HectorBrando
HectorBrando
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- HectorBrando
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Having recoil is better than having random spread gameplaywise, recoil can be readjusted random spread can not.
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The chapter is not as bad as people say, the Killer feels weak but his perks are decent (the Hex is actually very strong), Survivor perks are bad (usually they are trash) and as far as I know there hasnt been any game breaking bug, which is a huge surprise.
Whoever says this is the worst chapter in story didnt play Legion or Twins chapters, or others with huge gamebreaking bugs.
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In the slightlest, release Legion couldnt be avoided at all, if he stabbed you once you were going down no matter what you did, pallets did nothing, vaults did nothing, there wasnt a single thing you could do to stop him unless he messed up.
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A cooldown is a new mechanic, new mechanic doesnt mean it has to be a buff, its just a significant change for better or worse.
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Gr8t b8 m8 I r8 it 8.
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I just found "downs" is a forbidden word which I found it funny because I was saying to my teammates how a Killer got 3 downs last match thanks to Starstruck "yeah they were ready to body block and he got Starstruck with Mad Grit so he got 3 ***** (downs) out of 1, didnt end well obviusly".
I fully understand the negative use some people can give to such a word but I believe in this game is used in the context of downing people after hitting them, as a matter of fact Ive never seen anyone using it in the despective way I believe the devs censored it for, could it be possible to allow for it again?.
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He moves at 110% and while its too soon to judge him and consider him trash the initial matches I had against him are not good indicators.
His power is very slow for downing Survivors, even slower than Deathslinger and he is EXTREMELY map dependant, on open maps, Autohaven or other low wall maps he is easier but on high wall maps is very easy to juke him and make him lose knive stacks.
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Main problem with Trickster is the same Deathslinger has, since they are easy to get hits with their ranged attacks (Deathslinger by being undodgeable and Trickster by being a machinegun spraying proyectiles) they have to be weaker in everything else, Trickster main strength is he is very lenient with his misses unlike Deathslinger and Huntress (Huntress is extremely punishing if you miss several hatchets you can consider the chase lost).
If they make them as damaging as Huntress without making them easier to dodge they would be unstoppable so you end with a Killer that is very good in one very specific aspect and trash at everything else.
P.D. at least his perks look somewhat decent, especially the Hex.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2059232#Comment_2059232
If you think this forum is bad for pointing fingers and dismissing people as survivor mains, you should see the reddit...I discovered that somehow its 1000 times worse, and idk how that's even possible.
Reddit is insane, decent memes and thats it.
On their defense its the social media that made me realize a lot of the worst complainers are actually extremely bad at this game thanks to those "Hey I reached purple ranks as Stridor Spirit and it only took me 10 months!!", then click on the user and see how most of their posts are rantings about Survivors and SWFs or deranged suggestions about totally broken ideas.
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Awful gameplay design which makes an extremely dull experience for both Survivors and Killer.
In my opinion they should be completely reworked or deleted from the game, I hope such a blunder of a KIller made them realize they have to change the way they design stuff gameplaywise because if something like twins got released there is something wrong in the way they work.
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Yes, and SWFs should have to face the Killer plus Freddy with the ability to telepor to the Exit gates and throw fireballs out of his eyes and lightening bolts out of this butt.
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Yes, also give him the ability to throw fireballs from his eyes and lightening bolts from his butt.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2057215#Comment_2057215
Amanda. Not jigsaw
She is both Amanda, Jigsaw killer (one of them, same as there are several Ghostfaces) and The Pig. Pig has a very bad connotation for women where I live so I prefer to not use it and Jigsaw sounds cooler than Amanda. Im going to keep calling her Jigsaw anyway.
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@gatsby said:
Fast Track is so bad lol. You can only have up to 18% gen progress on one generator without having a dead teammate (all teammates have been hooked twice). It encourages playing stealthy and encouraging the Killer to tunnel other people... all for a bonus thats less than a good toolbox.
Also a lot of hooks happen in endgame trades... and the stacks don't do anything once the gens are popped
Which can be achieved with 9 stacks of Stake Out which are not THAT hard to get unless you are playing against a non TR Killer.
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Yeah it happens to me with Jigsaw even when she is one of the Killers I play the most, if I dont play her in several days I start missing many attacks.
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Yes, like Nostradamuses at the forum predicted Desperate Measures, Soul Guard, For The People, Any Means Necessary, Breakout and Power Struggle were going to be problems the days before released.
Some people were having flashbacks with Desperate Measures weeks before it was released, how bad they were going to get bullied by the evil Squadette™ healing their party in literally 1 second... the horror, THE HORROR!
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Yeah, solo can be hell sometimes, once I start getting rainbows or boosted reds I switch to Killer because while I dont mind dying but crappy matches are boring. When I start getting rainbows as Killer then I close the game and call it a day.
I suppose is region dependant but there are some hours of the day this game is completely unplayable thanks to extremely poor matchmaking and disparity in skill.
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Yea thats why I put you get roughly 8 kicks worth out of PGTW not 10 or 12, its what I get on average with that perk, sometimes more, sometimes less but it gravitates towards 8 most of the time.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2053580#Comment_2053580
This isn't entirely accurate. You also have to account for any survivors who have decided to stop doing gens and go look for the Hex instead. That's also gen pressure, that's time they're not doing any gens.
You're right that you get more mileage out of PGTW on low mobility killers, but it's not foolproof.
I tend to run Pop with Tinkerer, and I can't tell you how many times I've made my way to a 70% gen with PGTW ready and the gen pops just as I get there, with no other viable gens to kick. Or the times where all 5 gens have been completed and I've only made about 4 hooks, netting me a total of just 80s of gen pressure via PGTW.
I do count that, they go into the 320 seconds total out of a gen, that includes any reason people are not doing gens like going for a heal or an unhook. Also take on account people tend to commit to gens a lot more when Ruin is active, for example a 70% gen without Ruin may be left for an unhook but with Ruin they will finish it and then go for unhook or finish the gen and then healing with a medkit.
On a side note Pop+Tinkerer looks like a bad combo overall, they dont synergize well for you need a hook and then you have less 45 seconds after Tinkerer activates, assuming it doesnt activate when you have 10 seconds left on Pop.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2052276#Comment_2052276
Why? Ruin is just a fragile HEX perk, it can be made useless right in the beginning, it's just based on totem rng.
Ruin is just so much better than Pop or Thana, you have almost no choice.
No its not, its totally dependant on which Killer you are playing and what map you got, Pop gives roughly 20 seconds with every kick, since you can get roughly 8 worthy kicks out of Pop (the last 11 and 12 are useless since the game is already over and lets assume you dont kick a gen over 25% twice) you can get 160 extra seconds/charges out of Pop which means the Survivors have to repair 2 additional generators only by using PGTW.
For Ruin to give 160 extra charges you need to force Survivors out of a regresable gen 320 seconds in total (If you force someone for 320 seconds out of a gen thats 10% done you are not getting 160 charges, you are getting only 8 charges) thats almost 5 minutes worth of people forced out of regresable gens which is no easy feat with low mobility Killers, especially since is hard to push 4 people at once unless they are clustered, Ruin has to last that much without being cleansed for it to reach PGTW levels of stalling.
Pop is MUCH better for low mobility Killers and 3gen defenders and Ruin is better for high mobility Killers who can push Survivors easily and defend the Totem.
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He is the Killer the Developers created fist and used to promote the game before it was launched, it was a case of first come first served.
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If I play one of the Killers I play the most anything goes, if Im playing someone I rarely play for a challenge or a ritual Ill try to avoid only PC 4SWFs.
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A chill mode would be filled with the sweatest of the sweatest and with every possible jerk wanting to troll every true chill player, it wouldnt work.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/2052422#Comment_2052422
A full hex build is volatile as hell. You'd lose every perk if you got unlucky, but you'd destroy everyone if some were left to a good amount of time. My only issues with that build is that Third Seal is pretty ######### against people with coms, and you have nothing that capitalizes on the fact that survivors are going to be destroying a Lot of hexes. I'd swap Third Seal out with Retribution or Undying, but I still think that the perk isn't too strong since there's still a chance you could lose everything within minutes. Also, Third Seal doesn't activate with Blight's special, for some reason.
I've tried running your second build before without pop, and it was fun as hell but not good at all. Pop slaps a band aid on the build's flaws, but I don't think it's close to enough to make it viable. Swap Brutal out for Sloppy Butcher and I think you'd have a much better build. Still, I don't think it would be incredibly oppressive.
######### forever Freddy, just delete his slowdown addons they are dumb and shouldn't exist
God, seeing NOED everywhere would be disgusting. It would be a good idea to give it a nice rework or nerf alongside the 5th slot. Or, like, next patch, that would be great too.
Finally, those survivor perks are super over-tuned. Most of those need a nerf yesterday. It already feels like everyone has DS, UB, DH, and BT, but actually having everyone run those perks in a match would suck and be way too oppressively. If the 5th perk slot came out in our current meta, you'd get some truly nasty teams all running Adrenaline, UB, DH, BT, and DS/IW. But how do these meta slaves and their extra perks compare to the killer's extra perk? Would they balance each other out, or would this skew the game one way or the other?
A full Hex build with Thrilling and a fast traversing Killer is viable now, with an extra 5º Hex it would be overkill, there are streamers winning the game just by hooking 3 people and then downing everyon with DH since they cant no longer cleanse DH without getting one shotted, cleansing a totem with Thrill takes 20 seconds, Blight can reach you before you finish that and smack you senseless forcing you to restart the cleansing.
The fact that Pop isnt there and makes the build flawed is the point of having only 4 perks, with Pop in that build gens wouldnt fly as fast as they fly when you dont have any slowdown perk and once you start rolling the Pops the stallin becomes very harsh because its very easy to end chases fast.
And then it all reduces to "yes all that is OP they would have to nerf them" if you end up having to nerf 100 perks to fit a 5º one is not worth all the hassle, on Survivors it may be doable on Killers is impossible because certain perks which are bad on certain Killers are insane in others, Infectious Fright is super strong on Nurse and with a 5º slot it should be nerfed but then, its rubbish on Hag so you end in a situation where all perks are weaker and the ones who were okeish for your Killer are now trash so you have very few usable perks because the one that was okeish on Myers got nerfed for it was broken on Jigsaw when she got an extra perk, the only real choice is using only the meta.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/2052213#Comment_2052213
https://forum.deadbydaylight.com/en/discussion/comment/2052220#Comment_2052220
Do y'all have any specific builds in mind that you think would be absolutely broken with 1 extra perk? I know that any additional perk on an already good build would make it a stronger build, but is there anything you'd think would be too oppressive for either side?
Sure.
Spirit or Blight with Hex Devour Hope, Hex Ruin, Hex Third Seal, Hex Thrill of the Hunt, Hex Crowd Control, Ruin speaks for itself, guarantees gens wont be done, DH guarantees ending the game after 3 hooks, Crowd Control makes jungle gyms last 2 vaults, shortening any chase by orders of magnitude, Third Seal so you can slug people AND counter maps, Thrill to defend all those totems, you go with this you will be perfectly aware when anyone is touching one of your Hexes and slowing the cleansing, being a high mobility ensures you can protect almost everything and since gyms cant stop you either you are going to get a lot of hits and a lot of pressure, third seal is just the cherry on the top, you can go for Undying instead so they have to cleanse an extra totem.
Spirit Fury, Enduring, Brutal Strength, Bamboozle and Pop, chases are going to last close to nothing AND you have the added stall from Pop, right now this build can be very strong in certain Killers but without Pop gens will go fast since you have literally 0 gen defense.
Freddy with Swing chains+red paint brush with Dying Light, Sloppy, Discordance, Thanato, Pop.
Any build you can think is a very solid one now has also NOED.
Survivor, easy just pick any build with 4 meta perks and an extra meta perk, some examples.
DS, UB, DH, BT, IW.
DS, UB, DH, IW, Adrenaline.
There are tons of variations where adding a new perk would make it absurd beyond belief, this applies to both sides.
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My issues are the game is not balanced for 5 perks so an introduction of an extra perk would require insane amounts of rebalancing, the combos both sides could pull with 5 perk lots can be totally gamebreaking.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2051889#Comment_2051889
Do you think this strategy is too strong?
It is if you play your cards well and they dont manage to break the cluster or they break it but take too many hooks in the process.
It doesnt work 100% of the time for Survivors always have a chance to break it but its better than running around the map following Survivors with no plan or strategy, the game is more than "running from Killer" "chasing Survivor" and getting on a trial with only that as plan is a recipe for disaster unless you play against people with the same mindset.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2051753#Comment_2051753
Actually i asked about a 3gen forced by the killer. So if the survivor play smart and realize what the killer is doing, they would get 4 gens for free, waste almost no pallets and wouldnt be on deathhook.
So some comments are not helpful, but its ok. Its normal for a discussion and i got many good answers.
Nah a 3gen forced by the Killer is not achieved like that, I do the 3gen a lot as Myers and Jigsaw and I chase Survivors around, hook them also defend every gen I reasonably can.
The thing is every chase you initiate your main goal is to herd whoever you are chasing near the the 3/4 generators you want to protect so they are forced to drop the pallets there or get hooked, this has the benefit of giving you constant info on the generators and check them all the time, also saving PGTW for those gens unless one isolated gen is very close to completion, in that moment either they notice what you are up to or they dont, if they dont they will end up finishing the isolated gens and get themselves into a death trap where they have to fix 1 or 2 gens which are very close in a huge deadzone this is usually a death sentence, every Killer can win this easily since there are no pallets around they have no way to stop a chase.
If they do notice they will attempt to break the 3gen by commiting to one of those and ignoring the isolated gens which in turn gives you a lot of extra time because fixing one of those gens is not going to be easy nor fast, this stalls the game and makes gens go much slower, usually it will cost them several hooks but can be achieved if the pallets are all up.
Forcing a 3gen is not leaving 4 gens to their own demise while waiting for Survivors to come knocking home, thats absurd and should never be tried unless you are playing Trapper and have a very solid map to lay his traps.
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Exhaustion addons are a direct counter to Dead Hard (and other exhaustion perks except Sprint Burst) which is almost as good against her as against Nurse, those addons are fine on her.
Oak haft and babushka are not that super strong and one is green, I dont see them unfair, babushka changes wind up time from 1,25 to 1,10 and the oak haft reduces CD from 2 seconds to 1,6, thats not that game breaking.
The Hemorrage ones are not that good true, but one is brown and the other is yellow, I believe they are ok for what they cost in the bloodweb, brown and yellow addons are supposed to be meh, especially the brown ones, the purple is Sloppy Butcher made addon which is quite strong (you are playing with 5 perks).
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Nah they are not, they are way stronger than what people give them credit, not at the level of Spirit, Freddy, Hag, Nurse or Huntress but still stronger than others than get played way more.
I think they are not widely played because they are SUPER boring to play as and play against (same as Hag), I dont own Twins but saw several gameplay videos of them and dear lord, they look so freakishly dull... slugging and camping is not funny for the victims but usually is not funny for the perpetrators either.
P.D. I also believe the widely spread belief they are super weak factors in people playing them less than Hag tho.
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I wouldnt be surprised they touch 2 Killers, Huntress just needs a new pink addon and Iridiscent head change, the rest of her addons are ok.
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Reading some of the coments people are posting I think a lot misunderstood what OP was asking (or maybe I misunderstood).
He talks about the strategy where the last 3 gens are extremely close and easy to patrol, not the point where there are 3 gens left in diferent corners of the map, just saying because Im reading certain comments that dont make much sense to me like "Freddy with his teleport" or "Demogorgon with his portals", in a 3gen teleport or mobility skills dont really factor that much for gens are like 5 seconds away of each other in a straight line.
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@Tsulan said:
Yes, they need a strong buff to give them some alternatives to standing around.
Nah Twins needs a rework not buffs, if you buff them and dont nerf how good are at camping people will still camp with them but only theyll perform even better since they got buffed.
In my opinion Twins should be deleted from the game and reimburse the cells/shards of whoever got them, I dont think they can fix such broken gameplay without getting rid of the power entirely and if you get rid of the power may aswell delete them.
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/2050051#Comment_2050051
A good 3 gen means the ways between gens are short and easily accessible, not only the distance when looking from above. There should also be no strong loops left. For example the saloon gen or the Pale Rose boat gen (or Thompson House) are very hard to defend because survivors can spot you easily and will have a head start. Especially the saloon gen is a free gen that i don't even try to defend because the path is way too long to get into chases fast and efficiently. Survivors have also strong loops at these tiles and as is said it's hard to approach them. Better try to defend gens that are in the open in deadzones.
https://forum.deadbydaylight.com/en/discussion/comment/2050520#Comment_2050520
It's a weak strategy against good survivors. I've never seen a good killer doing this, but tried it myself a few times. It works sometimes against weak survivors that don't play coordinated and go down easily. But you need to get some hook states or you need a hook to camp in between gens that are VERY close. Usually the 1 and 3 gen are far enough from each other to work on them and just run away to the next windows when the killer approaches. Generally, defending a 3 gen is a game of patience. You can just run in between gens, injure everyone and hope they do mistakes so you get a down but if they don't they will eventually finish one gen. Committing to a chase can be a huge risk if they work together. Surely you will get your downs in late game this way and maybe even a kill or two, but i don't think you can win this way regularly
The Pale Rose map 3gen doesnt use the Pale Rose gen, uses the small boat marooned gen and they cant see you coming because the railings block their view.
The saloon 3gen is defended by staying on the railing of the Saloon, from there you can check both the gallows gen and the center or corner gen and then attack before someone gets close.
Also a 3gen always involves having almost no pallets where the 3gen is located because either you chase Survivors in that zone forcing them to drop pallets and blocking potential work on those 3 gens you want or you chase them in another zone and then the ones who are free will switch to the gens you dont want fixed negating the potential 3gen.
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Because it addreses nothing the useless guy will be waiting near the Doors when the last one is down instead of waiting near the hatch also people who do absolutely nothing are very rare past yellow ranks, fixing half a gen is something almost every green +rank does unless you get tunneled by the Killer and then you may distract them for 8 minutes, he decides to break chase, kills the rest and you dont deserve hatch because fixing half a gen is more important than distracting the Killer or going after every unhook and healing or wathever, past yellow ranks is very hard to be really useless, its diferent from being "useless" because one teammate decided you or someone else was useless, most time people accusing others of being useless are just venting.
Even if this change would be implemented it would serve no purpose the guy who refuses to do nothing would hide, wait until he has confirmation Killer is after someone, fix a gen for 40 seconds and hide again, he can do this 20 seconds at the start of the game and 20 seconds when there is only 2 people left.
In my opinion, this thread is another of those veiled attempts to get rid of hatch citing reasons like gameplay, worthiness of the last Survivor, right to 4K, no entitlement to escape, curb slugging, curb hatch-campers or wathever instead of saying it openly "I want an easier time getting that last kill" which is what most of the times you get if you boil down the posts.
In the end the dilema is simple, either you have something like Hatch+EGC with a real chance for the last one to escape or you risk people holding the Killer hostage while going full inmersion, I pick the lesser evil, less 4K in exchange for not having to hunt an inmersed troll for 15 minutes or more. Ive been there before the EGC was implemented, when hatch only spawmed after 2 gens were fixed and I had to search for the last guy for 20 minutes because he refused to show himself, there was no hatch and no realistic way to spawn it, it wasnt very engaging but hey, I did get that 4K yay me...
You all need to realize this, its not about right to 4K or right to escape, its about avoiding hostage situations, plain and simple.
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I never understood that mindset, people who take this or any game to such extremes of pettiness should take a cold shower or go for a walk and clear their mind, especially with party games.
I remember before Ebony got nerfed threads "That Squadette™ did THIS to me so the next game I burnt an Ebony and took revenge by tunneling off hook everyone, hehe that should teach those random Soloqueuers who had to endure my pettiness" were the norm.
P.D. I would LOVE to play UNO against some people on this forum, especially if my brothers were there since we play to see how can annoy the others the most.
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Because it has no windows, no line of sight blockers, no T-L gyms, no shack, no dark ground patches (necessary to disengage when hurt and to hide scratch marks) gens are so stacked is almost impossible to not 3gen it unless you let them and is super bright so the only thing left are pallets, and tons of them to be exact, if you cut in half the number of pallets that map has it would be impossible for Survivors since there is nothing else. That map makes for a extremely boring gamestyle of running from safe tile to safe tile until either Survivor runs into a dead end or the Killer decides to break chase.
I would love for them to reduce the number of pallets, especially since most of them are either safe or super safe but in exchange they should add more windows and LoS, and maybe make it darker.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2049998#Comment_2049998
doesn't stop from downing him over and over
Well of course not, but then the other 3 will just finish the gens and call it a day.
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Rank 1 Killer, Survivor fluctuates between Rank1-3 depending on what I get as Solo, before the crossplay I used to be both rank1 always.
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In my opinion, the harder to play the Killer, the more fun it is except obviusly weak stuff like Plague or Trickster.
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2:34 minutes may be possible but not 2 minutes like OP claimed and even for that time you still have to align the planets and cooperate with the Killer, there was a video of 4 injured Survivors with Prove Thyself, Spine Chill, Resilience, boxes, BNPs, streetwise and whatnot with the Killer looking at them for Spine to activate and they got the gen in (cant remember) literally seconds but they needed the Killer looking at 4 injured people while doing nothing, thats worthy of note? such a fringe case?.
Its the same with Leatherface snatching 4 people at the same time just at the start with a chainsaw sweep, it can happen and I bet it happens at least once every day in the millions of matches around the world but does it matter? should we take fringe cases when thinking of balance?.
If we were talking about fringe cases starting to become the norm like Ebony spam or genrushing with old Toolbox+Prove Thyself+Efficiency before nerf (when they nerfed toolboxes and efficiency) then they are not fringe cases anymore and they should change them but until them is absurd to cherrypick cases that are 1 out of millions and make examples out of them or claim them as new meta.
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Pretty much every Killer can defend a 3gen if you manage to get all the pallets in that zone out. Obviusly Trapper, Hag and Doctor are very strong at that, stealth Killers can also defend them easily for they usually get a free first hit or at least a very fast first hit but overall almost every Killer has an easy time during a 3gen.
3gen is very map dependant, there are some maps with several very strong 3gen openings, Azarovs, Suffocation and Sanctum of Wrath are the most obvious examples, others are Coal Tower (main gen and 2 gens at each side of main building), Family Residence (main gen and 2 gens at each side and maybe another one at the northern L shaped corner of the map), Grave of Glendale (saloon, center gen, gallows gen or gen at corner, center gen and saloon), Ormond usually has several 3gen openings, Pale Rose (boat, shack, corner on edge of map or pier gen, and gens both north and south of pier+shack), Grim Pantry (pier with 2 gens, shack and gen outside of shack or 1 on pier, 2 outside of shack 1 near the pier), certain variations of Rancid Abatoir and Torment Creek and there are some more easily 3geneable maps but not as obvious or prevalent as those.
On the other hand Mother's Dwelling, Temple of Purgation, Rotten Fields, Fractured Cowshed, Gas Heaven, Blood Lodge and Shelter Woods (this one doesnt matter for its heavily Killer sided) are either impossible or extremely rare to have a decent 3gen opening, maybe you can manage to get a long lane of gens or 2 very close but isolated gens and thats it.
Special Mention: Haddonfield can be "3geneable" if you play a stealth Killer and enough inside gens spawn and for they are relatively close and Survivors cant see you coming so you get very easy first hits or downs, if not stealth they will ran away or just use the houses windows.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2049988#Comment_2049988
Doesn´t matter how often it does happen, if it CAN happen. Thats why i don´t get all the other people, that make condescending comments about the killer being afk. It happens and its not the killers fault.
Well technically it can happen, how often does it happen also matters because technically you can down all 4 Survivors in 20 seconds with Leatherface but that doesnt mean we should balance anything about the most extreme cases that happen once, when the planets align themselves.
As a matter of fact I remember a clip in Reddit where a Leatherface downed all 4 survivors 15 seconds into the game in Haddonfield, so we should nerf Leatherface and buff Haddonfield since technically it can happen and lets be honest, is not very balanced, im right? (well it is, because that happens almost never).
If you get all the gens poped in 2 minutes yes, its your fault, the only way to let a genrush squad to get the gens in 2 minutes is by standing still, even if they spawn together, pop all BNP they still have to traverse the map onto the next gen, 1 gen with 4 people with Prove Thyself takes 25 seconds, 4 gens take 100 seconds, assuming you teleport to them after each gen gets done, the first one with 4 BNPs would take rougly 10 seconds, thats 110 seconds, assuming everyone spawmed together on a 4 slot gen and after finishing it they teleported to the next 4 slot gen and onto the next etc, lets shave some time and add Streetwise and the toolboxes, you still have to traverse the map.
Its simple not possible, if they split then gens go in 70 seconds with the toolbox yet they still have to traverse the map and they already used 10 seconds into the frist gen, assuming they all spawmed one click away and it was a 4 slot one, gens dont spawn so close and then you can intercept people around.
Genrushes do happen and they are fast but a 2 minute gen rush? I call lies.
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@Profezia said:
https://forum.deadbydaylight.com/en/discussion/comment/2049982#Comment_2049982
sabo and being downed in a dead corner is basically begging killer to slug you to death.
No Mither allows for you to recover from dying state without limits, if you get downed in a corner with all hooks sabotaged if he picks you wiggle, if he doesnt you get up.
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No Mither is as viable as the Killer lets you be viable, No Mither is essentially a walking "chases last half than against other Survivors" so odds are you are going to get a target the size of the moon on your back because you are free pressure.
There are no viable No Mither builds, there are Killers who decide to take pity on you and not exploit your deliberate weakness.
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Unless you stood still the whole match what you are telling is a fabrication.
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Probably people trying the challenges or just pure bad luck, I play red ranks as Survivor and I dont see that many Nurses, actually except Plague, Demogorgon, Twins (luckily) and Ghostface I see the rest pretty much similar number of times.
@OBX said:
https://forum.deadbydaylight.com/en/discussion/comment/2049827#Comment_2049827
Just wait til Frederick is featured. The 🧂 is going to be real.
I dont think licenses will have Archive challenges, especially not Freddy since I believe is the hardest one to deal with the owners, took them ages to get him on switch, no cosmetics at all while the rest have received at least 1 or 2, they used new Freddy instead of Englund more iconic one and I read somewhere (maybe be false) the power had to have the sleep mechanic for it to be aproved.
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They will have competition again as they had it in the past, the cake is there and companies will attempt to get slices of it like they did with WoW back in the days (and look how long it took for someone to pose a threat).
The question if said competition will be able to sustain themselves for more than a few months and grow into an adversary because everything they have tossed at DBD has failed or bombed hard.
On a sidenote, I believe DBD success is mainly because they offer a simple enough formula thats easier to get into but not too bland, they really hit the nail in complexity/dificulty/easiness, also licenses are very good form of advertising (I got into this game because it had Myers on it), I believe other games just tried too hard to offer stuff and sometimes more or bigger doesnt mean better, some just felt like "fake" complexity.
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Perkless? stealth and the very moment you hear the woooosh go walking into hiding until you have positive confirmation she isnt around any longer, other than that there isnt much against her, especially perkless.
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I dont think theyll make Laurie resemble Jamie Lee Curtis because that would be extra money to pay, but who knows?, the renewed license probably means they will continue to offer Halloween chapter and MAYBE a new round of cosmetics if they reached an agreement.