Faulds
Faulds
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DS is perfectly balanced as it is. It doesn't need any more changes.
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Overall the game goes in the right direction. I think the biggest problem with DBD is the fact that some changes are blatantly necessary... and it takes a bit too much time to be done (i'm talking about balance issues only).
Edit: like, serioulsy, when the hell will they rework noed? They reworked ds/ keys and moris... why is it taking so long to change that #########?
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Pig needs buff to her traps and her ambush. Traps are too inconsistent. And her ambush dash is too short (it lasts two seconds: spirit, on another hand, her phase last 5 seconds). I think, if i could do one change to Pig, i would make 5 boxes spawn and force survivor to do 4 of them everytime (not more not less). That would make her traps consistent and prevent box camping.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2750545#Comment_2750545
Where did I say in this thread BT should not be base kit at all? All my points to you were specifically to the point you made about BT being counterable as a reason for it not needing to be changed in order to be base kit. You did not acknowledge the post I made about 12 seconds being plenty of time to make it to the exit gate and instead went on about "watch what happens when you can't use DS/BT" and stuff, which is a separate discussion altogether.
12 seconds is barely enough time to make it to a tile. And about endgame scenario: BT endgame save has no counter when you hook close to exit gate against a full team of survivor. Maybe if you made enough mistakes to not kill anyone before this stage, and hook right in front of the exit... maybe, maybe, its legit that you can't do much about it anymore. Thats how it should be. You made too many mistakes prior to it and should be punish for it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2750382#Comment_2750382
You are ignoring the points I am making and making arguments about things I never said nor even implied.
So delusional. What you say while ignoring everything is: " no counter to bt in endgame. Should no be basekit". When i have solid arguments as to why it should be base kit "without BT survivors would get demolished cause they couldn't save". That is also why i told you about that custom game... and see what would happen if killers know survivors has no counters to camping/ tunneling.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2750364#Comment_2750364
I am not interested in discussing scenarios without BT because I have not argued anything about a scenario without BT at all. Also, who said anything about DS?
Because you don't understand what balances this game.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2750301#Comment_2750301
"it is what your position implies."
Incorrect for the reason I listed above.
"You're complaining about survivors having a chance at escaping with BT in endgame when it is not a guarantee unless the hooked survivor is right next to an exit gate"
You do not need to be right next to an Exit Gate; you have a full 12 seconds to get there, and that is assuming you are all alone. If someone is with you, they can body block for you once those 12 seconds are up.
"something you can actually work around, and try to put the survivor further away"
Not really because there is nothing stopping them from making a mad dash toward the nearest Exit Gate if they know where it is.
Play a custom game where the survivors can't bring BT/ DS. Ask the killer to camp/ tunnel hard everytime. Play as and against it. Maybe you'll understand the actual balance of the game better. Because you clearly see things only from a killer point of view. And make a fuss of a non-issue.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2750278#Comment_2750278
It can very much guarantee an escape. And I never said Killers should be guaranteed a kill. Please don't put words in my mouth. Both "Survivor shouldn't be guaranteed an escape" and "Killer shouldn't be guaranteed a kill" can be valid arguments at the same time.
I don't put words in your mouth, it is what your position implies. You're complaining about survivors having a chance at escaping with BT in endgame when it is not a guarantee unless the hooked survivor is right next to an exit gate... something you can actually work around, and try to put the survivor further away. Unlike survivors who can't work around camp/ tunnel without that perk.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2750266#Comment_2750266
I am talking only about the issue I have with your alleged counterplay, nothing else.
"Losing a survivor to BT in endgame is not a problem, you already lost anyway... just accept it and move on."
It is very much a problem because the perk is creating a lose/lose scenario in the endgame with nothing that can be done about it. That is not good design. Just because I have only 0K or 1K does not mean that there should be something that effectively guarantees a Survivor's escape out the Gate.
"It shouldn't guarantee an escape". First: it doesn't. Even in endgame. Second: likewise, you shouldn't be guaranteed a kill just because you camp (but that is what happen without the perk).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2750251#Comment_2750251
I am pointing out a big flaw in your alleged counterplay to BT, and you are responding with a comment about a scenario where BT is not in play.
You're making an issue of something that isn't... but what is a real issue, you don't see a problem with it. Losing a survivor to BT in endgame is not a problem, you already lost anyway... just accept it and move on. But the killer being able to trash half the team if a perk isn't in play is much more of a problem (gameplay wise).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2750244#Comment_2750244
Irrevelant to the point I was making.
How so?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2750226#Comment_2750226
So the counter to BT is to give them enough time to make it to the Exit Gate?
Yeah, and being able to down the unhooker and the rescued survivor in seconds (if there is no BT) is totally fine...
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@ActualPainedFrog said:
With a few changes.
Bt:
- Survivors with the endurance effect have no collision.
- Disables during the EGC
Pop:
- Reduce the instant regression to 15%
I don't think you'd need to change BT to make it basekit. It has an easy counter: waiting twelve seconds if the survivor bodyblock and try to be a smartass... people forget that it can backfire quickly.
About Pop, i think making corrupt basekit OR increasing the gen speed regression is a much better idea to deal with gen speed.
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I'd prefer a limited amount of triggers instead of a smaller permanent distance buff... cause it would end up like brutal strength: barely noticeable. But i think the current number of triggers is too limited. I'd rather have coup de grace have tokens every hook/ or gaining more than one token every gen is done... or the perk having a cooldown of 30/ 40 seconds once triggered.
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I'm impatient to try it out on live servers then (i did not take part into the PTB). Last time, i tried to run it with enduring/ nemesis and it didn't work well. Now that this annoying aspect is out of the way i'll definitely try again.
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The only buff she really need is a change to iron will: make it so iron will have breathing sounds like when you are healthy when you are actually injured. I think that would be enough. But, on another hand, that add-on needs to go also.
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@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/2739165#Comment_2739165
https://forum.deadbydaylight.com/en/discussion/comment/2739173#Comment_2739173
I understand the Iron will argument, but that's another discussion, you can't justify this addon because Iron Will exists, since this addon works even if you're healthy, and with non Iron Will users.
We could argue that the addon could be reworked to increase moaning sounds a bit (like 20%), that way it could counter Iron Will or something and it would make it balanced against a match with Iron Will users and non Iron Will users (and it wouldn't have an effect against healthy survivors). Like the old stridor, but an addon and not that strong as the old stridor, that would balance the playing field. But punishing every user in any health state "because a perk exists" (and maybe nobody is using it in the match) it's not a good argument.
" Its not a reason to keep that add-on " i definitely agree... i was just pointing out a problem that is slightly related to the topic. Reworking the add-on to hear more the moans is a pretty neat idea... i dig it.
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@Coder said:
DISCRAIMER: I'm not just a salty n00b that got killed and comes here to vent, I have 8k hrs in the game with a little bit of knowledge from both sides and I don't complain about stuff unless I really think they're unbalanced. Also, the title sounds a little clickbaity, but let me tell you a story.
Previous to the Spirit rework, I went against a Spirit hacker. I actually enjoyed going against spirits since I'm an iron will user, it was super fun to bamboozle them, making them think scratchmarks go one way and then walking slowly backwards. So with this hacker, everyone in the match realized something was off, he wasn't just an "amazing spirit", I juked amazing spirits, but this one knew exactly where we all were at all times (also private profile, "git gud" in the end chat and such). It was the most unfun, unfair and miserable experience with a Spirit that I've had in the game.
So this addon? It feels almost exactly like that. It's "wallhacks", the only weakness and counterplay a spirit has is removed by this addon. You can't juke them, double back or bamboozle them with scratchmarks, because the game will tell them "HEY, there's a survivor right here trying to counterplay you!". It's unfun, unfair and unbalanced. I played a lot against this addon and I can say with confidence that it should be reworked, I've even talked about it with the killers I went against and all of them agreed the addon is broken.
Again, I was actually one of the few people that enjoyed going against the old Spirit (though I could see why people hated her), but after the rework she's not fun anymore and this addon is the most important part of that lack of fun.
I hope you guys revisit this addon.
Thanks.
I agree that this add-on should be removed. But, on another hand, i think iron will also makes it a bit too easy to juke base spirit... i would like it if iron will didn't remove breathing sounds (to be a bit more fair).
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2730213#Comment_2730213
They also said killer-specific MMR was going to be there to let players buy new characters and try out their powers without getting stomped by good players. Then, when MMR came out, 0h characters got set to the level of your best killer, meaning you're getting stomped continually.
So, sometimes "Plans Change."
Can we stop with the prophets of the apocalypse a bit? Geez...
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2730168#Comment_2730168
Boons already give better versions of 2 existing perks to all survivors in a radius that covers 20-75% of the map (depending on the stage), and be re-lit forever, and not only tell the survivors where the safe zone is with a cross-map totem aura, but also a status icon and a ui overlay. They're such a wild Power Creep over every other perk design that anything new is going to have to be even BETTER.
"Gens Repair Themselves" is a lot closer to being a real thing than one might suspect.
I think they already said that a reverse ruin as a boon was out of the question. They might have already talked about it and thought it was a very bad idea. But i ain't 100% sure.
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@AngyKiller said:
It...would end the second the Killer hooked you, and you'd have no chance to get away once the Killer found you.
Basically, once the Killer finds you; you lose. And the game is not really, at this point in time, made for hiding. Once the Killer finds 1 gen being worked on; he either sees your scratchmarks, or knows you're hiding within 30 feet. Game over.
Call of duty zombie games are about how many rounds you can go through... and always die ultimately. So i think a 1v1 mode where the survivor has to survive a chase for as long as possible could be interesting. I'm not talking about doing 5 gens and trying to leave, i'm talking about putting survivor and killer right next to each other when they spawn... and put on a timer to see how much time the survivor can last.
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@DyingWish92 said:
They nerfed clowns pinky finger add on, the only thing that makes clown able to compete. Tru3talent called that literally months ago, the devs do not want killers to have a chance in this game I swear to God.
I made a terrible mistake... NOOOOOOOOOOOOOOOOOOOOOO.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2725859#Comment_2725859
That is avoiding the problem.
How is talking about the root of all things avoiding the problem? How?
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Base kit kindred is a really good idea to allow solo q players to coordinate better... but it should only show your teammates aura and not the killer's one (as a base kit mechanic i mean).
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2725843#Comment_2725843
I still don't get what you mean. This whole discussion was about a Survivor player being mad that they got killed and can't DC and ruin a match whenever they feel like it
Everyone in the forum complains about killers or survivors playing too efficiently (gen rush or tunneling/ facecamping), because it is boring to go against. And, apparently, it is true to a lot of players that it is boring. The only wrong thing about this post is to ask to remove dc penalty... the game is already plagued with survivors who dcs and suicide on hook too much. Was it that hard to conceive?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2725826#Comment_2725826
What do you mean "being unable to see things from a different point of view"? I'm genuinely interested
Think a bit please.
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@Zolfo16 said:
Honestly i am with you.
The point is simple. Killers Fcamp because it is:
1) Simple, everyone is able to do that.
2) Time efficient, against good survs it takes more time to search, find anc chase a new surv that simply camp the hooked one.
3) Some killers have built in camping mechanics, like GF and Bubba. It is easier camp with GF than go stealth and catch the survivors with your ability. It is easier camp with bubba than chasing good survs with him.
We should give the survivors more tools to make the FC unappealing, nowadays they only have 3 perks, therefore all of them use those 3 perks and it is easy for a killer to memorize all of them, wait for a DH, count till 12 before hit a person just unhooked, etc...
We do not need stronger defensive perks but more of them in order to have a choice and to being able to be flexible.
For example i proposed to buff cameraderie but obv everyone replied that buffing cama would result in the end of the game.
To be honest, playing killer is not that fun either currently. When you go against your usual player it is fun, but going against survivors that can't stop taunting you all game and get away with it... it leaves a very bad taste in the mouth. Then, you start playing harsher on anyone... just to make sure that doesn't happen again.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2725735#Comment_2725735
1. It's called "Dead By Daylight" yet it's not about dying, sure
2. I'm not getting camped and tunneled every game because Killers camp and tunnel the weak link of a team, not the strong players, so getting tunneled is a good 70% on the Survivor
3. Yeah, what's your point?
4. It's as fun as getting "genrushed" which means doing gens quickly, and tunneling is the Killer equivalent to "genrushing"
5. I'm not acting smart? I'm just having fun trolling a salty Survivor main :)
Being unable to see things from a different point of view is not something you should be proud of.
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Oppression/ Dragon's grip/ Thrilling tremors have too long of a cooldown in my opinion. It should be closer to 30/ 40 seconds to make them reliable.
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I think camaraderie/ kinship could be reworked like deliverance: unhook safely a survivor, and then you get 30 seconds on your first hook timer. What do you think? At least it could be usable in solo q then.
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@Laluzi said:
Never noticed it too much when I ran it. I'd still get Dead Harded. The cooldown prevents Blood Echo from being as reliable or good as it could be, and even then, there's just better perks out there to use.
I actually managed to get a bit of value every match i played with it: whether it was countering an exhaustion perk or making them cleanse way too much.
@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2718438#Comment_2718438
It actually goes both ways. Cleansing is especially bad when the Survivors knows what they're doing. It's also Map RNG. If it's a map with a lot of tall walls on common loops then you're screwed. Going against a Corrupted Plague is good right now when there's hit validations on her pukes so unless you're running velocity add ons then you're gonna have a hard time landing vomit on good Survivors.
Even if the corrupt purge has its flaws with the hit validation... you are still much stronger than a basic m1 killer. And even more so when defending hooks.
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@C3Tooth said:
I dont know why they afraid to make perks that counter Exhaustion stronger. Exhaustion is optional for survivor. Plus its 1 perk to counter 4 perks per match at best. Survivors can have 1 of 16 perks to counter 1 of 4 Killer perks (Small game to Ruin for example).
Yeah, its such a shame. There were add-ons that countered exhaustion perks, and they got nerfed to the ground also. Most of killers struggles with dead hard (maybe even sprint burst)... they really need to give killers better tools to counter exhaustion perks.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2718438#Comment_2718438
They could be good but they aren't
They aren't at beast of prey level of uselessness. They can actually do something sometimes.
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@Myla said:
Every time I use that perk it just encourage everyone to start spamming cleansing. I had more success with Mindbreaker really.
@BenihimeWrath said:
Sounds good, but doesn't work well
In practice it turns into a perk that forces people to cleanse, like thanatophobia.
You could try combining it with fearmonger to make the exhaustion more punishing?
I actually want them to cleanse. When you face solid survivors they try to cleanse the least, and aren't afraid of being injured (maybe because they have exhaustion perks... thus why i tried the perk).
@landromat said:
Killer exhaustion perks are not worth of a perk slot imo
Currently they aren't, but fearmonger has potential if the duration was better... blood echo could be really good on Plague/ Legion without that 60 seconds cooldown in my opinion.
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@anarchy753 said:
I agree, it's a sad state when a mechanism was specifically introduced to end the game when it's essentially over, and the meta that's developed is to go to the absolute greatest lengths to circumvent and undermine that mechanism as much as possible. Leaving the gates perfectly 99ed adds a fraction of a second to running out, you essentially have opened the gate, but any killer perks and add ons that rely on the gate opening are disabled, and all pressure to leave is gone.
Survivors use it to make sure everyone is safe, healed and good and ready to leave before ever starting the countdown to get out, and that's completely counterintuitive to the introduction of the EGC which was supposed to force survivors out rather than giving them all the time in the world to hang around and mess with a killer they've already beaten.
@Krimbar said:
https://forum.deadbydaylight.com/en/discussion/comment/2718336#Comment_2718336
I'm not trying to favor one side over the other either, I just think that the current EGC dynamic doesn't feel that great when people are just 99'ing the gate which is basically an open gate but with no EGC.
They never added EGC as a mean to pressure survivors... that's what you don't understand. They introduced it to prevent survivors from taunting the killer indefinitely until he disconnects; that's why they also made killers able to open the doors (to make sure the game end even if survivors don't open them to trash on the killer). EGC is fine as it is.
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I think it would be more thematic for the perk to apply oblivious in my opinion. But if they did such a thing i think it would become a meta perk... and i wouldn't mind some better counters to exhaustion perks on the killers' end.
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2716057#Comment_2716057
Part of her power, see no issues in that, if you want to be a dick you can chase the survivor from a distance so the timer goes down wihtout triggering the chase, it's sometimes not the rng the issue
It was litterally impossible so no... that's not fair; and it was rightly nerfed.
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BNP need to change, they are still too strong. But if we keep the idea of the brand new part (sort of), we could change it into an add-on that increases the speed progression on great skillchecks by 2/3% for example.
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2715756#Comment_2715756
I am really annoyed they removed the extra boxes for no reason, even more since they nerfed the timer add-on
Apparently, with bad RNG, it was impossible to remove the traps.
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That's a cool idea.
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That's an idea to make things better than it is now for sure.
But i think Amanda shouldn't work like Trapper (she has very few traps to let RNG dictate their efficiency in my opinion). If i could change how traps work i would make 5 boxes spawn and make all survivors search through 4 of them (of their own choice).
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People's sense of fashion:
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@JawsIsTheNextKiller said:
I'd rather have a fun end-game and give the killer the 4K than just have a three of us escape. More fun for me, more points for the killer.
I don't think you should feel obliged to do the same yourself though.
Well, it is kinda lame to just leave the match without trying. So i'll keep doing it anyway. Furthermore, i've started to track my escapes... and i'm seeing that i don't die as much as i thought i was. Apparently, i'm a bit annoyed by solo q gameplay for a different reason than i thought. After getting more data i'll probably make a thread about it.
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@Leonardo1ita said:
No, what a totally bad nerf to corrupt intervention
I didn't say to change corrupt intervention into that perk: but to change a useless perk into it (or just create a new one).
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@shitman said:
I’m tired of the fact that it’s impossible to play as a killer, it doesn’t bring any pleasure and only anger and hatred, I can hardly catch even one survivor. I'm not chasing 4k, I would be happy with 1k if these games weren't toxic and the survivors weren't acting like #########. Now I only play for the basement bubba and so I take revenge for ruining the game. The game clearly makes me understand that this game honestly cannot be won, so this is the only chance.
I win most of my games as killer, even if i'm quite boosted. And the thing i see is that a lot of my bad matches was because of me using the wrong perks. Killers need good add-ons and good perks... unlike survivors i would say. Last time a plague dced because we did 3 gen in two minutes... but she was using spirit fury/ enduring/ bamboozle/ brutal strength.
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@Volcz said:
Think it should be baseline. Would be an easy but big improvement for him.
I wouldn't mind that either.
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@Myla said:
Damn baby survivors panicking when they actually find a mediocre killer somewhat threatening. Nerf please.
I was using the add-on not facing it. Can you read?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2709755#Comment_2709755
Well no, they do have time against Clown. He's an M1 Killer with a 32 Meter Terror Radius and no ability to catch up. If they realize he has Pinky Finger, which isn't hard, they will ShiftW to the other side of the map before you can even catch them
I don't know what game you are playing where having a permanent insta-down ability on basic attacks doesn't give you any chance at beating survivors. How much more do you need?
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2709731#Comment_2709731
Why?
Because he can only insta down you when you do that?
What is Myers his regular power?
He needs to stalk and as survivor you try your best to not feed him.
Smart survivor break LoS asap so he can't get his power as gast as he wants.
The only times when he is using that add on and gets his powers it's either when all hens are done, so if lucky he gets 1k and the rest escape or they all escape.
Or when survivors gets cocky and drop a pallet an t-bag at the pallet, so that way he can fully feed on 1 survivor at that pallet and after that he gets to T3 quick.
In all those years i think I've only been killed 1 or 2 times by that, and yes that was my own fault for messing up.
Other than that, at best he could only insta down me, which he would anyway if i didn't do anything i said earlier.
So we can argue all you want, but the fact remains, if he kills you with that than that is on you.
Not because you think the add on is broken or bs or whatever.
First: one mess up and the game is over (it happens to everyone). Very fun.
Second: maybe you are really aware... but not your team. And you can't do anything about it.
(Anyway, that's not what this topic is about).
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2709703#Comment_2709703
They really aren't compareable. One had barely any counters, one gets hard countered by the Killers counter, pre dropping pallets
They don't really have time to pre-drop every pallets on the map if you don't mess up badly in every loop.
