DepressedClownMain
DepressedClownMain
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@Hunkulese said:
Maybe things are different on PS4, but on PC, the killer has to be significantly more skilled than the survivors to get anything done. Any group of somewhat competent survivors will crush the killer unless you're using a top tier killer with the best perks and add-ons.
You're complaining about the pallet drop? In the majority of my games, if I'm involved in a chase and get a pallet dropped on my head, it probably means I'm going to immediately lose two generators.
If everyone has a basic understanding of the game, the survivors have a massive advantage, and really only lose when they try and poke at the killer too much.
This is pretty wrong
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/909545#Comment_909545
This.
It may sound rude, but you don't get to have an opinion on balance when you haven't played killer at red ranks. At red ranks, survivor is more or less the power role.
Not really. The stats have shown us that killers win the most games on red ranks, and unless you are talking about the worst killers, no side is really underpowered
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@Waffleyumboy said:
Temporary second objective for devs to try: Once the exit gates are powered a dull totem becomes a Hex totem. While this totem is standing all survivors have the Exposed status effect and and the killer has the benefit of 25% less cooldown for missed basic attacks.
Then NOED could be changed: Once the exit gates are powered you gain 3/4/5% Movement speed increase
What do you guys think?
I think this would be awesome in game, just like making survivors only able to run 3 perks, gens taking 140 seconds to finish, coop actions being removed and ebony moris being the killers basekit. Alternatively, the killer should be able to mori a survivor without him getting injured or hooked
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/912690#Comment_912690
Just do bones 4head
Great you even read his comment
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@Nyphia said:
My idea is that something's changed at the skill checks.
That might look like the following.
instead of just holding m1 to a generator and making an ability check, it was possible to vary the checks.
there is the possibility to include "w", "a", "s" and "d" or the arrow keys. Maybe even the number keys.
For example, a skill check consists of a combination of "w" and "s". At first "w" has to be pressed at the right moment, in the same skillcheck shortly afterwards "s". The next one consists of "s" and "d".
Possibly go also several letters that would then have to be tested.
Thought 1:
At the beginning of the match each survivor gets a random allocation. Survivor 1 does normal skill checks. Survior 2 has to use "w", "a", "s" and "d". Survivor 3 gets the arrow keys and number 4 something else.
Thought 2:
Each generator has one of the random skill check types. Independent of the Survivorn.
Thought 3:
My favorite
You start and have to find a manual on the map. In the form of a book or paper notes.
Survivor get the aura displayed similar to the boxes of Freddy and Pig.
As long as you do not have instructions, you only make generators half as fast.
Are you just going to pick one up? A matter of seconds, you see the auras.
As you try to pick them up you will need to do one or two test skillchecks which will unlock the manual.
Whoever comes first can decide if he wants to do this kind of skillcheck or he is looking for the next one.
They are not items and toolboxes, medikits and the rest would work normally.
And maybe you could have the great skill checks randomly appear in the ability check, why do they always have to start.
Thats only the beginning of this thoughts.
Please take a moment and tell me your opinion.
I dont think that is a very good idea because it would just work for 3 days, then people would get used and it would become just as stale as current gen
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@JohnyBlood said:
I think we can all agree that genrush is only a problem when facing coordinated swf groups with all the tasty perks equipped. There is one easy solution to that. Let's finally nerf SWF! And there are some good options of how to do that, imho. For example - as a swf group you would be allowed to equip just one of each perks. I mean 1 self care per team, one DS, one BT...that would be an elegant nerf to swf (no clickbait) and it would also help against genrush a lot. If you are able to the gens quickly as solo players, kudos to you, you deserve to win..but swf groups are destroying the balance of the game. We all know it. If there was no swf I think that the balance of the game would be pretty good as it is now. But there has to be swf, I agree....so why not at least try to balance it just a little bit? :)
That is a very bad idea
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Killers arent weak because while you have 6 killers that are bad, the rest is pretty viable and relies on knowledge and practice
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/889488#Comment_889488
Slugging for a 4k isn't breaking game mechanics.
Disconnecting to spawn a hatch is.
Now if I'm incorrect and BHVR is actually going to claim that they designed the game with "DC tech" in mind I will literally stop playing right now, buy a plane ticket to Ottawa and smash my head on the glass outside their offices until the sense being knocked out of me falls into their heads.
If they didn't want people doing it, there wouldn't be a giant "LEAVE MATCH"
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/890078#Comment_890078
If they didn't want us slugging they'd disable it under certain conditions.
Basically, the old argument of "If they didn't want us doing it they wouldn't let us do it."
I cant deny, but you shouldn't complain about 4 toolboxes with bnp and swivels
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@Yamaoka said:
I've just played a couple games and everytime I slug for the 4k (which I've started doing today as I'm sick of people acting like crazy apes if they manage to escape via the hatch or gate even though they only repaired 1 gen or even no gen at all) the 3rd survivor "disconnects without the sound notification" to give the 4th survivor a chance to get the hatch/gate.
Does that mean they're literally pulling the cord so they can DC without getting temp-banned?
It happened multiple matches in a row so I doubt they always got "force dc'd". Also that doesn't really happen a lot on console since we (luckily) don't have to deal with dedicated servers.
Not really, and they probably dc because they are tired of existing when a survivor wont pick them up because they want hatch. When slugging someone, go to where you know the hatch is to avoid it
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@Judgement said:
https://forum.deadbydaylight.com/en/discussion/comment/887982#Comment_887982
Ghosts don’t rise up from the earth when Haunted Grounds goes off so what’s your point?
Yeah they do, they rise and possess the survivors hud (the little skull)
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@DetailedDetriment said:
That's right, Balanced Landing now needs a buff or rework.
With the recent release of the Cursed Legacy chapter, Balanced Landing was tweaked to no longer give the stagger reduction when exhausted. It also removed the noises made when falling and the grunt when landing.
The thing is that the nerf heavily outweighs the buff. Balanced Landing is now the worst exhaustion perk in the game and one of the worst perks in the entire survivor selection. The perk is straight up useless when exhausted, no longer providing a passive.
Now that the nerf is officially in place, the perk needs a buff or rework. What I'm thinking is that the perk should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed. It is Balanced Landing after all, and only being able to balance your landing once every 40-60 seconds completely contradicts the name. The description of the perk literally says you have cat-like reflexes. Cats don't have a cooldown on stabilizing their landing. Just remove the exhaustion part of the perk and Balanced Landing will be a viable perk again.
It is a lazy fix to the infinite problems, so I think all killer mains dont want to have the perk working with haddonfield still in game
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@Biohazard said:
After playing him for some bit, I noticed some changes to the version on the PTB.
- They reduced his powermeter by at least 50%, map pressure is practical gone with that change. (-)
- Increased the time it takes to destroy pallets with his power. (-)
- Powermeter won´t deplete on picking up survivors (+)
- I had the feeling they reduced the amount of dropped Orbs by Survivors, which in my opinion kinda cancels out the only buff he got. (-)
- They removed the AOE effect on power hits (-)
- Because of the reduced powermeter, his addons got passively nerfed too. (-)
I played him a lot on the PTB and i could not remember the last time i had so much fun with a killer. The "new" Oni feels kinda castrated now and ripped of his potential as a killer that could deal with [sweaty] SWF. I´m also won´t say he is bad overall, just gutted compared to his previous version which is kinda sad but expected move to a killer which probably did "overperforms" on the PTB.
Please keep in mind that´s what i noticed playing him for 4h. I might be wrong on some cases and you are free to correct me . I also would love to hear your opinion on those changes.
thanks in advanced and sorry for my bad English
Sincerely,
Biohazard
He is awesome, and the orb thing is not truly in game. Maybe the other changes made you feel like he has been nerfed more than he has
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/883549#Comment_883549
Healthy from whose perspective? If I see someone or see scratch marks near the hooks, why would I just leave? Its this kind of attitude that some survivors have that killers doing thier best to win should be following thier rule book. News flash: There is no rule book. And everything should have counter play, on both sides.
You are being so focused on complaining about the survivor side of things you dont even realise. If you see scratch marks near a hook, go back to it, that is not camping. Hit the healthy person, down him what IS possible when they are farming someone and bit the borrowed
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@Keezo said:
https://forum.deadbydaylight.com/en/discussion/comment/883461#Comment_883461
Cause there's so much you can do when a Bill mid-chase decides to farm someone
Yes there is, hooks arent in pallets so by the time the bill gets the person off the hook, he is already on the ground
@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/883459#Comment_883459
The perk gives you 14 seconds to get away from the Killer and mend, or it forces the killer to waste an additional 14 seconds chasing you. Both are considerably better than the alternative: Getting downed again immediately after getting unhooked.
That is why it is a perk
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@TangledNoodles said:
There's times where I have taken a break from playing and then come back but it's reaching a point where I just don't really feel like playing anymore. I mainly play survivor and I feel like it would be nice if another objective would be added or a different game mode.
Yeah we get new chapters but quite frankly it's more entertaining for killer mains because killers are actually play different, but survivors are essentially the same person just different perks. We (whoever mains survivor) usually get 2 ######### perks and 1 decent one that would later get nerfed so it's like... why am I buying this chapter again? lol
Anyone else got some input or feels similar?
Yeah DBD has been boring af for me as well. Not even KYF is nice now
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/883461#Comment_883461
So another perk forcing the killer to do what the survivors want instead of actual counter play, got it.
Is waiting not a counterplay? Is not being near the hook not counterplay? Is simply hitting the healthy guy not counterplay?
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/883187#Comment_883187
I think it would be worse then, as at least with some killers and perks you can hide your terror radius to counter it. If it was changed to distance it would have no counters at all.
I would have an awesome counter, not camping
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@Monlyth said:
I think Borrowed Time should activate no matter what, but the Deep Wounds timer should tick down even if you're in the Killer's terror radius. That way, it actually fits the perk's supposed theme of "living on borrowed time" instead of just letting the survivor take an extra hit for free.
The perk is supposed to have an use, not give the killer a down after 14 seconds
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/883056#Comment_883056
2000 hours and I'm rank one for both
I said what the devs need to do, not asked how long you played
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/883065#Comment_883065
The game itself is insanely survivor sided at its core, I simply wanted to know how to fix it.
Is the game really survivor sided when you play freddy? Spirit? Nurse? Billy? Not really, the game isn't survivor sided, the problem is some killers are just extremely weak
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/883087#Comment_883087
Because he is. He uses bland builds and still doesn't do most times. Time doesn't equal skill; look at a game like Overwatch. Silver boarders still in gold rank. Anyway, situational means situational. Not bad.
Ok, I hope you are using Bamboozle if I get into your lobby
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/883074#Comment_883074
True is average at best, Ayrun plays weird overall (he doesn't even use add-ons) and Otz has called it situational, not bad. Next.
True is average? Like really, who are you to call one of the oldest players in game average. Also, Im not sure how do I argue against playing weird, since that is totally opinion based. And Otz called it situational, which is fair but means bad considering Fire Up and Territorial are also situational for him. And imo, a perk that is a gamble on wether you use it or not is just bad
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/883061#Comment_883061
Ok... I know he started it with the "LMAO" but you both got a point, Bamboozle helps you get rid of high quality loop spots and it is somehow useless when the right pallets have been dropped
Yeah but lets suppose you are on a TWall: useless. On a normal loop? Useless. On a Jungle Gym? Useless
It only really works on the shack loop but that is basically a wasted perk slot and some maps dont even have that tile
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/883061#Comment_883061
Who classifies it as a bad perk? I'm not saying it's god-tier, must have OMG, whatever. But it's certainly not bad.
Well for starters Ayrun, Otzdarva and True Talent. Less known people you have Pain Reliever and Ussylis (not a killer main, but he has thousands pf hours and whenever someone uses bamboozle on him he just changes loops).
Also I'm unsure on this one but Scott I think
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@Vao said:
I've seen a lot of people recently complain about how the Oni has no counterplay. Although I agree with that, is that necessarily a bad thing? From my understanding, the Oni has similar counterplay and even playstyle as the Plague. Keep people injured, force them to heal or they get punished. Plague really doesn't have counterplay either, but for the longest time I haven't seen complaints. Is it just because the Oni is new?
The oni is balanced in my opinion, however you can say with certainty once he gets his power he becomes pratically omnipotent
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/882778#Comment_882778
Then you're not using it right lmao
Lol lmao baby killer dont know how to use a perk
Am I using it wrong, or does every single decent killer classify it as a bad perk for a reason?
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@xRem said:
I Make this as a sort of question along with discussion.
The game is survivor sided, as it has been for a long time but it's gotten alot better from survivor being god mode. But even now survivors have perks that dont even compare to what killer has, the devs seem to be amazing at balancing killer perks, the good ones are strong but have a decent requirement. However, survivor perks have very powerful effects with requirements that are borderline them failing, ds- getting hooked, DH-getting injured. All apply very powerful effects, ds for example when only one person has it it is a guess of how many there are, dh can literally deny a killer of a down if used decently and this isn't very difficult for most.
My point off all of that and I only listed 2 survivor perks, is that what could be changed about these perks or the role itself to be more balanced?
You need to listen to people with hours on this game. 500 at least, and the person must have reached at least purple ranks on both
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@[Deleted User] said:
People play through the bugs and errors, the DC problem is 100% a balance problem. And yes. They need to fix the balance problem. But they also need to issue punishment for DC.
So... Quit DCing and let me put you on the hook!
I dont really get people that complain about dcs.Like, you get 700 hundred for a hook and 600 for a dc. Isnt the problem the chase you dont get?
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/882621#Comment_882621
I guess he hasn't tried the teleporting Freddy with BBQ and Bamboozle
I like BBQ, Pop, Monitor and Ruin
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/878387#Comment_878387
#########?? Bamboozle good as hell
Bamboozle is a perk that often encourages you to vault when you shouldn't, and it only blocks one window so it is useless on most maps
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@PistolTimb said:
Idk man. Yu tellin me killers can still m1? Sounds busted and broken to me. Killers should rely on grabs only.
Grabs only? You insane? Survivors should only be grabbed when they are cleansing a dull totem
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Wow you gave me a heart attack. Freddy is such a balanced killer that it is an offense people seriously wanting nerfs to him
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/881254#Comment_881254
The argument however falls apart in the end game where as the killer is in a terrible position..protecting your hook is the only viable option..stbfl is a very niche perk on almost every killer and It limits your playstyle if you wish to keep it strong..borrowed doesnt bother me as much mid game..its the end game when it grants god status similar to ds.. but to a slightly lesser degree..and unlike ds..there are only about 4 killers with any counterplay to the perk itself and its "downside" which frankly won't exist in the scenario you described..however killer perks all are either niche, have massive holes in them,.or need to be used with other perks or certain characters to be even remotely useful..so the thought of a 0 counter, universally useful perk with a benafit that massive which thanks to legion gets stronger and stronger frankly bothers me immensely for the most obvious reasons
But lets suppose that you are on the end game with a hooked survivor. I dont blame you for camping that situation, I also do it. In that case, you can do trades to maintain the kill, get grabs and simply wait the timer. But for a person to get both Borrowed and DS, be near the door and the gates be powered, is that really a situation where the killer deserves the kill?
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@joker7997 said:
It really should be distance based. Not a huge radius maybe 24 meters
Why not 32? It is the average TR in game
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/881173#Comment_881173
I can be quite hospitable..however nobody ever seems to care about the consequences of changes like these...borrowed time is the only perk in the game with almost 0 counterplay when counterplay is necessary
Ok, now we can discuss. Borrowed has counterplay, and I'm not talking about the killers I mentioned but rather running Save The Best For Last (which is already an awesome perk, I use on almost every m1 killer), waiting the 15 seconds (if you are sure you want to chase the unhooked person and risk a DS) or simply hitting the BT and going for the healthy survivor. All of them are killer favorable situations, since 2 survivors on one map tile is awesome for the killer
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@Reyla said:
I think BT is the best perk in the game but I guess that's another discussion. I do think it should be attached to distance rather than TR, but it is definitely an overstatement to say it's only purpose is to counter camping.
It allows lazy/risky saves.
It allows an aggressive team to waste tonnes of a killer's time.
It allows an almost guaranteed escape at endgame, and if combined with DS, it is a guaranteed escape.
Ghost faces ability to ignore BT is actually something I consider when assessing how strong he is, which says something about how good the perk must be.
I agree it can be used in other situations, HOWEVER it doesn't provide any advantage to the users.
When someone is farmed near you, you can just hit the borrowed and have them waste time mending and healing (chasing them would be a stupid idea considering DS) and go for the healthy survivor (you didn't even had to look for him, great!)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/878979#Comment_878979
Except TR is variable.
Just a set distance would be ok provided it’s not this absurd distance of 32m
32 meters is the default tr for most killers in game, so it seems the most balanced to me
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@MathiaStef said:
Because it's problematic in the sense it can't be to small of a range or killers can easily negate it or to large or survivors can be stupid with it
That is exactly the current situation of the perk
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/881216#Comment_881216
No point in trying to debate this. I've already been put down for being a "killer main." You guys will sit in your echo chamber regardless of what anyone says :)
Not really, 3 people here disagreed with my change with valid points. If you were "put down" fot being a killer main, the only person to blame is you. No one calls a valid statement a killer main thing or a survivor main thing
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@YaiPa said:
Except that nowadays the anti-camping is the last reason you would use borrowed time.
What other situations have you seen borrowed being used that actually gave the killer any disadvantage?
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/881206#Comment_881206
Ah yes. Disagreements are considered trolling now. Dbd forums ladies and gentlemen :)
You totally disagreed while trying to discuss, and not just replied in a stupid manner with smiley faces and not a single point that would make what you were saying valid
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/878744#Comment_878744
Nearly 60 up votes at the time of my comment. I guess all 60 are in on the joke.
Or it's an indication of how out of touch you are with the realities of the game. 🤷♀️
@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/878744#Comment_878744
Nearly 60 up votes at the time of my comment. I guess all 60 are in on the joke.
Or it's an indication of how out of touch you are with the realities of the game. 🤷♀️
It is just a Spirit main dude
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/881169#Comment_881169
And I can see you've shown your true colors. Guess I shouldn't be surprised :)
Wow I'm the worst person I dont want trolls on my posts
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@thrawn3054 said:
I would argue for Borrowed Time to be distance based for two reasons. The first is consistency. The effect should be a consistent one. The second is a killer with a larger Terror Radius is put at a disadvantage compared to those with a smaller one. I propose a 24 meter minimum distance to keep it from triggering. With the trade off of Borrowed time no longer triggers during egc.
Borrowed's main use is to fight campers at the end of the match
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@immortalls96 said:
In other words remove all form of counterplay from the perk including its "downside " meanwhile all killer perks must have a massive hole in its power and certainly cant be allowed to synergize..clearly a lot of thought being put on I see
Nice that you are a very respectful person, that is totally willing to discuss a change without being a dick
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/878941#Comment_878941
You know that camping is a valid strategy and the killer is allowed to do this how ever often he/she likes to do it... You actually are entitled enough to say survivors MUST HAVE at least one perk to counter camping?... How many tools should survivors have? Maybe the killer then should also have a tool to stop survivors farming each other?? Survivors already can do gens to punish killer when camping... you even thought of that?
Lets suppose you played a match against a bad killer, what happens fairly often. You loop him for 5 gens and get downed, the gates are being worked so you get camped on the hook. Wow, this killer is a master strategist.
You should be able to prevent situations like these, and while I feel that you might be right when you call this a "strategy", I also feel like strategies having counters makes the game balanced
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@PistolTimb said:
Borrowed time is fine how it is. Survivors already use it as a get out of jail free card regardless of what the killer is doing. You might as well buff decisive strike and dead hard 😂
Quit being such a child. This perk only works when killers are being idiots, but the way you say it happens often gives me enough info on how you play as killer.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/878999#Comment_878999
So apparently hooking someone, and then a survivor unhooks the hook in front of your face means camping now.
Okay good to know, apparently just being around 1 second means your are camping.
Y'all heard it here folks, just about to leave the hook means your camping. Man I should have read the survivor rule book
Why are you guys complaining about farming? That is CLEARLY a winning position for the killer, so no borrowed doesn't favor farming since all you need to do is hit the unhooked and go after the other survivor. You didn't lose time finding a survivor, probably already got the first hit and the second survivor will have to mend for 16 seconds
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/878001#Comment_878001
No one runs FG on Spirit unless you're a noob, plus it's an UR anyways so you can't justify nerfing a character because of 1 addon
Only noobs run FG? It gives away literally every resource a survivor has to counter her, and while it is "only one addon", since you we are assuming survivors will run Iron Will, we can also assume the Spirit will run good/red addons