Avatar

HP150

HP150

About

Username
HP150
Joined
Visits
859
Last Active

Comments

  • @MegsAreEvil said:

    https://forum.deadbydaylight.com/en/discussion/comment/727047#Comment_727047

    Like ten thousand times mentioned before, camping must be made impossible. Stop the timer as long as the killer is within a certain radius without being in a chase. Add a BP/emblem gain to the camped survivor for each period of time the killer camps, and the killer loses BP/emblems. Also add a repair speed bonus to all other survivors. That should punish it enough.

    And as ten thousand more have mentioned before, camping is an intended strategy. And the changes you propose have already been tested and abused. Also, survivors should not be rewarded for their own failure.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/727044#Comment_727044

    Don't tunnel, never deal with ds. But nevermind forgot that ds is against the rules so keep camping.

    Yeah, no. I've had a DS user be unhooked, downed and hooked TWO other survivors, found and downed the DS user again only to be hit with DS. Not to mention all of the times DS users will play like complete idiots (running straight at you, doing a generator in your face, hopping in a locker, etc, etc) just because they know that they have DS.

    DS is one full minute of killer immunity. Nothing more, nothing less. "Anti-tunnel perk" my ass. It should de-activate if A) another survivor is hooked B) the DS user is full healed or C) the DS user begins working on a generator/exit gate because clearly safety isn't his priority at that point.

  • I know Decisive Strike is a legitimate perk, but that doesn't stop it from being pathetic.

    But I've devised a strategy to counter being punished for downing you and your team too quickly; can't get Decisive Strike'd if you never come off hook!

  • Uh... No. I mean it when I say it's really that ######### easy. Maybe you need more time on Demogorgon???? It's really not rocket science. You're literally the only person I've seen try to argue that Demo isn't strong at the shack.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/719912#Comment_719912

    I mean it still doesn't change the fact that the killer at the end of the day will inevitably get the survivor at some point. You have to be trying as a killer to fail a chase most of the time.

    The game isn't a 1v1 and succeeding in 1 chase isn't a win. That is why time matters; there's 3 other survivors probably doing generators while you're chasing 1.


  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/719825#Comment_719825

    If you're any good survivor, it's easy to loop shack, it takes time to charge the lunge

    It takes 1 second to charge lunge. Pre-charge it as you're rounding into the entrance. The survivor either has to take the window (free hit), throw down the pallet (free shack pallet, even better), or try to juke around expecting you to prematurely lunge (allowing you to close the distance, also a free hit).

    It's really not difficult and the bread-and-butter example of Demo quickly ending loops.

  • The lunge is great. It can shut down a lot of loops early or grant you a pretty guaranteed hit at vault loops like the shack or L wall+T wall. Get in position to lunge, do not activate the lunge until the moment you see them start the vault animation, otherwise they will attempt to juke anticipating the lunge. Which is great because that will give you time to close the distance while they mindlessly swerve back and forth. Of coarse it can't be used at every single loop. A map dependent ability that rewards patience, much like the Huntress or Billy to a lesser degree.

    I will agree though that the portals are very underwhelming. The Undetectable status from portals does nothing against decent players who aren't even paying attention to their surroundings because there is a loud global audio cue when he takes a portal, a local audio cue when he emerges from a portal, and he has the loudest footsteps in the game.

    Furthermore, he has to travel through each portal once for them to become active, which also puts the ability on cooldown. Time is the killer's most valuable resource and that is a rather large time investment for a small radius detection. And it's not even an automatic detection, the killer must be channeling "Of the Abyss" (which further slows the Demo's movement speed) to get a notification.


    TL;DR = The lunge is fine, portals should be active when they are placed. Having to travel through them to unlock detection seems like a step added unnecessary to an already time consuming process. Maybe look into his audio levels while you're at it.

  • @Carlosylu said:

    The portals are AMAZING, people do not know how to use them! You do know you can detect players close to INACTIVE portals by pressing the LT button right? (Xbox pounce charge button)

    Here's what you need to do:

    Use Corrupt Intervention, place portals behind walls or rocks really close to gens but not in the sight of repairing survivors or right next to the gen in plain sight when active, start a chase and if you can't find someone use the Pounce charge button to locate players that are close to both active and inactive portals all around the map, go through a portal and land a hit or even a grab because of the stealth time you have after going outside of the portal. Example (go to 02:28):

    https://www.youtube.com/watch?v=z9j2ZlvdKeU

    False. Inactive portals do not detect survivors. The stealth also does not work well against decent Survivors who are paying half-a-mind to their surroundings. There is a large global audio cue whenever Demogorgon travels through portals, there is an audio cue when Demo emerges from a portal, and Demo also has by far the loudest footsteps in the game. I'm not sure how common headsets are for Xbox players but against any half decent survivor on PC you aren't going to get much mileage off of the stealth Undetectable status effect from portals.

    @Ark_the_Bonsai said:

    I play them for the portals, I don't know what low tier killers you're talking about that aren't super into free mobility

    For a killer to be strong they have to have 2 things:

    1. Mobility (Note, this can be made up for to an extent by having a strong defense. That's why killers like Hag and Trapper aren't trash)
    2. Chase potential

    Demo has both and a good version of both at that. He can travel rapidly and down people just as fast.

    A counter example would be Clown who moves at base speed and has pretty much no chase potential because his gas can just be ignored most of the time. (With the Freddy rework, he's just a weaker version of the Dream Demon)

    A mid tier has one or the other. Old wraith had crazy mobility, but no chase potential (now he has neither without addons IMO), Huntress has incredible chase potential but no mobility.

    Firstly, I even stated in the original post that I consider Demo "decent" and not a "low tier killer" as you implied. Second, "free mobility" implies that there is no investment. There is a time investment both in travel time, setting time, and seeking out a portal when you need to travel to another.

    @Marcus said:

    Idk, I feel like Demo's portals are stronger or at least as strong as Freddy's gen teleport because he isn't restricted to gens, so he doesn't lose his teleport in end game, he gets stealth out of his portals, so he can attempt to ambush people ( unlike Freddy ) and you get tracking out of them ( unlike Freddy ).

    Unless you're looking to proxy camp a hook, I don't see how Freddy's can considered worst until all generators are already done, when the game outcome is likely already decided. I've already addressed the inefficacy of the Undetectable status granted by portals above. The tracking is specifically what I'm addressing here.

  • Portals awkward af to use. Lunge strong. Pretty decent killer.

  • The devs clearly planned for Demo's gameplay to center around his Portals while in reality the leap is the most powerful part of the kit and the reason why you choose to play the Killer. Just read the description from the Killer select screen:

    The Demogorgon is an unidentified Killer, able to open multiple Portals and traverse between them to cover large distances. Using its Power, Of the Abyss, it can detect any Survivors within a close proximity to the Portals then unleash a leaping attack to inflict damage from a distance.

    The leap isn't even mention until an afterthought at the end of the last sentence. So it makes sense for the add-ons to be focused around Portals. Unfortunately, the Portals are far too unintuitive to use even with the best addons. Compare it to the other teleporting killers; Freddy and Hag. Demo's portals have a traveling speed, can be comparatively easily destroyed, don't fulfill their full purpose (detection) until they've been traveled through at least once which also happens to place them on cooldown, and can't be used from anywhere on the map (must be at a portal to teleport).

    Sure, Hag is 100% focused around her teleporting; clearly her traps should be stronger than Demo's portals. But I always felt that Freddy's gen warping was just a nice touch they added to the end of his kit compared to Demo who seems like the portals were meant to be the crux of their kit. Yet Freddy's gen warping functions much better than Demo's portals and feel natural to use, at least until endgame when all the gens are done.

    I guess the upside is that Demo isn't an addon dependant killer and performs just fine without them. Hell, Demo does fine without ever use their portals. Now, if Demo's addons were focused around the leap THEN you'd have a truly broken killer in all likely-hood.

  • @Aztreonam78 said:

    People want to prestige Killers bcs they all have unique very powerful add-ons and unique moris animation, Survivors don’t have it.

    There are no motivation to prestige Survivors, for doing that I will not get any worthy unique stuff, and bloody clothes, I personally dislike it and never use it. If I want find more Syringes and Styptics, I already have Ace III and Claudette III.

    And grind.... Survivors grind system is completely terrible, they don’t have any unique abilities and even passive things. I have to spend a lot of BP only to be able to use perks which I have on previous my Survivor on other skin..

    Clearly someone who doesn't play Killer. Prestiging on killer is even more worthless than prestiging on Survivor.

    1) Killers don't even get to see their cosmetics in-game unless they're Mori'ing someone. Killer Cosmetics are for the pleasure of survivors.

    2) There's a lot better cosmetics than bloody clothes for both (non-licensed) killers and survivors. At least in the pre-game lobby Survivors can see who is prestiged or who isn't even if they choose not to wear the prestige clothing. The only way killers can show off their prestige is if they wear it and survivors happen to notice the slightly bloodier clothing in the middle of a chase or while being face camped.

    3) Lastly, you complain about the grind for survivors but it is much worst for killers. There is no reason to level more than 1 survivor beyond level 40 unless you just find a different cosmetic you really really want because different survivors are basically just different skins for the same character. Killers must continue to level multiple killers until they have the max tier of perks that they want to use for each killer they want to play.

  • @anarchy753 said:

    Tombstone is basically designed to depip you.

    It isn't fun or engaging to be killed on the first hit of the game, nor to have the whole team killed in 4 hits which is why it isn't intended to be a highly rewarding playstyle.

    Hits, successful chases, hooks and hook stages are all highly valued in the emblem system, and if you play committed to the tombstone, you barely do any of that, and you probably end up with bronze gatekeeper, gold devout, and nothing else.

    There is no issue here.

    How is there "no issue here"? I think it's widely agreed among top players that Myer's addons are among the most balanced of the killers, Ultra Rare Addons included. The amount of effort required to even proc the tombstone is "Tremendous" (the game's wording, not mine).

    Yes, he doesn't chase people around as long, or hit people as many times, or hook them as many times as you would without the addon. That's the point. It changes the dynamic of the game. The time you would spend chasing and hanging people is spent in other places. The actual chases aren't supposed to feel super interactive for the Survivor; their ability to stealth and break line of sight is.

    This is a prime example of how I feel Ultra Rare addons for killers should work; changing how the killer plays (in a favorable way but with downsides) and also the way the survivor plays to a lesser degree. And they should still both be rewarded as such. That's the issue, I've had plenty of games against Tombstone Myers where I've felt rewarded for delaying or outright preventing T3 the entire game, but the same can't be said about the post-game results screen for a "succesful" Tombstone Myers game.

    I'm not saying that there is an easy solution but there most definitely is an issue.

  • They've already said they were doing this, multiple times, in the very post that they announced Undetectable.

    " When the new chapter releases, players will have an opportunity to experience this status effect for the first time with the new Killer. We intend to roll out this status effect to other existing powers, perks and add-ons, where relevant, in upcoming chapter / mid-chapter releases. "


    @Mochan said:

    I'm all for consistency but I am also consistently bugged by how killers are getting better at stealthing than survivors in this game.

    And yet stealth killers are consistently bad at red ranks because wasting your time (and killer choice) stealthing around banking on a potential free first-hit that may or may not happen against a group of players that are paying attention to their surrounding is not the most time efficient strategy most of the time.

    And it's not like Survivor's stealth hasn't been buffed. Lockers hiding auras was a huge change that people seemingly don't take advantage of for fear of looking like a noob jumping in a locker for the 4 seconds of BBQ and Chili. Quick and Quite is meta right now, but there are plenty of other decent stealth perks that are neglected by players for the potential of having like 5 bonus health states with Adren/BT/DS/etc.

  • Should keys only activate if 5 total generators have been completed and the exit gates are open?

    Should instaheals only be usable outside of the Killer's terror radius?

  • Others have already told you why you're wrong about the bugs (many of which do get stomped out in PTB, but no release is flawless).

    You said that they don't react to feedback, yet plain as day in the patch notes is the "Content from the UPCOMING HOTFIX PATCH 3.2.1" section. Just because it doesn't make it into the first live release doesn't mean they aren't taking into consideration. If they did not have a PTB and based all feedback off of live, how much longer would it have taken before they realized that Shred breaking pallets isn't deserving of an Ultra Rare addon and should be base kit?

    And YOU may think that the PTB kills hype. I myself like making informed purchases rather than ones based hype and speculation and the PTB is perfect for this.

  • I think a lot of people (particularly streamers) are over-rating him based on what they suspect his potential MIGHT be when played absolutely optimally rather than what they've seen or done with him or what's practical at all really (some are claiming Demo could be better than Huntress or even Billy).

    At highest I'd put Demo just below Freddy (Nurse>Spirit>Billy>Hag>Huntress>Freddy is my tier list, for reference)

  • Turning off the capslock and using paragraphs goes a long way towards readability.

  • I think the solution is simple; remove the 50% requirement from gens. The perk has potential but the conditions are too limiting.

    I like the idea of forcing survivors to choose between doing the generator or chilling for a bit to let their exhaustion recover; that is assuming they're exhausted and not in a chase in the first place, which would mean they lost the killer in a chase using their exhaustion perk and sprinted straight to a (less than 50% complete) generator. Conditional.

  • STRANGER THINGS SPOILERS


    P3 Demogorgon looks more like the one seen in Season 1 (minus the oozing hands), whereas the default Demo looks more like the really clean one held in the Russian facility in the post-credit scene of Season 3.

  • Shred is useful when you aren't being spammed with Hawkin's Laboratory every other map, followed by Treatment Theater and the Game... A very map dependant killer, much like Huntress and Billy to a lesser degree.

    But yeah, the portals definitely feel like the most unintuitive part of the kit, which is a shame since nearly all of Demo's addons are centered around them. I feel like BHVR wanted them to be the focus of Demo's kit but Freddy just does it better until endgame.

  • ...the entire world is abandoning people with slow internet.

  • I don't think it's too much of a problem as a killer main. It can't become meta because if everyone is running it there will be a lack of totems to go around. Totems aren't always easy to find and they take time to do in the first place. Lastly, Dull totems can be countered with Thrill of the Hunt + more hex totems if it gets to be too much of an issue for you.

  • Wouldn't call BBQ amazing beyond the BP gain. It'd be dropped by most people without it.

    The reason why BBQ has an additional affect beyond BP gain is because the killer has 4 perk slots compared to the survivor team which has a total of 16 perk slots. If BBQ only had BP then no killer would realistically devote 1/4th (or 4/16th) of his perks to it if he were seriously trying to win whereas WGLF is still pretty common on survivors because of the shear amount of perks they have and because survivors aren't as perk dependent as killer. That's the nature of an asymmetric game; the individual perks of the minority team (BBQ) should be stronger than the perks of the majority team (WGLF).

    Although, if you are talking about how it's more natural for killers to get 4 tokens of BBQ compared to WGLF, then I agree. WGLF should gain tokens in more ways than safe unhooks and (buggy) protection hits. Perhaps a token for each full health state healed on others?

  • They should just remove the 50% generator requirement completely. It's already a pretty conditional perk.

  • On a side-note, let's stop blaming killers for "trying", period? If I 4K as killer then apparently I'm a sweaty tryhard. If I get looped for 3 gens I got a solid "gg ez noob" after they've teabagged me at the exit gates and probably at half the pallets on the map too.

    I don't know, I've just never played a game with such sore losers who, instead of blaming their teammates or themselves, they take out their anger on the person who just outplayed and beat them. I understand ######### talking after winning to a certain degree, but ######### talking when you just got your ass handed to you?

  • @Tzeentchling9 said:

    Probably not for a couple of weeks. If nothing else, we'll probably be waiting for the console versions to get validated.

    I wouldn't be so pessimistic. Normally, yeah, if it were just the Demogorgon change. But killers getting DC'd for using Dying Light is literally a game breaking bug, as in "high-priority". And since the Demo changes are likely coming with that hotfix I'd expect it sometime within the week.

  • They should make a new classification of killer perks, similar to how Survivors have "Exhaustion" perks. A survivor can only be affected by one instance of these "slowing" perks.

    To compensate, perks such as Thanatophobia and Dying Light should be buffed at least to "Ruin-level" to compensate for not being able to stack them. Thanatophobia hasn't been good as a stand-alone perk since it's creation except for with Plague and maybe Legion.

  • You're thinking into this too much. It's garbage because not only is the Obsession the safest player in the match when running Dying Light, he is unaffected by the Dying Light debuff and has a 33% bonus to healing and unhooking... because reasons?

    Hell, that even sounds ######### for the survivor. How boring it must be knowing that you're going to spend most of the match holding M1 on generators uncontested and get free unhooks.

    Seriously, why tf does the Obsession get extra bonuses if the very premise of the perk is that the obsession is safe until he is the last survivor? That in itself is well enough of a "bonus".

    This perk never sounded "good on paper".

  • @Khroalthemadbomber said:

    it was SUPPOSED to be all of them. Kinda B.S. it's not... Pig, Wraith, Ghostface, Demogorgon, E1 Myers, and potentially Insidious.

    They've said multiple times... Even in the very announcement that they revealed Undetectable, that it was going to come at later dates to other/older killers. How do you miss that? Do people just tune out every time the devs talk about something that doesn't push their own narrative so that they can find something to be angry about?

    Plenty of things worth criticizing with this game, lack of communication isn't one of them.

    *When the new chapter releases, players will have an opportunity to experience this status effect for the first time with the new Killer. We intend to roll out this status effect to other existing powers, perks and add-ons, where relevant, in upcoming chapter / mid-chapter releases. *

  • I'd be fine with Ebony's being reworked / removed if Instaheals, BNPs, and keys receive a similar treatment.

  • Current Stranger Things.

    I haven't seen the IT remake or it's sequel. I am, however, a fan of the original. But, none of the other franchises represented by licensed content are from series that have originated in the last decade besides ST. I think there should be a balance of both classic and modern franchises.

    I remember when The Huntress was first announced it was speculated that she would be a licensed killer from an upcoming horror movie called "JACKALS". This didn't turn out to be the case, but I never would have knew that that movie existed without DBD. I really think BHVR/franchise owners could be using licensed content opportunities better to drum up hype for upcoming movies that they'd like to see be successful.

    Jackals trailer for anyone interested:

    https://www.youtube.com/watch?v=tI6xfJMDvjY


  • Myers has much more snowball potential. One well timed Tier 3 can wipe the entire survivor team or at the very least waste a lot of their time and resources (hook stages).

    0 Terror radius is nice and all, but Myer's reduced TR is no joke also.

    On top of that, Ghostface is very buggy for both sides (Survivors revealing him through walls, Ghostface not being revealed when the survivor is blatantly staring dead at him at near point-blank range), so he isn't as reliable.

  • @immortalls96 said:

    People will claim it's a lack of survivors but its nonsense..I saw stats pulled showing it's a lack of killers/ the bad matchmaking algorithm

    You need to realize that the game needs 4 times as many survivors than killers. 4 survivors to every 1 killer. There might be a bit more survivors than killers, but not enough.

    You might not want to hear this but the game's growth is stagnant on the survivor side. For one, the game is a lot more frustrating to new survivors than new killers. I'm a killer main but I wouldn't be opposed to Survivor buffs in general (base survivability, not gen speed or perks that are only useful for experienced survivors with many hours such as DS, BT, etc) and nerfs to the top tier killers that are the favorites of deranking/smurf killers (Nurse, Spirit, Billy). For the sake of longevity for the game.

    Also, killers have a lot more to look forward to with every new content release (new killer power/stats, new perks) whereas survivors only get new perks every content drop. This core fact means that there is more to hold killer player's interest long term than survivors.

    Another problem is rank reset. Near the end of the rank reset (around 9th-12th of every month) the queues are fine for Killers. Maybe even quicker than Surv. This is because it takes a longer time for survivors to rank up than killers so the red ranks are empty a lot longer on one side. By the end of rank reset there are enough Survs to go around at red ranks. I think a good, quick solution would be to to change the rank reset from every month to every 2-3 months.

  • You answered your own question in the first post. He relies on survivors making mistakes rather than making plays himself.

    Blindly rushing an unhook, running to deadzones of the map, etc... He realistically isn't going to land many chainsaws in a match against competent survivors who are putting some effort into surviving.

    With the amount of time it takes waiting for a competent survivor to run to an area with poor pallet / window placement so that you can land a chainsaw you would usually be better off just going for double M1's.

  • Everyone swears by Ruin, I just don't see it. It either gets cleansed immediately, lasts a single down or gen, or survivors power through it hitting like 90% of their great skillchecks. At least in my games.

    I'd prefer to buy more time by being able to end chases quicker with Brutal Strength or even Bamboozle. Or a tracking perk like Whispers. The quicker you can engage in a chase or end it the more pressure/stalling you're applying.

  • Survivors rush generators.

    Killers rush kills.

    Perfectly balanced, as all things should be.

  • @immortalls96 said:

    Sadly the nerf is true , hopefully it doesnt end up hitting him like it did gf

    Citation required*

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/679993#Comment_679993

    If there's an unsafe rescue, hit the rescuer as they're unhooking, then hit them again after the unhook. You'll still have someone on the hook and you won't need to worry about DS.

    Ok, let's say you do that. You down and hook the unhooker in 60 seconds. Then the person who was unhooked plays like a moron, gets discovered and downed again within those 60 seconds also. Does that still sound like tunneling to you???

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/679594#Comment_679594

    I wouldn't say that they're OP or useless, I would at most say that they're unnecessary. Having it disable when another survivor is hooked is great on paper, but that just means that if I have two slugged, I can hook them both back to back and then return to tunnel the first guy freely. Having it disable in lockers also seems unnecessary to me. If the goal is to punish the killer for tunneling, being "safe" in a locker doesn't seem unfair.

    I would, however, say that this would be way too many conditions for one perk. Imagine having to put all of this into the perk description. It would be a novel.

    You and I must have very different definitions of tunneling. In your scenario if you have 2 people slugged and hang both of them, isn't that a prime example of NOT tunneling?

    At that point it just sounds like the survivor team is simply being outplayed and the killer is being punished for spreading his pressure, downing multiple survivors quickly, and not single-mindedly focusing one survivor. There are a limited number of survivors to go after per game, and that number (optimistically) goes down throughout the game.

  • @Satsui said:

    Wait what?

    I played many PTB games. Why dedicated servers are far from ready? I had a really good experience with them.

    What exactly is not right about dedicated servers?

    It was fine for survivor. But a killer like Huntress was borderline unplayable.

  • I'd like to see it gain tokens while on hook. It has the same wording as Diversion ("...standing within the Killer's Terror Radius while not in a Chase...") but does not function the same.

  • It does counter Borrowed Time, assuming that the unhooker is asleep. And Borrowed Time is a lot more common than Caulrophobia/Unnerving/Infectious Fright Freddy.

  • Non-M1 killers rely heavily on their powers to injure survivors in a chase. Nurse, Spirit, Hillbilly, Hag, and Huntress.

    M1 killers CAN use their power to injure survivors (Canibal, Pig, Trapper) or use them to close the gap / shorten a chase (Freddy, stealth killers, etc) but the majority of their gameplay in a chase consists of walking towards a survivor until they're close enough to Mouse 1 them, whereas a survivor has to really misplay for a Nurse, Spirit, Hag, or Huntress to end a chase in reasonable time without using their power. Hillbilly is a bit of a special case, but I still wouldn't consider him a M1 killer because A) he should always be looking to achieve downs with his power and B) even his basic movement around the map is dictated by his power.

    M1 Killer isn't necessarily a negative connotation, they've just historically been weaker than Nurse, Spirit, Hillbilly, Hag, and Huntress.

  • Imagine if there were actual legitimate alternatives to Ruin. Or if Enduring/Spirit Fury/BBQ & Chili/Ruin weren't the optimal build on like 90% of M1 killers.

    Having fun, viable niche/non-meta builds is great. That doesn't mean the meta shouldn't be shaken up often. It feels more like the devs purposefully shoot themselves in the foot and gimp perks JUST so they don't see use.

    WHY does Iron Maiden last only 15 seconds (only useful if the Survivor is trolling/jumping out of locker within a hair of the killer with no Head-On)? Why is Dark Devotion so situational yet only lasts 30 seconds? Why are ANY of Ghostface's garbage excuses of perks even a thing?

    Just look at the new Dying Light. It COULD have been a contender against Ruin but apparently nothing was learned from Thanatophobia, a perk that both requires work to activate and has numbers so low that it's barely meta even with killers such as Legion and Plague (whom Survivors rarely heal against).

    Furthermore, current Dying Light gives the Obsession bonus altruistic action speed because this is a tunnel perk and allows the Obsession to do SOMETHING before he gets tunneled. New Dying Light is an anti-tunneling perk, but for some reason awards the same bonuses to the Obsession as the old one? Also, the anti-tunneled Obsession isn't affected by the action speed debuff because of... reasons??? All of this on a contextual perk that requires ramp up and requires you to basically ignore the obsession.

    Case-in-point: Surge ALSO had potential to be a Ruin alternative. BUT, according to the devs, it MIGHT be too strong in a niche 3-gen setup. So they nerfed it's radius to ONLY be effective in a setup where 3 gens are extremely close together and survivors aren't smart enough to run away from the 3 gens when they are being chased. Am I the only one who sees the irony in this?

    PS: What's the logic behind Mindwreacker only work on survivors working on generators below 50% completion? Being exhausted while working on a generator is already situational. Why add another arbitrary layer to the bullshit?

  • I'd prefer something a bit more loud/exciting for the actual chase.

  • 5 minute game for a 15 minute killer queue time. I see absolutely no problems with this whatsoever /s

  • @MonsterInMyMind said:

    When are people gonna stop with this no it's a terrible idea i dont want to hear some 13 year old who's mad the fortnite servers are down.

    I can't think of a single game released in the last decade with voice chat but without the option to mute either individual players or disable all voice chat from a settings menu, so???

1 2 3 4 5 6 … 8