Avatar

James4125

James4125

About

Username
James4125
Joined
Visits
859
Last Active

Comments

  • Almost every map in the game would benefit from a complete rework especially most of the new ones and the ones like coldwind and RPD that got reworks that made them even worse!

    Just off the top of my head:

    All maps. Complete totem rework and gate locations fixed so that they can't spawn right next to each other but also can't be so far away that they're impossible to patrol.

    RPD (both versions) cut out the entire area of the east wing on the west wing version and vice versa.

    Swamp full rework especially main buildings.

    Garden of misery. Just delete entirely. It's beyond fixing.

    Eerie of crows. Complete rework of main building. Delete a few filler pallets. Remove the shack quarter of the map completely. Add a LOT of grass for Trapper.

    Gas heaven. Gaps in the car stacks.

    Sheltered woods. More pallets. Maybe move one of the jungle gyms to the middle of the map.

    Both red forest maps. Shrink by at least 25%. Remove most of the filler pallets. Rework mothers dwelling main building.

    Suffocation pit. Remove most of the connected jungle gyms and place them in some of the dead zones.

    Springwood. Remove all double pallets. Rework two story building and main building. Completely remove house of pain.

    Haddonfield. Remove at least one window from every house. Move one gen away from the easy 3 gen at main building. Add something for stealth killers to efficiently block los with in the centre area. Fix framerate issues on consoles especially around house of pain.

    Dead dawg saloon. Remove one of the breakable walls at the top of the stairs in main building. Remove the window at the bottom of the stairs. Remove the gallows gen and replace it somewhere near the main building basement spawn in the otherwise empty area. Place a hook upstairs so that boil over is less frustrating.

    Knights map. (don't remember the name) shrink by at least 25%. Remove some clutter. Less red so that scratch marks are actually visible. (This was improved from ptb I know but it's still unnecessarily hard)

    Ormond. Make scratch marks much brighter. Remove the breakable walls upstairs and place a hook there so boil over is less frustrating.

  • Not all items are created equal. Just put a hard cap on the number of medkit uses and the speed in which they can be used then completely remove the busted add ons like Bottled time, BNP and Syringes. Then do the same for killers like Blight and Nurse (although that's a whole other kettle of fish)

  • So as I understand it you were in a game that you had already 100% lost and you were unhappy that you were unable to take that loss that you had already definitely lost and somehow still win?

    Here's your solution...

    Wait for it...

    Don't lose.

  • If they haven't touched Eyrie of awful, gas hell, Gideons pallet plant, mothers infinite or garden of misery what makes you think they'll be changing this map straight away?

  • Huntress would like a word with you. Wraiths perks are really bad but shadowborn can at least be a nice qol perk on a few killers. Huntress has nothing that benefits any killer but Lullaby. A hex that doesn't apply early game, doesn't really do anything mid game and almost certainly won't last long enough to hit the 5 stacks it needs to be useful.

  • Because the Knights entire power is a big collection of poor design choices that all come together in one mess of a killer.

  • Use someone else instead would probably be the best tip. I've only played 3 games as him and none of them have been fun.

  • Of course he doesn't. That would actually give his power some power.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274778#Comment_3274778

    The exact opposite, actually. It's so they don't waste the majority of their chase time trying to get where they saw the Survivor. Say you're on the second floor of a building (Garden of Joy, for example) and a guard on ground level see you. If they immediately started chasing, their chase time would be nearly up by the time they can run through the house to get to you. It can also help in level areas with long obstacles too (long Ormond rocks, car stacks in Gas Heaven, etc.) where the guards would normally have to run all the way around.

    The Jailer also benefits from this the most. Since he has the largest detection radius, that phase helps him close the distance with the Survivor quickly before starting his chase. Detecting Survivors from so far away would be a huge downside if he started his chase immediately; most of it would be gone by the time he gets to them.

    On paper that's fine but in reality that just means 90% of the time they spend their entire chase never getting anywhere near the survivor unless the survivor is A incompetent or B completely cornered.

  • Don't forget the part where they delete your power for an immediate double buff.

  • I'd be completely fine with multiple slowdown not stacking if the same thing applied to survivors speed up effects.

    Prove thyself and a toolbox? Nope. Just one.

    Medkit and we'll make it? Nope. Just one.

    Got sprint burst? No haste effect after getting unhooked.

  • @Peanits said:

    Spawning rules are a tricky beast. The more rules you add, the more predictable it becomes and the easier it becomes to find the very things you tried to hide. Taking hex totems as an example, if I know that it didn't spawn near me or any of the other Survivors, that's a huge chunk of the map I can instantly rule out. I know it's gotta be somewhere far away from each of us. If I see which direction the Killer comes from, that more or less confirms where the hex totem will be.

    Quick mockup to show what I mean. Say you have a small-ish radius around Survivors where hex totems spawn (~16m). This is how a map like RPD would look when you eliminate all the area around the Survivor spawns (yellow). Right from the start, so much of the map is eliminated. You can use the direction the Killer comes from (red) to further narrow it down without needing to know all the Survivor spawns.

    https://us.v-cdn.net/6030815/uploads/APVRPK8J10FW/image.png

    This gets extra tricky when multiple hex perks are in play. If all five totems are hexes, the game cannot possibly spawn them all far away from Survivors without breaking another rule (spawning totems a certain distance apart).

    We try to improve totem spawns as we revisit maps, but unfortunately adding a new rule wouldn't be a quick and easy solution.

    As for the hatch, it's location is already determined in the map's seed. I'm not quite sure adding a new rule would be beneficial. Right now, the fact that it's entirely random means either side has a roughly equal chance to find it first. But if you add a rule to prevent it from spawning to close to either of the remaining players, then it starts to shift towards the Killer's favour since they have a higher move speed.

    Simple solution to the totem problem. During the first two minutes no totems are spawned so survivors cannot instantly cleanse them and killers do not gain any effect from the attached perks. During this period the killer can (If they choose) manually spawn totems with a minimum distance of 15 metres away from any other totem already placed.

    Hexes (bar NOED and other Hexes that don't activate instantly. These are always randomly assigned) automatically apply to the first totem spawned and after two minutes any unplaced totems are spawned in standard spots.

  • @ARTRA said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270395#Comment_3270395

    Cries in clown.

    Sad fact, survs are affected be purple addon that allow to see auras.

    But yeah, agree on that.

    Not that you're wrong about Clown but at least he can deny survivors from getting a boost by not using that add on and/or not using yellow bottles where survivors can benefit.

    Knight on the other hand double buffs survivors by losing his entire power with no benefits to him at all!

  • Adrenaline is annoying as hell when it kicks in at a bad moment but it's far from an unhealthy perk. In fact I'd say it's one of the most healthy perks in the game.

    High reward but not zero risk as you have to complete all the gens to really get anything from it and if you don't do that and arent the final survivor when hatch is closed you get absolutely nothing from it.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270395#Comment_3270395

    The timer for banner to appear is longer now, but still tho... I don't think any changes that they've made are going to affect his overall gameplay.

    The main problem is still there (I think), you just can't use your power as intended, you have to use it poorly and lame (tap it at loops), since it's more effective.

    Just because survivors are able to see this green orb...

    Well, maybe they know better...? We'll see how it goes on November 22.

    Longer or shorter is irrelevant. It shouldn't be a thing at all.

  • The most idiotic part of the Knight is that survivors are able to buff themselves and remove his power simultaneously. Under no circumstances should survivors get any sort of buff from any killer using their powers.

  • Remove them entirely.

    They add nothing positive to the game apart from jumpscare Myers.

  • Any hex but especially haunted grounds. The first time I ever ran it was the only time in my entire time as killer in this game I has a hex still up the whole match and every time I ran it afterwards I'd either never catch anyone before it ran out or everyone would already be injured.

    Also I can't not mention undying. When undying still transferred your hex to every dull totem I tried it for a while and almost every time they spawned on the undying totem. And more often than not I'd get my ruin totem to be the token captain obvious totem that every map has.

  • Garden of misery. I'm honestly shocked how little I've seen this pile of **** map mentioned. Every tile is safe. Every object has a weird hitbox and every single generator is in a spot that gives survivors multiple escape routes no matter how many pallets have been broken.

    Eyrie of crows. Same as Garden of misery but slightly more bearable as long as I'm not playing Trapper or a stealth killer.

    Badham preschool. Double pallets. A basement that is either the strongest basement possible for killer or gives them one of the easiest you can't hook me spots in the game and either way it's a god loop where even a baby survivor can survive far beyond their skill level.

    Gideon meat packing plant. Self explanatory.

    Honourable mentions to Gas hell, Haddonfail rework, Fractured cowshit (all coldwind for that matter but especially that one) and swamp maps but swamp just sucks period not just for killer.

  • Insidious should have been removed or reworked before it was even added to the game. It serves no purpose other than encouraging camping.

    For Bubba I'd suggest that he loses all chainsaw charges after hooking a survivor. In addition change the way his chainsaw recharge works by making it recharge based on movement so that he has to move around a lot to ever gain charges but that this CANNOT ever occur while within 15 meters of a hooked survivor.

  • The only time I'm okay with map offerings is in the case of jumpscare Myers. That alone doesn’t justify their existence and all the bs that comes with them. Get rid of them ASAP.

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260449#Comment_3260449

    The WORST RNG in this map is when, in addition to the generator that is always in front of Myers' house, there is a generator in the children's park, and another one next door at the end of the street.

    Maybe I'm completely insane here but have you maybe tried doing one of those 3 first? Works for me almost every single time on that map.

  • I'd much rather they removed it altogether alongside map offerings.

    Whenever you run one chances are there is no map offering but take it off for one game and guaranteed you'll get sent to one of this games many awful maps.

  • With any luck they scrapped the idea completely but this is BHVR and they don't scrap stupid ideas they double down on them instead.

  • @Bardon said:

    At the very least they need to rework the addon that makes his traps darker - if you get a bright map that's an active, massive disadvantage. It should make it so that the traps blend into whatever colour they're on.

    That shouldn't even be an add on. It should just be basekit and those add ons should have a different effect.

  • @IlliterateGenocide said:

    RpD and Preschool sure but I can't say i finds the game or eyrie that bad.

    Only bad part of Garden of Joy is the awful house remove 1-2 windows and it would be fine

    Im currently standing still on the balcony of main building on the garden of misery and I see 10 loops with completely safe zero mind game pallets and not one single unsafe one. That's without even looking around or counting the ones inside the building. How exactly is that fine?


    Apparently my picture is the wrong resolution or something so I can't upload it but feel free to count them yourself.

  • Every part of these suggested changes is awful. None of it should go through.

  • Terrible idea. The only thing they needed to prevent 4 man slugs is just have the survivor furthest from the killer self revive if the last one goes down. The mori rework is even more dumb especially given the reason they gave.

  • Hag is horrible to play against but that's nothing to do with the player. Those guys are just your stereotypical whining survivors. The two BNPs and map offerings speaks for itself. These are the win at all costs or cry like babies about it survivors.

  • A better change would be remove the proximity requirements from reassurance but only allow it to be used while the killer remains within a certain proximity to the hook with mo nearby survivors.

    To prevent swf abuse the killer just has to leave the area.

  • I'd like to see a 1meter increase to his base range attack then rework all of his add ons including the range ones. As it stands I never use any besides range add ons because all others are so bad.

    I'd also change his cages so they act like hooks. This would remove his tunneling potential as BT and DS would be usable when saved but would allow him to use hook related perks when caging.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917627#Comment_2917627

    Blah, blah, blah. I just linked you screenshots of me doing it with no tunnels or camps in a large map where the survivors can hide and obscure visibility and where not a single killer outside of Billy ever says it's killer sided. I don't even think Billy says that but at least the map was designed to facilitate his power.

    Just stick with your "meta". You need it.

    You showed screenshots yes.

    No actual proof that you didn't camp or tunnel but that's utterly irrelevant because nobody mentioned either.

    Nor did anyone say that you can't 4k with that build.

    The comment that started this debate was you saying " He starts in Tier 1 slow speed with no lunge because he has no terror radius. In this part of the game you should be racking up Save The Best For Last stacks. Once you hit 8 you move to tier 2 where you gain the speed and increased lunge."

    That and getting value from unrelenting is what I'm questioning because unless you're against potatoes or they're afk that ain't happening. Even with scratched mirror and a good map I'd question the likelyhood as you'd want to take every hit and ignoring the obsession wouldn't go unnoticed.

    Also you can call me out on being "meta" all you like. My own Myers build is spirit fury, enduring, Pain resonance, monitor and abuse with the dead rabbit add on to give me a tier 2 terror radius of only 4 metres. Last I checked only one of those perks was meta.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916559#Comment_2916559

    I couldn't care less about who is or isn't convinced. I do play at high MMR, I do use the perks, and it works. Simple.

    If you don't believe it then don't use it.

    Put my money where my mouth is? How about you do the same? What's your Steam profile? Let's inspect the books.

    As if MMR matters with SBMM and queues to begin with. I'd have to dodge 12-20 games in a row just to get one that isn't a SWF stuck in queue pawned off on the first killer that hits ready.

    The fact you actually said a miss is 1 second lost tells me everything I need to know to begin with. A miss can translate into making a pallet or a vault. That's not 1 second more.

    The fact you think getting 8 stacks on STBFL means trying to down the survivors in chase while watching gens pop in 2 mins tells me everything I need to know. It's a simple concept, basically, find a survivor, hit a survivor, kick the gen, move on; with some nuance depending on the situation. You don't find a survivor, hit the survivor and go on a 1 minute chase trying to down that survivor. As you are doing this and gaining stacks the delay between swings is constantly decreasing to where the down comes easily.

    You're not an experienced killer, you don't understand the concept, and you speak in memes while parroting what you heard from other people. Why on earth would I prove you wrong? You aren't even on my radar.

    I'm not the one trying to claim that I've turned some meme garbage strategy into an effective one 🤷 And as I'm not on PC you'd have a very hard job pulling up my steam profile. But here's what little of my "non experienced killer" stats I can bring up.

    16507681776825657310952302535608.jpg

    Showing a random screenshot without any actual gameplay doesn't show anything. Any idiot can 4k even on a bad map with a bad killer if the survivors don't have a clue. Just like mine shows absolutely nothing aside from the very basic information.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916094#Comment_2916094

    Yes, exactly like Dead Hard being basekit for David King who also has No Mither. Dead Hard was meant to be his second health state while requiring skill to pull off accentuating his difficult playstyle in exchange for the bonuses that come from No Mither. When they changed it and made it too easy it then became just another exhaustion perk and is now a third health state for those without No Mither. That was a mistake but that isn't evidence that everything they do is a mistake.

    There is nothing wrong with Iri heads. Ultra Rare addons are supposed to be dangerous. They aren't supposed to be something you just scoff at.

    Memes are not points or arguments to consider. It's just emotive rhetoric. Like if I state, "The same devs that made pallets and looping?" That's a meme. It doesn't mean anything and it certainly doesn't validate a point.

    No amount of edits or trying to pretend the devs have a clue is gonna convince anyone that you're getting 8 stacks of STBFL on tier 1 Myers or running garbage like unrelenting at high MMR 😂

    The only "woefully mediocre players" are the ones who miss enough attacks to actually get value from unrelenting.

    You're either not running that or playing extremely low MMR. Pick one or put your money where your mouth is and gather a custom game with any of the high MMR survivors on this forum and prove me wrong.

    Meta is called meta in every game not just DbD because its the strongest possible choice. Like it or not. Use it or not that's your perogative but trying to pretend other people are bad because they use perks that actually make a difference is dumb. 🤷

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915960#Comment_2915960

    Yeah, you have no clue what you're talking about. Sorry, just the facts. You don't need to preserve stacks, you ignore the obsession until the rest are dead and then you finish them normally or with rancor.

    By the way that's his basekit dev designed strategy. The one his entire power and perks are designed around. It doesn't matter what your favorite pub smashing, lobby hiding, lobby dodging, streamer says. It's also the one his adept achievement demands you carry out. Basically, objective reality.

    Dude.

    You literally suggested using unrelenting unironically.

    If you miss 10 attacks in a game that gives you less than 10 seconds value total.

    Not sure if you're really REAALLLLY REEEEEEAAAALLLY bad at which point this may actually work or just trolling but there's a reason all those perks you mentioned (bar STBFL which sees use mainly because of killers like Demogorgon) have less than 1% pick rates and it ain't because you alone have discovered some insane strat. 😂

    Basekit dev designed strategy 😂😂😂😂 Like the devs who implemented Dead Hard Iri heads and CoH in its original state know anything about what works in game? 😂😂😂😂

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/320088/devs-why-does-myers-start-at-105-speed-with-no-lunge

    He starts in Tier 1 slow speed with no lunge because he has no terror radius. In this part of the game you should be racking up Save The Best For Last stacks. Once you hit 8 you move to tier 2 where you gain the speed and increased lunge. Once you have people on death hooks you move to tier 3 for the coup de grace.

    That is the worst Myers strategy I've ever heard! STBFL isn't even good for him because he has no secondary attack to preserve stacks and unless the survivors are all deaf blind and stupid they're not letting you near enough for more than 1 or 2 stacks!

    What's next you gonna recommend Blood echo, forced penance or unrelenting?

    Edit: oh god I was joking but I just realised you actually did recommend unrelenting!!! 🤦🤦🤦🤦

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915927#Comment_2915927

    SB users can't play greedy at the pallets, but they can be greedy af at the generators. I usually sit on them right until the killer forces me off, making them break chase to do it. SB is THE gen jockey perk. But clicky clicky teabag survivors don't like gens so of course it's not as popular. It also takes some thought to manage unlike DH.

    "It takes some thought to manage"

    Exactly why dead hard is a much bigger problem than sprint burst will ever be.

    @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915927#Comment_2915927

    I mean you could make the argument that Sprint Burst allows survivors to be in dead zones without as much risk because they can use Sprint Burst to make it somewhere while staying healthy

    Surely being caught by the killer in a deadzone should be classified as a mistake, one that can be fixed with a single perk in this case?

    I'm not saying you're wrong about DH, but SB def allows you to get away with things you wouldn't otherwise in a similar vein. The reason it's less popular is because it's much harder to use properly and takes more skill than DH does.

    They can make it somewhere sure but once they get there they either play the loop well or they get hit. None of this risky looping 50 times until forced to drop it then move on to the next one until forced to dead hard before you actually feel threatened.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2915912#Comment_2915912

    A good SB user is still way worse than DH imo. People complaining about DH for distance when SB exists is tragic. It's gotta be like 7x the distance? DH is just the most convenient to use but the others can be just as powerful if not more.

    Though I play lots of instadown killers so I am biased

    Sprint burst users can't make a mistake and fix it with a single button press or play greedy around every single pallet because they know a single E will save them. Sprint burst is a good perk but its nowhere near as broken as dead hard and that's why it's nowhere near as popular.

  • Unbreakable is fine as it is and I don't think I've ever heard anyone say they hate it.

  • If they made it a one time use I think they should allow it to be used while healthy.

    That way you can use it to avoid a NOED hit or a chainsaw and the perk would remain viable without being a no skill or no thought required free distance button.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906952#Comment_2906952

    Actually this is incorrect

    She does have to move away from a hook to spawn a crow, 10 meters to be exact.

    Yeah I know. Still not really moving though so it's basically facecamping.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906952#Comment_2906952

    So again. What stops the survivor from doing what I do and letting go of the gen BEFORE the hook? You let go, take a step back, and watch the crow go by. It's literally that straightforward and extremely easy to counter.

    You obviously haven't seen this build in action or used it.

    They don't care if you are on a gen before they get a down. At all.

    They make any effort to get you off the gen until someone is hooked.

    Then they have 45 seconds to shoot crows at 3 different gens. During this time you have no choice but to let go of the gen and when you do it gets blocked.

    While this is going on the poor survivor on hook is still getting camped.

    Letting go before they get the hook does not help anyone because again. They. Do. Not. Care.

  • Yes. And she doesn't shoot the crows at the gens until AFTER someone is hooked. At which point she doesn't have to move from the hook. It's pretty straightforward and extremely easy to pull off.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906219#Comment_2906219

    In that scenario, what exactly is stopping the survivors from treating the killer as though they had bbq, and just letting go of the gen before their teammate is hooked, waiting for the Birdy to fly by, and then getting back on? I mean, that's what I do, and it works every time without the gen being blocked.

    Dead man's switch is what prevents that obviously?

    I like artist and current DMS but he's correct the two together are broken.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897853#Comment_2897853

    Meh, personally I'd argue BT and We'll Make It give me better value in a match. CoH is on par with it as is Lithe imo.

    If we dive in to killer perks, BBQ, Pain resonance, Lethal Pursuer, Thanataphobia (on certain killers) give the killer better value.

    Best perk in the game is highly debatable. there's plenty of perks that can give just as much or more value in one way or another

    BBQ..?

    BBQ...?!

    BBQ...?!?

    BBQ doesn't work if they're nearby.

    BBQ doesn't work if there's a generator in the way.

    BBQ doesn't work if they have a single braincell and simply change directions for 4 seconds.

    BBQ doesn't help if you already know where the next chase is.

    BBQ doesn't help if the survivors are far enough away that they can reposition long before you get there.

    BBQ is good because of bloodpoints. Without that it'd be a lower efficiency Thrilling Tremors with a short duration.

  • Ideally I'd do anything I could to ruin the game for them. In reality though that's not possible unless they're the rare cheater who doesn't just make themselves immortal.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868891#Comment_2868891

    To be fair to Unrelenting, how useful it is depends on how good the killer player is. If you are an excellent killer player and never miss swings then the perk is worthless, it never triggers. However if you are a bit clumsier (like me) and you sometimes get get juked while swinging then Unrelenting acts like Save the Best for Last in that it helps you stay closer to the survivor post-attack. STBFL is the better perk overall because hopefully you aren’t missing too many swings as a killer, but if you do find yourself missing a lot of attacks then Unrelenting is actually not that bad, it can definitely make up the difference.

    So it’s a reasonable perk if you’re a new or maybe average killer whose timing is off, otherwise it’s worthless.

    Thats true to some extent but consider this. If you're running unrelenting and don't miss a lot you only save a few seconds at best and missing out on a perk slot that will always gain you considerably longer. Let's say you get 5 successful (or would it be unsuccessful?) uses from Unrelenting, that gains you about 5 seconds.

    Now let's look at Trail of torment for instance, 1 successful use alone can save you 10 seconds easily, longer if they are already injured and don't have dead hard. Look where trail is on this?

  • @Config said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868891#Comment_2868891

    I uses to think like this, that's why ruin is on the bottle of S, if it wasn't a hex It would be on top. Now the reason why u are wrong is because ruin doesn't need to stay up for the entire match, 3-4 minutes are more than enough, hex perks are among the strongest, and that's why they're so high on the tier list, and noed is more then a excellent perk, noed can turn a lost game into a 4k, secure kills, and even make c tier killer become A tier and so on, if u watch any tournament u will understand that noed is a super great perk, it can change the entire flow of a match. It's for sure an S tier perk, but I could be a high A tier, don't take me wrong all those perks can be 1 tier above or below, that's the reason why it's on the bottle of S.

    The problem is that very often those perks won't even last 1 minute let alone 3 or 4. Even if they spawn near you and not right on top of the survivors. (far from a given) They will almost always be found straight away just because of how badly hidden they are. On top of that boons are very common meaning even one the very rare occasion that you'll actually get a good spawn they'll have at least one survivor actively checking totem spots which as we all know don't ever move. 🤷

    NOEDs prevalence in "competitive" is irrelevant. Those games are never representative of actual gameplay even without the limits on what perks are allowed. The entire concept of a competitive scene itself in a game like DbD is laughable because of the heavy RNG element and that's before we even consider how poorly balanced it is. The fact that "competitive" matches are often decided by camping and NOED just makes it even more idiotic.

    In regular gameplay having one perk that may or may not activate in the last minute or two and may or may not actually grant any value assuming it does activate is a bad perk. Can it be used well? Yeah sure. Is it worth the slot? Imo no.

  • Pathetically weak and underpowered.

  • No hex perk belongs anywhere above C tier because you have no control over the location or the survivors spawn.

    NOED isn't even C tier. It doesn’t do anything for 90% of the game and you may not even need it.

    Edit: Unrelenting is F and that's being generous.

1 2 3 4 5