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Juicyman

Juicyman

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Juicyman
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  • Sadako

    LET'S GO

  • @LeonxJiwoon said:

    Lets see compared to smart killers who punishes easy to counter dead hard lets see these builds ill run and see whats broken

    1 = vigil with sprint burst =ghosty and myers seems to hate this as every 28 seconds am making em unable to stalk fully

    2= smash hit with vigi= killer not only gets stun they waste their time breaking a pallet and by then your miles gone

    3= litch with vigi = run the killer all over the shack and make em miss and bounce hits off windows and your miles gone

    4 = mettle of man with a sceptic medikit = i love 5 lives instead of 3 from dead hard

    5 = soul guard clutch but is good if you decide to strangely let a hex ruin stay on the field you pick yourself up free + gain bt after healing yourself works wonders vs sluggers

    6= flipflop , broil over tenacity unbreakable oh my the killer almost have now an impossible chance to hook

    7= the most fun with swf all using sabo perk of jake + tool boxes breaking every hook and purposely someone baiting themselves to get chased

    So much other broken things I admit we survivors have and all these seem more powerful over easy to counter dead hard which smart killers punishes me from it how many a times and am on floor exhausted.

    You're really not going to convince anyone about balance if you're bringing up Smash Hit, MoM, and Boil Over into the discussion. Also in most of your choices you've dedicated at least 2 perks instead of just a single DH.

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2595779#Comment_2595779

    As soon as a survivor uses dead hard you know they have it. All you have to do is bait them to use it after that. To be honest you could even bait it before you know about it, to check for it.

    It's not that hard to outplay it and if it is influencing a killer's games that much then maybe the killer is not very good.

    You can't bait out deadhard for distance when near a pallet or a vault. Yeah it's easy to bait when you're in a deadzone but that's not where the power of the perk is, No-one is complaining about DH being used to actually dodge an attack,

    I agree with the OP though, the moment I take off DH I am actually scared of the killer and any potential mind games since it does result in death.

  • Both times I've crashed my archive hasn't remembered the Halloween challenge I selected after completing the previous one, no clue if this is the correlation but it's all I've noticed so far.

    Edit: This is not the issue

  • And then you get body blocked by borrowed time because the survivors have learned they can unsafely hook and the concept of playing fair goes out the window.

  • Vanity Mirror + M&A + Dead Rabbit for a 4m terrror radius on a normal 115% killer with wallhacks, a new breed of jumpscare myers is here.

  • Until the company manages to land another cashcow it'll be supported as it's a constant source of income. If they make another successful game then they'll probably spread resources which will then thin the work and lead to a limbo until death.

  • Bring totem perks, they'll help out with both NOED and Hex perks, you don't need 4 chase perks.

    They should make more perks like NOED honestly, ones that only activate when all gens are done and tied to a totem. Having the lethal risk of these perks SHOULD incentivise either totem perks being used or just totems being cleansed as a secondary objective but one perk alone (NOED) should not have the power alone to create this gameplay as it's too overbearing and, like old DS, does need a health update.

    I'm hoping boon totems slightly help with this, spending time injecting them with perk juice to claim one for yourself to help mitigate potential NOED would be nice if that's how they work.

    in NOED Comment by Juicyman
  • It took me a while but as Survivor I learned to not prioritise escaping as being the "fun" part of survivor, it's all in the chase and in that regard I don't prioritise 5 gen chases as fun either (at the point I'm just going through the motions of the map and linking tiles while the killer refuses/doesn't know to drop chase).

    I try to be unpredictable, using perks in weird ways to provoke a reaction out of myself or the killer, just overall goofing off and having a laugh. I'm not saying you should be a hinderance to your team but simply rather embrace the fact you're in a playground with a bully and try to have fun with it.

  • Before gen speeds are changed in anyway I'd argue the perk Prove Thyself needs to be looked at first. I started running it recently and almost every time I double up on a generator with someone the time it takes for the killer to pick up, hook, then walk over to us is enough for about 40-50% of the progression. That's not including the chase itself. This has meant on many occasions I've clutched a gen with someone by stacking when it'd never normally happen without it. And this is only 1/16 perks the survivors can bring.

  • First rounds as killer: No variety in survivor builds, predropping pallets and taking protection hits (and interrupting STBFL), semi decent items and addons.

    First rounds as survivor: No variety in survivor builds, quite co-ordinated gen splits, people not gong instantly down and actually bringing items for a change. Few chases because either gens are done so quickly or the killer never leaves their hook.

    My survivor games have drastically improved but there is no chill in my killer games. Unless I feel like playing a strong killer like Spirit I'll be skipping killer for a few days.

  • Survivors shouldn't run out of stalk. Imagine if, for Oni, they only bled a certain amount.

  • The strongest part of the perk feels like revealing the aura of the gen you're working on to the other survivors imo. When you're in a clutch 3 gen with only 3 survivors left, being able to signal the gen you're rushing on is invaluable to either the spare survivor who is clueless or preventing the one in chase coming near.

    You could honestly remove the blast-mine part of the perk and I'd still consider it a decent perk.

  • I don't disagree with the overall sentiment that Survivors are disproportionally more toxic than Killers but if you get lynched early as a survivor you're more than likely to just leave and begin searching for a new match so you'll never see if they type anything while a Killer HAS to see the end chat. Additionally you don't see the Killer's POV so if the Ghostface is teabagging and hook stabbing while you're on a gen you might not see it either. There's just more opportunity for a Killer to witness toxic behaviour than a typical Survivor.

  • 4 perks vs 16 perks

    If one person is running Iron Will and the Killer Stridor, 1/4 Killer Perks is countering 1/16th of the Survivors perks. A lot of niche survivor perks should really do more to make them attractive but at no point should a Survivor perk completely counter the tiny pool of Killer perks (or if they do make them limited like Distortion).

    If the whole team of survivors is running mute perks then the killer should be the one punishing them for it with 1 of their 4 perks, not 1 of the 16 countering the killer.

  • Too big to be a car door but would be a nice silly thing if it was an Inbetweeners reference.

  • Basement is usually the reward for the killer outplaying the survivor at a strong loop (shack/main building), don't play around basement if you don't want to go in.

    Killer's that force the basement with Agitation + Iron Grasp and then camp are scummy as ######### though and I wish I could tell my teammates to just do gens and leave.

  • Don't know why the logic is a Survivor perk should counter a Killer perk when it's 4 against 16, if you all end up running Iron Will and Stridor is in play that's on the survivors.

  • For me it's because I joined during peak Ruin/Undying so I made it my objective to cleanse totems like an addict when I play survivor. I am giddy for Jill's new perk.

  • @shalo said:

    The Detective's Hunch player wasted a perk slot.

    Oi

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152517#Comment_2152517

    Ah yes. Ofcourse. Doing mental gymnastics explaining why facecamping is good for the game.

    The scenario I gave you is already better than 2 survivors waiting at the gate for you, leaving, then having to go to the other side of the map so the other 2 survivors just leave as well. This is not mental gymnastics, it's a very common scenario.


    @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152491#Comment_2152491

    Calling players "scurrying rats" for escaping, as is the objective of the game, seems like kind of a cheap shot.

    A counterargument: If you're upset that survivors got all the gens without you managing to kill one, what are the survivors supposed to do, throw themselves onto the hooks for you for sympathy deaths?

    If the gens are done then start running the doors or just start running around looking for a survivor in general. Hook him and stay somewhat near, yes. In my experience survivors don't leave unless they know that they have no chance of saving everyone who's left on the map. You should have a fair chance of still getting at least 1 kill whether all 4 gens get done or not.

    All you've done in that third paragraph is explain the point of the thread. Get a final hook and stay near it, forcing them to come to you and earn as many points as you can. Your counterargument has nothing at all to do with the thread.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152491#Comment_2152491

    What I'm saying it sucks to play survivor against you because you wont leave hook. Your are sweating way too hard dude, chill out. It's one game, its not the end of the world. Sometimes you win, sometimes you lose. Sometimes you get 4 kills, sometimes you get 0. Dont forget to Have Fun.

    You've said it yourself "it's one game, it's not the end of the world", so why am I being verbally attacked by four different people? It's just a game, you all got out, why are you name-calling? One of the most thrilling parts of playing survivor is escaping the facecamping killer by protecting each other and yet every time they ######### and moan about it because it isn't easy.

  • @[Deleted User] said:

    Go stop them from 99ing the door?

    Ah yes, my 20 second timer objective that, with four survivors still alive and two doors available when I'm in a random part of the map while potentially hooking a survivor. Yes that objective. What you're saying is you want free unhooks because one of you rats have scurried to the hook while I've left it unattended chasing a survivor at the door to the escape.

    @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/246487/psa-if-theres-4-survivors-left-and-no-gens-left-i-have-no-objective-left-to-defend

    Lol but most killer mains are so salty a out bt and ds and want it nerfed endgame. I've seen posts saying those 2 perks should deactivate endgame. Nope survivors have a right to counter it. When I play swfs and the killer is camping very very rarely does he even get a 1k because we always have bt and ds. I play red rank killer and I might patrol the area but I'm not trash and face camp or hard camp. I know they probably have those perks so I'm looking to try and down someone else or if I can not let a gate get open.

    I am personally 100% okay with these perks in play. A Killer should never expect to get a win from facecamping in the end but it's the only salvageable position, bar NOED, that they can get any bloodpoints. As salty as the bodyblocking, DS, and BT make anyone in this position the killer should be aware that at the very least EVERYONE just gained a lot more points, including themselves from potential trades.

  • Because you can never rest as a killer, you always have to be moving and thinking about your next move. Meanwhile a survivor can just sit on a gen for 80 seconds and cooldown, and then when they're being successful in chase they can at least feel good about themselves for helping their team-mates on gens.

    Whenever the killer outplays a survivor they still have to do it another 23 times, when a survivor outplays a killer there are times when that alone secures your draw/victory.

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