." - same to you actually.

    As the Demogorgon you get shred successful attacks more due to the mistakes of the survivors than for your knowledge in him (my personal experience as him since demo's release). Anyway that's not the point. I did not touch on the shred in this post, but you are talking about it which is wrong.

    I am waiting for people's opinions about my proposals, and not: "ooOoOF, you are playing wrong for him, he is OP and you are all noobs, he does not need anything, etc."

    "If Survivors are breaking an average of 2-3 portals each, then yeah, you're doing an abhorrent job of not only defending them, but placing them in areas Survivors will easily find them" - you talk like this like how I play, however this is my experience against him on the red ranks.

    Not many people play as Demo and even fewer of them play really well as him, because his power is not very interesting and, as I said, he can be easily countered by genrash or by swf's.

    In general, I did not find anything sensible in your posts, except: "you do not know how to play as him, he is very strong and he doesn't need anything". I am waiting for an opinion on my changes, not this, so stop and, as you said: "git gud".

    "As the Demogorgon you get shred successful attacks more due to the mistakes of the survivors than for your knowledge in him"

    Now this is just blatantly false. All it takes is a little bit of thinking outside the box when it comes to running tiles, and there are multiple, multiple avenues from which Survivors will be outright forced to either take a Shred or take an M1, and there is nothing they can do. They have to make very hard reads to properly juke a Demogorgon when he's played well.


    "Anyway that's not the point. I did not touch on the shred in this post, but you are talking about it which is wrong."

    It's wrong to explain why a good Killer doesn't need a rework?


    "I am waiting for people's opinions about my proposals, and not: "ooOoOF, you are playing wrong for him, he is OP and you are all noobs, he does not need anything, etc."

    I don't care about your proposal if I feel it's not needed. And I feel it's not needed because Demo is in a great spot as is.


    "- you talk like this like how I play, however this is my experience against him on the red ranks"

    Then the people you're playing against are also playing him poorly. And wouldn't it be better to at least base your faulty anecdotal evidence off of experience in playing the Killer yourself?


    "Not many people play as Demo and even fewer of them play really well as him, because his power is not very interesting and, as I said, he can be easily countered by genrash or by swf's."

    I think the "his power is not very interesting" part is subjective, but even then, it's hardly an argument to be made when you take a look at the literal ocean of Legion, Bubba, and Wraith mains in this game and realize that a Killer can have the most boring, basic, vanilla power in the entire game and people would still love them. I, for one, think Demo's power is incredibly fun and one of the most well-balanced in the game. I have a lot of fun playing both as and against him because in most scenarios, I feel like me losing is actually my fault and not me getting screwed over by dogshit game mechanics. I think that no one plays Demo because the way he runs tiles is subtly different than the average M1 Killer, and people struggle to realize that and thus just don't want to adapt. Plus, he's also a setup Killer, and most people would rather just chase all game. That's why Hag has such a low playrate even though she's one of the top 3 Killers when played well.


    "In general, I did not find anything sensible in your posts, except: "you do not know how to play as him, he is very strong and he doesn't need anything". I am waiting for an opinion on my changes, not this, so stop and, as you said: "git gud"."

    If you don't want to argue then just take the L my dude. If I find whether or not Demo needs to be reworked in the first place a more pressing issue than whether or not your rework is actually good, you should be prepared to actually make your case. I won't want to hear your rework if I don't think it's needed.

  • @Alify said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509547#Comment_1509547

    Nah, demo needs rework since demo can be easily countered by genrush and easily countered by smart survivors (I've been maining him since Demo's release). Demo's main problem is that he simply does not have time to deal with experienced survivors and the new world - the Upside Down, a way to help this and make the game for survivors against him much more interesting and just make him more popular. Now the gameplay for survivors against him is something like this: dodge a couple of times, break 2-3 portals per game and escape. In any case, you are wrong, Demo needs a rework or some kind of addition to make it more enjoyable to play as him and to play against him more intensely.

    I'd be hard-pressed to believe you actually play Demo at all if this is what you honestly think. Demogorgon is a very aggressive chaser because Shred is a highly, HIGHLY versatile ability. I've repeatedly scored hits across the entire length of safe loops thanks to this guy's dash, and I've also zoned Survivors equally as many a time by baiting them into dodging. It really isn't that hard to hit his Shred, and it's not that hard to bait it either. And again, your portals might be mediocre if you aren't actually defending them but the game gives you the perfect tools to determine if you need to or not; you should probably use them. If Survivors are breaking an average of 2-3 portals each, then yeah, you're doing an abhorrent job of not only defending them, but placing them in areas Survivors will easily find them.

    Tl;dr: Get creative and get real. Demogorgon has a fast, flexible chase ability and some of the best mobility in the game when played right. Just because you're playing him wrong doesn't mean he's good.

  • Not gonna say anything other than Demogorgon doesn't need a rework. He's fine as is.

    I can understand frustration with a lot of good Killers that would make people think they're bad. Slinger has low map pressure. Pyramid Head's ranged attack actively works against him. Nurse is frustrating to play. Hag is frustrating to play. Why play Oni when you can play Billy?

    I get all of it. I really do. But for Demogorgon, I really don't know what to tell you other than "git gud". Shred is a versatile, powerful chase tool that can get hits normal M1 Killers definitely can't, and because of its fast rev and unrev, it is equally as capable of zoning. Demogorgon's portals give him insane map pressure, but unlike other Killers, you actually have to put effort into keeping them afloat. Luckily, the game gives you the ability to do just that by telling you if Survivors are near your portals when you're charging Shred. Hell, the fact that Survivors have to even spend time disabling portals just to disable your map pressure automatically gives him more stall than many other Killers on the roster.

    Demogorgon has a setup ability that can be ignored in favor of his fast, aggressive chasing power. They go hand in hand; no other "setup" Killer has nearly as much freedom as he does to stop getting things ready to go chase a Survivor, and then just as soon afterwards going right back to setting up. Said setup doesn't even take that long, either; you don't need to place all 6 portals to have a good traversal web made. He is one of the most versatile Killers in the game and I simply cannot understand why people don't play him. His skill curve isn't even all that high.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1502047#Comment_1502047

    Yeah. DS and Unbreakable need to be fixed to have anti-synergy with each other, same with Soul Guard.

    BT I'd like to be deactivated in the endgame, or to instead transfer a health state. If you unhook a survivor whilst healthy, you become injured and the unhooked becomes healthy. If you unhook whilst injured, you become downed whilst they become healthy. It'd be a good perk for hook trading then and help prevent tunneling of teammates because you make yourself an easier target.

    Sprint Burst is fine if they can somehow remove the 99'ing caveat.

    Dead Hard is fine.

    Deliverance is fine.

    If you think "press E to win after making a mistake" is fine I dunno what to tell you.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1507186#Comment_1507186

    Which makes your eyes a little more tired?

    ===

    Light text on dark backgrounds creates more eye strain than dark text on a light background.

    By spacing sentences out rather than writing proper paragraphs makes the short form text easier to read for many people.

    If you want people to read a long post, make sure that it's formatted for readability rather than an English grade.

    ===

    Light text on dark backgrounds creates more eye strain than dark text on a light background. By spacing sentences out rather than writing proper paragraphs makes the short form text easier to read for many people.If you want people to read a long post, make sure that it's formatted for readability rather than an English grade.

    I'd mostly agree with you but if dark text on a light background were truly easier for eyes, people who unironically use Discord Light Mode would, you know, actually exist.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506421#Comment_1506421

    Exactly! It does too much for free, has a passive effect, and the only counter is to not do gens11!1

    smh (shaking my smh) my head my head

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1506404#Comment_1506404

    No the killer was fine, it was all thanks to Fire Up!! Such a crutch perk carried me.

    smh pls nerf bruhaviour

  • I mean if they lost with those Perks, they're probably screaming about how Killer is OP as you hook them.

    Good meme 10/10

  • You had fun going against 3 small pp builds with Dead Hard on top?

    If you were any more masochistic you'd be playing Legion.

  • Listen, I despise going against Freddy in every way, but the fact you had to deal with 3 small pp builds... I'm so sorry.

  • I like Corrupt to reduce the need to patrol at the start of the game.

    I like Tremors to find Survivors on gens and get the jump on them while someone else is hooked, furthering my map pressure.

    I like Shadowborn because the increased field of view technically means I can stalk from more angles.

    I like Brutal Strength because it just feels nice.

  • Pretty sure what happened is that the devs named the Freddy files "England" as a joke, since the actor's name was Robert Englund. Since then, every new DLC has been named after a random country for the sake of the big funny and there isn't really any further connection.

    I mean, how is Oni connected to Sweden? Or Legion to Kenya? Or Spirit to Haiti?

  • Mediocre map pressure but seeing as how gen times means every Killer has mediocre map pressure against good Survivors it's not really worth paying attention to. His chase is the most insane thing I've ever seen and it baffles me that people are actually out here saying he "takes skill" or "is balanced" because it's just positively false. If people thought Spirit's and Slinger's chase potential was way too powerful for how easy they were, Bubba with Bamboozle is on a whole other level.

  • literally what am i looking that

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497652#Comment_1497652

    Leatherface can't vault pallets and windows, though, and still has that start-up time.

    Again, Bamboozle.

    @Ireath said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497627#Comment_1497627

    Yeah but that is with a perk and I doubt people would put bamboozle on leatherface anyway. Maybe in a couple weeks people will find better counterplay for him.

    Literally everyone is running Bamboozle on him, and for good reason.

    @Crowman said:

    Bamboozle only blocks 1 window. While it's strong against certain windows like Shack's window it's not going to be that helpful if survivors have another window close by they can vault over instead. You also have to bamboozle vault first so it won't help you if the survivor runs at the window vault while you are chasing them and then the survivor runs to a different window.

    I think Bubba can certainly be oppression on specific maps. For example, Shelter Woods has very few pallets and not many vaults so there's not really much survivors can actually do to loop against Bubba on that map.

    You move at 5.29 meters per second for 6 seconds. If you just mindgame one window during a saw, which you can do very easily given your enhanced movement speed, they’re not going to be able to use a nearby one because it’s either Bamboozled or you’re moving at 5.29 meters per second and catch up easily.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497634#Comment_1497634

    Yes, I was. The guaranteed hit was due to Legion being able to start up their Feral Frenzy instantly and then swing as much as they wanted until they landed their hit with no worries about missing.

    No, it was because they moved at 132% movement speed and could vault pallets and windows in 0.9 seconds. The no missed attack penalty and instant rev was just the cherry on top.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497627#Comment_1497627

    But that wasn't the problem with Old Legion. The problem was that the only way to really do good with him was the moonwalking strat, which had zero counterplay.

    Were you around when old Legion was a thing? Let me tell you, a Legion in Feral Frenzy was GAURANTEED a hit. Literally GAURANTEED. There was NOTHING you could do to stop him. Moonwalking was just icing on the cake to Frenzy spam. Why do you think Frank’s Mixtape was meta on him?

  • @TAG said:

    I thought the problem with Old Legion was that no cooldown/penalty on swinging + old Deep Wounds + moonwalking to avoid triggering a chase meant that the Killer could just down Survivors with zero counterplay (even if it was inefficient).

    Old Legion also completely ignored any defenses Survivors had. Bubba with Bamboozle does that ten times over, and instadowns on top of it.

  • For the lockers: Once he leaves his rev, then what? Even if he bumps into it, you can’t leave until his tantrum is done. You have to jump out, directly into him after he’s off cooldown.

    For the windows:

    image.jpeg


  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1497592#Comment_1497592

    Lol he can't turn as sharp because if he does the large saw hitbox will hot the obstacle..you can also try dodging the saw during the wind up,it'll get you some free distance..or you can just cycle between windows..then his saw is useless altogether

    1. It’s not that hard to just walk around it.
    2. If a Bubba gets juked while he’s still revving, he deserves to uninstall.
    3. You do realize that Bubba moves at 5.29 meters per second for 6 seconds, right? If you’re at a TL wall or a place where Bamboozle can only shut down one window, he can just, you know... mindgame it better than any 115 M1 Killer ever could.
  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/177850/bubba-is-literally-old-legion-with-instadowns

    Still weak to the same structures as Old Bubba.

    Old Legion wasnt even gamebreaking. All they needed was to change Deep Wounds into its current state, nerf Franks Mixtape, and Old Legion would be fine in the game.

    See above.

  • @immortalls96 said:

    Maybe your positioning just needs a little work..right corners and obstacles can also stop his saw..also legion never broke the game..he was never strong even then..he was just..not really part of the game

    Damn, Bubba can bump into things? Huh, I should try it.

    Oh, no, he walked around it! Guess I'll just die!

  • You’re right, DBD isn’t as buggy as people think.

    It’s worse.

  • My guess is that it has something to do with the antiheal meta:

    1. The devs saw that preventing the Survivors from healing isn’t all that strong when they can just equip builds like Resilience+Dead Hard+Adrenaline+some second chance Perk and hump generators, and wanted a Perk that would entice Survivors not to do that.
    2. The devs actually think the antiheal meta is a good staple crop for Killers, and were encouraging more Killers to go this route with the addition of this Perk.


    Either way, they failed spectacularly.

  • Pyramid Head: Remove the highlight indicator on Punishment of the Damned's area of effect.

  • Fix. If people leave the game because they aren’t constantly churning out new content that means the gameplay is old and stale and that needs to be addressed.

  • Considering Oni is being morphed into a Greek creature with this skin, I would really like it if they replaced the kanabo with something less, you know, distinctly not Greek.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481940#Comment_1481940

    We've taken note of the feedback quite a while back, but creating lies to make a point isn't going to fly.

    You know, if you’ve taken note of the feedback on such an annoying issue that many people are up in arms over, could you do what any competent dev team does and, you know... tell us that?

    Unless, of course, you haven’t actually taken note of the feedback and are lying yourselves, which given BHVR’s track record I am more likely to believe.

  • @Peanits said:

    Wait, so who was in the casket at the funeral(s)?

    Legion.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476120#Comment_1476120

    Like I said in my first post, I play solo queue so this isn’t really in my control lol.

    Kekw

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471037#Comment_1471037

    "Pig literally has two addons that reduce the missed dash cooldown. If these aren’t a problem, why is Unrelenting?"

    Simple. The numbers.

    The addons have less of an impact on the cooldown than Unrelenting does. The same reason applies to demogorgon btw.

    “The addons have less of an impact on the cooldown than Unrelenting does.”

    1. The difference is incredibly small. When you look at how long missed attack cooldowns are, 30% less recovery time as opposed to 20% is not that much more time saved. Both do literally nothing if the Survivor actually runs away from your dash rather than continuing to sit at the loop like a dingus.
    2. You can stack them to have a bigger reduction than Unrelenting. But let me guess, it’s not problematic for some reason.

    “The same reason applies to demogorgon btw.”

    And much like Unrelenting, those addons suck huge peen.

    “Also Myers lunge has the same cooldown as normal.”

    No, it doesn’t. Evil Within 3 has a noticeably longer miss cooldown.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470816#Comment_1470816

    They aren't.

    Think about the unrelenting and STBFL perks. If hypothetically they applied to non-basic attacks the math on those would work out differently compared to basic attacks because they would be using different source numbers.

    For example, what exactly would STBFL do on Legion's frenzy? Would it somehow make the cooldown even faster? The answer really doesn't matter, because the point is that these perks are designed around the numbers in the basic attacks they are effecting. So if you have them apply to non-basic attacks then you get balance problems sometimes.

    Taking Pigs ambush in particular, the extreme length of the lunge that's normally balanced out with the extended cooldown makes unrelenting a problem. This is why the perk didn't work at all even when the attack DID trigger on hit effects. But you can't have something work with some basic attack effects and not others without making the entire system super confusing, so the on-hit effects were removed making it consistent with the cooldown interaction.

    Myers meanwhile doesn't have ANY of these issues. The instant down is through the status effect not the attack

    “They aren't.”

    They are.

    “For example, what exactly would STBFL do on Legion's frenzy? Would it somehow make the cooldown even faster? The answer really doesn't matter, because the point is that these perks are designed around the numbers in the basic attacks they are effecting. So if you have them apply to non-basic attacks then you get balance problems sometimes.”

    The only balance problem I’ve ever seen out of STBFL in regards to basic attacks is that Demogorgon can completely ignore its downside thanks to Shred not being considered a basic attack, and that has nothing to do with the numbers.

    “Taking Pigs ambush in particular, the extreme length of the lunge that's normally balanced out with the extended cooldown makes unrelenting a problem.”

    Pig literally has two addons that reduce the missed dash cooldown. If these aren’t a problem, why is Unrelenting?

    “But you can't have something work with some basic attack effects and not others without making the entire system super confusing, so the on-hit effects were removed making it consistent with the cooldown interaction.”

    It’s really not that confusing. You know what’s more confusing? Having all these attacks that are literally just normal M1 lunges with modifications towards a stat here and there not considered a normal M1 lunge.

    “Myers meanwhile doesn't have ANY of these issues. The instant down is through the status effect not the attack”

    1. It used to be through the attack before the Exposed status effect was invented, and even if it were, why does that matter? Literally, why does it matter? It accomplishes the exact same effect. The only difference is where the coding gets its instadown info from.
    2. Even ignoring the fact that this is all hokey, you... do realize that Myers’s lunge has a different missed attack cooldown than normal lunges, right? So your whole “different numbers” argument is thrown out the window, at least for Unrelenting.
  • @NuclearBurrito said:

    Not quite. Pig's ambush also has different missed cooldown properties, a special charge property, a different audio que, terror radius interaction ect.

    https://forum.deadbydaylight.com/en/discussion/comment/1470610#Comment_1470610

    Frenzy also has no successful cooldown, can't down and activates KI. Several special properties beyond simply an on-hit effect

    Demon Strike controls completely differently from a regular basic attack, has a different hitbox, can hit several Survivors at the same time and can break pallets/walls. Again, several non-trivial differences

    I think the fury basic attack has a different hitbox too?

    If you take Myers instead, his only difference is lunge duration. Something that used to not be standardized anyways. The instant down is from the exposed status effect not from a special property of the attack itself.

    I dunno man, those differences seem pretty damn trivial to me.

    @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470610#Comment_1470610

    Demon strike shouldn't count. Instadowns are enough, it doesn't need to apply status effects as well.

    Myers and Ghostface want to:

    Know your location

  • The devs have a skewered idea of what does and doesn’t count as a basic attack.

    Pig dash: Literally just a longer version of a normal lunge, doesn’t count.

    Feral Frenzy: Literally just a basic attack that inflicts Deep Wound, doesn’t count.

    Oni Demon Strike: Literally just an instadown with slightly longer range, doesn’t count.

    Oni basic attack in Blood Fury: LITERALLY JUST A BASIC ATTACK, doesn’t count.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470274#Comment_1470274

    Theres not enough time to do both though before 2 minutes have passed. Each totem takes 15 seconds theres also travel time and looking around.

    It really is enough time, especially when you factor in things like there being more than 2 gens left, the hooked Survivor not being dead when all the gens are done, or bones having already been done by this point in the game. Add on to this that even with NOED, the Killer still has to actually chase someone down and hit them, and you have plenty of time to do bones in this scenario.

    And just an FYI, it’s 14 seconds, not 15.

  • @Peanits said:

    I have the same thoughts about it for the most part, although there are some very valid points out there. Namely:

    • It's way harder to deal with solo where you can't ask the other people how many totems they did.
    • The 'counter' to camping is to do gens and leave, but if you do that, you aren't cleansing totems and you risk a second person dying to NOED.

    Granted neither of those are really unsolvable issues, the latter being fairly rare in my experience, but they are very fair points and I don't think they should be completely ignored just because you're alright with the way it works.

    For the first issue, give us a totem counter.

    For the second issue, literally just use your brain. If you know a Killer is camping and you see gens start to fly, that means the rest of your team is genrushing, meaning you have all the time in the world to go hold M1 on bones.

1 … 9 10 11 12 13 … 26