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Faulds
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2861577#Comment_2861577
What would you suggest? I want to keep it at around the same general strength, not a flat out nerf. Numbers are probably overtuned, but it's hard to change a perk such as this while keeping the original idea.
Don't bother trying to have a smart discussion about balance here... most people don't know what the hell they are talking about. Especially about NOED.
I wouldn't change the core nature of NOED though... only its requirements (i like No Way Out way of functioning for example).
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2861023#Comment_2861023
Nah. If you get it once that's all you need. If you can't remember to patrol a gen that you were notified about then that's on you.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2861023#Comment_2861023
That would be a nightmare for average players who can’t hit those skill checks.
I can understand that it would be too oppressive for casual players... or with high mobility killers. But the perk seems to be active for a very short while for something that procs only one time per gen. And 20 seconds of gen blockage isn't that long also (especially when you compare it to deadlock for example). There would be other way to make it better i guess.
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On the contrary, merciless storm should activate multiple times on the same gen if you managed to make it regress under 90%.
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Just make survivors exposed when they T bagg. Easy. (I'm joking of course).
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@Zeidoktor said:
Makes sense to me. You're both booning a totem and cleansing its Hex. If anything, it should take longer (32 seconds) if normal cleansing and booning take 16 seconds.
@sizzlingmario4 said:
On the PTB there was no penalty for blessing a hex totem so it was added because it was silly that a survivor could have their cake and eat it too. There needed to be a reason for a survivor to opt to cleanse a hex totem rather than bless it. I don’t see why we would need to penalize cleansing hexes as well when it was never like that before boons and would defeat the purpose of the existing blessing penalty.
Also, the existing penalty is actually larger than that - the timings are 14 seconds to cleanse any totem or bless a dull totem, but blessing a hex totem actually takes 28 seconds. The devs said it was 24, but this was incorrect and it has been 28 seconds since the day boons went live.
I think booning should always be slower than cleansing. Would also help with infinite rebooning since it would be time consuming.
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@killer_hugs said:
i wouldn't worry about using NOED. i mean, i have 4000 hours into this game. i expect NOED. sometimes it kills me, sometimes it doesn't. i don't really consider a game lost if NOED is the reason i die. the only thing i don't like are all-star nurse/blights and scourge hook: pain resonance. literally every other aspect of the game can be tolerated, including NOED. good survivors will keep an eye out for totem locations as they run around the map even if they don't cleanse them and if NOED activates they won't usually have much difficulty cleansing the totem. it's part of the game anyway. by running NOED you handicapped yourself for the main part of the game so you deserve a spike boost if survivors didn't cleanse or know totem locations.
No, you don't deserve something that you didn't work for. No Way Out isn't free, NOED shouldn't be.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2860199#Comment_2860199
While I agree with you, that's just too bad. Even some of the worst communities have vc like valorant and overwatch. If you really don't wanna hear people screaming then have there be a mute option, right? It's that simple.
Even with a mute option. It would change the atmosphere the game has. For the better and for the worse. Even if it is the only way to balance solo and swf accordingly.
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@R1ch4rd_N1x0n said:
Whenever they make DBD less Survivor sided, then I'll be fine with a NOED nerf. As of now, it's fine.
The game isn't survivor sided. Some killers stomp the survivors with their best asset and their best build. Nurse/ Blight/ Spirit at least. And even some weaker killers have some pretty nasty combinations.
@Akumakaji said:
For me its DH, such a disgusting perk! Never ran it outside of the two tome challenges that require it, and even that made me feel dirty. How can people justify running DH all day long?
But NOED has lots of counterplay and once your MMR is high enough with a killer, you usually only get a single down with it until the other survivors cleanse it away, so I guess its use is limited and more of a dice roll if you can get hit two survivors in quick succession.
If you're a bad survivor DH won't save you. Can't say the same about noed though. And, no... noed doesn't give just a single down in your average game: that is just untrue. You're taking the worst case scenario that happens from time to time for a generality. That's the same BS as saying any hex is bad because it can get cleansed fast.
@danielmaster87 said:
I've been denied any use of NOED multiple times because survivors did every totem. It's fine as is.
Survivors don't have the time to cleanse all totems and do all gens if the killer is as good as he thinks he is.
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That's actually a pretty cool idea. Hope they'll do something like this.
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@Mallowness said:
You see, I consider myself a survivor main. I love playing against a killer and I get there are some toxic survivors out there but every change is always against survivors. Toolboxes are useless now. Cant even complete 1 gen or get close with a purple toolbox with the best add-ons. Keys are useless now because of endgame. Which I like the idea of endgame. I do. But every game killers take it hostage. They'll slug or camp every survivor. No Way Out makes things worse for survivors going against killers like this. Wraith is now unplayable against. He is too fast. Every time we have wraiths out in the lobbies, we can't drop pallets, vault, etc because our wraith who downed someone across the map and slugged them to chase us down, got to us within not even a minute to knock us down. Literally just happened in a match I had. Not an over exaggeration or anything. Every survivor perk is nerfed. Every killer is buffed. No killer perks are nerfed. And yet every single time Dead By Daylight creators respond to the forums about how survivors are supposedly taking the game hostage or how our perks are too strong. And we have very few counters towards killers at all. I literally just saw a forum against spine chill which is super reasonable cause it doesn't go off easily, its easily missed when not paying attention because there is no sound notification, and at rank 1 the killer has to be like right in arms reach next to you to actually do anything. Please fix the game to give survivors some kind of chance against killers. Do something about killers taking the game hostage. Like even if its where if one person gets downed the other person gets mangled before getting downed as well. That helps a little bit. But the game is too much in favor of killer mains who don't bother practicing or trying different perks (reminder that half of the killers are insta-downs and most of the perks are aura reading or objective blockers) and not even close to fair for survivor mains who actually play the game fair. (Where all of our items are rendered useless and all of our perks are nerfed)
If you want to have a consistent chance at winning as survivor you need to play swf (even without comms). You can just ask random people in solo q if they want to swf for a bit. You'll see a clear difference. You don't even need comms to do well.
*Edit: but no. The game is clearly not killer sided overall.
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@sizzlingmario4 said:
COH and NOED are the two perks I refuse to run under any circumstances until they are changed.
COH - used it for two days when it came out, realized how busted it was and stopped using it. Tried it again after its nerf just to confirm my suspicions that the nerf did almost nothing at all, and stopped again.
NOED - not technically overpowered, but still incredibly cheap and poorly designed. Used it as a new player, then realized how cheap it was and stopped. Haven't used it since, and I have 1600 hours now.
I think COH needs to lose another 25% to be balanced. He would be at self-care speed and half of we'll make it. I think i saw a difference before and after the nerf of COH (as playing killer)... but i don't think that's enough.
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@GoshJosh said:
Unfortunately, being the change you want to see means nothing in Dead by Daylight. But thank you for your honesty and not running NOED!
I don't run bamboozle on Bubba/ Billy... because they always run it. But i don't feel that running it is unfair/ disgusting. Contrary to NOED. That is why i made the post mostly.
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She's mostly unfun because on top of being the powerhouse... her users camp and tunnel even harder; even when they don't need to. If we only talk from her gameplay mechanics, she's mostly fun to go against... the only small thing that annoys me is how her post-blink lunge looks to have a bit too much reach (but apparently that is just an illusion since she has the same reach as any other killer).
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Make the killers get adept through a 4k. Or make the survivors have to get double pips to get their adepts also. At least be coherent.
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Its not a bad idea. You could even do the same for Unnerving presence. Its just that, thematically, it would be kinda odd for it to work "out of terror radius"... but that is just a formal issue that we can neglect.
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@[Deleted User] said:
On the contrary. Bonus BP should be removed from all perks and basic BP increase should be probably x2-x3. The grind is maddening and BP-based perks mean players choose them over perks they might have more fun with and this game is supposed to be all about fun.
Those bonus makes your score better. It isn't like bbq/ we're gonna live forever. That is what i want to be adressed: doing a lot of things but getting nothing. Those perks change that: your trial score. I want more of it for survivors... or fix it at its own core; i don't care.
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That'd be neat.
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They should do the same that they do with Overcharge: allow you to do the skillcheck while running away. That would make more sense.
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There might be a problem with making killers not add-on reliant: if the base kit is too strong, then... the add-ons combinations need to barely buff the killer. But if you have a weak base kit, you can make add-ons that really enhances the killer... and different combinations that enhance the killer differently from another trial. So, i think you need to balance between those polar opposites to make the gameplay really interesting.
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@Mister_xD said:
its because of how the Emblems are earned.
for Survivors, each of the 4 Emblems represents one key objective. Lightbringer is for doing gens, Unbroken is for making it out alive, Benevolent is for helping teammates and Evader is for interactions with the Killer.
In other words, you can only really progress one of them at a time, as they are all tied to a different objective. (it is similar in terms of BP cathegories - one for doing gens, one for escaping, one for helping teammates and one for interacting with the Killer).
for Killer however, this is not the case. The 4 Killer Emblems (and BP cathegories) are all centered around one single objective: killing the Survivors. They all just represent a different step / approach towards it. Gatekeeper is for keeping them in the trial with you, Devout is for killing them, Malicious is for hooking and injuring them a lot and Chaser is for chases. The BP cathegories reward you for chasing, injuring them / breaking their stuff, hooking / sacrificing them and using your power to catch them.
In other words, you passively progress all 4 while pursuing your one objective, which is why its easier for the Killer player to max out on BP / Emblems than it is for each individual Survivor player.
@NoOneKnowsNova said:
All of killers main ways of getting bp will somewhat align with chasing. As far as I'm aware, they can get bp in all categories just by getting into chases.
For survivor, it's a lot more spread out. You're not going to be healing survivors while being chased, or going for hook saves when you're on the opposite side of the map doing a gen.
@Aven_Fallen said:
Two factors:
You are competing with other Survivors for the Points and Emblems. If you never be able to get an Unhook, you will have a hard time to get Altriusm-Points or Benevolence Emblems.
If you are chased all game, you will not get Objective Points (but Lightbringer-Emblem). And the other way around, if someone else is tunneled all game, you get a lot of Objective and Lightbringer, but almost no Evader or Boldness.
Second factor is the Unbroken-Emblem and Survival-Points. If you die, you cannot double-pip (in Iri Grades). No matter what you do. And usually, if you die, you are missing out on a big chunk of BPs, since the Survival-Points are the hardest to get (but it is getting better).
Well, i understand better now. But it is such a shame. Seriously, they actually manage to deal with this problem with some events (when survivors get points for the team doing gens)... i wish this would be base kit feature.
@deKlaw_04 said:
I put up 24k points yesterday in a match an didn’t get a single pip
That's atrocious.
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Dead hard is definitely the most annoying survivor perk for the killers. Because it has a strong effect, a lot of people use it... and you really see it right in your face. Maybe Circle of Healing would be right behind.
As survivor, only one perk annoys me much... it is noed. Because a lot of killers use it, and sometimes... i've seen killers (even myself) make a comeback after doing very poorly (and that isn't fair for survivors).
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@EntitySpawn said:
Remove the distance. It's the best option, I have a full post explaining it but in short.
Distance because it : corrects mistakes, allows you to greed another loop, make distances you normally wouldn't and hurts weaker killers more than the stronger ones (basically nerfing the distance will help low tier killers and not affect the higher antiloop one)
Apparently that is what they are going to do in the future. They talked about it in the last Q&A.
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@Emeal said:
I have always said, "Maps are the lifeblood of Dead by Daylight" the more maps the better, We must make sure that BHVR too wishes to overflow our senses with different locations, so that every match will forever be different with help from the random nature of the game.
Damn I wish I was a Map Developer, You take interns BHVR?
Yeah, i think getting new maps is as important as getting new killers to renew the game.
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@Nathan13 said:
I don’t want basekit BT, or any other perk.
If perks (and combos of them) allow to deal with core game issues then... fine. But the problem is that solo q survivors can't protect themselves from camping, since BT doesn't apply to you when you're the one hooked. Change that, and i'm pretty sure you'd give a reliable tool to deal with that issue "to solo survivors".
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/312110/no-need-to-make-bt-base-kit
I mean, if it protects unhooker too, it is basically throwing the concept of "anti-camp/tunnel perk" away.
You didn't understand what i meant. I said that BT should work for the user of the perk when he is being unhooked by a teammate. So that you don't depend on teammates having BT when they unhook you.
@anarchy753 said:
I don't see it being base kit as a huge deal since killers have to play as though everyone has it regardless.
My issue with adding a meta perk as base kit is that it means survivors essentially just get a 5th perk slot for free, and will just fill that with a 5th second chance perk.
I htink it would be healthier for the game to not buff survivors massively like that, if you don't have a plan to buff killers against their main issue also.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2825526#Comment_2825526
And what would be wrong with having the main building be killer sided in what is literally the most survivor sided map in the game, exactly?
Wait a minute... i didn't say that making it killer sided was a bad option, i said that changing one thing with the building would make it strong for killers. And that taking away the boil room from the building would feel bland.
@Ghoste said:
How about we start by deleting 3 or 4 of the variations? It's absurd that we have 5.
Killers wouldn't mind it if it was killer sided. Its because it is survivor sided that the 5 variations of it is an issue.
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@jesterkind said:
The school needs a handful of hooks in it.
That might require changing a few things, maybe making the buildings taller or something, but that school is such a nightmare deadzone to be in that unless the basement is in there, good luck getting someone to a hook.
I actually really like your idea. It would be better than just making basement a base kit feature in that building.
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@[Deleted User] said:
Close the school's basement and remove one of the god pallets.
House of Pain should also not have a basement. Put back the god pallet that there was next to the car.
The two-story house should only have one window at the bottom floor.
Always put the basement within the school's basement, and the building becomes killer sided. Remove the basement from house of pain and the school, and the buildings are bland as hell in my opinion. I agree with the change to the two-story house though.
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I've tracked my survival rate over a few games: it is 60% apparently.
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@Yankus said:
https://forum.deadbydaylight.com/en/discussion/comment/2820871#Comment_2820871
Thanat, plaything,bbq and sloppy. Once you down someone and put a trap on they have to deal with hem, mangle, blind, oblivious and thanat. Has been a really fun build for me.
Sounds like a fun build. I'll try it out.
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Guess i need to add another one then. (Amanda's letter + Workshop grease).
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2820913#Comment_2820913
I think Jump Scare is underrated outdoors actually. I played Jump Scare Meyers on Eyrie just last week and got a 12 hook 4 kill with him, and that map has a fairly bright contrast outdoors. The trick is using obstacles when approaching survivors and not looking straight at them to avoid Spine Chill alerts. It doesn’t matter if the map is outdoors or not, virtually all the maps have obstacles and terrain you can use as cover when approaching someone.
I think i'll try Amanda's letter/ Workshop grease on an outdoor map then. Might have missed a good one.
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@dugman said:
The one I’ve been using recently is
John’s Medical File - Increases crouching movement speed by 6%
Workshop Grease - Increases the charge speed on Ambush by 50% and decreases Ambush miss recovery by 25%
I like to use Pig’s stealth to get in close to people on generators and use her Ambush for hits and these two add ons are easy to get brown and yellow ones that help with both those things. Assuming you can get close with Stealth the Ambush is pretty much a guaranteed hit.
An alternative if you want to play “jump scare pig” would be to substitute in her red Amanda’s Letter add-on in place of one of the two above which lets her see auras within 16 meters while crouched in exchange for only having 2 traps. Yeah losing two traps hurts her slowdown somewhat but seeing auras shouldn’t be underestimated.
In indoor maps it works very well. But i ain't sure about outdoors though. I like thinking about add-on combinations that works either way.
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I don't know why, but since i started tracking my team performance every match... i've seen my solo q experience getting better. Maybe i was too annoyed by the game and ended up throwing even more... i don't know. I did it multiple times, and each time... my view on the game became different. Maybe you can try it too. Unfortunately, i'd say that there is no perk that will help (not BT/ not Bond/ not Kindred) if the team throws too much.
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@[Deleted User] said:
Video Tape and Slow Toxin Release is pretty good. It really exposes survivors that use dead hard.
Yeah, it works too. I've tried it. But traps really goes by fast and you lose all pressure quick. So, i don't know if its worth it.
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NOED. I'll change it so it is not a Hex. Then i'll make the killer have to hook every survivor once before the fifth gen pops. If he makes it, permanent NOED... if not, too bad for you. Why? To make endgame builds relevant, while preventing weak killer players from getting cheap downs/ kills.
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@Yankus said:
I like ruleset and facemask. I like to run it with debuff builds and make the survivors go crazy from having 5 debuffs.
What's your build then? I'm a bit curious.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2818095#Comment_2818095
I'd make the killer aura reading base kit too. It shouldn't matter because the killer should be camping at the correct times and places and the survivors should be making their decisions based on that. It doesn't make camping any less viable when it's done in the right spots. This just gives survivors the tools to make coherent decisions should they choose to, which they still often don't when players have Kindred now.
What I think is dumb about camping is when a killer can camp a survivor away from generators, make a genuinely awful macro play, but still swing the game because survivors didn't have info.
Even swf can misread a killer's pathing, i've actually seen it. So i think that making that aspect base kit would be too much; but that is just my opinion.
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@[Deleted User] said:
Kindred should be basekit. It's the only perk off the top of my head that becomes completely useless if a teammate also has it and the activation condition is achieved. So not only do SWFs get the info for free, solos get screwed with a temporarily dead perk slot if the survivor on the hook has Kindred and someone else also has Kindred. Every other player with Kindred who is not on the hook has a dead perk slot for that time. How is that a thing?
The only other comparable situation is two survivors on a gen and both have Prove Thyself. But then you can split up and optimize around that. You can't optimize around Kindred. You just have redundancy. Sucks to suck I guess.
Would you make the aura-reading on the killer part of the base kit? Cause i think that would be a bit too much info. I'd say only the part about seeing your teammates aura, if made base kit, would make sense.
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@GoshJosh said:
Oh, does it? The last time I ran it, I hook traded with someone as close to second stage as if could. Only to be left to die on my first hook.
No, no it doesn’t. At least not in this matchmaking system.
I'd say, in overall matches... it gives you a ton of info. And it does it for your teammates also. So it makes the team work better. Cause you make better choices, and your team also does. On an overall matches point of view, it helps quite a lot i think.
I had quite some laugh pairing up kindred and open handed. Making the killer chase my scratchmarks for 2 minutes. Some didn't even see me.
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Maybe it should add another status effect on top of the blind one... so that it affects swf too. Oblivious? Exhausted? I dunno.
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Getting chased by a nurse is fun, if we're talking from a mechanical point of view. Unfortunately, Nurses were always the greatest sweatlords in my games. Not having a bunch of nurses hard camping and tunneling does improve my survivor experience a bit.
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@sizzlingmario4 said:
I played like 12 matches tonight and 2 of the killers had noed, which seems pretty normal. Both were on nemesis, ironically. First game it was almost immediately removed after the gens were done before we even got the warning and it did nothing; second one got him a 4k with it instead of what probably would’ve been a 3k.
@CashelP14 said:
I'd see noed more often than you do (about 3 or 4 out of 10) but I haven't seen it as much lately.
Yeah, that was surely a random coincidence then.
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@Zozzy said:
Why not? Its a perk in the game just like Boil over was and Dead hard still is.
I don't have a problem with them using it. I was surprised to see so much noed in a row, compared to my usual matchmaking.
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@Fuzzycube said:
There’s a challenge (Which unlocks a story) in the current tome to down 3 exposed survivors while using the Make Your Choice perk in one trial and NOED is one of the easiest ways to do that unless you have Make Your Choice on Myers or something.
There’s also a stun or blind the killer 3 times in one trial challenge which also unlocks part of a story so they’ll likely be more flashlights in matches too.
I see. That should explain it then.
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@jesterkind said:
If it happens over multiple days I'd assume there's a central cause, but if it's just one day it's probably a random coincidence.
I think so too (that it is a random coincidence). But i'll see over the days.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2810214#Comment_2810214
Probably they are trying to farming pips or something by securing one or two more kills? grade reset is few days ago, right?
Well, i didn't see that on other grade resets. But that could be the case.
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@fulltonon said:
I don't think nurse players use wasteful perk like NOED, if anything, I don't think nurse players use any other killers at all.
I was just surprised of the amount of noed i encountered.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2805758#Comment_2805758
But how is it equivalent?
I don't get why killers getting a kill with whopping 120 seconds of pseudo afk is equivalent to survivors fixing a generator in one click, I'd say I don't even get a connection between those two.
Killers can't defend gens because of one thing in particular. Survivors can't unhook because of one thing in particular. Simple. Stop being so dishonest.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2805740#Comment_2805740
But it would still mean, going back to an old and obsolete mechanic.
No. Having a timer when doors are opened or when the fifth gen pops is very different.