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Johnny_XMan

Johnny_XMan

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Johnny_XMan
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  • It’s a pvp mentality.

    When I played Friday the 13th, I would get it from Jason players and even other counselors... mind you in that game you can talk. So nothing was on text.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342443#Comment_1342443

    "No. I am answering directly to the assumption you pose that for some reason a survivor gains “invincibility” powers. They do not."

    First of all, you're not answering my post directly. You're pigeonholing a different meaning to "invincible". If someone has DS and Unbreakable, they are in fact invincible. They will get up. I never said they couldn't be dropped but that's irrelevant and actually even worse because the killer has to spend more time figuring this all out. You're still wrong because invincible is not the same thing as indestructible, which is what you're thinking of. And no, I assumed nothing and it's already apparent ipso facto how DS exerts invincible situations on the survivor side. If you've been coming to the forums then I know all of the situations have already been explained to you. DS is a broken perk, which does not even have a place in the game since tunneling off hook already has perks to help manage it.

    "If you Are getting hit with DS you are doing something wrong."

    This was just explained to you. Sometimes survivors are all injured but they're wearing the same costumes so it's impossible to figure out,coming from a corner, which is which. Many times survivors will use this and bait the killer into hitting them while they have this. It's not hard to do at all. Sometimes as a killer it's hard to keep up with how long 60 seconds is exactly. I'm not going to set an egg timer every time I drop a survivor. This statement is patently false, does not take into account the situations in which it is used, and blindly denies the fact that this perk is used incredibly often(I would wager more than any other) and is not so coincidentally the cause of much toxicity. In fact, if you can't hit a killer with DS and you really want to then you are doing something wrong.

    @TransverseCaster

    So you say “it grants invincibility” but never bother to explain what that means and expect others to just assume you mean something else?

    You said “it grants invincibility and rewards survivors for being trash” which is untrue.

    How is a survivor who just got unhooked without BT suppose to avoid a hit, when there is nothing around them 100% of the time?

    “Oops that Claudette unhooked me without BT and I’m in a dead zone, guess I’m just trash.”

    Your bias is showing.

    Also if you can’t distinguish between outfits there are survivor icons at the bottomwith names. When you down someone it shows you WHO is currently down. Just a little tip for ya.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342399#Comment_1342399

    Unbreakable works more than once. You always get that +35% recovery speed even after you've used unbreakable, which is pretty huge (20 second recovery time as opposed to 30), and if it's not been used, you can put yourself to 99% recovery progress instead of 95% to literally be just a fraction of a second away and a very quick tap to get back up to get on your feet if you want to save it, which can make a difference, especially if the survivor on the ground has mangled applied to them and the killer is nearby (if the survivor does indeed have DS, the killer is probably going to be nearby).

    Actually I find myself running unbreakable for the healing speed and getting to 99% recovery rather than the actual "get up once" part of it. I only use actual unbreakable when there's usually no other option and as a last resort. Unbreakable + Tenacity is woefully overlooked and it has saved me so much so many times in a single match. Unbreakable as a perk does way more than it just being a "one and done" deal.

    @Sairek

    Unbreakable only picks you up once.

    Slugging puts you in dying state multiple times.

    It is often an abused mechanic by killers. No one that I know runs unbreakable simply because of the recovery rate. It is without a doubt more of a situational scenario than slugging itself which isn’t even a perk, it’s a built in mechanic.

  • @TransverseCaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342426#Comment_1342426

    No, invincibility means they have a hard reset button on the situation even if the killer plays well. Even if they play fairly. The invincibility you're talking about already exists with Borrowed Time, Adrenaline, etc etc. We don't need another form of it out there. It's painful, especially when you expect killers to suck on up to 4 of these. I played the other day in 8 games and EVERY SINGLE TEAM ran them. In most of those games, every single person ran them.

    Now, if they cared about not getting tunneled on hook, they could have run perks like Breakdown and Off the Record specifically designed for this. They didn't. They all ran this one perk. It's not because they care about fairness or just getting tunneled- everyone knows it's stupid powerful. It's extremely selfish to imply this kind of thing is fair. Especially when survivors are running at the killer or bodyblocking hoping to get to use it. It is an offensive perk and inspires offensive behaviour in the group that is supposed to be running defense.

    I'm just tired of getting into games where I see a team, some of them in the same clothes so I can't figure out who has just got off the hook and who does it, but then move into attack *whoops a dead hard!* but that's okay because I'm just going to hit them and *whoops a borrowed time!* and that's fine because I've hit them twice and now *whoops a decisive strike!* okay I'll just keep chasing and *whoops there goes two gens back to back* so it looks like I really need to catch this guy soon and *whoops a few pallet drops and another generator down!* but that's okay because I'm finally at him, hit him, drop him and boy oh boy does this feel good I'll just pick him up and *whoops a flashlight with odd bulb*.

    @TransverseCaster

    No. I am answering directly to the assumption you pose that for some reason a survivor gains “invincibility” powers. They do not.

    If you Are getting hit with DS you are doing something wrong. Why is it that killers in the red rank lobbies I play in know what to do? Seriously it’s not rocket science.

  • @TransverseCaster said:

    "Adapt" here means "suck my DS and like it". It sucks man. It's a fundamentally bad perk. There are already many,many other perks that help in tunnel-off-hook situations. This one is bad because it grants invincibility and rewards survivors for being trash. It also punishes the killer for being good, and often even if they're fair. The perk idea comes from the original Halloween movie where Laurie Strode stabs Mikey to get him away. Think about what this really feels like for the killer: you're basically stabbing in the face and resetting a chase right after they got through with a chase. It's even worse when survivors play in SWFs and have three buddies on standby to body block. It's the single thing that's ruining the game more than anything else. There's no excuse for running it.

    @TransverseCaster

    Invincibility suggests that the survivor cannot go down. Which they can.

  • Make DS’s timer lower and also make it so that killers no longer have unlimited slugging capabilities.

    The coin has two sides, unbreakable only works once and yet I see people slugging survivors multiple times (with their dying state bar being the only timer) because they KNOW how easy it is and convenient.

    DS is fine as it is. Learn to adapt.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342308#Comment_1342308

    What about when a survivor gets tunneled, slugged THEN the killer decides to go for someone else and hooks them while the DS survivor is in the dying state.

    Would that be fair?

    @BigBrainMegMain

    As a killer if they changed so that the timer is gone when someone else gets hooked. I could literally hit the survivor making the save, let them unhook, hit slug them while I tunnel the unhooked survivor.

    Leave them on the floor, and go pick the savior survivor up. Boom! DS is gone. So that is definitely not a good idea. Lol

    I would advice you to find other means to discuss because I have tried with these types of discussions and they lead nowhere most of the time, unless people see both sides.

    Literally for me the only time I see DS being slightly “problematic” is when they have it and the exit is near, which I say slightly because that’s RNG. I don’t make the call where the exit gates spawn just as I don’t make the call when the exit gates spawn and hatch is in between, leaving the survivor no other choice but surrendering. That’s just my opinion after almost 4K hours into this game.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342243#Comment_1342243

    I don't even mind that. What bothers me is I can hook a person, go chase, down and hook up to two other people, find the first person again and STILL be DS'd. I don't mind it being anti tunnel (which it's not supposed to be). DS needs to be conditional.

    @Frankie

    And there in lies the problem.

    First person HAS DS. Correct. At most they will have half the timer they did before. It doesn’t make it any less counterable than before. You won’t get DS’d if you play things right.

    Only in certain scenarios would that ever happen. The problem I have is that some people in these forums make it sound like there is legitimately NOTHING you can do, as if somehow that survivor cannot be touched by whatever means. It drives me insane cuz I see good killers who never even knew I had DS. So then I ask myself what the heck are these people doing getting DS’d all the time?

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341477#Comment_1341477

    You can call it an excuse, I call it lazy gameplay.

    And forced to let them go? lol What's one way to counter DS?

    Slug, no one says their invincible, no one says you can't leave them on the ground, and don't give me a "welL hE haS uNbreAkaBLE" because I rarely see that combo.

    And as a killer main, I'm glad infinites were dealt with, the smaller and balanced maps, the better.

    @BigBrainMegMain

    Only players I see complaining about DS when I play are the ones who still (for whatever reason) believe it is strictly an anti tunnel perk or just have a bad memory and can’t remember who they hooked.

    They wanna hit that sweet tunnel spot when they see no obsession at the start of a match. Know what I mean?

    Using DS : “Omg stop abusing and going into a locker”

    Slugging/Camping/Tunneling: “Oh that’s a legit strat... so it’s fair and balanced.”

    Same ***t, different post.

  • @NuclearBurrito said:

    They consumed 4 toolboxes and used a perk and took 68 seconds worth of time (17*4) to complete a single gen in a way that they can't do to the remaining 4 gens even if they were uninterrupted.

    When you stack several effects towards a singular instant of power, it BETTER be powerful.

    It's like saying heal speeds are too fast because someone with NOLB, We'll make it Botany and a medkit could heal a Survivor with leader in only a few seconds.

    Sure if they could just do that whenever it would be a problem, but they can't, not even close. So it's fine. Like how slow would it need to be to be balanced?

    18 seconds? 19? 20?

    At 20 seconds they'd be spending 80 seconds worth of time. Meaning that 4 Survivors working on seperate gens with nothing would be making progress as fast as the Survivors working together and stacking several gen speed increases.

    That's just not right.

    @NuclearBurrito

    Someone who gets it.

    https://media.giphy.com/media/jShr8wkP38XTO/giphy.gif

    This is the same thing as those people who complain about Freddy's 'Forever Freddy' build.

  • @HollowsGrief said:

    Idk why people are being smart asses to the OP, he never said the killer was bad or that the survivors were any good (they were obvious trash.) No he said GEN SPEED is dumb, because it really is. Even a mediocre team who have no business winning can still all escape if they just focus on gens, that is the OP's point so why don't yall turn down the sarcasm.

    @HollowsGrief

    Simply saying something is bad isn't enough to prove a case.

    Same argument could be said about "This killer is OP because they can do this"... even tho they were obviously using a strong build or a strong add on (Iridescent) or Moris. No one likes them, but you adapt to them.

    Is that being sarcastic?

  • @emptyCups said:

    Lesson learned

    you have to be a top tier streaming God just to win a match as killer

    Everyone else would have been dust

    Killer really needs to spawn in before survivors do to set up and he needs to spawn in the center so gens aren't popping before you do a stride.

    Killer perks should have more slowdown synergy. Instead of extra drawbacks

    @emptyCups

    I've seen better killers make better choices. Sometimes it's a bad thing when you keep talking and preemptively set traps (for the future) while you knew fully well 4 toolboxes were in play. Hence why not every person who plays trapper sets traps right at the beginning of the match. He is not Hag.

  • @fridayslasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339411#Comment_1339411

    thing is, aren't all survivors supposed to spawn seperate unless they use a "shroud" offering?? huh.. i could of sworn that was an offering.. i guess not. ¯\_(ツ)_/¯

    (basically 17 seconds into a match it wouldn't be possilbe if they didn't all spawn together without that offering.)

    @fridayslasher

    If you know certain maps you know certain survivor spawn locations. If you have Corrupt, generally you assume they are going to spawn nearby where the blocked gens are. As for survivors spawning together, almost every single time I play survivor I spawn next to one if not my whole team, and that's also generally a good thing for a killer too.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339618#Comment_1339618

    I play trapper too, the spots he put them in are good spots gens or no. And just to reiterate, those traps came into play so clearly that was the right call.

    What were talking about is the fact that its even possible to do a gen in 17 seconds. That is ######### broken idc what they burned to do it or what decision he made that could have stopped it. Broken AF. We can agree to disagree cause theres nothing youre going to say to convince me thats ok.

    This is a symptom of the problem. There are things those kids could have done that are much worse as i explained to the other guy.

    @Dead_by_Gadfly

    But you completely ignore the fact that they had BNPs. That matters.

    So I ask again. What should BNPs do that won't make them too OP? Because they have already been nerfed in the past.

    If you don't care about what they did to complete that gen, there is your problem. Him setting traps where (again) THEY didn't spawn and he fully well knew this.... allowed them to start on a gen together and burn their BNPs. If he had made different choices he could have prevented that gen to pop, and probably even snowballed. It's not like they were that far from him.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339580#Comment_1339580

    Alright, cool, then bringing an ultra rare mori and killing people off first hook is perfectly balanced then yeah? (Thats rhetorical, obviously it isnt).

    It was the start of the match. Theres 7 generators out there he has to walk to in 17 seconds...are you REALLY saying he should have known exactly which generator they were on? Thats why he ran corrupt, to reduce that 7 down to 4. Hes playimg as the trapper, trappers put traps down at the start of the match, if he hadnt put those 2 measly traps down and been good enough to force them into them he would have lost. Luckily, as we all seem to agree, those kids played very stupidly.

    And yes, im well aware of how to pressure generators, were talking about 1 generator being finished 17 seconds into the match. Thats broken AF and it truly amazes me anyone would try and justify that.

    @Dead_by_Gadfly

    I play Trapper and I never put traps at the start of the match where no gens are in site. That's his choice.

    No I don't expect him to KNOW exactly where to go. What I do expect him to know is that after he...

    a) Knew at least 3 of them had toolboxes.

    b) Has corrupt, therefore allowing him a better tracking path to know which gens to check first.

    c) Has Ruin, therefore allowing him to counter their usage of any type of gen speed add on by pressuring that gen, and easily getting his STBFL stacks. Because the survivors would have had to play pretty ballsy (which by the looks of the match they would have) in order to complete that gen.

    ... he would have made a different choice than to set two traps where survivors wouldn't have spawned anyway, because that is where HE spawned. If that is his style of playing trapper, great! kudos to him. He still got a 4k out of it.

    I just don't agree that suggesting 3 BNPs as evidence that there is a clear "gen speed" problem serves as a receipt.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339411#Comment_1339411

    I know what you mean.

    It's not about being balanced, since gens popping that fast isn't normal or regular.

    BUT they did bring a 1 time use Pink Addon, it's expected to have the gen done that fast.

    I know where you're coming from.

    https://forum.deadbydaylight.com/en/discussion/comment/1339460#Comment_1339460

    Agreed, I don't understand how killers can complain about this ONE gen popping and still get their 4k.

    They can never be happy.

    @BigBrainMegMain

    My thing is when I say "balanced", I mean it is "expected" for that specific situation.

    If I know I am playing against an Iri Head Huntress, I'm going to play SUPER safe. Which is outside of my norm... but it is expected in that specific situation.

    This post is acting as if this video proves anything regarding actual gen speed balance. It's like saying Huntress is broken and then I post a video of them bringing Iri Head.... when in actuality it's not Huntress that is broken, it's the add on... see what I mean?

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339411#Comment_1339411

    Theres absolutely nothing balanced about a gen going off in 17 secs. You know what the balance to that is? Ohtz, ohtz is the balance. Most other killers would have got waxed that game and if those survivors hadnt been filled with a ton of false confidence, I doubt even he would have stopped them

    @Dead_by_Gadfly

    So let me ask you something.... What would be balanced about BNPs that warrants them being Ultra Rare?

    The dude had Corrupt AND Ruin. He chose to go in a direction in which no gens were being worked on. (That's not the game's fault, it's his). Part of applying pressure is knowing how to use your perks too. When I bring Ruin, I make SURE to check generators (that is part of pressuring), especially if they have toolboxes. Why? Because it's a guaranteed auto-regression if you catch them at the moment they have a gen going.

    You are giving him too much credit for what very little he had to do to apply pressure because of how badly and altruistic those survivors were playing.

  • @metalklok

    If they have 3 BNPs. Yes it is.

    They obviously got on the same gen together and knew they were going to. Otz didn't make the right call and check the right gen... aka bad RNG. If he had they would have used their BNP and he would have pressured them off while his Ruin would have regressed it.

    It happens from time to time.

  • They are.

    They had 3 BNPs what do you expect?

  • The only reason I would be opposed to this idea is because Oni has an auto-lock animation, and Michael does not.

    Sometimes while I am chasing a healthy survivor, I use it as a strat to be able to pop my T3 mid chase without any hindrance. Other than that the idea sounds interesting.

    Michael main here.

  • @OhMyWords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339010#Comment_1339010

    How do you nerf tunneling? Is that possible? How about camping?

    By your logic, camping and tunneling is balanced the way it is.

    Nerfing a perk is one thing, changing how the game works is another. Tunneling is a part of the game because it's literally chasing. Camping is existing near a hooked survivor. So how the hell do you nerf this?

    @OhMyWords

    Adding Survivor auto-mechanics. Like Bloodlust counters Long loops. Etc.

    Where in my message does it even state that Tunneling and Camping are balanced? It is a mechanic that can be abused no matter which killer you play. Tunneling and Chasing are very different. Camping and going back to the hook because you saw a survivor nearby are different things.

    Until you actually understand the difference there is no point in having this conversation.

  • It doesn't need a nerf. It is balanced the way it is.

    Nerf Tunneling and Camping (which are not perks) and then we can talk again.

  • What about if they whiffed without the survivor having Dead Hard? Camped and didn't even get the 1k? Tunneled the newbie?

    Would it then mean that No Ed created a crutch situation for them? Sorry but I'm not seeing what you're seeing.

    The effect that you get from No Ed is massive (+4% movement speed, Expose), so I wouldn't compare it to other perks which a) don't require the other side to complete the objective to get it to proc. b) have no downside other than it being a hex which can be destroyed.

    I'll accept that No Ed is in the game, but I won't accept that it made you a skill-full player.

  • @cosmicvolts

    Tunneling, Slugging and Camping are all part of the game. Many people will try to defend it as a “strat”, but the bottom line is as long as those 3 are available to any killer, making it a meta which you will have to just assume that they will at some point do it, and therefore you might have to bring perks like DS.

    That is also assuming that your teammates will do what they must if you’re being targeted.

  • Honestly it’s hard to say what you should do.

    So I’ll tell you what I would do. If I was concerned for their well-being, after a bad match. I would invite them to play and try to be friends with them. Maybe apologize for the bad match and reassure them that this is just a game and we can learn together.

    Depression is a real thing and you don’t know who may be going through something so I applaud you for not even thinking about the match but his well being and being concerned.

    Nobody should ever feel like they are alone in this world.

  • None.

    The most people will get is blinding me at a pallet. Even then all you have to do is pretend like you’re going to break it and look down... meanwhile their battery is losing life, and they are wasting time.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1335647#Comment_1335647

    To be fair, F13: The Game died because of legal reasons that were completely out of its control.

    @TAG

    Exactly.

  • Thematically it doesn’t fit the theme of DBD.

    In my opinion, we’re in the Entity’s realm so if anyone was going to “dispose” of a killer is the Entity itself. Hence why we get “Entity displeased” It holds the cards.

    If we were in a “real” world then I maybe could see it happening.

    In F13 it made sense and coincides with the actual film’s theme. Something which didn’t happen in every one of the films but still.

    DBD for me is you are a puppet (killer or survivor) the entity is pulling the strings. The entity is the power role.

  • @lordtomato

    "P.S. pretty sure I am new if you disagree with this post. : 3"

    fixed it for you.

  • Why cuz 2 random injured Blendettes aren’t self caring themselves against sloppy while the only teammate on a gen is forced to get the save? 😳😳😳😳😳😳

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333145#Comment_1333145

    How many people do you think say this stuff online, but not IRL? The number is probably substantially different. Also you should probably look at what he is saying. He's not saying what you think he is.

    @Liruliniel

    If we went by that then they should take out the current reporting system for post match and fire the mods.

    There are systems for reporting for a reason it’s not about who p****d on your Cheerios this morning. This is a game and as with every other game it has rules. If you don’t like those rules (which are really just be a decent human being) then go ahead and go to those mediums which do allow you to say anything without any remorse.

    Everybody knows these jerks will still exist and keep using those words. Doesn’t mean we want to hear them.

  • I kill them all and say “ggez”.

    Just kidding.

    at that point I go for whatever gets me the most points. If they are half way good I will play like normal though.

  • A good team is balanced against a good killer. Regardless of SWF or not.

    SWF doesn’t mean the team is going to win. You still need to know how to play the game. You can have all the meta perks and be in a SWF and still do pretty bad if you have no understanding (outside of your loadout) of how timing, saving, when to be efficient, should you take a hit, Aggro, etc. works.

  • We

    dont

    need

    a

    PSA.

    Thank you tho.

  • You what else is almost impossible? Revealing Ghostface in his current state.

  • Agreed on Hawkings pallets being too unsafe. Honestly I don’t even think it’s just that but there too MANY of them.

    I wish they would have made this map a little but different, like maybe walls that have crumbled down and create an interesting loop out of it.

  • For me personally. Using the most out of pallets and tiles while also mind-gaming.

    Sometimes I get greedy but it pays off and that’s when I feel like I won. Other times not so much.

  • @Icery

    For what is worth I got a good laugh out of that.

    It’s about the most substance you can get out of these type of threads.

  • Top 3:

    Chucky from the original’s child’s play. With teen Andy as survivor. As a bonus Tiffany can also be played... it would work how Legion currently works , and you could switch between Chucky or Tiffany.

    Xenomorph from Alien with Ripley as survivor.

    Angela from Night of the Demons, with Mouse as a survivor.

  • Notice how 3 pages in and OP hasn’t even responded to his own thread.

    How is this even considered a discussion? Lmao

  • @Kabu said:

    Legion, their teasers and trailer were, in my opinion, misleading. As someone above stated it seemed as if they were going to have associative identity disorder or disguise themselves as survivors.

    @Kabu

    That would have been way more interesting.

  • @C3Tooth said:

    I think we have to wait until all map gets smaller to have map pressure.

    Also, able to switch between 2 types of bottle for difference effect, which also an action which is great.

    We need more action for old OG killers

    @C3Tooth

    Some maps were already downsized to a significant size. You have to remember they still have to keep maps a decent size, so they are viable maps for survivors too.

    I also don't think killers' strengths should be based around map size. They should be able to apply pressure regardless of which map they play in.

  • @C3Tooth said:

    @tixerp I dont like an action that cause manything happens (such as throwing a bottle cause survivor screaming & gen regress, beside that will make his power a build in kicking gen). I prefer an action does a single job, but Killers will have many of them, survivors have to look at killer to know what his next move.

    @Johnny_XMan since your suggestion is to buff his tonic bottle, which is

    • Throw bottle: survivors scream + get speed buff when moving inside the smoke.

    I rather to split it into difference actions

    • Sniff bottle: buff him
    • Throw bottle: make survivors scream

    It will make a Killer harder to play, but he has various action to plan up his own strategy

    I'm not really sure what you mean by "more action he gets".

    All my ideas are just giving him 4 more action that he can do with his power, while not buffing tonic effect

    I do like your balloon idea, but what about if they are located behind a wall?

    If survivor is behind a super high wall, then killer will not able to see his balloon. May be make pop sound noti if survivor untight his balloon

    @C3Tooth

    My idea implements 2 different types of bottles. One where he slows down survivors (what he currently has), the other where it enhances his speed. Hence why I said you cannot use them simutaneously. He can swap between them anytime he wants, he just can't use them together.

    I also want to ask, how would your ideas help with giving him the ability to create more map pressure? Because currently this is where he suffers the most. He can slow down survivors, but by the time you down/hook a survivor and try to get to the other side of the map you have little to no pressure over the other survivors.

  • @C3Tooth said:

    I proposed my ideas on Clown days ago. Its not about buffing him, its about more action he gets:

    • Roll bottle: instead of throwing, he roll them on floor, easily stopped by obstacle, but it has longer range
    • Clap bottle: if he has 2 or more bottles, he can clap to make a big tonic smoke around him, consuming 2 bottles
    • Sniff bottle: he can sniff a bottle to get temporary buff (on something) for a duration (this buff is harder to use than your movement buff in tonic smoke, since you lost a bottle for it)
    • Balloon: i may change your Last Laugh into an interact action that he able to tight a balloon to a survivor on dying state, make them easier to spot from distance, hit them will lose balloon, or having another survivor to untight it for a duration. He has 4 balloons.

    @C3Tooth

    Thank you for giving your input!

    What is the difference between buffing him and what you have suggested?

    I'm not really sure what you mean by "more action he gets".

    I do like your balloon idea, but what about if they are located behind a wall?

  • Everybody in red ranks post the killer you got today.

    I'll go first.

    Death Slinger

    Leatherface

    Legion

    Legion

    Legion

    Ghostface

    Legion

    Plague

    Just realized I never got a Spirit today.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1327178#Comment_1327178

    Good Killers will not chase unhooks mainly because it isn't time efficient. Hitting the person who's going for the unhook and taking that chase is a lot more reliable than chasing someone who might have BT, Decisive and has a fully restored exhaustion perk.

    If you can find another target other than the recently unhook, it's in your best interest the majority of the time. You can soft tunnel the recent unhook after your next down if you really want an early kill, but straight tunnels just don't pay off usually unless they're being farmed and an easy re-down because of bad teammates.

    @gatsby

    I'm just letting you know why it is frequent. I really have no interest why the killer did what they did.

    I've seen killers say "Now I am being forced to tunnel" ... Good. Now let me spoon-feed you my counter to that. Because you cannot always predict what a killer is going to do. I've seen "Good" killers use this to their advantage. So to me, the reasoning why killers do what they do is irrelevant as long as it is an option for them.

    The person being tunneled wants a fun interactive experience and if they have been specifically targeted as the "tunneling bait". They will bring DS next time. That's not on them though. They want to play the game too.

  • It's meta because it counters the two things that are possible in this game as any killer which require no perk/add ons: Camping and Tunneling.

    As long as these are options for a killer without any other counter for them. People will still bring them.

    Bad teammates just add to it, but I never bring DS because of "bad teammates". I bring it because when I don't I get tunneled (for whatever reason) and I wish I had it. It's the price that non-tunneling killers have to pay because of these forums trying to sell DS strictly as a "Anti-Tunnel" perk.

    There is no rule that says a teammate has to do x|y|z, if a killer really wants to take you out of a game, they will figure out a way. I've seen killers downing the person who took 2 hits and STILL go after the unhooked person. Again. Not trying to complain or say that is bad, but it is just the fact that it is always available and why not? They are there to kill. Still, doesn't take away from the fact that it only makes perks like DS more frequent.

  • @TheRockstarKnight said:

    Name a more iconic duo than 'someone with Dead Hard' and 'their downed body twitching on the ground Exhausted'. I'll wait.

    It's latency, which isn't something they can fix. You're timing your Dead Hard right, but on the Killer's screen you're already downed, so you go down instead of using Dead Hard's iframes to not go down.

    My suggestion: either use it earlier to get distance at a loop, or switch to a different perk.

    @TheRockstarKnight

    Thank you * I was just typing this under your response... 😂

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1326160#Comment_1326160

    People keep saying this, and yet it's still one of the most-run perks, and every killer plays as if every survivor has it.

    Clearly it's working for someone.

    @Bovinity

    As per what I just said. It works when it works, but there is a clear issue because of it's dependency how your computer responds to a request from the game's server.

    As for why people use it, it's a great perk for runners. I happen to like the role of running a killer, so I will use it, but if I notice I am getting bad latency, I will use it a lot earlier than normal or not use it to dodge a hit. There is no way to know that until you are in a match. Still doesn't take away the fact that the perk has this issue.

  • If you have exhaustion while you used the perk, you are not using it too early. You should never have exhaustion on the ground unless you have actually dashed forward first. In which case it would mean you used it too early. This is common knowledge.

    As for why the perk isn't working, its due to Latency. Dead Hard (much like how windows were not working) has been bad for a while now. It's become almost a meme perk because of how much it doesn't work. This only got worse when dedicated servers were introduced.

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