Johnny_XMan
Johnny_XMan
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From my experience many developers specifically choose not to share certain things in regards to changes to the game, mostly because many times those changes are in very early stages in the works.
Imagine if they had announced that color blind feature was coming soon, only to later find out they weren’t able to make it possible.
I’d rather find out when they are ready to announce.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1889876#Comment_1889876
Why is it luck when it spawns like this almost 60 percent of the time? And even good killers will get messed up on this as long as you keep your looping solid and drop pallets at the right time
Where are you getting the data that it spawns like that 60% of the time? Or is that just based on your own experience?
Also, that killer was pretty bad. You only have to watch her lose the survivor and ultra respect pallets. Most good killers know that you can’t afford to respect some of those pallets, especially when they are in a set up.
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Don’t let those people get to you.
Players who understand the concept of educating yourself about a perk and how to counter it, realize it isn’t. I am often amused by the players who complain about getting stunned, right AFTER the survivor just got unhooked. Shocker 😳
Fun fact: Those same individuals who claim DS is “broken” are also the same ones who think Camping Tunneling and Slugging to an abusive level is “FINE” because it’s a ‘strat’. Even tho they are mechanics that have little to no downside available without needing to slot them as perks.
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lucky RNG + a blind killer who respects pallets.
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Its a very popular franchise, and honestly I’d be interested for sure. Ripley as the survivor with Xenomorph as the killer.
It would also be a good excuse to introduce a outer space themed map.
I’m picturing a destroyed alien ship, with the terrain similar to:
That connects to an abandoned space station/ship, so you’d have half indoor map, half outdoor.
Go big or go home.
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Some voiceover would be great!
I don’t know how complex it could get but I think it would be great if they happened during certain actions.
Meg says something like “Making a run for it!” When fast vaulting a window.
-OR-
”I got you!” When taking a hit for another survivor.
As you can see these are very specific scenarios, when the killer can obviously see what’s going on. You wouldn’t want your voice-over to give away your location if say you were healing next to the killer without being noticed.
Just a thought.
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I'll give you the simplest answer.
Because most of the changes that are being asked for come from anecdotal evidence, biased reasoning... and other ideas like the one you pointed out as an example don't make sense, when you look at the broader picture of why DS even exists in this game.
If you can't look at what DS is countering and that changing, then there is no point in looking into changes to DS. Camping and Tunneling are mechanics available in every single match, regardless if a killer wants to "play nice". This is a problem in and of itself. You have a mechanic which virtually allows you to take someone out of the game asap, meanwhile you can still completely negate DS by slugging.
DS has always existed as a anti-momentum perk, now it caters to both. The description doesn't read "Using whatever is at hand, you stab at your
tunnelerin an ultimate attempt to escape." it reads "Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape." The scenarios which are used on these forums such as: "I hooked 2 people and one got saved, I downed them but I can't hook them again that's not fair" When there is more context than that, like the fact that they were proxy camping and therefore forced a farm, the stun is warranted at that point. Mind you, that isn't as common of a scenario as people make it out to be IMO.I would rather DS stay the way it is for the same reason that Camping/Tunneling/Slugging stay the same. Someone outright tunneling is not the same as someone who just happens to find the same person, but when you add the fact that you can slug without a timer (unlike DS) and you can do it multiple times, DS which again, is a perk... becomes nullified.
People who keep saying "Survivors have 60 seconds of immunity" , let me remind you, the timer starts WHEN the survivor is unhooked, NOT when you down the survivor. Just a little piece of misinformation that again these forums likes to parade.
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/1879852#Comment_1879852
I hitted a 56 and a 58 seconds ds after i chased and hooked another survivor in both clip, my fault i didnt count to 60 seconds ?
In the nea clip, she got unhooked and did a gen from 10% to 100% and still have ds. Is that normal to you ?
Precisely.
I just had a match where a survivor (Cheryl) got greedy, tried to take the hit for an unhooked survivor because she still had DS timer left. I counted in my head that she had about 10 seconds, and sure enough, her DS was gone. She had UB as well but didn't have enough time to recover, even with UB's recovery speed boost.
The game isn't black and white, it has gray areas as well. The problem is that some people just want to use this logic "Down-Pickup-n-Go". They don't want to have to think or strategize.
You have to understand not just your perks but your opponents' as well. Hence why the devs themselves have never said DS is strictly an anti-tunnel perk, but instead that it serves a purpose against hardcore tunneling at it's core (Which it doesn't as you can still tunnel after getting stunned) AND that it will come down to strategy at the point where the survivor is found after they have been unhooked.
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@Asssblasster625 said:
https://forum.deadbydaylight.com/en/discussion/comment/1879765#Comment_1879765
Other are fair but for ruin+undying to work you have to apply pressure sooo...
For context, the conversation was about skill not about the mechanic of the perk.
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@Vetrathene said:
No no, they shadownerf things that make killers stronger. Don't worry, they will let thier precious survivors know when they are about to nerf DS+Unbreakable (If it ever actually happens).
You’re part of the killers are victims cult aren’t you?
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Just hop in a locker, problem solved 😂
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I main Myers and I rarely have issues stalking people, because once you understand how his power works, you soon realize when to stalk and when not to. Its also very easy to stalk survivors when you force them to go in a specific direction.
A reason you would heal against Myers is to stop you from grunting if you need to hide because otherwise he will hear you. Many survivors make the mistake of leaving themselves injured but don’t realize how loud they are.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1879765#Comment_1879765
Whispers requires map knowledge to pinpoint survivors locations and use effectively.
Corrupt intervention can be waited out and borderline requires a tracking perk along side it on non stealth killers.
NOED is a consolation prize kill and only used by killers who expect to lose.
Ruin Undying is going to be gutted soon and was still liable to be cleaned within the first minute or two of the game.
So keep going on. I will keep camping and tunneling. And by the way, he did “slug for the DS” as if it matters when you can slap on unbreakable beside it.
So basically you agree they take no skill. Gotcha.
Whispers doesn’t require map knowledge at all... wha? Lol it requires you to roam the map at best, which I would hardly call that “skill”.
Nice attempt at trying to make excuses for the lack of skill those perks have.
Keep camping and tunneling, I’m pretty sure that is what you would STILL do on a nerfed version of DS. 🙄
Also, If she had UB, she wouldn’t have recovered past her DS timer that she had left. But pop off I’m sure you think The 60 seconds start the moment the survivor is on the floor.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1879751#Comment_1879751
It’s really not as survivor. It’s hold M1, equip second chance perks, camp pallets.
Almost every killer perk in the game requires thought and skill to use. Even the most basic killer such as leather face requires more skill to go around a loop without hitting objects while survivors just hold W.
You can literally run at the killer after being unhooked.
Bomb every hook with BT.
Get slugged? Who cares, hold M1 for unbreakable.
Screw up at a loop? Push E.
“Almost every killer perk requires thought and skill”
Yep they do:
Whispers : literally walk around and do nothing.
Corrupt Intervention: literally spawn into a map.
No Ed: Apparently this one requires so much skill you need the survivors to complete THEIR objective to show how much skill it requires. Phew.
Ruin/Undying: Yup you guessed it 👍 spawn on the map again.
I could go on. Listen, if you are gonna call out a perk which has a timer and KNOWINGLY you pick the survivor up. You kind of deserve to get stunned. It means you weren’t paying attention.
I love that you HAD to bring up a different scenario than the one presented in the video I was referring to because you know that is the truth. He should have kept going for Claud and downed her. Or slug for the DS.
End of story.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1879563#Comment_1879563
Yes just let survivors run up to the hook and rob you of all your pressure because they equipped second chance perks. Who cares about making smart decisions when you have 12+ extra lives in a game that lasts 4-5 minutes?
Are you talking about the video or another one of those once in a while situations?
Yes cuz killers shouldn’t play smart either and adapt to the timers that are attached to a perk. They should just be able to down and go. Because clearly this isn’t a game about strategy AT ALL. 🙄
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Sometimes I wish there was sign in BIG BOLD letters that said “Do not pick up, you have recently hooked this person”.
You could have easily kept chasing that Claudette.
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@90bubbel said:
https://forum.deadbydaylight.com/en/discussion/comment/1879447#Comment_1879447
i mean, that would be fine if they fixed their map design
I agree 100%.
Some maps have an abundance of dead zones with a couple of unsafe situations pallets where bloodlust shouldn’t even be a thing.
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I don’t think it OP, I think it’s boring as hell on some killers who do not need it though.
Killers like Freddy and Spirit.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/1879218#Comment_1879218
Camping, Tunneling and Slugging aren't mechanics, they're player behaviour that's reinforced by the game's inability to introduce mechanics that reward playing properly.
Uh, you do realize what the definition of game mechanics is right?
They are not a player behavior they are rules that exist to guide a player’s actions or moves , they specify how the game will work for people who play it, i.e. Mechanics.
In the case of DBD they are built-in which means that most “hardcore” killer players will often use and abuse them.
So I ask again, why would you balance around hardcore players when the survivor side is heavily reliant on perks and the killer side is not.
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And they should get rid of bloodlust while they are at it.
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Why would you balance around hardcore players when you have perks for casual builds?
That's already the problem with this game. You have unbalanced built-in mechanics (Camping, Tunneling, Slugging) while the opposite side has to counter them via a perk. Not only that but you have non-meta perks that would be completely obliterated if the game thought everyone was playing "hardcore mode".
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/219990/any-tips-on-playing-the-twins
Don't unbind across the map.
I figured that one out pretty early on...
I got carried away as Victor and forgot about Charlotte 😂 until I was already really far.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1878053#Comment_1878053
I could also recommend sloppy butcher and STBFL.
Sloppy:
-Survivors stay injured for longer (obviously important to have more time to snowball with victor)
-Greatly increases victor tracking abilities
STBFL:
-Avoid losing stacks with victor
-Faster follow up with victor after hitting them as charlotte (works great with the "Tiny Fingernail" addon)
Other tips:
-If survivors try to kidnap victor,let them.Most of the time it's beneficial for you,it turns the game into a 3 vs 1 and their plan can backfire very quickly if you make the right plays.
-Aiming the pounce with victor is similiar to demogorgon or a close range hatchet.Try to aim at a certain point and wait for the survivor to run into that,then pounce.
Interesting. I already use sloppy on some of my killers so I know what you mean about using it for snowball potential.
I have had a lot of survivors already try to take him hostage but they end up wasting more time than anything as I have found out.
Thanks for the tips on the pounce, that’s currently what I keep practicing. Ngl there are certain times when, the hitboxes have kind of messed up my pounce, which is a bummer. I think just like with other killers who rely is precise aim due to the way some hitboxes can be on some objects, it’s going to take some practice.
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@[Deleted User] said:
it seems like you understand what you need to improve on - knowing when to use victor and pouncing. both of which will come with experience and testing. see which playstyle works best for you, but i guarantee slugging and camping will be necessary to keep up with good survivors in any good playstyle
Thank you, yeah I understand the slugging part since by default Victor can’t pick up survivors so that means they need to stay slugged. This is the first time I am going to use Deerstalker as I’ve never used it on any killer, but a friend did recommend it.
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@Heartbound said:
If you're right up against the survivor as Victor it's pretty reliable to get him on the survivor, but a lot of players like going after injured ones with Victor to just get a down and maintain control. I play differently from everyone else by mainly using Charlotte and using Victor to guard areas, so experimentation can definitely work.
I will say perks don't effect/work with Victor, which is a double edged sword.
Since I don’t have many perks on them yet, I started using Discordance, so I down my first survivor and if I see discordance go off, I send Victor and get at least one injured. It’s been working out really well.
My main issues are with the pounce on Victor and like when to switch and not to switch, and I am slowly learning sometimes it’s better not to send him out.
I wish Charlotte got a speed boost kind of like when Wraith comes out of cloaking, she feels sluggish and slow right after switching. Lol
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@Yords said:
The iridescent stone is not weak. You aren't really supposed to really hide traps with this one, you want to be very blunt with your traps to completely shut down loops. Use it with the stitched bag and spend a good chunk of time placing traps at loops. I recommend using corrupt intervention to give you time for this.
I agree with you. I am an avid Trapper player (currently rank 3) and anytime I use Iri-stone the value I get is in the fact that the survivor does not know I have it. So most of the time they disarm, I come back to that loop and they ‘think’ it’s already disarmed so they step into it thinking they were safe.
This is also a reason why I mostly never go to where a trap was disarmed IF I have this add on.
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I disagree that it is problematic to bring it with Unbreakable, when you are not even considering how both of these perks counter abusive tactics within the game that remain as built in mechanics. Where the killer doesn't have to worry about any type of downside, unlike those perks where a timer is involved and you may not even end up using it.
Like if you fixed, Camping, Tunneling and Slugging I'd be all for a change, until then though, DS + UB are fine as they are.
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@DawnMad said:
Trapper spawning with all of his traps would plainly be overpowered. He can end his first 2 chases in seconds if he finds survivors in closed up areas. He does need many buffs but this update is a good start.
https://forum.deadbydaylight.com/en/discussion/comment/1870835#Comment_1870835
Instead of survivors having a 25% chance of escaping the trap each time, now the game rolls a number from 1 to 6 and it takes that many attempts. This reduces the amount of times survivors will instantly get out of your traps and completely eliminates the times they get stuck there for 10+ tries. A buff for both sides in a way.
Oh nice! This is the first time I’ve heard of this. Been a very busy week for me, so now I have something to look forward to. 😊
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How did they buff his RNG?
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I'm not going out of my way just to humiliate someone, but I will go out of my way in outplaying them. It's just a game
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@Monarch said:
https://forum.deadbydaylight.com/en/discussion/comment/1127446#Comment_1127446
If old moris were said to be an anti bully perk would that make them ok? No.
just because of what they said and didn't doesn't justify your point.
Using lore to justify ######### balance is also not a defense, same with hatch, I mean the entiity is all powerful so why can myers kill without an offering? why don't we just add more hook stages cuz it's lore. It's lore.
Lore is just an ugly buzzword that's irrelevant to any disscussion of game balance.
I agree you can never stop tunneling it is SOMETIMES a necessity DS should prevent malicious tunneling not tunneling. You literally just said they have to do it but I'm defending the punishment of a necessity and pretty much - as much of a meme it is - telling survivors he tunneled, he's in the wrong, harrass him at endgame.
If I'm reading your idea right, correct me if I'm wrong would make it like stake out but in chase for the same effect
I'm gonna say this as nice as possible:
That has got to be one of the stupidest idea's I've ever heard.
So first this would just make it so that it punishes bad killers who take long chases and be wasted on bad survivors who don't last in chase.
Secondly, It would basically allow a free escape at the end of the match, all 4 people would have their DS up and no matter who the killer downs, they basically lose.
Thirdly, it still has the same second chance bulllshit, it still allows a free escape for nothing, it rewards the survivor for playing like a babboon and dashing towards the killer.
Most importantly however, IT DOESN'T EVEN PUNISH TUNNELING, it just punishes the killer for playing the game, the only reason it would ever punish tunneling is by coincidence because in essence tunneling is just chasing a player.
I don't mean a personal attack on your idea's and person but I just can't stand for what you said.
Why you bringing moris into the picture? They aren't even comparable to DS at all. Yes I justify my stance on DS partly based on what the devs have said because they are the ones designing the perk. They can't possibly nit-pick every little scenario in which DS could be more balanced to 'appease' killers who don't like it... just as with other things that need balanced on the killer side.
I take no offense whatsoever, but also don't take offense when I point out that you have a biased opinion when you claim "Killer is just playing the game" when tunneling is brought into ideas ... All because you feel an idea could be interpreted different by the game itself. When we both know that excuse has been overused by players.
I merely used being chased as a form of "Do this and get rewarded with this". I am obviously aware that someone running and throwing every pallet on the map wouldn't necessarily mean that they are good in a chase. However, there is something to be said about the people who didn't throw a pallet and are good in a chase to the point the killer will tunnel them out of the game. Regardless of how stupid you think it sounds, that is fact. The idea could always be adjusted accordingly, that is just where I was coming from when I thought of it.
Tunneling is part of the game. The problem is that when you combine it with other built-in mechanics, it becomes problematic. The devs have incorportared "perks" to counter mechanics that come with VERY little downside to the killer.
Also, this:
"Secondly, It would basically allow a free escape at the end of the match, all 4 people would have their DS up and no matter who the killer downs, they basically lose."
is one scenario. Some people aren't chased as much as others. That is why roles exist in this game. One person gets chased, the others do gens. You are assuming that all 4 people would be chased for a rather long time. Again, I never mentioned numbers or that this was some "final" form of my idea.
Let me ask you this, how would YOU punish tunneling? Because even the current DS (which doesn't sound like you support it) isn't doing a good job as it is. I legit wanna know, how you personally would punish tunneling within the game. I am not talking about take away points blah blah blah, I wanna know in-game action that stops a killer from seeking the one survivor throughout most of the game.
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@Wesker09 said:
https://forum.deadbydaylight.com/en/discussion/121781/decisive-strike-change-when
Address tunneling and i'll accept a nerf
They want to have their cake and eat it too.
In other words, killers who often complain about DS, often ALSO do not understand the level of tunneling that occurs in games.
There is no way they will change DS without also addressing the elephant in the room and how obnoxiously abused these built in mechanics like tunneling actually are.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1864662#Comment_1864662
I actually don't get stunned very often by DS Mr.Assumptions but that doesn't mean I don't see why or that its not a problem perk as I can easily abuse it myself when I want to and have seen/experienced scenarios of others doing the same both in and out my friend groups. I just choose to play in a sub-optimal way as killer the grand majority of the time because that's how I have fun and that playstyle makes me less susceptible (although not immune because again, the perk is so easy to abuse if you really want to). Of course I also have the experience of the times I do tryhard a match to go off of as well. 4 Lose-lose situations are:
- On a gen with DS up, especially with a locker nearby.
- Going for a hook save with DS up, now no matter who you go after you lose (also 1 of them now most likely has BT on them).
- Body blocking with it up for someone else (also prob with BT as well).
- Slugging because it forces killers too in a situation they shouldn't be slugging in. Welp, guess I just lose a hook state because the perk say so and now they're an easy pickup. Slugging is just the lesser of 2 evils, not a proper counter. Waste your time but at least they're down (but they now become an easy pickup and with no hook progression) or don't down them and they're free to run around, or pick them up and waste even more time because they just got a free health state and head start while their team sits on gens. A lesser loss is still a loss.
Throw into the mix other second chances like BT, UB ect. and it gets even worse:
- Deliverance into DS, esp during EGC
- UB making the slugging situation even worse because now they can pick themselves up, also potentially soul guard
- Power struggle, DS, UB, combo. Pick them up now? Stunned. Leave? they get up or get picked up. Wait? pallet stun.
That's just off the top of my head. I could probably add more if I sat and though about it for a while. Not all of these are to the same exact degree, but there's not much, if anything, the killer can realistically do in these situations to come out on top. The perk should deactivate if the survivor gets on a gen/totem, in a locker, unhooks anyone, or heals. This would most likely solve most of the abuse cases while still leaving the anti-tunnel/farm aspect alone.
Oh we're on a nickname basis now? Must have hit the right spot.
I am going to touch on each one of these, and why I disagree that they aren't a lose-lose situation for a killer.
"On a gen with DS up, especially with a locker nearby."
This is simply wrong. Unless you are an incompetent killer who doesn't understand that DS has a timer attached, you would have to grab the survivor off the gen before you can get stunned. If they go into a locker, AND you haven't been tunneling off hook, you have seconds to wait before their timer is out. So, no it's not a lose-lose situation.
"Going for a hook save with DS up, now no matter who you go after you lose (also 1 of them now most likely has BT on them)."
This doesn't even make sense. The survivor who saved can go down, DS doesn't protect them. You only think it does because the timer is active, but it doesn't actually do anything unless you pick up. BT can easily be countered as you just have to wait 15 seconds and when you hit them after they go down.
Body blocking with it up for someone else (also prob with BT as well).
How is this a lose-lose situation? The person with DS can still go down? If it's the last hook and the gate is nearby, all you have to do is force a trade.
"Slugging because it forces killers too in a situation they shouldn't be slugging in. Welp, guess I just lose a hook state because the perk say so and now they're an easy pickup. Slugging is just the lesser of 2 evils, not a proper counter. Waste your time but at least they're down (but they now become an easy pickup and with no hook progression) or don't down them and they're free to run around, or pick them up and waste even more time because they just got a free health state and head start while their team sits on gens. A lesser loss is still a loss."
I am not really sure why you think countering the perk is a bad thing? It doesn't create a lose-lose situation because you have applied free pressure either way. You are only incorporating specific variables to satisfy your argument, because what if instead of working on gens, survivors tried to pick that teammate up because in actuality the killer WAS tunneling all along? See how it can flip? I have made a lot of survivors snowball, especially if I have sloppy butcher slotted.
I think you have a problem with waiting. Like, no disrespect, but I think you want a down immediately, with no obstacles and no situational decision-making. That is not what this game is.
You realize they cannot possible balance DS in every speckle of imaginary situations where you think it is unfair. Why? For the same reason they can't fully balance Camping, Slugging, Tunneling (Even tho we all know they are boderline abusive many times, just as your little situational examples). It's funny how I often hear "Well you see... Camping is a strat, Tunneling is a strat, Slugging is a strat...." as a way to justify plays. When DS comes into the picture tho... "OH NO, IT'S BROKEN, ABUSIVE".
Bottom Line: The perk should be changed when Camping , Tunneling and Slugging changes. As of right now it is fine as it is.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1862432#Comment_1862432
You're right its also an anti-farming tool like I (and the devs) said. See not purely tunneling. Unless they come out and say its also something else that's all its supposed to be. The perk is still too strong in either case as "other ways" means abused to put the killers in a lose-lose when it comes to DS and especially with its combo perks.
Please read my post literally 2 down from the one you quoted to see why slugging isn't a good defense. Also that "downside" is laughable compared to the benefit the perk provides.
Provide with several exmaples where it is a lose-lose situation for a killer?
I want several, not some random match you had where you think it was a lose-lose situation for a killer. Cuz you know that happens on both sides right?
You are obviously one of those people who gets stunned by DS more than not. So please provide examples.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1012443#Comment_1012443
It is intended to stop tunneling, quoting the devs themselves on ds.
"serves the purpose to protect you from being tunneled/ farmed"
source: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike
It's not intented to strictly be an anti-tunnel perk. It never was.
Just because it serves that purpose doesn't mean it can be played in other ways. The timer is the downside of the perk, so it's easy to counter it by slugging.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1860018#Comment_1860018
What happens if they're on a gen? Then what?, because that's how ds is used by experienced players
That's how DS is used by reckless players. Just because you are working on a gen with DS active doesn't mean you will get to use it.
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Because Camping and Tunneling are still in the game.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/1860018#Comment_1860018
"Not actively seeking the target", guy with ds runs right to the killer and has to wait 60 seconds or eat it.
*Killer then downs the survivor and slugs forcing pressure while also eating their DS/UB timer.... while going for someone else.
You obviously took my words out of context, because in the context I explained... the killer would be looking to chase the same survivor that just got unhooked. Which is the incorrect counterplay.
Just because they run to you with a recently active DS, doesn't mean you have to commit to them. They want to give me a free down? Thanks, but you just wasted your own efforts and your team's. When all along they could have been doing a gen instead.
The timer starts when they are unhooked, not when they are running at you.
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Maybe they know there is balance in the combo of DS + Unbreakable, because what they counter are built-in mechanics that can be used MANY times during a match.
As a killer you can tunnel as much as you want.
As a killer you can slug as much as you want.
With 0 penalty whatsoever. Not even a perk slot required.
But, sure, let's keep "claiming" there is no counterplay to those perks, even though one has a timer attached to it, and can be further reduced by not actively seeking them as a target... while making the other useless by reducing the recovery timer needed.
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Who wants to play in ugly mode anyway?
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Personally I think aura reading from dull totems should be removed completely. It is unnecessary considering the other huge advantages the perk has.
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I don't see anything wrong in the match. The items they brought and perks were extremely strong, and it makes sense they repaired gens at that speed rate. All I am saying is the math is right and working as intended.
Also, that Claudette in the beginning bought them enough time that on a "normal" match (You know... where you don't have survivors bringing strong items) you could afford to overcommit to a chase. In this case you can't afford to. She easily made you waste 60 seconds ( I counted) without you even attempting to pressure other gens, because you can watch your own stream clip and see that the gens you are continuing to walk by aren't the ones being worked on.
RNG was not on your side for not knowing they had strong items, but at the same time you did see all survivors bringing toolboxes from the lobby, so right there it should have been an indicator that you might have to pressure generators mid-chase. Especially when you have a killer who can literally teleport.
I just think it's a bit silly that you have to post a match where the survivors actually bring strong gen-focused builds, to promote "Gen speeds are bad".... when in reality, had they not brought those toolboxes, they would have probably struggled with your Ruin/Undying combo. A combination that is just as strong, if the survivors aren't gen-focused.
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The Dweet that went into that slow hopped into that locker, even tho I could clearly see him.
The Dweet that was found in the corner, even tho there was a pallet next to him.
The Dweet that went down so that his teammate could have a chance.
The Dweet that had on a Dwelf outfit and put down a medkit as an offering/trade for their life.
So yeah, Dweets.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1846840#Comment_1846840
Those aren't perks. You don't have to remove something to bring those. Unlike hunch. There's actually a couple good survivor perks but they are over shadowed by the meta. But you probably wouldn't know that since you sound like someone who only equips what streamers tell you.
Of course they aren't perks, but they are 90% of the reason why people bring meta perks.
Camping existed way before DS.
Also, don't presume to know me just because you don't like to hear the facts.
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@rats00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1847098#Comment_1847098
The core of your point was "what if survivors have perks that don't require being earned" your specific example is only now relevant because you don't want to admit you're wrong.
I was discussing noed in general since people are arguing it's unfair. I am arguing it isn't unfair.
You seem like the type to keep redefining the argument until you're right or the other person quits. So congrats, I'm bored and am tired of this topic. I'm not playing the definition game.
Have a good day, honestly.
Dude, the example I provided was literally ADRENALINE. A perk which requires ALL, not 1, not 2, not 3. ALL Gens to be completed.
That is the definition of earning. Not relying on the opposing team to complete their objective to get my perk's worth. Like what?
You wanna discuss no ed in general? Good. Discuss away. I am discussing words like "earned" being utilized to describe this perk's design choices.
No one is redefining the argument, you simply keep bringing up things (such as: Scenarios in which No Ed is "unfair", Opening gates against No ed" etc" Which I never even brought up.
I answered to the mod's response. Perhaps you should go back and read instead of imagining what people are actually discussing.
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@rats00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1847065#Comment_1847065
"Imagine if survivors were to capitalize on x amount of hooks the killer got in order to get the effect of a perk to proc."
I was answering you. I don't need to imagine, it exists. Don't try and brush off your error by accusing me of "whataboutism".
It was also explained anyways. They sacrificed a perk for 2/3 of a match for more power at the end. Survivors were either to lazy or were to pressured to clear totems which is either capitalizing on opponet failure or outright earned. As well if a killer gets more than one kill with noed thats really more the survivor who took that risks fault.
You get hit opening the gate? Maybe don't just stand still till you can feel the killers breath on your back. Don't 99% doors and run off to make noises for no other reason than to antagonize the killer. Don't butt dance to mock the killer at the gate, leave.
Seriously from this thread people act like noed just wins games against the most powerful survivors. It really does require the survivors to get cocky to work.
I take the killer seriously no matter how bad they are at chasing. I leave when I can if a safe unhook isn't going to be possible. I don't walk by totems, especially when the killer is far away, and clear them. I bring small game every few matches to help me learn positions.
Noed is rarely an issue for me.
"Sacrificing" a perk slot is not a killer action, it's a player choice.
You quote me on this: "Imagine if survivors were to capitalize on x amount of hooks the killer got in order to get the effect of a perk to proc."
But even then Soul Guard had 0 to do with what was being discussed, thus you are bringing up whataboutisms.
Also, why are you even bringing up scenarios in which survivors go down to No Ed? I never complained about No Ed. I am simply answering to the mod who thinks earning means sacrificing a perk slot. It's two different things. It is also why many good killers who don't use it frown upon it.
"Noed is rarely an issue for me."
Who said it was for anyone? Seriously. We're discussing it's activation mechanic, not it's effect.
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@rats00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1847043#Comment_1847043
That's literally soul guard. You can fully recover from the dying state if the killer has a hex on you. The killer having a hex isn't something you did.
And I am not justifying that either. It is a weird/lazy design choice.
I am not here to discuss whataboutisms, there are plenty of those. I am talking about the notion that "You as a killer earn NoEd's passive effect bonuses" because you did.... what exactly? Oh that's right. You didn't. You simply slotted a perk, that activates upon the survivor-objective being completed.
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@Almo said:
You earn NOED's effect by playing with three perks during the beginning and middle of the match.
If the Survivors do gens too fast for you and you get them, it's their fault; they had time to do totems.
If you keep so much pressure on that they don't have time to do totems, you're still earning it.
If the Survivors try to unhook someone while exposed by NOED, that is also their fault.
Ordinarily, a Killer shouldn't get more than one kill from NOED.
Earning usually means you did something... via an action.
Imagine if survivors were to capitalize on x amount of hooks the killer got in order to get the effect of a perk to proc.
"When the killer has hooked all survivors the survivors now get adrenaline"
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@savevatznick said:
Slugging is necessary at times to maintain momentumn. Seconds matter,and it does the killer no good to basically disable themselves for around ten seconds to hook a survivor when a chase is within reach.
Facecamping works sometimes. If a survivor fails an unhook and becomes slugged right next to a hooked survivor, the best option the killer has is to sit on both of them. It'd be asking the killer to literally play to lose to make them do otherwise.
If facecamping and excessive slugging are giving survivors trouble as effective tactics to the point where at least two of them can't escape, I think that's a sign that they are being punished for making mistakes.
Excessive camping and slugging shouldn't be allowed, period.
If the devs want to keep it the way it is, at least give survivors options to either soft-counter or buff them in specific circumstances. There is no reason why a survivor should have to be slugged for the entirety of their dying state. That is just unbalanced and unfun. There are literally other games who don't allow mechanics like that to be that broken. Look at RE Resistance for example. The game literally re-spawns you at a safe point after being downed, because otherwise killers there would capitalize on an unbalanced feature.
You can say what you want about them being "tactics" but I am sure you are also one of those people who want DS nerfed, or complain about virtually a big percentage of the DBD red rank community bringing the same perks. It is BECAUSE killers who use those mechanics even when they did not have to, do it anyway. It is accessible during every single match, regardless of what survivors bring.
You can try to justify it, but it doesn't make it any less broken.
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@EvilJoshy said:
Can you convince people to switch out adren, dh, bt, ds for hunch?
Can you convince people to switch out Camping, Tunneling and Slugging?
Oh wait, they're always there. Nvm I thought they were slottable perks.


