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Evra

Evra

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Evra
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  • @Sinner5Gonn4Sin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1022613#Comment_1022613

    I saw someone proposing that the amount of hooks you got troughout the game actually defines how many instadowns you would be able to pull off. That would be less of a noobyfriendly perk, I actually like this idea.

    And no, truly not. Snowballing as a survivor is essentially winning chases, buying time for your teammates to work towards their objectieves, or pressure zones where the killer isn't, eventough it can pick you up from the ground, that's not snowballing. The only really strong part about it is getting unhooked into healthy state, that's all.

    Don't try to convince me either, I know how weak the perk can be, but the risk and reward system of the perk is more rewarding than risky. You can win a game out of a gambling. I despise this perk even when I play killers that synergyze with it.

    That may be your definition of snowballing as survivor, but there are numerous other ways to snowball. For example, being in a guaranteed death state and escaping. If you have been hooked twice already and the killer slugs you to go after someone working on the last gen, and they pop it, you get up and get away from the killer. He just lost a hook and a sacrifice, you get healed and most likely get out now. And that's if just one survivor has Adrenaline. If more than one has Adrenaline, all of them get away from the killer.

  • @Sinner5Gonn4Sin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1020025#Comment_1020025

    First of all, noone talked about removing NOED and BHVR won't even consider this as a possibility.

    Then, you only see the things that goes around your vision of the perks. While Adrenaline just helps you insure a win, it doesn't in any shape or form help you snowball the game nor does it help you working toward you primary objective other than escaping alive.

    On the other end, NOED rewards you with an instadown and a neverending boost of speed, unless/until the totem get cleansed. It renders you at a speed that completely denies the most common loops.

    While they activate at the same, that's the only similarity they share, NOED counters Adrenaline, it also makes you stronger when you are already about to lose the game, and can turn a game by itself. Adrenaline only allows you to play agressive toward the end of the game, or function as a trump card if you are currently in a chase.

    NOED is one of those inconstitent perks, with obvious weaknesses, but at the same time that can solocarry a game. That's the problem people have with this perk.

    Don't forget it's also a deliverence without the need to unhook someone, and that doesn't leave you broken.

    You w0t?

    Changing NoED so it doesn't do what it currently does is essentially removing the perk. There would still be a perk called "NoED" but it wouldn't do the same thing. We're talking about the same thing here. Semantics.

    Secondly, if you don't believe Adrenaline can help you snowball, you must not be playing the same game I am. It's a free escape from the killer in 90% of situations. If you're slugged, you get up and run faster. If you're unhooked, you're healed and you run faster. The perk cannot be cleansed. NoED can be cleansed extremely easily.

    If you feel you're having a hard time with NoED in a lot of your games, start making a point of destroying totems early game. Run an Inner Strength build. The perk is easily counterable.

  • If NoEd gets removed, Adrenaline needs to get removed as well. They both have the same activation condition. The differences being: NoEd can be permanently cleansed. NoED can be cleansed before it ever activates, making it a useless perk slot. Adrenaline activates under the same conditions as NoED, but still activates even if already exhausted. Heals survivors a full health state, wakes them up if asleep, boosts speed greatly. Cannot be cleansed by destroying a totem.

    If you see the killer has NoED, go break the totem. If you suspect the killer is running NoED, break all the totems on the map. He loses a perk for the rest of the game.

    With all the second chance perks survivors have, I don't understand why you are complaining about NoED. Adrenaline, Borrowed Time, Unbreakable, Decisive Strike, Dead Hard, the list goes on.

  • 1) You have to hold M1. If you let go of M1, the attack ends.

    2) You have to hold forward/W, otherwise you will just slowly walk forward instead of sprinting.

    3) You do not have to release M1 to land the attack. When you are within range of hitting a survivor, the attack will connect and automatically stop.

  • @Orionbash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019675#Comment_1019675

    Well the funny thing is...I never said survivors weren't babies. I just called killers the biggest babies. Mostly for clickbait, but there is an ounce of truth. If you look at the gameplay from the game's inception until now you've seen that killer has gotten some major adjustments and survivors have gotten continuously nerfed. Also survivors are forced to adapt to the playstyle of the killer, not the other way around. The killer is control of the game and anyone that thinks otherwise is foolish. Survivors only have the ability to take control when you let them. Like in the case of committing way too long to one survivor.

    In response to your three questions:

    1) You're right, but the ranking system is busted anyway so why do you care about ranks? I don't. They mean nothing. Ditch your mentality that a good rank is the goal and you'll be set free. Ranks. Mean. Nothing. Just play the game and get your 4k and make the game fun for yourself.

    2) This is subjective, It's not always going to be about fun, either. Sometimes you just gotta do what it takes to win. It's not all peaches and cream for survivors, either. I personally don't like saving survivors that get downed, but I often find myself doing it.

    3) As I've stated before in this thread, if you leave your messages on public or choose to participate in post-game chat I have little empathy for you.

    "and anyone who thinks otherwise is foolish."

    That partial sentence just lost you the small amount of credibility you had. People who disagree with a subjective statement aren't foolish; they're disagreeing with you. What you stated is not a fact.

  • @BabyBubbaMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/971551#Comment_971551

    Exactly. I love how they decide to nerf a hex perk that often gets cleaned 1-2 minutes in red rank games instead of Addressing the 1413443905 crutches that survivors have. Great game.

    Not to mention the fact that there are four survivors vs one killer. If a killer screws up, "too bad git gud". If I screw up as a survivor, I have Dead Hard to bail me out, I have Decisive Strike if that doesn't work, I have unbreakable if he knows I have DS and leaves me slugged, and if worse comes to worse and I'm hooked again, it doesn't matter because one of my three teammates can pull me off hook with Borrowed Time and I can tank the hit for them free of charge, then pallet stun and flashlight blind them and still have enough time to teabag the ground 28 times before they can get anywhere near me again.

    It sucks, because this game was meant to be a "hide from the killer" style game. Instead, it's turned into "torture the killer and show no fear whatsoever". The survivors are given numerous crutches. It's almost as if the Killer is the one being tortured by The Entity.

    And even if everything I listed previously goes badly, there's still the best crutch in the game: the hatch. Oh your team didn't die yet? Good thing there's another crutch: a key.

  • Doctor wasn't fun to play against? That's one killer. Do you think the killers enjoy going up against 4 man SWF teams running Dead Hard, Decisive Strike, Borrowed Time and Unbreakable/Adrenaline all the time? Ruin was too frustrating? It's a hex totem. It can be cleansed. It can be permanently negated for the rest of the match if you destroy the totem. Totem spawn locations are 90% garbage as it is. Most often they'll spawn directly next to a generator.

    To be fair, some of these Doctor changes seem fun. But the nerf side of the changes don't.

    If you guys don't understand why so many people in red ranks are running Hex: Ruin, you need to go play more killer matches in red ranks. It's because if you don't run Ruin or other slowdown perks, you will have two gens pop while you're chasing the very first survivor you find.