Joao_Bandicoot
Joao_Bandicoot
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- Joao_Bandicoot
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1145692#Comment_1145692
Lag switch is not possible anymore with the dedicated servers.
I've heard that VPN is kind of a lag switching with extra steps.
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@yukairi said:
Here, I just made a game where the killer did not find me then he decided to call the survivor to find me, and he helped him in view of the other survivor, I report them but i can't send the video (i'm on ps4) if i send you the link of the video can you do something? Thank you
I don't think what the killer did was right but IF you were hiding for a long period of time and neither of you were progressing to end the game I would be really bothered. I know you aren't obligated to be chased if you can evade it, but at least progress with the objective.
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@Brucecastro81 said:
WHY?? YOU CAN JUST FREAKING OPEN
possible fix to survivors hiding in lockers: The locker teleports into the killer
possible fix to chests color, like why?
Does not struggle counter camping ? You give the Killer a free kill in exchange to prevent pressure on hook.
If open the exit gate (giving Survivors free escapes) are fine because it counters the 99% I don't see any problem with camping/tunneling since you can just die on hook and prevent it.
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If you consider a pip as your win condition that already happens (but with some extra steps on killer) you can complete some progress to gens, rescue someone and at the very least see the Killer twice and you guaranteed your "win".
As for Killer you have to hook a lot of people and gather about 10 hooks, close to 20 hits and not be gen rushed in 7 minutes, that way you guarantee a draw at least.
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@NickelX said:
People say huntress is so strong, no kidding look at the wall sized hitbox she has, you can round a corner and be like a whole meter away and she will still hit you. Everybody is trashing the new killer saying why play him just play huntress, yeah cause you just need to be in the general area of the survivor to get a hit. If she had actual precise hitboxes she wouldnt be as strong, or you would need a lot of skill to play her.
You probably don't play as her a lot so I will correct you here, the collision/hitboxes you say are completely enormous and don't demand skill are only on the Survivor screen, in order to hit someone you have to aim correctly on the Survivor hitbox (slightly bigger than the char model). Not that it's super hard or anything but claiming it doesn't need any kind of skill is clearly exaggerating or just shows one vision of the scenario.
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@Johnny_XMan said:
Yep. People also forget the game has changed A LOT.
You have way more tracking perks as a killer than you did before. Because if you want to complain about what the game ‘used’ to be about, immersion is right up there. Immersion is almost gone because the killer can spot you pretty quickly via tracking perks and they have also made maps brighter a long with clothing to prevent immersion.
I'm under the impression that your vision of an ideal game involves 4 minutes+ of a killer searching every locker/bush/corner on the map with barely any interaction between players. Please correct me if I'm wrong because that sounds boring and simply unhealthy to the overall state of the game.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1116875#Comment_1116875
True, but maybe they could add pre entered texts and all you have to do is pressing a certain combo to sent the message. Idk, for example R2+R1+square -> "killer on me"
Could be like, Left Directional opens a scroll of texts like "Killer on me" , "My gen is x%" and stuff like that, but for that to happen Killers would need to be buffed a lot.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/132446/this-forum-is-so-biased-towards-killers
The reason for that is simple. Most killer mains think ballanced gameplay is a 4K most of the time. In fact they probably get their 4Ks more often then not, but then once in a while they run into a swf team with better players on a bad map for killers aswell and they loose. After loosing the game, they come here and complain about how hard it is to be a killer, not thinking about that the last games were 3K and 4Ks all along.
And then there are those who are just bad. They want it more easy instead of getting better.
Killers are so entitled in this game, is completly ridicilous. Watch someone like Hexy or TrueTalent. All they do is complain how unfair it is, and how strong survivors are, while they get win after win after win. I could accept that, if they were any good, but they are not.
If those streamers who play all day for a living aren't good who would be good in your eyes ? Is getting matched against bad Survivors and dominating them while acting as it was a hard game a good Killer ?
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/1115430#Comment_1115430
i have nothing agais to balance swf i just dont get why so mamny people demand punish for let just bring solo players to swf level and them buff the killers, if devs would implement changes that was given here many survivors players would snype solo lobby to get there with firds and it would only get mm worst
How you convince people to play Killer while the game is still "balancing" Killers to match SWF because let's be real here if SWF = SoloQ (the way you want to be balanced) Killers would wait more than 4 months to see any adjustments in order to match this balance.
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Play with your Food, the mash between Spider and Entity makes so much sense it captures the idea of messing around with the prey pretty well.
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If there is 4 Survivors and only 1 Killer the most balanced way of making add-ons is 4 Survivors add-ons equals 1 Killer add-on. If this is unreasonable to you then you need to understand the game is assymetrical.
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On this PTB I noticed that if you dodge or the killer misses by a tiny bit the harpoon (only DeathSlinger) you get a scoring event called Near Miss and it goes to Boldness.
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@TrashKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1111396#Comment_1111396
Dude, trash killer will keep slugging no matter what, but it will obviously get reduced but not "tremendously" I would say moderately
Tremendously as 2 seconds on certain add-ons you know, standard BHVR.
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In my early days of DbD I was playing more on Survivor and was completely smashed when first encountered the Scratch Mirror on Lery's and jump into the conclusion that it was the most broken thing a Killer could do.
Nowadays I don't even care it's a SM and just loop him as always, his mov speed being so low and basically not having a lunge makes him so weak on a loop that the only hits he can get are from jumpscares that are avoidable with more awareness.
I can only assume you're new to the game and advise you to work on general awareness, it really helps against any Killer.
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Wow that's completely new, I changed the Settings to display this site on Desktop mode and it feels completely different, might be the resolution because of a small screen (Phone to PC) but the font on comments are way larger than other things (profile name/pic, flag,quote and vote buttons feels really small).
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The changes that are happening right now are a bit confusing at start but overall great. A back to top button might help a lot.
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Quote from 3.6.0 PTB patch notes:
"Content - Added a high-ping indicator to the HUD, displayed when the local ping to the server is above a certain threshold (white icon for 150ms, red icon for 300ms)."
That's what I was saying.
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There should be an indicator on the lobby if there is high ping (maybe is just on PTB yet) to warn you before the match starts.
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@TrashKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1111189#Comment_1111189
Do you think killer will stop slugging if they change that?
You can remove hatch, they will not stop doing it.
You can INCREASE the gen time to 150s to repair a gen they will not stop doing it.
Slugging JUST for the 4k would be tremendously reduced if Hatch wasn't a thing. Slugging as a whole wouldn't be changed because if the Killer wants they will slug whatever the reason is.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1111189#Comment_1111189
Not really sure why Killers feel so entitled to a 4k, there should always be a chance for a survivor to escape, even if its not that high. The hatch mechanics by themselves are still killer sided because all killers have faster movement speed so they can cover more ground searching for it
Not really sure why Survivors feel so entitled to an Escape, there should always be a chance for the Killer to kill you, even if it's not that high. Just to show how strange it feels when the role is inverted. Hatch mechanic being killer favored is a topic to be discussed but not gonna touch on that on here.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1111185#Comment_1111185
To be fair the reason original legion was so disliked was because there was literally nothing you could do. Regardless of your level of skill, if a legion wanted you, you were going to die. The moonwalk exploit made it about 50x worse as well. Overall, deathslinger and old legion have very little actually in common, so I really don't see him being so disliked.
Survivors didn't like old Legion because he always hits you no matter how huge of a skill gap was between the two of you, Killers didn't like old Legion because no matter how fast you hit them with his ability you still were a 110% powerless M1 Killer in order to down anyone. Universally hated but for different reasons.
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I'm more inclined towards what Cat said, if hatch wasn't a thing the Killer wouldn't have to slug the third.
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Spear mov speed could be related to time in "aim mode" just like Huntress where the more you charge/aim faster it goes.
Deep Wounds on any Killer feels bad, give it Broken, Mangled, Hemorrhage or any other effect and it's a whole lot better.
His movement speed makes him suffer a lot on loops, any Killer with 110% have something to do about Looping:
You have Spirit phasing;
Huntress injures/downs people from far away;
Hag can trap places to prepare and avoid loops or trap while chasing to deny certain pallets/vaults.
Either his power needs something to do in any of this situations or he needs 115% mov speed.
Not all of this ideas need to be implemented but at the very least the movement speed should be changed.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1110682#Comment_1110682
You do raise a good point but I think they are some key differences between DS and hooks. First sabo is shorter obviously, so it's easier to keep track of then DS. Second is that wiggling takes 16 seconds at base, so if you miscount your broken hook you have a bit of wiggle room (pun intended). If you miscount DS by even a second though you face a much heavier punishment.
You are right that it might be difficult for a killer to keep track. It might be too stressful for lower ranked killers who don't have much in way of game sense.
Hook times are in theory easier to keep track because of lower times and this "wiggle room" (great pun) but it has multiple things happening on the same time, you have possibly more than 2 hooks being sabotaged at different times (when one of them are resetting others could be starting to recover) you still have other Survivors trying to distract you, you could be timing the No Mither guy recover bar (32 seconds by default) and many other things. My complain itself isn't how difficult it is to play around it more than the difference between Survivor work and Killer work.
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Killers simply can't be that great at keeping track of time, multiple hooks can have variable time (sabotaged in different times) multiple Survivors can have their own DS times.
All while the other side can have voice chat so the work of keeping track of time could be distributed and shared throughout the match.
If one side is balanced towards low skill level, why the other has to be balanced towards high skill level ? Either find a middle ground or change one way to fit the other, preferably all high skill level, but that's just my opinion.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/1108950#Comment_1108950
not always. Ive met a few huntresses and said to them in the end game chat "I got hitboxed at the tree". then they said "Yeah i saw that too". So its not 100% latency. Its just the fact that DbD barely functions.
Without having the screen on her side I can only assume that was the case, I'm not 100% sure just favored towards that assumption.
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I'm almost certain that in her screen you were still dropping the pallet and it felt completely understandable from her end. Only thing I can say about that is "Latency"
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@BabyClaudette said:
I'm going to try and keep this short, and also I'm not trying to start an argument.
Anyways so, I think that losing your add-ons for survivor even if you escape is not a good idea.
My reasoning is, killers on average only have 19.8 add-ons that can appear on their bloodweb. That makes getting specific add-ons easier because there isn't a huge pool of add-ons to begin with.
Survivors on the other hand have 55 total add-ons plus 18 items that can also show up in a bloodweb.
It is much harder for survivors to get specific add-ons because survivors have 73 possible things to get in a bloodweb (not including offerings and perks) compared to a killers 19.8 possible add-ons.
If they want to do something, they should just make ultra-rares and very-rares actually rare.
Ok that's all
Edit : Also survivor add-ons don't have as much as an impact as killer addons do, maybe besides syringes and styptics but like I said they could just make them more rare.
Your point on having less add-ons compared to Survivors is partially wrong because each Killer has their own add-ons (except some of the chainsaw bros, but even then they aren't sharable) so if you have about 20 add-ons per Killer and 8+ Killers (you don't always have all the Killers) you already have to gather 20 x 8 add-ons (about 160, but varies with some Killers having more/less add-ons).
The comparison in strength is bound to be 1 to 4 - if one add-on on Killer is about the same strength at 4 Survivors bringing the same add-on it's balanced.
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You don't spend any BP if you found the item/add-on in a chest and can keep them with Ace in the Hole, imagine if Killer had a Secret Shrine where you could collect/change add-ons mid Trial and even keep them after the match ends by using one Perk slot.
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Very cool... on the Survivor side, but would be absolutely broken on the match overall. What would happen if you Kill the Killer? The match just ends right there or you still would need to repair and escape through gate ? How about the Killer they would be sent on to the end screen to be able to spectate Survivors on Gen Simulator ?
I think a Survivor disguising as the Killer to be able to stun him as perk could be implemented and would already be very strong.
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They changed charges of toolboxes, presumably they "tremendously" reduced the amount of charges, if sabotage stayed as it is now you wouldn't be able to completely sabotage any hook as the toolbox would break before you complete the action. In order to still be able to sabo they changed how it works, if the change is bad or not only time will tell.
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The amount of people who only read the title is shamefully huge, but there is some hope (pun not intended) as some of them already said, Ruin nerf bringing a noed meta was expected but isn't that big of a deal, sometimes people just are lucky or have some totem related plan like inner strength or just wants points idk.
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The concept is cool, the idea of possibly being implemented in all maps for any killer has a downside. Future map design will have to deal with possible breakable walls sets and balance around it. Even though I like the idea I got to say that it is a bit scary on the long run.
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@Levitika said:
Honestly, I wouldn't be against a pure animation quality update. Give killers unique animations for opening gates/breaking stuff, update some of the more strange animations like healing, chest searching, or totem destruction.
That would be awesome but we need to be realistic here, maybe the art/animation part of the team can have an ongoing thing for this just like it is for character hairs as said on of their streams a while back.
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I guess some breakable walls could be placed on "random" places like the wall between the two parts of Suffocation Pit to help travel the map a little.
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Isn't AFK and/or suicide on 1st hook (for multiple matches) against the rules ? For me it feels just like smurfing to get better games against lower ranked people. If this isn't wrong why would anyone be interested in rank up ?
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Having a special treatment only for NOED is the same as saying that only Lithe gets a huge warning to the Killer (like the Survivor with Lithe not exhausted will shine completely withe, the same way Ghostface does when is revealed) either all exhaustion perks do this or they don't.
Just to clarify I don't want this change implemented, just one example to express better what I meant.
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I'm okay about the speed boost being removed, always felt like it isn't needed. But the amount of information the Survivors (even solo) have right now is immense and is not something you need to play around it.
Assuming you encounter/see the Killer through the match you probably can pinpoint his/her perks, if the count goes only to three then you can assume something is missing (very few perks don't show up until Endgame).
Other thing is the whole consistency talk the devs always remember, the notification of NOED when a person goes down is the same as any other Hex Perk, namely Devour Hope which has a very resembling effect.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1097247#Comment_1097247
These people don’t play survivor so they have no idea. They expect survivors to play perfectly, get all 5 gens done and all 5 totems cleansed within the 2 minutes it takes a survivor to die on hook because in their mind all 5 gens really can be done within 2 minutes.
They’ve never played solo and had other survivors sandbag, vault pallets to try and get the killer to kill you all because you cleansed dull totems and post game they rip into you that you were wasting time with it and not helping the team. Because for some reason there are a number of survivors out there who take offence to cleansing dull totems.
Wait, Survivors spawn on hook now !!?? Unless this is just exaggeration you have more than 2 minutes to do 5 gens (80 seconds by default for 3 people on each gen) and have the opportunity to cleanse any totem you found throughout the trial. Didn't found all 5 and NOED activated ? You know where the totem isn't so finding now is easier than ever.
Also, "these people" don't play Killer if they don't know that you are playing with 3 perks for a gamble at Endgame, if that isn't enough of an effort than do it yourself, play with only 3 perks and say that you don't need the slot for DS or BT or your favorite exhaustion perk.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1096393#Comment_1096393
According to the system and the developers that’s a big fat NOPE.
Hence why people like myself are saying maybe before this is implemented certain things in the game should have been addressed.
I guess in a Game Hostage scenario where one side have to DC in order to end a match is necessary, any other reason goes against the rules. Penalties for DCing is great idea but with poor execution.
In a perfect world where only ill intentioned people suffer from it is the best feature they implemented in a long time.
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C'mon guys this is easy, is a latency issue and can't be fixed until all people have 70 or lower ms.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1095631#Comment_1095631
When the result that makes you unhappy is literally your fault, then yes. He could've just pushed the survivor out at the exit gate. Instead, he went to find hatch and the Survivor found it first. But no, it must be that Survivors are so toxic. How could they not wait around for him to find and close the hatch!? Shakes me to my core.
Sorry, I forgot survivor mains (for the most part) has no sense of empathy towards Killers.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1095597#Comment_1095597
It sounds exactly like you're having a fit over a computer game.
https://forum.deadbydaylight.com/en/discussion/comment/1095598#Comment_1095598
It's a genuine question. You have the ability to avoid the situation entirely, then proceed to complain about it occurring after you let it happen. Makes no sense.
"What!!? You aren't feeling great about something on your match? Just don't feel it 4Head!" Isn't exactly what you said, but it's what it seems to imply.
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@kiwiibabie said:
https://forum.deadbydaylight.com/en/discussion/comment/1094064#Comment_1094064
there are things like deadhard and sprint burst that even the bush hiding claudettes use. if you're exhausted before you can deadhard, sprintburst, or even headon.. the perks aee useless. you have to think of it in a chase, and not in a chase. like, "if i see the feng has lithe, and i have an exhaustion hatchet. if i hit her before she vaults, she wont have speed." when you think about perks like headon, clowns gas goes into the locker so you cant use it, which is a tad op. not to mention that the basis of almost every survivour running at least ONE exhaustion perk in my games, (1-5), im used to killers like huntress or clowns running ehaustion addons. it also matters on what perks your team, and the killer is usong, also who the killer is.
If you get hit with a hatched before you use Sprint Burst you didn't run and wasn't trying to use it, if you get hit while running your speed boost continues and nothing happened.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1095168#Comment_1095168
No it's still dumb that you get exhausted just from the gas. It's almost impossible to avoid the gas consistently. If he had to hit you with the bottle it would be balanced because then there is at least some skill-reward for the Clown.
Also Berus Toxin is just fine the way it is. Being a 110 killer it's the best counter to Dead Hard, and it's cheap. Venomous Concoction should be reworked because 90 seconds is just overkill. It should inflict Oblivious for like 30 seconds instead.
I was just saying the time of exhaustion it gives is good (enough to use in a chase but not too long for multiple chases) the way it is applied I can see been changed. As for the Huntress one of them needs to go I only suggested the brown one because it has been asked for on this thread.
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@thesuicidefox said:
The only exhaustion add-on that bothers me is Clown's. It's dumb that you get exhausted just running through the gas. Anyone with 2 brain cells to rub together can hit your with the gas. Huntress, at least, requires some skill to hit you. IMO Clown's exhaust add-ons should work like Pinky Finger, you should have to get direct bottle hits for it to work.
But in contrast the time it gives exhaustion is balanced (15 seconds IIRC) I say give 20 seconds to green add-on on Huntress and just rework the brown one as it's not a necessary thing to have 2 exhaustion add-ons.
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1095137#Comment_1095137
Dead Hard can too y'know?
If Dead Hard would help you into a pallet/vault then it isn't a deadzone so even without DH you have the same pallet/vault. If you are saying you can evade a hit with DH and then find a loop or something, 360's should do the same, or dodging hatches as you are against a Huntress (you have a Sprint burst when hit so is plenty of time to get distance even if she M2 you)
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1094894#Comment_1094894
Because a Huntress catching me in a deadzone when I was doing an unsafe gen and melee range hatcheting me so I'm exhausted into a M1 and down.
Clearly I have to adapt
In this situation how a exhaustion perk would make any difference ? It's a deadzone versus a Huntress, one exhaustion that could help is Sprint Burst to find a safe zone.
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@Maelstrom10 said:
Exhaustion add-ons are bs coming from someone whose rk1 killer.
Brown one on huntress allows you to negate 5 whole perks, all of which are meta that extend Chase's (or are oddballs like head on.)
It was designed around a time where it was slowly recovered from over time in a chase so that if the survivor was good enough, they could run the killer for long enough to get their perk back, use it and escape.
Now it just blocks the usage entirely which is not unfair or broken, but feels entirely unfun.
Clown with an exhaustion add-on? If on his bottles direct hit I'd say let him have it with a slight skill requirement. Huntress on the other hand? She's already getting hits off on you, and preventing someone from using 2-3/5 exhaustion perks 99% of the time (as sprint burst and lithe might be used before hit) your negating some of survivors best survival tools.
Tunneling and Slugging is Killer's best tools, is DS/BT/UN bad because they counter this strong tools ?
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1093717#Comment_1093717
If exhaustion perks are a second chance then that means exhaustion add ons are a second chance too.
"No It'S nOt It'S a CouNtER"
I can make the same argument on both sides and wouldn't be right either way.
"If Adrenaline is a second chance perk then that means NOED is a second chance too"
"No It's a counter!"