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Frozenscum

Frozenscum

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Frozenscum
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  • You dont need Ruin on Legion - Sloppy is better to slow down game.

  • @_Dead_InSide_ said:

    i dont think that camping and tunneling is part of the game..

    You should quit this game then, you clearly dont understand its nature at Killer's behalf.

  • Stop trying to make rules at your liking.

    Camping and tunneling are part of game and sometimes are only viable tactics in certain situations. If Killer camps its his decision and tactic - other 3 ppl can finish 3 gens in that time and start working on last 2. Killer will lose game with 1k and low points.

    When Killer getting looped for 5 gens cause its hundred of pallets and jungle gyms one by one at the map which he need to get rid of - not a single Surv says its unfair or not fun.

  • Thanatophobia and Sloppy alongside with Filthy/Nasty (or both) Blade is very strong combination - it takes ages to Mend if Legion has Than+Sloppy+both blades and multiple ppl injured. Add Whispers or DIscordance for tracking and you will have pretty fancy build. Dont forget to take Monitor, it make your radius out of chase small, so you can sneak on ppl and huge when in chase, so you see Killer Instinct from further distance

  • As a killer I dont even know why you need to know killer's perks before match ends, no matter solo or swf, since you can easily recognize them during match. There are not so many perks that are used by killers in most cases. JUst move to next match when you dead, dont waste your time waiting for end.

  • Changing run direction is huge part of Hag's gameplay, removing this part will take out a lot of mindgame and jukes on Hag's part. So, no, lets keep it same is now.

  • What kind of disadvantage are you talkng about? Survivors are not able to see KIller's perks and vica versa, why they should even?

  • I'm talking about solo killers now.

  • Why killers cant see survivors perks and if group is SWF? its very inconvenient.

  • Alongside with changes the humming radius I'd remove her constant lullaby from killers POV. Since its impair tracking by sounds. Freddy doesnt hear kids song, why should Huntress do? (I'm aware that its her who's humming, but its a game) Also it's really annoying to hear all time while you play her, especially for a multiple games in a row.

  • @deathsia said:

    https://forum.deadbydaylight.com/en/discussion/comment/415491#Comment_415491

    and THAT is why you most likely never 4k, because you have the wrong idea about how gen rushing works.

    Well, I do 4k here and there, depends on map mostly, like doing 4k in cornshit is pretty hard for me, cause i cant see anything and i'm easily get juked in fields or looped at seethrough walls. And most of times when I'm getting gen rushed - its 3 on 3 popping gens simultaneously. I'm not good at chases yet, so good loopers can wreck my game easily :)

  • How does NOED counter gen rush?

    Definition: Counter is a thing which opposes or prevents something else.

    NOED do not prevent nor opposes gen rush - its just end game mechanics which kicks in once all gens done, no matter how fast they are done. And in most cases if there are 3-4 ppl alive - NOED does literally nothing, its just getting destroyed during first hook by rest of team.

    Ruin is counter to gen rush, and in current meta effects of Ruin should be basic gen interaction. And it makes sense even if you think about it - ppl without any knowledge are trying to fix machinery - so occasionally they have hard times, i.e. skill check, if they fail completely - explosion and 10% of regress with 3 secs delay to progress, good skill check - 5% regress and no explosion with 3 secs delay to progress, great skill check - 0% regress and no delay and explosion.

    Same should be applied to healing, self or others, as well.

  • @deathsia said:

    https://forum.deadbydaylight.com/en/discussion/comment/415491#Comment_415491

    and THAT is why you most likely never 4k, because you have the wrong idea about how gen rushing works.

    Sure thing, when 3 gens pops in 10 secs difference during 1st chase/hook its totally 3on1 gen rush.

  • Gen rush is 3 ppl on 3 gens, not 3 ppl on 1 gen. 3 on 1 is time waste, if only they spawned all together. 3 ppl do gen in 34 secs which will take 102 secs to do 3 gens, while 1 guy does gen in 80 secs and if done simultaneously its much faster, cause in 3on1 tactics you need to move to gens as well and it takes time.

  • Gen kicking should do certain amount of damage right away without any perks like PGTW, let say about 10% and then regression applies. And probably its better not to buff regression for killers, but nerf gen repair speed for survs - make it 100-120 secs to repair one gen by one surv.

  • Another nice screenshot - Ruin and Gen, such a beautiful pair, right devs?

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/410826#Comment_410826

    As the last survivor dies on the hook, the aura's of the the hatch is revealed. If killer gets there first, he closes the hatch, and instantly kills the survivor. If survivor gets there first, he cannot be grabbed and escapes.

    Job done. RNG rules everything else so why not this. At least it will stop the damn 20 minute long end of matches when Claudettes sit in the corner crouched.

    Yes, there are still a ton of things to ######### about with this solution, but it's way better than current and easy to implement.

    This solution can work only if 2 gens were done. If 3 or 4 were done - hatch will spawn when 2 ppl still alive, so they can find it prior to last hook, and while killer will be busy chasing 3rd guy to hook him up, last will be sitting on hatch. Also chased one can bring killer to other side of map - so killer wont be able to reach hatch in time.

  • I dont think that it will be so. Ppl abusing stacking of second chance perks. Now they will need to decide which one they prefer to use. My friends, for example, run different second chance perks, someone prefer AR, someone takes MoM, i dont run any second chance perks when I play with them at all, cause I prefer stealthy playstyle with Distortion and Spine Chill.

    If you used to abuse second chance perks - I said it in Preambula - those ppl wont support the idea.

  • Why hatch was added in the first place?

    When there are 2 gens done in game, 2 ppl dead on hooks, 1 is downed and ready for hook and 1 is roaming elsewhere - that means I did my job good and I well deserved to get my 4 kills. But instead of hooking 3rd person and hunt for last one - I need to slug (which is barely fun for him) cause otherwise 4th guy will slip away with free escape. And in most cases that 4th guy did literally nothing, no gens, no chases, just hiding somewhere.

    For some reason when Survs do their job better than me and do all 5 gens without losing single person - I dont get free kill at any of them.

    If hatch exists as free escape mechanics for survs and noone is going to remove that - add equivalent for Killer - instakill of first Surv he hits after all gens done. SImple as that - oneshot as if guy has exposed and kill without 1 hook requirement. It's gonna be pretty fair, isnt it? Can be added as new Status effect for Killer - Bloodthirst, for example.

  • We dont need 8 slots for perks, some killers with 8 slots will be very OP. But having Ruin as perk, not the Hex: Ruin, could be awesome. Or change speed of gens repairs - its ridiculous now, they pop 3 gens during first hook due to ######### loads of loops and pallets on maps.

    Most survivors are spawning in proximity or just at gens, so they start repairs at once. Killer need to reach further gens to start chase which takes around 20-40 seconds depends on Killer and map size. And its 1/4-1/2 of gens done, even if chase and hooking takes around 30-40 seconds - by the time Killer reaches next gen - its done already.

  • One Surv with OoO and Killer will be tbagged through doors and Survs will have free exit and free points for remaining totems, while Killer is chilling inside gates picking his nose.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/394918#Comment_394918

    Er, she's managed to kill soldiers who entered her forest, there's no doubt Huntress has fighting experience.

    Billy might be able to endure things, but his leg would undoubtedly be abused and he'd have no chance. And while Doctor might be massive, he's probably not strong in a fight.

    Huntress though, shes a trained warrior. Just check out her lore and cosmetics. She even takes down villages to kidnap little girls.

    Have you read Doctor's lore in-game? He killed whole institute alone with a stick :) He probably can do something wout stick

  • @Peanits said:

    One of the issues with this is that certain characters would be incredibly undesirable because not all of these perks are on equal footing. Take Boil Over and Mettle of Man, for example. If you had to choose between the two, it's a pretty clear cut choice as to which is the better option.

    The other thing that you would lose in this is build diversity. Saboteur and no mither go hand in hand, allowing you to capitalize on sabo-saves and get yourself back up when the killer drops you. By making both perks exclusive to different survivors, you lose that build (or at the very least, you need to go without saboteur and be less effective at it in spite of it not being very powerful).

    To a lesser extent, you also don't really want everyone to play the same survivor. Imagine you're in a lobby with four Laurie's and they're all running decisive strike. One gets unhooked by another injured Laurie, and now you can't tell which one is which because they're wearing very similar outfits. If you start chasing the wrong one, you're wasting your time because Laurie gets decisive strike and you just accidentally tunneled them off the hook, so you'll just have to leave them there and wait for the timer to run out. For killers it is not an issue since there is only one killer at a time, but being able to distinguish between two survivors in a given match can make a difference.

    Just spitballing an alternative, but if the idea is to stop multiple second chance perks from stacking, you could maybe have a status effect like exhaustion to prevent others from activating after one is used. That would have the same effect but still allow people to play whichever survivor they want.

    Why is it an issue in the first place? Its diversity of characters, someone wants DS, someone wants Boil Over, as killer main I saw Boil Over builds not so rarely in games. For some reason Killers are different, why Survivors cant be different as well?

    Did you ever saw 4 Claudettes in lobby with totally same skin when you barely can see her in the first place and almost impossible to see at certain maps? And they all were running all second chance perks they could. Killing even one was like winning game.

    Nice joke at No Mither - worst perk in game which is never used seriously. As killer when I see broken guy at start I say to myself - nice, free kill, and its always so.

    I dont see problem if I will see 4 Lauries in lobby - I will automatically know that I need to deal with 4 DSes and change my perks build and playstyle accordingly. And if I will go for wrong one at abovesaid situation its my problem as killer which I will need to deal with. At least I will know that I wont see all 4 magically healed up when last gen pops and none of them can endure 3 hits in a row.

    People choosing Killers for their powers/lore/whateverelse, so make Survivors be different too, not just skins for meta builds.

    Also I dont see any problem if alongside with that change to Survivors some Killer's perks will be changed accordingly to prevent having big advantage.

  • So its ok to have killer meta, but not ok to have surv meta? "Valid" point.

  • Survivors have a bunch of fun perks as well as Killers, but since second chances perks are abused those perks dont see plays at all. And since second chances perks are abused KIller abuse counter perks which leads to unfun and pretty much always same game. And that behavior was provoked by new ######### up emblem system when devs force ppl to play the game in certain way without choice.

    When I play as Surv I have - Plunderer, Distortion, We'll Make it and Spine Chill loadout - and I have fun with it even though I'm bad in chases as Surv and get downed pretty fast, but I dont see any problem with it, I dont teabagging, I dont flashclicking at Killer, I dont abuse all second chance perks that are available.

    But as Killer main in every game I see either all ppl loaded up with second chance perks or at least 3 of them, and that is forcing me to use nasty builds with abusive perks and addons - just to counterplay that BS or I will end up in 0-1k with team of teabagging douchebags in escape gates.

    I dont care of pips/depips cause they have no sense in current system, I see a lot of ppl at ranks 15 which are playing way better then ppl at rank 10, clearly seeing them depip themselves to lower ranks to make fun of low ranks Killers which cant play at same skill level as they are.

    I'm trying to play game to enjoy it and have fun, but adding more and more of abusive perks doesn't help at all. Locking most abusive perks inside certain characters will make this game healthier.

  • @Poweas

    Why Spirit is better then Nurse? Not trolling, just asking.

    Nurse ignores loops, windows, walls, pallets.

    Spirit has phase walk, when she can see only scratchmarks, not even blood without addons and cant run through obstacles.

  • So much BS about camping.

    Wanna know how to stop it? Do the damned gens while killer is hanging around hook. You have 2 minutes of time till survivor dies on hook if it was his first. I can tell you for sure that when killer will see 3 gens popped while he was standing there doing nothing - he will be at different side of map in no time. Facecamping is 100% loss for killer if survivors dont feed him with new bodies trying to rescue camped teammate.

    Yes, you can probably lose your second hook, but killer will lose the game and rank.

    And if killer is moronic enough to keep camping after 3 gens pops - do rest 2 and get out of there. It gonna force killer not to camp in next games and make it more healthy. Yes, its probably not fun to be camped after 1 chase and hook, but as much as you let killers get new bodies from that strategy - they will continue to do it.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/55627/hex-perks-fix-solution-discussion

    Slight problem with the fourth what is the point of that. It would make the hex useless considering survivors can only be hooked 3 times each. Two of the times each they can be rescued. That one doesn't really work at all.

    That's true for a certain degree: If your totem was cleansed at every start of match, when it respawns you still have plenty of hooks ahead, so you still have some outcome from Hex. Nowdays almost every Hex perk is wasted slot.

  • Having a hell of a time dealing with all the second chances? As a Hag main I only have M1 so MoM is a chore to deal with when it's combined with everything else.

    I can feel you, mate.

    Its not only second chances perks that are keep stacking at survivor and multiplied by SWF, but its even further - a lot of SWF teams using OoO perk for 1 or even 2 ppl in squad and they keep voicing each other all your movements and position. Not to mention you can't mindgame OoO person while trying to chase and hook him up.

    Number of safe loops and pallets on maps adds to second chances counts even if killer can force each pallet pretty fast, not to mention transparent walls of killer shack/loops in corn maps where you can sink time for eternity. When you finally down one surv its always second one trying to distract you with flashlight or two of them bodyblocking to waste even more time. If survivor is competent enough at chases and feels distance when he needs to drop pallet and move to next loop killers without antiloop options will end up in 3 gens done during single chase. And for those who will say - l2play - no, its not in killer's power to end chase fast, chase ends fast when survivor does mistake or two. Its just game mechanics that works against killers - as soon as you start to gain bloodlust to end loop surv drops pallet which you forced to break or loop becomes infinite - you lose bloodlust stacks and surv moves to next loop.

    If killer drops chase as soon as he see it's time waste and moves to next person - its just all starts anew - time sinking chase while gens pops around like crazy, especially at big maps.

    Hex perks are dull for most cases - totem spawn location are so dumb and clearly visible/audible for experienced survs that its not even funny. I do use NOED lately cause of that many second chances and it gets cleansed in first 30-60 seconds most of times. Ruin is not even a problem - survs just do tapping technique and skill checks never happen. And there are no other perks that can help slow down match at the beginning. Corrupt Intervention is bullshit and doesn't work at all.

    Playing killer is pretty frustrating nowdays - if you happen to get SWF or just decent survivors - your chances to get even 2k is pretty ghostly. Yes, I still manage to get 4k games, but most of times it happens in two cases - surv's skill are not very high or they just start bming by bodyblocking, flashlighting and just running in circles around me with all team. That behavior totally provoked by dev's recent changes to ranking system and tons of second chances perks which allow to not afraid of beeing hit/hooked. And even when I have 4k games I can only black pip/1 pip at most which is plain moronic.

    As Hag main I can still have those trap hits on survivors which I could never had with other killers and its still very frustrating to play nowdays.

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